I’m looking for a approach to displace particle vertices by their normals in Shadergraph. As I perceive, as a result of particles are batched, they don’t have distinctive normals with respect to world house. As a workaround, I’m utilizing velocity for mesh particle render alignment, and I’m passing particle velocity to Shadergraph as a customized vertex stream.
(In Shadergraph, TEXCOORD1.XYZ = UV1.rgb)
I’m pondering I want a vector calculation to derive the particles’ normals.
How can this be executed? Or – is there one other approach to inform shadergraph how particle vertices are oriented?
Welp. That is embarrassing. Seems all I wanted was a very good ol’ Regular Vector to offset from the thing place of the particle vertices.
Generally I’ve to go all the way in which across the block to seek out the apparent reply. Hope this helps somebody.