形状模块的脚本接口。
alignToDirection | 根据粒子的初始行进方向对齐粒子。 |
angle | Angle of the cone to emit particles from. |
arc | Angle of the circle arc to emit particles from. |
arcMode | 用于围绕圆弧生成粒子的模式。 |
arcSpeed | In animated modes, this determines how quickly the particle emission position moves around the arc. |
arcSpeedMultiplier | A multiplier of the arc speed of the particle emission shape. |
arcSpread | Control the gap between particle emission points around the arc. |
boxThickness | Thickness of the box to emit particles from. |
donutRadius | The radius of the Donut shape to emit particles from. |
enabled | 启用/禁用形状模块。 |
length | Length of the cone to emit particles from. |
mesh | 要从中发射粒子的网格。 |
meshMaterialIndex | 从网格的单个材质发射粒子。 |
meshRenderer | 要从中发射粒子的 MeshRenderer。 |
meshShapeType | 网格上要用于发射粒子的位置。 |
meshSpawnMode | The mode used for generating particles on a mesh. |
meshSpawnSpeed | In animated modes, this determines how quickly the particle emission position moves across the mesh. |
meshSpawnSpeedMultiplier | A multiplier of the mesh spawn speed. |
meshSpawnSpread | Control the gap between particle emission points across the mesh. |
normalOffset | 使粒子远离源网格的表面。 |
position | 对从其发射粒子的位置应用偏移。 |
radius | Radius of the shape to emit particles from. |
radiusMode | 用于沿半径生成粒子的模式。 |
radiusSpeed | In animated modes, this determines how quickly the particle emission position moves along the radius. |
radiusSpeedMultiplier | A multiplier of the radius speed of the particle emission shape. |
radiusSpread | Control the gap between particle emission points along the radius. |
radiusThickness | Radius thickness of the shape's edge from which to emit particles. |
randomDirectionAmount | 随机化粒子的初始方向。 |
randomPositionAmount | 随机化粒子的初始位置。 |
rotation | 对从其发射粒子的形状应用旋转。 |
scale | 对从其发射粒子的形状应用缩放。 |
shapeType | 要从中发射粒子的形状的类型。 |
skinnedMeshRenderer | 要从中发射粒子的 SkinnedMeshRenderer。 |
sphericalDirectionAmount | Makes particles move in a spherical direction from their starting point. |
sprite | Sprite to emit particles from. |
spriteRenderer | SpriteRenderer to emit particles from. |
texture | 选择要用于为粒子初始颜色着色的纹理。 |
textureAlphaAffectsParticles | 启用时,纹理的 Alpha 通道会应用于粒子 Alpha(在生成时)。 |
textureBilinearFiltering | 启用时,会从纹理采集 4 个相邻样本并进行合并,以提供最终粒子值。 |
textureClipChannel | Selects which channel of the texture is used for discarding particles. |
textureClipThreshold | 当粒子在值低于此阈值的纹理区域上生成时将其丢弃。 |
textureColorAffectsParticles | 启用时,纹理的 RGB 通道会应用于粒子颜色(在生成时)。 |
textureUVChannel | 使用网格作为源形状类型时,此选项可控制网格上用于读取源纹理的 UV 通道。 |
useMeshColors | 使用顶点颜色调整粒子颜色,或者,如果顶点颜色不存在,则使用材质颜色。 |
useMeshMaterialIndex | Emit particles from a single material, or the whole mesh. |