This is material I want ot use in similar case to this video of skeletal mesh niagara effect
This is how it looks, it should take color from texture if video is correct and I didn’t miss something
cool, thanks for the info
Looking for the same answer, but the video linked appears to be locked behind a paywall now…
The static mesh location node creates some sampled data for each particle.
you can use a Set in the particle spawn with a simple expression to write the SampledUV to a 1 of the particles Dynamic Material Params
In this example just set the dynamic params X and Y from the UV using an expression like this
float4(Particles.StaticMeshLocation.SampledUV.x,Particles.StaticMeshLocation.SampledUV.y, 0.0, 0.0) /\* Custom HLSL! \*/
Then read it in the material with the Dynamic Parameter node