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2025年11月25日 星期二

Camera-Adherent GPU Particles 1.0.3 — Multi-Light, Forward+, and Hybrid Lighting Upgrade


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.

  • Point lights and spotlights now illuminate camera-aligned GPU particles.

  • Correct color, intensity, and distance attenuation are applied.

  • 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 SetupLighting ModeBehavior
Normal Map enabledPer-Pixel LightingHigh-quality shading for glossy, detailed effects
No Normal MapPer-Vertex LightingHigh-performance mode without sacrificing color accuracy
Storm Mode enabledLighting disabledRecommended 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:

  • Smooth depth-aware blending

  • Consistent screen-space behavior

  • 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:

MaskMaplightMaskMap

This better reflects its role in controlling specular and emission contribution under the new lighting pipeline.


📝 1.0.3 Changelog

Fixes

  • Renamed MaskMaplightMaskMap for clarity.

  • Fixed an issue where lightMaskMap did not correctly influence specular and emission.

Improvements

  • Multi-light support

    • URP Forward & Forward+ clustered lighting

    • Correct color & attenuation

  • Hybrid Lighting Pipeline

    • Per-Pixel (normal map) / Per-Vertex (no normal map)

    • Storm Mode disables lighting for consistency

  • URP Fog support

    • Proper fog blending for camera-aligned particles


🎬 Demo Video



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