Hi,
I am trying to position individual GPUParticles, in a Visual Particle Shader by using a Texture2D, that in turn uses FastNoiseLite.
The idea is to have each particle Y-position itself according to the value of the sampled texture - just as I would w/vertex displacement in a Visual Shader.
My problem is that sampling the texture seemingly always returns 0 (zero) which means particles are placed on what appears as a flat plane.
I have tried various approaches but the result remains the same. Any pointers as how to go about this would be greatly appreciated.
Thank You very much in advance for Your help.
My shader looks like this:

I've also tried to use the MeshEmitter, which references the height map mesh I wish the particles to align to Y-wise. I simply hooked up its position output to the Start Output position, but with the same result: Y-positions of each particle is always the same.
