#[non_exhaustive]pub enum ParticleRender {
Sprite {
texture_id: Option<TextureId>,
blend: SpriteBlend,
size_mode: SpriteSizeMode,
depth_write: bool,
lit: bool,
lit_params: SpriteLitParams,
normal_texture_id: Option<TextureId>,
},
Mesh {
mesh_id: MeshId,
texture_id: Option<TextureId>,
blend: SpriteBlend,
align: ParticleMeshAlign,
},
}Expand description
How a particle system draws its live particles.
Variants (Non-exhaustive)§
This enum is marked as non-exhaustive
Sprite
Draw each particle as a camera-facing billboard sprite.
Fields
texture_id: Option<TextureId>Optional texture sampled per fragment. None renders solid quads
tinted by the particle colour.
blend: SpriteBlendGPU blend state.
size_mode: SpriteSizeModeScreen-space or world-space sizing for the per-particle size.
lit: boolWhen true, the draw runs through the lit particle sprite pipeline
and picks up the scene lighting environment. Default false
preserves the emissive billboard look.
lit_params: SpriteLitParamsLighting parameters used when lit is true.
Mesh
Draw each particle as an instance of an uploaded mesh. The vertex
shader composes the per-instance transform from the live particle’s
position, velocity, size, and (for Random align) the spawn seed.
Unlit; the particle colour multiplies an optional albedo sample.
Fields
blend: SpriteBlendGPU blend state.
align: ParticleMeshAlignHow per-particle rotation is derived.
Trait Implementations§
Source§impl Clone for ParticleRender
impl Clone for ParticleRender
Source§fn clone(&self) -> ParticleRender
fn clone(&self) -> ParticleRender
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl Debug for ParticleRender
impl Debug for ParticleRender
Auto Trait Implementations§
impl Freeze for ParticleRender
impl RefUnwindSafe for ParticleRender
impl Send for ParticleRender
impl Sync for ParticleRender
impl Unpin for ParticleRender
impl UnsafeUnpin for ParticleRender
impl UnwindSafe for ParticleRender
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