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Point-particle billboard meshes cannot be rendered by material shaders #682

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@DoubleStyx

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Point-particle billboard render buffers only render correctly when they use a shader path that understands particle billboard geometry. The renderer currently decodes PhotonDust point particles into generated quad meshes, but those meshes are not ordinary mesh geometry: their vertex streams carry particle center, size, roll, color, atlas UVs, and orientation payloads.

When a particle renderer uses a normal material shader, the ordinary mesh vertex path interprets those payloads as regular mesh attributes. This can make particles disappear, render as degenerate geometry, lose per-particle color/alpha, use the wrong UVs, or fail material binding/pipeline resolution.

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    parityAn unimplemented feature of the original Unity renderer

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