How to make lights that affect my particle effects (fog)?

Maybe this might help:

Hi guys,
I have some particle effects in my scene, they are just fog examples, and I want that the color of the fog will change under directional lights. For example:

http://cache2.asset-cache.net/gc/173902722-concert-lights-gettyimages.jpg?v=1&c=IWSAsset&k=2&d=bgGgCSA6MgXGgs8MF3ljfNrsMcVF8O4vD7jNHzloWfn6dL%2BPSOfMq9rirAEK2rJD

How can I do that?

Great! I forgot to check the Content Example level… but one question: since I’ll probably run the project also with Oculus Rift (DK2), there is another way more “lighter” to don’t lose too much FPS?
I don’t care if that’s not realistic, I can do a lot of compromises for the OCULUS version of the project.

Ok I tested it, and for some reason, it doesn’t work.
I made every single step, and I also tried to export the assets in my scene, but the particle effect refuses to change the color.

I’m missing something…?

I don’t know for the lighter version of it. Maybe GPU particles could help? Also, for the colors of the particles, maybe the solution is in the material part, not the particle. Do you have a particle color node on it?

I copied the exact material of the ContentExample level… everything is the same, that’s why I’m getting mad of what I made wrong.
It’s possible that maybe something external like a post process volume could be determinant to reach that result?

The particle cave example has a fog-sheet, and also a few god-ray sheets. check them out, they are the way to go and achieve this effect.

Thank you, but that’s not what I’m looking for.
I’d like to recreate the exact same thing that is present in the ContentExample, do you have any idea how to recreate that?

well yea… you look at the one in the content examples, and you recreate it.

I forgot to mark this question as resolved thanks to @ekhart, that provided a great example. Initially this didn’t worked because I had extra custom settings for my oculus performance… doh! :slight_smile: Now works great! :slight_smile: