Showing content from https://docs.unity3d.com/Manual/sprite/../PartSysRendererModule.html below:
Unity - Manual: Renderer module reference
Render Mode How Unity produces the rendered image from the graphic image (or Mesh). For more information, refer to Particle rendering and shading.
- Billboard: Unity renders the particles as billboards and they face the direction you specify in Render Alignment.
- Stretched Billboard: The particles face the Camera with various possible scaling options applied. For more information, refer to Stretched Billboard dropdown.
- Horizontal Billboard: The particle plane is parallel to the XZ âfloorâ plane.
- Vertical Billboard: The particle is upright on the world Y-axis, but turns to face the Camera.
- Mesh: Unity renders the particle from a 3D Mesh instead of a Billboard. For more information, refer to Mesh dropdown and Particle rendering and shading.
- None: Unity doesnât render any particles. This can be useful alongside the Trails module, if you want to only render the trails and hide any default particle rendering.
Normal Direction Specifies how to calculate lighting for the billboard. A value of 0 means Unity calculates lighting as though the billboard was a sphere. This results in the billboard looking more like a sphere. A value of 1 means Unity calculates lighting for the billboard as a flat quad.
This property is only available when using one of the Billboard rendering modes: Billboard, Stretched Billboard, Horizontal Billboard or Vertical Billboard.
MaterialAn asset that defines how a surface should be rendered. More info
See in Glossary The material Unity uses to render the particles. Trail Material The material Unity uses to render particle trails.
This option is only available when the Trails module is enabled.
Sort Mode The order in which Unity draws and overlays particles with a Particle System.
- None: When this setting is enabled, Unity doesnât sort particles.
- By Distance: Sorts particles in the system based on distance to the active Camera. Unity renders particles closer to the Camera on top of those that are further away. The order of particles doesnât change when you rotate the camera with the setting.
- Oldest in Front: Unity renders particles that have existed the longest at the front of the Particle System.
- Youngest in Front: Unity renders particles that have existed for the shortest time at the front of the Particle System.
- By Depth: Unity renders particles based on their distance from the cameraâs near plane. The order of particles can change when you rotate the camera with this setting.
Sorting Fudge The bias of the Particle SystemA component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene. More info
See in Glossary sort ordering. Lower values increase the relative chance that Unity draws Particle Systems over other transparent GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObjectâs functionality is defined by the Components attached to it. More info
See in Glossary, including other Particle Systems. This setting only affects Particle Systems as a whole that appear in the sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary - it does not perform sorting on individual particles within a system. Min Particle Size The smallest particle size (regardless of other settings), expressed as a fraction of viewport size.
This property is only available when using one of the Billboard rendering modes: Billboard, Stretched Billboard, Horizontal Billboard or Vertical Billboard.
Max Particle Size The largest particle size (regardless of other settings), expressed as a fraction of viewport size.
This property is only available when using one of the Billboard rendering modes: Billboard, Stretched Billboard, Horizontal Billboard or Vertical Billboard.
Render Alignment This property determines the direction that particle billboards face.
- View: Particles face the Camera plane.
- World: Particles align with the world axes.
- Local: Particles align to the Transform component of their GameObject.
- Facing: Particles face the direct position defined by the Transform component in the GameObject of the active Camera.
- Velocity: Particles face in the same direction as their velocity vector.
Enable Mesh GPU Instancing This property is only available when using the Mesh render mode.
This property controls whether Unity renders the Particle System using GPU Instancing. This requires the use of a compatible shader. For more information, refer to Particle Mesh GPU Instancing.
Flip Mirror a proportion of the particles across the specified axes. A higher value flips more particles. Allow Roll Controls whether camera-facing particles can rotate around the Z-axis of the cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary. Disabling this can be particularly useful for VRVirtual Reality More info
See in Glossary applications, where HMD (Head-Mounted Display) roll can cause undesirable particle rotation for Particle Systems. Pivot Modify the central pivot point for rotating particles. The value is a multiplier of the particle size. Visualize Pivot Preview the particle pivot points in the Scene View. Masking Set how the particles rendered by the Particle System behave when they interact with a Sprite Mask.
- No Masking: The Particle System does not interact with any Sprite Masks in the Scene. This is the default option.
- Visible Inside Mask: The particles are visible where the Sprite Mask overlays them, but not outside of it.
- Visible Outside Mask: The particles are visible outside of the Sprite Mask, but not inside it. The Sprite Mask hides the sections of the particles it overlays.
Apply Active Color Space When rendering in Linear Color Space, the system converts particle colors from Gamma Space before it uploads them to the GPU. Custom Vertex Streams Configure which particle properties are available in the Vertex ShaderA program that runs on the GPU. More info
See in Glossary of your Material. For more information, refer to Particle System vertex streams and Standard Shader support. Cast Shadows If this property is enabled, the Particle System creates shadows when a shadow-casting Light shines on it.
- On: Enables shadows for this Particle System.
- Off: Disables shadows for this Particle System.
- Two-Sided: Select Two Sided to allow shadows to be cast from either side of the Mesh. Backface culling is not taken into account when this property is enabled.
- Shadows Only: Select Shadows Only to make it so that the shadows are visible, but the Mesh itself is not.
Shadow Bias Move the shadows along the direction of the light. This removes shadowing artifacts caused by approximating volumes with billboardsA textured 2D object that rotates so that it always faces the Camera. More info
See in Glossary. Motion Vectors Set whether to use motion vectors to track the per-pixel, screen-space motion of this Particle Systemâs Transform component from one frame to the next.
- Camera Motion Only: Use only Camera movement to track motion.
- Per Object Motion: Use a specific pass to track motion for this Renderer.
- Force No Motion: Do not track motion.
Note: Not all platforms support motion vectors. For more information, refer to SystemInfo.supportsMotionVectors. Receive Shadows Dictates whether particles in this system can receive shadows from other sources. Only opaque materials can receive shadows. Sorting Layer ID The name of the Rendererâs sorting layer. Order in Layer This Rendererâs order within a sorting layer. Light ProbesLight probes store information about how light passes through space in your scene. A collection of light probes arranged within a given space can improve lighting on moving objects and static LOD scenery within that space. More info
See in Glossary Probe-based lighting interpolation mode. Reflection ProbesA rendering component that captures a spherical view of its surroundings in all directions, rather like a camera. The captured image is then stored as a Cubemap that can be used by objects with reflective materials. More info
See in Glossary If enabled, and if reflection probes are present in the Scene, Unity assigns a reflection texture from the nearest reflection probe to this GameObject and sets the texture as a built-in Shader uniform variable. Anchor Override A Transform that determines the interpolation position when you use the Light Probe or Reflection Probe systems.
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