Free? Probably.
Making good progress, but having a technical problem with sorted billboard rendering - the particle array gets shuffled so any persisten state I’m keeping about each individual particle starts to reference the wrong particles when the rendering goes on.
There is probably no “nice” solution for that. You may give every particle a slightly different energy.
You have a list of particles, sorted by energy. And during an update, you need to get the particle list from the particle system. Smallest energy in particle system list is the one with the smallest energy in your particle list.
You certainly need to be careful with the energy values, such that still the correct uv is used. Horrible solution, but that is the only way I can think of with Unity’s particle system.
Implementing your own particle system would be an alternative. (That’s what I did to solve that issue.)
I am curious how you implemented dynamic light vector?! No idea how to do that with the Unity’s particle system, except if you made a cg shader.
Edit: Ok, you may be using particle colors as well, which would be the easiest solution I guess
Oooh, looking very nice. Certainly the most consistent looking cloud system I’ve seen on the forums. No weird popping, and the fly-throughs look smooth.
Greate! Awesome! How did you do it? I’m also trying to make good looking clouds, but it’s really hard and my clouds doesn’t look like clouds at all. Could you write a tutorial(if not very detail, maybe just the main steps)? I really want to make something similar to your clouds.