it dosent yield the same result as when i feed the transform pos with a script to the shader.
Are Particle System treated a bit differently in terms of their world positions?
Would be awesome if someone would have a bit in depth info on this one!
Yes. The particle system’s mesh’s pivot is not at the particle system component’s transform position. I believe particle meshes are already in world space (unity_ObjectToWorld and unity_WorldToObject are essentially “blank”).
Hm, figured as much, thanks!
Need that for a pivot point for a 2d rotation matrix so i can have a worldspace tex on the particles without ugly paning and rotation on camera movement. It works fine with the attached script which feeds the Particle Systems worldpos to the shader but i was wondering if there is a better way to do this. Any ideas?
Because on a moving object you have to pass the data each frame and for multible objects,… well its not that great ,)