Particule system : using texture sheet animation without sprite renderer

Hi everybody,
Sorry if my question seems a bit stupid but I’m a bit lost.
I’m trying to make my own particle system (Unity 2019) and wonder about some functionalities.

First, following some tutorials, I thought that the module Texture Sheet Animation should be used with a Sprite material (Sprites-Default ?) set to the Renderer.

But, while I was “playing” with different options and materials in Renderer, I could see that the assigned sprite in the Texture Sheet Animation module was used, even with a material using Legacy Shaders>Particule>Additive for example.

So, Can we use a sprite (with the Texture Sheet Animation module) with any material ?

The sprite I’m using in Texture Sheet Animation:
5009918--489992--upload_2019-9-28_16-31-27.png

The material set in the Renderer:
5009918--489995--upload_2019-9-28_16-33-53.png

5009918--489998--upload_2019-9-28_16-36-25.png

The result:

I’m pretty sure to missunderstand something…

Secondly, I would like to know if I can use safely (for future updates) the legacy shaders for Particule System (Legacy Shaders>Particule) ?

Once again, sorry for my confusion, any help is really appreciated.
Many Thanks !!!

Sprite support in particles is a fairly recent thing. But all sprite is, is a texture and some UV & size or mesh information saying where in the texture your specific sprite is and how big it should be shown. Particle systems are mesh generation systems just like sprite renderers. The shader & material used can be just about anything as long as it has a _MainTex texture property. Just like sprite renderers can use any shader & material with the same requirement.

And it should be perfectly safe to use the legacy particle shaders for a long time. It’s just unnecessary since the newer Particle/Standard Unit shader can replicate the functionality of all of the pre-existing particle shaders, and adds additional features.

2 Likes

Thank you a lot for your answer ! I didn’t know Particle/Standard Unlit shader could replace all of the pre-existing particle shaders. So, after reading your answer I did some tries and I have been able to reproduce the same behaviors :

5010797--490103--upload_2019-9-28_23-34-28.png

5010797--490109--upload_2019-9-28_23-35-12.png

You put me in the good direction :slight_smile:
If you’ve got any link for learning more about this I’ll appreciate too, but please don’t waste your time for that :wink:

the benefit of the sprite creation system is to streamline atlas creation from individual images with mesh data that reduces overdraw; then you are able to pass several sprites into the texture module to easily access the image, play through, or even random assignments

notice the (+) symbol on texture model aside from ‘switch_A_1’ IIRC you add multiple in the order you’d like and the graph over particle (lifetime or time static) describes the flip-book timing

the particle shader only has 1 slot and so you have to manually make the sheet (index referencing is more cumbersome manually, and an update requires the whole sheet re-downloaded) without the benefit of Unit’y sprite creation system.

I suspect that you can still use the standard unlit particle shader and leverage frame-blending

Thanks a lot for your anwer !

You are right, but now I’m really surprised that the standard unlit particle shader seems not to be included in the android package after building. :eyes:
Do we need to specify something special in the project settings ?
If I don’t find the solution by myself I will probably put a request here… it’s really weird.