I don’t get why the built-in particlefx material is creating a transparent particlefx while using rendercam lighting example Could you please help me to create a non transparent, vivid particlefx material or modify render script?
My current particlefx fragment program is currently just:
varying mediump vec2 var_texcoord0;
varying lowp vec4 var_color;
uniform lowp sampler2D DIFFUSE_TEXTURE;
uniform lowp vec4 tint;
void main()
{
lowp vec4 tint_pm = vec4(tint.xyz, tint.w);]
gl_FragColor = texture2D(DIFFUSE_TEXTURE, var_texcoord0.xy) * tint_pm;//* var_color;
}
And I do want to modify the color by setting tint constant in script.