On screenshots you can see two trees - one is just a regular object in scene and the other is created with VFX. They both have the same shader (for VFX I’m using Output Particle ShaderGraph mesh unlit) that I created with shadergraph. In this shader I just lerp the color based on the density from the Fog node. As you can see fog affects those trees in different ways and I’m not sure why. And if I increase the density in fog settings it will affect the color of VFX tree, so it seems like density calculated in different ways for VFX and regular objects.
I’m using Unity 6 (6000.0.23f1), URP 17.03.
Okay, let me check with a URP project.
Thanks. I’ve been doing the same test on my end and the result in URP are weird when using ShaderGraph. The issue doesn’t seem to be present when using a built-in VFX output.
But I case that what not you wanted to use ![]()
Thanks for warning us, we need to test on previous version and I will create Bug report and update this Topic with the advancement.
Here is the Bug if you want to follow its resolution.
I’ll keep this topic updated when it’s resolved.
Have a great day
Just to let you know that a fix just landed for this issue on Unity 6.1.0a6 (6000.1.0a6).
The backport should come next.






