I know that some newer games are using volumetric particles for smoke/clouds/dust, but was wondering if there is a way to avoid this when using 2d particles.
I know that some newer games are using volumetric particles for smoke/clouds/dust, but was wondering if there is a way to avoid this when using 2d particles.
There's a video on youtube about making fire. Basically you add a depth based alpha to the particle material and it will fade against walls instead of clipping.
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