Then in Rendering tab you can set Color Source to Lifetime Color (using Source will leave you restricted to the pixel colors in your State), then apply any Lifetime Coloring and set Material you'd like. This is how I setup mine:ĥ) In the Forces tab you may want to set Only Source Positions to restrict particles to their distributed source points. Increase Particle Count until you see the result you were after. You can hit Set Particle Count in your unfolded new State to get the correct amount of particle per source point.Ĥ) In Particle Settings you may want to apply some Source Scatter to dissolve the original pixel structure. After hitting Create you should see your new State live in the Scene View. You will also most likely want to scale it down as each pixel with scale 1 will be one unit, but all settings can also be edited after creation in the list of States. In the Unity's Importer Settings make sure Read/Write is enabled and that you don't filter or compress it, you could set it up like this:ģ) Create a new State in your particle system ( Source > State > Create State), set your border image as Texture. Paint out your source positions and leave the rest as transparent.Ģ) Save the image as PSD or PNG in your project. The amount of pixels in the texture will determine how many source points will be created, any fully transparent pixels will be excluded (unless Playground Manager > Advanced > Build Zero Alpha Pixels is enabled).ġ) Create an image of 32x32 pixels (any non-power of 2 may create unwanted pixels when Unity scales the image at import). On to the important stuff, as you have a predetermined flat shape I'd suggest to use State as Source along with a texture.
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