MultiRenderTarget and ParticleSystem error

as the playground shows. Mixing multirendertargets and particle system will generate error
Active draw buffers with missing fragment shader outputs. But it seems no display error and just prints the warning message.

The default particle shader is not meant to be used in the context of multi render targets.

You should either disable particle rendering in the multi render target (RttSphere.renderParticles = false;), or if you want the particles to be rendered in the target, you should provide your own shader, that can support multi render targets. Something like:

More information on customs shaders for particle systems:

https://doc.babylonjs.com/features/featuresDeepDive/particles/particle_system/customizingParticles#custom-effects

1 Like

It works and thanks a lot for the custom shader code