ShapeModule

struct in UnityEngine

Switch to Manual

Description

形状模块的脚本接口。

Variables

alignToDirection根据粒子的初始行进方向对齐粒子。
angleAngle of the cone to emit particles from.
arcAngle of the circle arc to emit particles from.
arcMode用于围绕圆弧生成粒子的模式。
arcSpeedIn animated modes, this determines how quickly the particle emission position moves around the arc.
arcSpeedMultiplierA multiplier of the arc speed of the particle emission shape.
arcSpreadControl the gap between particle emission points around the arc.
boxThicknessThickness of the box to emit particles from.
donutRadiusThe radius of the Donut shape to emit particles from.
enabled启用/禁用形状模块。
lengthLength 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。
meshSpawnModeThe mode used for generating particles on a mesh.
meshSpawnSpeedIn animated modes, this determines how quickly the particle emission position moves across the mesh.
meshSpawnSpeedMultiplierA multiplier of the mesh spawn speed.
meshSpawnSpreadControl 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。
radiusRadius of the shape to emit particles from.
radiusMode用于沿半径生成粒子的模式。
radiusSpeedIn animated modes, this determines how quickly the particle emission position moves along the radius.
radiusSpeedMultiplierA multiplier of the radius speed of the particle emission shape.
radiusSpreadControl the gap between particle emission points along the radius.
radiusThicknessRadius 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。
sphericalDirectionAmountMakes particles move in a spherical direction from their starting point.
spriteSprite to emit particles from.
spriteRendererSpriteRenderer 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。
textureClipChannelSelects 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。
useMeshMaterialIndexEmit particles from a single material, or the whole mesh.