Particle Renderers

Quad Renderer

This renderer visualizes each particle as a quad. There are several modes to choose from how this quad is oriented. There are also different modes how to blend the particle with the background. This renderer is very versatile.

Orientation: This mode defines how the quad is oriented and around which axis it may rotate. In the ‘rotating’ modes the quad geometry constantly rotates around some axis that is decided when the particle is spawned. In the ‘fixed’ modes the quads themselves will not rotate, but have a fixed plane decided when they spawn. If they have a non-zero rotation speed, their texture will rotate around the quads center. In the ‘axis’ modes, the quads have one fixed axis and one that orients itself into the direction of the camera.

Render Mode: This mode specifies how the color from the particle will be combined with the scene background.

Texture: The texture used for rendering. May be a texture atlas or contain flipbook animations.

Texture Atlas: Specifies how to interpret the content in Texture:

TintColorParam: An optional effect parameter name. If set, the parameter is used to tint the final color of the particle.

Particle Stretch: Only available in the ‘axis’ render modes. Allows to stretch the particles along their fixed axis. Useful to create sparks.

Mesh Renderer

This renderer visualizes each particle using a mesh.

Mesh: The mesh to use for rendering.

Material: The material to use on the mesh.

TintColorParam: An optional effect parameter name. If set, the parameter is used to tint the color of the meshes.

Light Renderer

The light renderer treats each particle as a light source and thus illuminates the scene around it. Usually one would add this renderer as a second renderer to a particle system, such that one can easily reuse the behavior and color of for example billboards. Since light sources have a very high performance overhead, and adding as many lights into a scene as billboards would often be way too much, this renderer may visualize only a fraction of all particles in the system.

SizeFactor: A factor to scale the particle’s size with to determine the light influence radius. If the particles are also visualized as, for instance, billboards, the light source around the billboard should often be three to five times bigger.

Intensity: The light intensity.

Percentage: How many of the particles in the system should also be used as light sources. Typically you should only use 10% or so of the particles. Fewer lights is not only better for performance, it often also looks better, as there will be more contrast and flickering. Too many lights will result in constant brightness, making the effect less interesting.

TintColorParam: An optional effect parameter name. If set, the parameter is used to tint the color of the lights.

IntensityScaleParam: An optional effect parameter name. If set, the parameter is used to scale the intensity of the lights.

SizeScaleParam: An optional effect parameter name. If set, the parameter is used to scale the light influence radius.

Trail Renderer

This renderer visualizes particles as long lines that draw the path that the particle took. Trail particles are made up of a fixed number of segments. The more segments the renderer uses, the longer the trails will be. Also the faster a particle moves, the longer the trail will stretch. More segments cost more performance to update and render. For very short sparks that should just stretch a little, it is better to use billboards with Orientation set the Axis: Particle Dir and StretchFactor set to some value between 2 and 5.

Render Mode, Texture, Texture Atlas, TintColorParam: These options are identical to the quad renderer.

Segments: The number of segments to use for each particle. More segments cost more performance but also result in longer and more detailed trails.

Effect Renderer

This renderer visualizes each particle using another particle effect. The referenced effect is spawned at the position of each particle and then moved along as the particle moves. This allows you to create effects like fireworks, where each ‘rocket’ is represented by a single particle flying into the sky, but visualizes as a complete burning particle effect.

Effect: The particle effect to spawn and move along for each particle in this system. Usually the other particle system would use at least one continuous emitter, such that the effect will be active for the whole lifetime of the particle that references it.

RandomSeeed: An optional random seed to pass into the spawned effect.

See Also