[Rendering] Custom Particle Render Script for Unity ParticleSystem (Shuriken)

Hello Unity Community -

I’m currently investigating custom particle rendering, and was wondering if a sample (.cs) existed for generating a custom procedural Mesh, that works with the built-in Unity particle shaders.

I’m hoping to find some code that does in .cs what the Unity particle renderer does on the CPU. The reason for this: there are particle state parameters that, despite being used in the creation of particle billboards, are not exposed (via TEXCOORD, COLOR, or NORMAL data) for use in rendering.

While not terribly difficult to do, it would be excellent if a simple reference implementation that, given a Unity Particle System, and Unity Particle Shader, does the work of creating the procedural mesh. It would certainly save me some time, and would be a valuable piece of reference for anyone wanting to do custom rendering with existing ParticleSystem resources.

Does anyone have any leads here? I’ve done quite a bit of trolling, with no luck so far online…

Thanks in advance,

-js

As a bit of context, I did find and interesting solution that used a compute shader to do something similar (available here):

Unfortunately for my purposes, I’m required to support DX9 so Compute Shading is out. Hopefully there’s an equivalent sample somewhere, using custom .cs code on the CPU.

-js