If you’ve seen the Crystal Rose VFX then you already have a pretty good idea of how this particle effect is used. This code will basically take the rainbow texture (Akshan_Skin10_rainbow.PIE_C_12_2.dds) and multiply it over whatever texture you put it under
As far as I can tell this only works when put directly under a “x.dds” texture. No meshes. In order to get a really nice rainbow, the particle/texture needs to be completely white. You can use other colors but it may not turn out as nice.
textureMult: string = "ASSETS/Characters/Akshan/Skins/Skin10/Particles/Akshan_Skin10_rainbow.PIE_C_12_2.dds"
birthUVOffsetMult: embed = ValueVector2 {
constantValue: vec2 = { 0, 1 }
dynamics: pointer = VfxAnimatedVector2fVariableData {
probabilityTables: list[pointer] = {
VfxProbabilityTableData {}
VfxProbabilityTableData {
keyTimes: list[f32] = {
0
1
}
keyValues: list[f32] = {
0
1
}
}
}
times: list[f32] = {
0
}
values: list[vec2] = {
{ 0, 1 }
}
}
}
Note: You can change the particle texture and path as needed
Here in the example, focusing on just the missile, you can see how we went from white recolored particles to rainbow by simply adding the code in all emitters on “Zoe_Base_E_mis” underneath DDS textures.

Before:

After:
