Awkward, but a cheaper option instead of hue shift shader


“Color Tint” is an usual setting appeared in shaders, which normally doing the multiply effect to textures. Multiply makes everything darker, you cannot keep a part of texture to remain white, unless the shader lets you to have the alpha channel specifying which area would be affected.


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“Multiple” particle textures with 1 draw call

The idea came from which was sent from my colleague that using the “texture sheet animation” can let unity particle system uses an atlas as texture. That means a particle system with different “textures” can use 1 material thus 1 draw call.


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