Here’s a fun problem I’m encountering with a pretty simple setup:
- I have a shader that uses a heightmap to determine if a surface is covered in blood or not.
- I have a particle system with collisions enabled that is reporting collisions.
- I want to take that collision information and somehow get the UV coordinates from that. This is the tricky part because particle collisions are reported in worldspace.
- After I do this, I want to paint the heightmap with white from a brush image so that point ends up covered in blood.
Now, I have a solution I might be able to hack together where I project a ray to the particle collision point and get the UV data that way, but this seems kinda janky. Is there a better way?