47 lines
2.6 KiB
Markdown
47 lines
2.6 KiB
Markdown
# Particle Flipbook Blending node
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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.
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[!include[nodes-subgraph-node](./snippets/nodes-subgraph-node.md)]
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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.
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## Vertex streams and mesh requirements
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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:
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| **Render mode** | **Required Custom Vertex Streams** | **Mesh requirements** |
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|:---|:---|:---|
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| Billboard, or Mesh with GPU Instancing disabled | **Color**, **UV**, **UV2**, and **AnimBlend**.<br>**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. |
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| Mesh with GPU Instancing enabled | None. | None. |
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For more information on setting up Custom Vertex Streams, refer to [Particle System Vertex Streams](https://docs.unity3d.com/Manual/PartSysVertexStreams.html) in the Unity Manual.
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## Create Node menu category
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The Particle Flipbook Blending node is under the **VFX** > **Particles** category in the Create Node menu.
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## Inputs
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[!include[nodes-inputs](./snippets/nodes-inputs.md)]
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| **Name** | **Type** | **Description** |
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|:---|:---|:---|
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| **Texture** | Texture 2D | The texture to sample. |
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| **UV** | Vector 2 | The source UV coordinates, typically from the **UV** Custom Vertex Stream (see [Vertex streams and mesh requirements](#vertex-streams-and-mesh-requirements)). |
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| **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](#vertex-streams-and-mesh-requirements)). |
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## Outputs
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[!include[nodes-single-output](./snippets/nodes-single-output.md)] <!-- SINGLE OUTPUT PORT INCLUDE -->
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| **Name** | **Type** | **Description** |
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|:---|:---|:---|
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| **RGBA** | Vector 4 | The blended color sample. |
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## Additional resources
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- [Particle Texcoords node](Particle-Texcoords-Node.md)
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- [Sample Texture 2D node](Sample-Texture-2D-Node.md)
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[!include[nodes-example-samples](./snippets/nodes-example-samples.md)]
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