VfxPrimitiveRay
Inheritance 3 ancestors · 9 siblings
Class Documentation
Edit documentationA quad stretched along the particle's local +Z axis and turned about that axis to face the camera. It has no properties: its shape comes entirely from the particle's orientation and scale.
Direction. The axis is the particle's local +Z after its full orientation: the
particle's rotation, the post-rotation (HasPostRotateOrientation), the system's
orientation when ParticleIsLocalOrientation is set, and the emitter's transform. It is
never the velocity. IsDirectionOriented has no effect on a ray, so a ray with no
rotation authored points along the emitter's local +Z for its whole life, however the
particle moves.
Size. All three scale components are used:
near = position + axis · scale.z
far = position + axis · (scale.z + scale.y)
scale.y is the length of the ray, and scale.z is the gap between the particle and the
ray's near edge. A negative scale.z starts the ray behind the particle. scale.x is the
full width, centered on the axis.
Facing. The width runs perpendicular to both the axis and the direction to the camera, so the ray rolls about its own axis to stay face-on, the way a cylinder billboard does.