In HDRP the Output Particle Lit quad node has material type options, one of which is Translucent. This seems to allow light to penetrate the particle so the lighting can be seen from both sides. This option doesn’t seem to exist in URP, in latest Unity 2021.2.0b13 beta with URP 12
anyone know how I might be able to replicate/fake translucent materials for VFX particles in URP, like you can do in HDRP?
what I want is to have quad billboarded particles be lit from one side, but the result is it’s lit from both sides.
I’m using unity 2021.2.b014 which got access to the Lit output node for vfx, but without translucent materials, it’s only able to be lit from the side that has direct contact with a light source.
One way to do it is to create a particle mesh with two faces, both facing forward, but one with inverted normals. It works very well, but double the rendering since both faces overlap each other.