ShapeModule

struct in UnityEngine

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설명

Script interface for the Shape module.

변수

alignToDirectionAlign particles based on their initial direction of travel.
angleAngle of the cone.
arcCircle arc angle.
arcModeThe mode used for generating particles around the arc.
arcSpeedWhen using one of the animated modes, how quickly to move the emission position around the arc.
arcSpeedMultiplierA multiplier of the arc speed of the emission shape.
arcSpreadControl the gap between emission points around the arc.
boxThicknessThickness of the box.
donutRadiusThe radius of the Donut shape.
enabledEnable/disable the Shape module.
lengthLength of the cone.
meshMesh to emit particles from.
meshMaterialIndexEmit particles from a single material of a mesh.
meshRendererMeshRenderer to emit particles from.
meshShapeTypeWhere on the mesh to emit particles from.
normalOffsetMove particles away from the surface of the source mesh.
positionApply an offset to the position from which particles are emitted.
radiusRadius of the shape.
radiusModeThe mode used for generating particles along the radius.
radiusSpeedWhen using one of the animated modes, how quickly to move the emission position along the radius.
radiusSpeedMultiplierA multiplier of the radius speed of the emission shape.
radiusSpreadControl the gap between emission points along the radius.
radiusThicknessThickness of the radius.
randomDirectionAmountRandomizes the starting direction of particles.
randomPositionAmountRandomizes the starting position of particles.
rotationApply a rotation to the shape from which particles are emitted.
scaleApply scale to the shape from which particles are emitted.
shapeTypeType of shape to emit particles from.
skinnedMeshRendererSkinnedMeshRenderer to emit particles from.
sphericalDirectionAmountSpherizes the starting direction of particles.
spriteSprite to emit particles from.
spriteRendererSpriteRenderer to emit particles from.
textureSelects a texture to be used for tinting particle start colors.
textureAlphaAffectsParticlesWhen enabled, the alpha channel of the texture is applied to the particle alpha when spawned.
textureBilinearFilteringWhen enabled, 4 neighboring samples are taken from the texture, and combined to give the final particle value.
textureClipChannelSelects which channel of the texture is used for discarding particles.
textureClipThresholdDiscards particles when they are spawned on an area of the texture with a value lower than this threshold.
textureColorAffectsParticlesWhen enabled, the RGB channels of the texture are applied to the particle color when spawned.
textureUVChannelWhen using a Mesh as a source shape type, this option controls which UV channel on the Mesh is used for reading the source texture.
useMeshColorsModulate the particle colors with the vertex colors, or the material color if no vertex colors exist.
useMeshMaterialIndexEmit from a single material, or the whole mesh.
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