ParticleSystemRenderer

Struct ParticleSystemRenderer 

Source
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: f32

How much do the particles stretch depending on the Camera’s speed.

§m_CastShadows: Enum_bool__u8§m_Enabled: bool

Makes the rendered 3D object visible if enabled.

§m_GameObject: PPtr

The 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: f32

How much are the particles stretched in their direction of motion, defined as the length of the particle compared to its width.

§m_LightmapIndex: u16

The 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: f32

Clamp the maximum particle size.

§m_Mesh: PPtr

The Mesh that the particle uses instead of a billboarded Texture. PPtr<Mesh>: (3.5.0 - 2022.3.2f1)

§m_ReceiveShadows: Enum_bool__u8

Does this object receive shadows?

§m_RenderMode: i32

Specifies how the system draws particles.

§m_SortMode: i32

Specifies how to sort particles within a system.

§m_SortingFudge: f32

Biases Particle System sorting amongst other transparencies.

§m_StaticBatchRoot: PPtr

PPtr<Transform>: (3.5.0 - 2022.3.2f1)

§m_VelocityScale: f32

Specifies 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: (3.5.0 - 5.4.6f3)

§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: (5.6.0b1 - 2022.3.2f1)

Trait Implementations§

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impl Debug for ParticleSystemRenderer

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl<'de> Deserialize<'de> for ParticleSystemRenderer

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Serialize for ParticleSystemRenderer

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

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fn borrow(&self) -> &T

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fn borrow_mut(&mut self) -> &mut T

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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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fn into(self) -> U

Calls U::from(self).

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type Error = Infallible

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