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2026-11-01 23:39:55 +02:00

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Particle Flipbook Blending node

The Particle Flipbook Blending node samples a texture twice — once for the current particle animation frame and once for the next — and blends the two samples together. Use it with a Particle System that has a Texture Sheet Animation module enabled, to get smooth transitions between animation frames.

[!includenodes-subgraph-node]

This node adds a _FLIPBOOKBLENDING_ON shader feature keyword to your graph. When the keyword is disabled (the default), the node only samples the texture with the UVs of the current animation frame.

Vertex streams and mesh requirements

What Custom Vertex Streams and mesh setup this node needs depends on the render mode of the particle system and whether GPU Instancing is enabled:

Render mode Required Custom Vertex Streams Mesh requirements
Billboard, or Mesh with GPU Instancing disabled Color, UV, UV2, and AnimBlend.
Normal is also required for Lit shaders, and Tangent if the shader uses normal maps.
For Mesh render mode, the mesh's UV1 channel must match its UV0 channel.
Mesh with GPU Instancing enabled None. None.

For more information on setting up Custom Vertex Streams, refer to Particle System Vertex Streams in the Unity Manual.

Create Node menu category

The Particle Flipbook Blending node is under the VFX > Particles category in the Create Node menu.

Inputs

[!includenodes-inputs]

Name Type Description
Texture Texture 2D The texture to sample.
UV Vector 2 The source UV coordinates, typically from the UV Custom Vertex Stream (see Vertex streams and mesh requirements).
Blend Vertex Stream Float The value used to compute the blend factor between the current and next animation frame, typically from the AnimBlend Custom Vertex Stream (see Vertex streams and mesh requirements).

Outputs

[!includenodes-single-output]

Name Type Description
RGBA Vector 4 The blended color sample.

Additional resources