Game Development Reference
Add the texture to a Material and set it up as displayed in the following screenshot:
3. The DepthBiasedAlpha will make sure that it is a sot paricle. When a paricle sprite
intersects with a piece of geometry, the DepthBiasedAlpha will fade-out the sprite
along the edge.
4. The Vertex Color expression is really important. All materials that are used in
paricles must have a Vertex Color expression because it allows cascade to change
the opacity and color of the paricles. Without a Vertex Color , you cannot fade-out a
paricle, for example.