pub struct ParticleSystemRenderer {Show 59 fields
pub m_CameraVelocityScale: f32,
pub m_CastShadows: Enum_bool__u8,
pub m_Enabled: bool,
pub m_GameObject: PPtr,
pub m_LengthScale: f32,
pub m_LightmapIndex: u16,
pub m_LightmapTilingOffset: Vector4f,
pub m_Materials: Vec<PPtr>,
pub m_MaxParticleSize: f32,
pub m_Mesh: PPtr,
pub m_ReceiveShadows: Enum_bool__u8,
pub m_RenderMode: i32,
pub m_SortMode: i32,
pub m_SortingFudge: f32,
pub m_StaticBatchRoot: PPtr,
pub m_VelocityScale: f32,
pub m_AllowRoll: Option<bool>,
pub m_ApplyActiveColorSpace: Option<bool>,
pub m_DynamicOccludee: Option<u8>,
pub m_EnableGPUInstancing: Option<bool>,
pub m_Flip: Option<Vector3f>,
pub m_FreeformStretching: Option<bool>,
pub m_LightProbeAnchor: Option<PPtr>,
pub m_LightProbeUsage: Option<u8>,
pub m_LightProbeVolumeOverride: Option<PPtr>,
pub m_LightmapIndexDynamic: Option<u16>,
pub m_LightmapTilingOffsetDynamic: Option<Vector4f>,
pub m_MaskInteraction: Option<i32>,
pub m_Mesh1: Option<PPtr>,
pub m_Mesh2: Option<PPtr>,
pub m_Mesh3: Option<PPtr>,
pub m_MeshDistribution: Option<u8>,
pub m_MeshWeighting: Option<f32>,
pub m_MeshWeighting1: Option<f32>,
pub m_MeshWeighting2: Option<f32>,
pub m_MeshWeighting3: Option<f32>,
pub m_MinParticleSize: Option<f32>,
pub m_MotionVectors: Option<u8>,
pub m_NormalDirection: Option<f32>,
pub m_Pivot: Option<Vector3f>,
pub m_ProbeAnchor: Option<PPtr>,
pub m_RayTraceProcedural: Option<u8>,
pub m_RayTracingMode: Option<u8>,
pub m_ReflectionProbeUsage: Option<i32>,
pub m_RenderAlignment: Option<i32>,
pub m_RendererPriority: Option<i32>,
pub m_RenderingLayerMask: Option<u32>,
pub m_RotateWithStretchDirection: Option<bool>,
pub m_ShadowBias: Option<f32>,
pub m_SortingLayer: Option<i16>,
pub m_SortingLayerID: Option<i64>,
pub m_SortingOrder: Option<i16>,
pub m_StaticBatchInfo: Option<StaticBatchInfo>,
pub m_StaticShadowCaster: Option<u8>,
pub m_SubsetIndices: Option<Vec<u32>>,
pub m_UseCustomVertexStreams: Option<bool>,
pub m_UseLightProbes: Option<bool>,
pub m_VertexStreamMask: Option<i32>,
pub m_VertexStreams: Option<Vec<u8>>,
}Expand description
ParticleSystemRenderer is a class of the Unity engine since version 3.5.0. Exert from Unity’s scripting documentation: Use this class to render particles on to the screen.
Fields§
§m_CameraVelocityScale: f32How much do the particles stretch depending on the Camera’s speed.
m_CastShadows: Enum_bool__u8§m_Enabled: boolMakes the rendered 3D object visible if enabled.
m_GameObject: PPtrThe game object this component is attached to. A component is always attached to a game object.
PPtr<GameObject>: (3.5.0 - 2022.3.2f1)
m_LengthScale: f32How much are the particles stretched in their direction of motion, defined as the length of the particle compared to its width.
m_LightmapIndex: u16The index of the baked lightmap applied to this renderer.
m_LightmapTilingOffset: Vector4f§m_Materials: Vec<PPtr>Returns all the instantiated materials of this object.
Vec<PPtr<Material>>: (3.5.0 - 2022.3.2f1)
m_MaxParticleSize: f32Clamp the maximum particle size.
m_Mesh: PPtrThe Mesh that the particle uses instead of a billboarded Texture.
PPtr<Mesh>: (3.5.0 - 2022.3.2f1)
m_ReceiveShadows: Enum_bool__u8Does this object receive shadows?
m_RenderMode: i32Specifies how the system draws particles.
m_SortMode: i32Specifies how to sort particles within a system.
m_SortingFudge: f32Biases Particle System sorting amongst other transparencies.
m_StaticBatchRoot: PPtrPPtr<Transform>: (3.5.0 - 2022.3.2f1)
m_VelocityScale: f32Specifies how much particles stretch depending on their velocity.
