Csantucci, on 07 June 2015 - 11:33 PM, said:
Thanks, it's working fine now.
Csantucci, on 07 June 2015 - 11:33 PM, said:
You should be able to do this in the shader, either with pure transformations or with a rain and snow texture and blending the two as well. For example, the current "float particleSize" can be changed in to "float2 particleSize" and used to change the width and height of the particles separately as needed (it's actually hard-coded to 1 in PrecipitationMaterial.SetState).
Basically, if you can describe a reasonable simple transformation from one to the other that works in an image editor, it will likely work in the shader too. :derisive:
An alternative is having a rain, snow and just one or two intermediate textures and making each particle use a (weighted) random one based on the liquidity value. That's probably more complex though.