Important: The Built-In Render Pipeline is deprecated and will be made obsolete in a future release.
It remains supported, including bug fixes and maintenance, through the full Unity 6.7 LTS lifecycle.
For more information on migration, refer to Migrating from the Built-In Render Pipeline to the Universal Render Pipeline and Render pipeline feature comparison.
If you are comfortable writing your own Shaders, you can use the Renderer Module’s Custom Vertex Streams feature to configure your Particle Systems to pass a wider range of data into your custom Shaders.
There are a number of built-in data streams to choose from, such as velocity, size and center position. Aside from the ability to create powerful custom Shaders, these streams allow a number of more general benefits:
There are also two completely custom per-particle data streams (ParticleSystemVertexStreams.Custom1 and ParticleSystemVertexStreams.Custom2), which can be populated from script. Call SetCustomParticleData and GetCustomParticleData with your array of data to use them. There are two ways of using this:
When adding vertex streams, Unity will provide you with some information in brackets, next to each item, to help you read the correct data in your shader:
Each item in brackets corresponds to a Vertex Shader input, which you should specify in your Shader. Here is the correct input structure for this configuration.
struct appdata_t {
float4 vertex : POSITION;
float3 normal : NORMAL;
half4 color : COLOR;
float4 texcoords : TEXCOORD0;
float texcoordBlend : TEXCOORD1;
};
Notice that both UV and UV2 are passed in different parts of TEXCOORD0, so we use a single declaration for both. To access each one in your shader, you would use the xy and zw swizzles. This allows you to pack your vertex data efficiently.