m_AllowRoll: Option<bool>Allow billboard particles to roll around their z-axis. bool: (2018.3.0f2 - 2022.3.2f1)
m_ApplyActiveColorSpace: Option<bool>bool: (2018.2.0b1 - 2022.3.2f1)
m_DynamicOccludee: Option<u8>u8: (2017.2.0b2 - 2022.3.2f1)
m_EnableGPUInstancing: Option<bool>Enables GPU Instancing on platforms that support it. bool: (2018.1.0b2 - 2022.3.2f1)
m_Flip: Option<Vector3f>Flip a percentage of the particles, along each axis. Vector3f: (2018.3.0f2 - 2022.3.2f1)
m_FreeformStretching: Option<bool>Enables freeform stretching behavior. bool: (2020.1.0b1 - 2022.3.2f1)
m_LightProbeAnchor: Option<PPtr>PPtr<Transform>: (3.5.0 - 4.7.2)
m_LightProbeUsage: Option<u8>The light probe interpolation type. u8: (5.4.0f3 - 2022.3.2f1)
m_LightProbeVolumeOverride: Option<PPtr>PPtr<GameObject>: (5.4.0f3 - 2022.3.2f1)
m_LightmapIndexDynamic: Option<u16>u16: (5.0.0f4 - 2022.3.2f1)
m_LightmapTilingOffsetDynamic: Option<Vector4f>Vector4f: (5.0.0f4 - 2022.3.2f1)
m_MaskInteraction: Option<i32>Specifies how the Particle System Renderer interacts with SpriteMask. i32: (2017.1.0b1 - 2022.3.2f1)
m_Mesh1: Option<PPtr>PPtr<Mesh>: (4.0.0 - 2022.3.2f1)
m_Mesh2: Option<PPtr>PPtr<Mesh>: (4.0.0 - 2022.3.2f1)
m_Mesh3: Option<PPtr>PPtr<Mesh>: (4.0.0 - 2022.3.2f1)
m_MeshDistribution: Option<u8>Specifies how the system randomly assigns meshes to particles. u8: (2021.2.0b1 - 2022.3.2f1)
m_MeshWeighting: Option<f32>f32: (2021.2.0b1 - 2022.3.2f1)
m_MeshWeighting1: Option<f32>f32: (2021.2.0b1 - 2022.3.2f1)
m_MeshWeighting2: Option<f32>f32: (2021.2.0b1 - 2022.3.2f1)
m_MeshWeighting3: Option<f32>f32: (2021.2.0b1 - 2022.3.2f1)
m_MinParticleSize: Option<f32>Clamp the minimum particle size. f32: (5.3.0f1 - 2022.3.2f1)
m_MotionVectors: Option<u8>u8: (5.4.0f3 - 2022.3.2f1)
m_NormalDirection: Option<f32>Specifies how to calculate lighting for the billboard. f32: (4.0.0 - 2022.3.2f1)
m_Pivot: Option<Vector3f>Modify the pivot point used for rotating particles. Vector3f: (5.3.0f1 - 2022.3.2f1)
m_ProbeAnchor: Option<PPtr>If set, Renderer will use this Transform’s position to find the light or reflection probe.
PPtr<Transform>: (5.0.0f4 - 2022.3.2f1)
m_RayTraceProcedural: Option<u8>u8: (2020.1.0b1 - 2022.3.2f1)
m_RayTracingMode: Option<u8>Describes how this renderer is updated for ray tracing. u8: (2019.3.0b1 - 2022.3.2f1)
m_ReflectionProbeUsage: Option<i32>Should reflection probes be used for this Renderer? i32: (5.0.0f4 - 5.3.8f2); u8: (5.4.0f3 - 2022.3.2f1)
m_RenderAlignment: Option<i32>i32: (5.3.0f1 - 2022.3.2f1)
m_RendererPriority: Option<i32>This value sorts renderers by priority. Lower values are rendered first and higher values are rendered last. i32: (2018.3.0f2 - 2022.3.2f1)
m_RenderingLayerMask: Option<u32>Determines which rendering layer this renderer lives on. u32: (2018.1.0b2 - 2022.3.2f1)
m_RotateWithStretchDirection: Option<bool>Rotate the particles based on the direction they are stretched in. This is added on top of other particle rotation. bool: (2020.1.0b1 - 2022.3.2f1)
m_ShadowBias: Option<f32>Apply a shadow bias to prevent self-shadowing artifacts. The specified value is the proportion of the particle size. f32: (2018.3.0f2 - 2022.3.2f1)
m_SortingLayer: Option<i16>i16: (4.3.0 - 2022.3.2f1)
m_SortingLayerID: Option<i64>Unique ID of the Renderer’s sorting layer. u32: (4.5.0 - 4.7.2); i32: (5.0.0f4 - 2022.3.2f1)
m_SortingOrder: Option<i16>Renderer’s order within a sorting layer. i16: (4.3.0 - 2022.3.2f1)
m_StaticBatchInfo: Option<StaticBatchInfo>StaticBatchInfo: (5.5.0f3 - 2022.3.2f1)
m_StaticShadowCaster: Option<u8>Is this renderer a static shadow caster? u8: (2021.1.0b1 - 2022.3.2f1)
m_SubsetIndices: Option<Vec<u32>>Vec
m_UseCustomVertexStreams: Option<bool>bool: (5.5.0f3 - 2022.3.2f1)
m_UseLightProbes: Option<bool>bool: (3.5.0 - 5.3.8f2)
m_VertexStreamMask: Option<i32>i32: (5.5.0f3 - 5.5.6f1)
m_VertexStreams: Option<Vec<u8>>Vec