The 1.0.3 update brings a major visual improvement to the Camera-Adherent GPU Particle system.
This release focuses purely on foreground, camera-facing particle effects—such as wind swirls, impact bursts, weapon trails, magic glows, atmosphere streaks, UI-adjacent FX, and any particle that stays tightly aligned to the screen.
These particles now react to lighting in a way that matches the rest of your scene’s illumination—without losing the performance advantages of a camera-adherent GPU pipeline.
🌟 1. Full Multi-Light Support (URP Forward & Forward+)
Camera-adherent particles traditionally rely on unlit shading because they live in screen-space rather than world-space.
This update changes that.
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Point lights and spotlights now illuminate camera-aligned GPU particles.
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Correct color, intensity, and distance attenuation are applied.
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Fully compatible with URP Forward+ clustered lighting, enabling dozens of realtime lights on supported hardware.
Even though the particles are screen-aligned, the shading now reflects world lighting conditions—adding depth and realism to close-up effects.
🌈 2. Hybrid Lighting Pipeline (Auto Per-Pixel / Per-Vertex)
To balance visual fidelity and performance—especially on mobile and mid-range GPUs—the lighting pipeline now adapts automatically:
| Material Setup | Lighting Mode | Behavior |
|---|---|---|
| Normal Map enabled | Per-Pixel Lighting | High-quality shading for glossy, detailed effects |
| No Normal Map | Per-Vertex Lighting | High-performance mode without sacrificing color accuracy |
| Storm Mode enabled | Lighting disabled | Recommended to avoid combining Storm + Lighting |
This pipeline ensures that camera-adherent particles stay lightweight while still supporting physically meaningful lighting when needed.
🌫️ 3. URP Fog Integration
Camera-aligned particles now respect URP fog:
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Smooth depth-aware blending
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Consistent screen-space behavior
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Matches scene mood and atmosphere
This prevents the visual mismatch that screen-aligned particles often have in foggy or atmospheric environments.
🔧 4. Naming Consistency Improvement
The material parameter:
MaskMap → lightMaskMap
This better reflects its role in controlling specular and emission contribution under the new lighting pipeline.
📝 1.0.3 Changelog
Fixes
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Renamed
MaskMap→lightMaskMapfor clarity. -
Fixed an issue where lightMaskMap did not correctly influence specular and emission.
Improvements
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Multi-light support
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URP Forward & Forward+ clustered lighting
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Correct color & attenuation
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Hybrid Lighting Pipeline
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Per-Pixel (normal map) / Per-Vertex (no normal map)
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Storm Mode disables lighting for consistency
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URP Fog support
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Proper fog blending for camera-aligned particles
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