Particle Color node
Description
The Particle Color node outputs the particle color of the current mesh particle.
- If the Particle System uses Billboard render mode, or Mesh render mode with GPU Instancing disabled, the node outputs its Color input unchanged.
- If the Built-in Particle System uses Mesh render mode with GPU instancing enabled, and the mesh has vertex colors, the node multiplies its Color input by the per-particle color. If the mesh has no vertex colors, the node ignores its Color input and outputs the per-particle color.
This node is a Reflected Function node. Its ports and behavior come from the GetParticleColor HLSL function in Packages/com.unity.render-pipelines.core/ShaderLibrary/Particles.hlsl.
This node relies on the particle instancing data buffer. To use it, add the following pragma to the Preprocessor Directives field in Graph Settings:
instancing_options procedural:ParticleInstancingSetup
Ports
| Name | Direction | Type | Binding | Description |
|---|---|---|---|---|
| Color | Input | Vector 4 | Vertex Color | The base color. Defaults to the mesh's vertex color when not connected. |
| Color | Output | Vector 4 | None | The input color, multiplied by the per-particle color when GPU Instancing is active. |
Create Node menu category
The Particle Color node is under the VFX > Particles category in the Create Node menu.