I’ve a particles system with an alpha blended material applied.
Now particles seems don’t react to the lighting (I use a directional light) and don’t receive shadows.
Do you know a way to make it possible?
Possibly using the Unity provided shaders.
If not, what do you suggest?
I’ve read something about the LPPV (light probe proxy volume) that should useful to get what I’m looking for…but I can’t make it works… Anyone have tried it?
The cutout standard or legacy shader could cast and receive shadow.
But the result seems a little imprecise with particles.
Cutout means that every pixel will be 100% opaque or 100% transparent.
the standard shader with fade option seems really good. The only thing I’m missing now is the soft particles effect.
Do you know if it’s possible to write a custom standard shader with soft particles implemented?
Uhhmmm… I’m missing another point.
The “color over lifetime” seems it doesn’t work with a standard shader.
I’m, in particular, interested about the Alpha value.
Do someone know a way to solve this?