Making a simple matrix text effect and confused as to how the Shuriken particle system compresses the texture.
Mesh renderer displays the texture fine, while the billboard renderer skews them vertically and REALLY compresses them.
Anyone know how I can make the billboard renderer have the same compression as the mesh renderer, or fix whatever it is I’m doing wrong to make the texture on the right look identical as on the left?
Can you provide screenshots so that we can see the effect you’re trying to fix?
As far as I know, Shuriken uses the same texture resources as the rest of Unity, so the compression shouldn’t be different. However, there’s a lot in Shuriken which changes how things are displayed, and depending on the details of your problem it could come from practically anywhere in there. The vertical skewing sounds like there’s some kind of velocity scaling applied to the particles, so first of all I suggest looking for any settings along those lines and removing them. That in itself could make the compression look terrible, but it could also come down to things like render settings.
Your mesh is most likely shaped as a rectangle I would guess (e.g. something like ratio 2:1)? A billboard is always a square so that is probably why your textured shows up skewed.
Also compressed doesn’t mean skewed. Compressed means that the texture has gone through some process that makes its size smaller and sometimes introduces artifacts because of that. In your case it does not seem related to compression.
Anyway, the solutions I see are to use stretched billboard or keep using the mesh. Another option could be to modify your texture so it is square shaped (e.g. 128x128) and then the billboard should work.
I’m not sure what you mean by “velocity scaling”. Do you mean size by speed? Not on. As far as render settings - those screengrabs are straight from the Editor, I haven’t found a parameter to adjust quality for that. As far as texture compression settings, even if I go at the higher possible quality (GUI/Truecolor/Trilinear), it still doesn’t look as well as the mesh.
@Alf203: That’s correct - I’m using a 256x512 mesh that I’m then applying a texture animation on. I understand the difference between compressed and skewed :). You misread my post - I’m stating it’s both. Stretched billboard makes it look somewhat like aurora borealis, still compresses/skews/looks like s***:
Using mesh is not an option as I need a texture sheet animation, which as far as I read is unsupported for mesh.
I can’t see your base texture, so I’m not sure, but is it your “tiles” X and Y settings? You have it set to 8 x 1, but assuming they’re square surely that should be 4 x 2 based on your texture size?
Glad you got it to work. But it also should work with stretched billboard as follows :
-You need to rotate your texture 90 degree (in photoshop or gimp) otherwise it will look wrong.
-Then set the texture animation to WholeSheet and set X to 1 and Y to 8.
-Use the length scale parameter in the render module to adjust the length.