Comments (4)
Looks like the UV change in three (allowing multiple UV channels) affects the shaders here.
E.g. these need to be probably changed:
https://github.com/Alchemist0823/three.quarks/blob/654972c7b83740b4add9f1b1a7c504658bd98ddb/src/shaders/particle_frag.glsl.ts#LL20C44-L20C44
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@Alchemist0823 are you interested in a PR?
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Thanks for pointing out. Yeah, I am open for RP.
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Fix in 0a4c2ef
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Related Issues (20)
- Improvement: Offload Physics to Thread HOT 1
- Support for cutout / alpha clipping HOT 2
- Three.js is used as dependency, not peer dependency
- ReadMe example code seems outdated HOT 1
- Tone down the custom styling in the three.quarks log HOT 2
- Unity Prefab loader for Shuriken Particle System HOT 11
- Horizontal- & Vertical billboards HOT 7
- Adjust log messaging HOT 3
- looping property in particle system configuration doesn't work (?) HOT 1
- Trail Particle Performance on Quest HOT 20
- Particle opacity behavior HOT 2
- DO NOT abandon project!!!! HOT 2
- how to start particle more than 1 time without looping HOT 4
- Issue forcing particle to render always on top of all scene objects HOT 3
- Add a way to stop and start an emitter, hiding all current visibility and removing any emitting particles HOT 4
- Creating an emitter that emits particles with a velocity HOT 1
- [Question] Multiple objects with the same particle system HOT 3
- How are we supposed to create new effects? HOT 1
- Synchronization of several particle systems (like Auto Random Seed in Unity) HOT 4
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