Using the standard shader for particle system

I’m using some asset store firecrackers. I was really struggling to figure out how to get a really nice bloom effect. Not an expert in how the default particle system shader works, but there is no option for Emission. Also, the color options on the particle systems don’t allow colors to go past the normal range [0,1].
So I tried using the standard shader, and I’m able to get a better bloom effect.

First pic is using the standard shader. The second pic is the default PS shader (ignore the render queue issue on the second pic, I didn’t re-assign the render queue value).

Personally, I think using the Standard Shader looks better for this effect. Has anyone else used the standard shader for particle systems? Also, is there something else that I may need to be wary about (performance, compatibility, etc)?

https://forum.unity3d.com/threads/release-standard-particle-shader.461938/#post-3139137

Thanks for pointing to that thread. I wasn’t aware that Unity was working on that.
Testing it out, visually it produces the same results as what I’m using now.
Unfortunately, the thread is locked down and none of the options are explained or documented yet.

Do you know when that shader might be included in future versions of Unity?

See the parent forum:

Standard Particle Shader is for a combination of different shader effects. For simply adding emission for HDR bloom, you can instead use the simpler shader in this answer thread and increase the “intensity” value:

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I tried out that shader, and it seems to work well. Thank You.

After further testing, something had gone wrong with the material that was either using the Standard Shader, or using the new Particle System standard shader( https://forum.unity.com/threads/release-standard-particle-shader.461938/#post-3139137 ).
It seems the material got corrupted, and I could no longer switch the shaders. Also the rendering mode options (opaque, fade, etc) suddenly contained no elements. Deleting the shader cache didn’t help anything. When I created a brand new material from scratch, then everything is OK again.
Basically, I no longer trust using the Standard shader or the new particle system shader at this point after the further testing.

I think I just encountered this bug on using the standard shader on a go. Im using 2017.2. The shader appears to be missing from the mesh but if I select the material I can make changes.