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.
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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Oh maybe I misread it. But it looks like you can define your own custom data streams?
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Yeah! I just don't quite understand custom data streams yet. Plus I don't want to modify anything, I just don't want to lose the information I stored there. But maybe that is the answer, though.
End of conversation
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