VfxPrimitiveCameraQuad
Inheritance 3 ancestors · 9 siblings · 1 descendant
Class Documentation
Edit documentationA camera-facing quad, and the default primitive: an emitter that sets no Primitive
draws its particles this way.
Each particle is a rectangle centered on the particle and lying in the screen plane. Its axes are the camera's screen-right and screen-up vectors, so every quad of the emitter is parallel to the screen, wherever it is in the scene. It does not turn toward the camera's position, and it has no depth.
Size. The corners sit at ±scale.x along screen right and ±scale.y along screen up,
so the quad is 2 · scale.x wide and 2 · scale.y high. A BirthScale0 of
[50, 50, 50] draws a square 100 world units across. scale.z has no effect.
VfxPrimitiveCameraUnitQuad draws the same quad at
half this size.
Roll. The quad turns about the view direction by the X component of the particle's
accumulated rotation, built from BirthRotation0, BirthRotationalVelocity0,
BirthRotationalAcceleration and Rotation0. The angle is truncated to whole degrees.
The Y and Z components have no effect on a camera quad.
Direction of travel. When the emitter sets IsDirectionOriented, the two axes come
from the particle's direction of travel instead of the screen, and the roll is ignored.
Texture. Before the emitter's UV properties apply, u runs from 0 at the left edge
to 1 at the right edge, and v from 0 at the top edge to 1 at the bottom edge, so an
unrolled quad shows its texture upright.