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VfxShimmerPrimitiveBase

16.6 Interface

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The 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.

Referenced by 1 class · 1 property