mTrail
Embed<VfxTrailDefinitionData> The ribbon's settings: texture tiling, the order the ribbon is walked in, smoothing, maximum length and the texture mode. See VfxTrailDefinitionData.
A trail: one ribbon strung through the emitter's live particles. Every particle is one point of the ribbon, so the ribbon is exactly as long and as detailed as the set of particles alive at that moment. It grows at the head as the emitter spawns and shrinks at the tail as particles die.
Points are joined in birth order, from the newest particle (the head) to the oldest (the tail). Each point contributes two vertices, one on each side of the particle, and two triangles join it to the previous point. The ribbon never inserts points between particles, so its smoothness depends on the spawn rate: a slow emitter or a fast-moving one draws visible corners.
Width. At each point the ribbon extends scale.x to each side, so it is
2 · scale.x wide there, and a Scale0 curve over the particle's lifetime tapers the
ribbon along its length. scale.y and scale.z have no effect. The direction the width
points in is what the concrete trail classes decide:
VfxPrimitiveCameraTrail turns it toward the camera,
VfxPrimitiveArbitraryTrail takes it from each
particle's rotation.
Color and texture. Every point carries its own particle's color, flipbook frame and
color-lookup coordinate, so color over lifetime varies along the ribbon, from the young
head to the old tail. The texture coordinates at each point come from mTrail and then
pass through the particle's UV transform (UvScale, UvRotation and the UV scroll
properties), as they do on a quad.
Embed<VfxTrailDefinitionData> The ribbon's settings: texture tiling, the order the ribbon is walked in, smoothing, maximum length and the texture mode. See VfxTrailDefinitionData.