If you are comfortable writing your own ShadersA program that runs on the GPU. More info
See in Glossary, you can use the Renderer Module’s Custom Vertex Streams feature to configure your Particle SystemsA component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene. More info
See in Glossary to pass a wider range of data into your custom Shaders.
There are a number of built-in data streams to choose from, such as velocity, size and center position. Aside from the ability to create powerful custom Shaders, these streams allow a number of more general benefits:
There are also two completely custom per-particle data streams (ParticleSystemVertexStreams.Custom1 and ParticleSystemVertexStreams.Custom2), which can be populated from script. Call SetCustomParticleData and GetCustomParticleData with your array of data to use them. There are two ways of using this:
When adding vertex streams, Unity will provide you with some information in brackets, next to each item, to help you read the correct data in your shader:
Each item in brackets corresponds to a Vertex ShaderA program that runs on each vertex of a 3D model when the model is being rendered. More info
See in Glossary input, which you should specify in your Shader. Here is the correct input structure for this configuration.
struct appdata_t {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoords : TEXCOORD0;
float texcoordBlend : TEXCOORD1;
};
Notice that both UV and UV2 are passed in different parts of TEXCOORD0, so we use a single declaration for both. To access each one in your shader, you would use the xy and zw swizzles. This allows you to pack your vertex data efficiently.