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VfxLegacyRenderComponent

15.10

Inheritance 2 ancestors · 2 siblings

Class Documentation

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A render component that carries the render fields of a complex emitter. It builds the stock particle material from them the way a complex emitter does, instead of drawing with a StaticMaterialDef. Fields with the same name as on VfxEmitterDefinitionData have the meaning that page gives them. This page states what differs.

The client creates this component only when a bin declares one. It never converts a VfxEmitterDefinitionData into one.

Render phase

There is no renderPhaseOverride: the phase is always chosen by the automatic rules of renderPhaseOverride on VfxEmitterDefinitionData, with RenderOrder in place of pass:

  • An emitter of a HUD-layer system draws only in HudLayer.
  • distortionDefinition with a non-zero distortionMode selects the distortion phases, unless isGroundLayer is set.
  • isGroundLayer selects GroundLayer.
  • Without distortion, a negative RenderOrder draws in Default, and zero or more in PostDistortion.
  • doesCastShadow adds Shadow, without distortion and without isGroundLayer.

With a VfxPrimitiveNonRenderable primitive the emitter draws in no phase.

How this component uses the fields without a description on this page (colour, flipbook, UV, stencil and the remaining flags) is not established.

Properties

0x19ebd492

Flag = false
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0x38059ffe

Vec2 = [0, 0]
15.12
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0x50fa6131

Embed<ValueFloat> = { "constantValue": 0, "dynamics": null }
15.12
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0x53ff5986

F32 = 0
15.12
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Set as the shader parameter INSTANCE_UV_PARALLAX_SCALE of instanced mesh draws. The visual result is not established.

0x73fc541d

U8 = 0
15.12
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Unknown byte. The client reads it, but its purpose is not yet identified.

0x7aa0b8b1

Flag = false
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0x7db9efd5

U8 = 0
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0x9e2fcfac

U8 = 1
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0xb16d3f70

Embed<ValueVector2> = { "constantValue": [0, 0], "dynamics": null }
15.12
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0xbdee5d67

Vec4 = [1, 1, 1, 1]
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A constant RGBA multiplier on the colour of every particle of the emitter.

0xd1ee8634

Flag = false
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0xda39bec

Vec4 = [1, 1, 1, 1]
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0xdcac8e0d

Flag = false
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0xe962973c

Vec2 = [0, 0]
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0xf34f9bf8

Flag = false
15.22
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AlphaCutoff

U8 = 5
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BirthRandomStartFrame

Flag = false
15.12
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ColorOverLife

Embed<ValueColor> = { "constantValue": [1, 1, 1, 1], "dynamics": null }
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ColorTextureOffset

Vec2 = [0, 0]
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Offset of the ColorTexture lookup. How the client applies it on this component is not established.

ColorTextureScale

Vec2 = [1, 1]
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Scale of the ColorTexture lookup. How the client applies it on this component is not established.

DisableBackfaceCulling

Flag = false
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DisableFogOfWar

Flag = false
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InitialColor

Embed<ValueColor> = { "constantValue": [1, 1, 1, 1], "dynamics": null }
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InitialFrameRate

Embed<ValueFloat> = { "constantValue": 1, "dynamics": null }
15.12
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InitialUvOffset

Embed<ValueVector2> = { "constantValue": [0, 0], "dynamics": null }
15.12
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Pixelate

Flag = false
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Projected

Flag = false
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SeparateLingerColor

Embed<ValueColor> = { "constantValue": [1, 1, 1, 1], "dynamics": null }
15.23
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StencilReferenceId

Hash = "0x0"
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TextureFlipU

Flag = false
15.12
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TextureFlipV

Flag = false
15.12
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UseSeparateLingerColor

Flag = false
15.23
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WriteAlphaOnly

Flag = false
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doesCastShadow

Flag = false
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Also draws the emitter in the Shadow phase, see Render phase above.

frameRate

F32 = 0
15.12
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isFollowingTerrain

Flag = false
Removed in 15.12
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isGroundLayer

Flag = false
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Puts the emitter in the GroundLayer phase, see Render phase above.

numFrames

U16 = 1
15.12
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startFrame

U16 = 0
15.12
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stencilMode

U8 = 0
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stencilRef

U8 = 0
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useNavmeshMask

Flag = false
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uvMode

U8 = 0
15.12
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uvRotation

Embed<ValueFloat> = { "constantValue": 0, "dynamics": null }
15.12
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uvScale

Embed<ValueVector2> = { "constantValue": [1, 1], "dynamics": null }
15.12
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uvScrollClamp

Flag = false
15.12
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uvTransformCenter

Vec2 = [0.5, 0.5]
15.12
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