(GIF) Wonky Translucent Particle Shadows - Facelift needed to match UE5's graphical standards

Translucent particle shadows are wonky because:

  • They visually pop

  • They cast with a backwards offset (start offset was set to 0, persisted with higher offset as well)

  • They have arbitrary performance constraints (100 Niagara systems with 1 particle each will cause shadow projection/depths cost to skyrocket compared to 1 Niagara system with 100 particles in it which has negligible cost)

It’d be sweet to give them the love they need to get them up to speed with the rest of UE5’s graphical standards

@Vioxtar I’m having the same problem of casting with a backwards offset (see the issue here: Niagara Fluids volumetric translucent shadows are "backwards") – were you ever able to fix this?

I was not, it seems like this is up to Epic to fix, unless you’ve got an established understanding of the pipeline in charge (it’s a rabbit hole)

I’m not sure if the problem you’re experiencing is of the same nature, but both problems leave a lot to be desired