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

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Particle Texcoords node

Description

The Particle Texcoords node provides per-particle texture coordinates for a Particle System that uses a Texture Sheet Animation module, so you can sample the correct frame of a flipbook texture.

Use the Mode dropdown to switch between the node's two variants: Flipbook and Flipbook Blending.

This node is a Reflected Function node. Its ports and behavior come from the GetParticleTexcoords HLSL functions in Packages/com.unity.render-pipelines.core/ShaderLibrary/Particles.hlsl.

Note: This node is intended for advanced use cases where you need direct access to the flipbook UVs and blend factor. For the common case of sampling a texture with flipbook blending, use the Particle Flipbook Blending subgraph instead. Refer to Particle Flipbook Blending node.

Controls

Name Type Options Description
Mode Dropdown Flipbook, Flipbook Blending Selects which of the node's two variants to use.

Flipbook mode

Provides the texture coordinates for the current particle animation frame.

Ports

Name Direction Type Binding Description
UV Input Vector 2 UV0 The source UV coordinates. Defaults to UV0 when not connected.
UV Output Vector 2 None The UV coordinates for the current particle animation frame.

Flipbook Blending mode

Provides the texture coordinates for the current and next particle animation frames, and the blend factor between the two.

When GPU instancing is enabled, this mode also requires the _FLIPBOOKBLENDING_ON keyword to be defined and enabled; otherwise UV2 and Blend output the source UV coordinates and 0.5 rather than next-frame values.

Ports

Name Direction Type Binding Description
UV Input Vector 4 None The current frame's source UV coordinates (xy) and the next frame's source UV coordinates (zw).
Blend Vertex Stream Input Float None The value used to compute the blend factor between the two animation frames.
UV Output Vector 2 None The UV coordinates for the current particle animation frame.
UV2 Output Vector 2 None The UV coordinates for the next particle animation frame.
Blend Output Float None The blend factor between the current and next frame.

Vertex streams and mesh requirements

What you need to feed the UV and Blend Vertex Stream inputs 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 UV, UV2, and AnimBlend. Connect UV and UV2 to the UV input's xy and zw components, and AnimBlend to the Blend Vertex Stream input. For Mesh render mode, the UV1 channel of the mesh must match its UV0 channel.
Mesh with GPU Instancing enabled None. Use the Particle Anim Frame node (AnimFrame) instead of the UV2 and AnimBlend streams. The UV2 channel of the mesh must match its UV0 channel.

Create Node menu category

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

Additional resources