Anyone knows why I'd lose the w (and maybe z?) component of the first UV channel from a mesh when rendered by a particle system? They seem to have the value 0 instead of the assigned ones.
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Nope, shader & mesh is fine and tested. It's the particle system that results in it changing somehow.
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https://docs.unity3d.com/Manual/PartSysVertexStreams.html … not sure how useful this is - it looks like it gets some secondary texture coordinates from zw
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