Billboarded particles produce hard edges when intersecting with scene geometry, which is ugly. This PR introduces configurable soft particle edges which fade in intersections with geometry, very useful for smoke-like particle effects.
It also adds configuration options for rounded particle edge fading.
This feature requires the camera to have the depth prepass enabled (i.e. the DepthPrepass component added). If it is not present, the behaviour is as before.
Solid collider collisions
Previously, all colliders were treated as hollow. This adds support for solid colliders, and forces particles out of them.
Soft particle-scene intersection
Billboarded particles produce hard edges when intersecting with scene geometry, which is ugly. This PR introduces configurable soft particle edges which fade in intersections with geometry, very useful for smoke-like particle effects. It also adds configuration options for rounded particle edge fading.
This feature requires the camera to have the depth prepass enabled (i.e. the
DepthPrepass
component added). If it is not present, the behaviour is as before.Solid collider collisions
Previously, all colliders were treated as hollow. This adds support for solid colliders, and forces particles out of them.