Migrate from legacy particle shaders

Hey guys. I have trouble getting same look from the new particle shaders. Can you guys help me?

My best bet is that this one is represented by Standard Surface and mode set to Fade?
Tint goes into Albedo? Soft particle factor have 1 how does that translate, now you tick a checkbox and select near fade far fade.

Am I on the right path at all?

Anyone been successful in migrating from legacy alpha blended to Standard surface without affecting visuals of particle effect?

Legacy particle shaders are unlit. The Particles/Standard Surface shader is lit. Use the Particle/Standard Unlit shader instead and it’ll match exactly.

Aaaah offcourse. Thanks will try

Hmm, I cant for the life of me get same look. So the orginal has this tint

7086130--843550--upload_2021-4-28_14-40-22.png

I try this these settings in the Standard Unlit
7086130--843553--upload_2021-4-28_14-42-57.png

7086130--843556--upload_2021-4-28_14-43-33.png

But it looks completely off, much more transparent

Ah, right.

A weird thing about the old particle color tint is it multiplies the color by 2x in the shader. So the legacy particle alpha shader’s “128, 128, 128, 128” is equivalent to “255, 255, 255, 255” in the Particles/Standard Unlit.*

  • Except when it’s not because of color space conversion. Really the legacy alpha blended particles have been weird for the last decade and produce wildly different results for gamma and linear space rendering. Though new Standard particle shaders aren’t actually any better about this.
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Tried it, too bright now instead :smile:

Try 173, 173, 173, 255

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Perfect match, whats the logic? :smile:

Edit: seems like soft particles is broken in single pass instanced anyway (VR) so all this might be for nothing

The “128” value is in sRGB gamma space. In linear space that’s a value of about 0.21. The shader is multiplying that value by 2.0, so about 0.42. 0.42 in sRGB gamma space is about 0.67998, or 173.

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