VfxShimmerPrimitiveBase
Inheritance 2 ancestors · 5 siblings · 10 descendants
Class Documentation
Edit documentationThe component primitives: the shapes that the particles of a
component emitter are drawn as, held by
VfxGeometryComponent.primitive. Complex
emitters use the legacy primitives instead, and some
component primitives are twins of legacy ones.
| Primitive | Draws |
|---|---|
| VfxShimmerPrimitiveQuad | a quad per particle, batched |
| VfxShimmerPrimitiveMesh | a mesh per particle |
| VfxShimmerPrimitiveAttachedMesh | the owner's skinned mesh per particle |
| VfxShimmerPrimitiveMeshBeam | a mesh stretched between two points, per particle |
| VfxPrimitiveLaser | tessellated geometry between two points, batched |
| VfxPrimitiveRibbon | a strip, batched |
| VfxShimmerPrimitiveNonRenderable | no geometry; see its page |
Shipped graphs use only the mesh and the quad. See VfxComponents for which shipped graphs run.
Batched primitives build their vertices on the CPU in every update, through a geometry builder that only this family has. The component emitter calls that builder only for these primitives, so a legacy batched primitive in a component graph builds no vertices. Per-particle primitives add nothing to the batch and draw each particle separately.
Facing. The quad and the meshes turn toward the camera through a FacingMode object
instead of the alignment flags of legacy meshes; see
VfxShimmerFacingMode. The laser, the ribbon, the mesh
beam and the non-renderable primitive have no facing mode.
Spawn count. The primitive can lower the number of particles that the emitter spawns in an update. The ribbon does this; see VfxPrimitiveRibbon.