Keep in mind I’m not a vfx artist at all but I like doing some effects when I can. Lets you set or clear per-renderer or per-material parameter overrides.Kind of special topic, but after doing some researches about trails, I’m confused about how many things fall in the topic of “trails”. Returns true if the Renderer has a material property block attached via SetPropertyBlock. Returns all the shared materials of this object. Get per-Renderer or per-Material property block. Returns an array of closest reflection probes with weights, weight shows how much influence the probe has on the renderer, this value is also used when blending between reflection probes occur. Gets the component of the specified type, if it exists. Returns all components of Type type in the GameObject or any of its parents.Ĭalls the method named methodName on every MonoBehaviour in this game object.Ĭalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. Returns all components of Type type in the GameObject or any of its children. Returns all components of Type type in the GameObject. Returns the component of Type type in the GameObject or any of its parents. Returns the component of Type type in the GameObject or any of its children using depth first search. Returns the component of Type type if the GameObject has one attached, null if it doesn't. Matrix that transforms a point from world space into local space (Read Only).Ĭalls the method named methodName on every MonoBehaviour in this game object or any of its children. Unique ID of the Renderer's sorting layer. Lower values are rendered first and higher values are rendered last.ĭetermines which rendering layer this renderer lives on. ![]() Should reflection probes be used for this Renderer? The UV scale & offset used for a realtime lightmap. The index of the realtime lightmap applied to this renderer. If set, Renderer will use this Transform's position to find the light or reflection probe.ĭescribes how this renderer is updated for ray tracing. Specifies the mode for motion vector rendering. Returns all the instantiated materials of this object. Returns the first instantiated Material assigned to the renderer. Matrix that transforms a point from local space into world space (Read Only). If set, the Renderer will use the Light Probe Proxy Volume component attached to the source GameObject. The UV scale & offset used for a lightmap. The index of the baked lightmap applied to this renderer. Is this renderer visible in any camera? (Read Only) Has this renderer been statically batched with any other renderers? Makes the rendered 3D object visible if enabled.Īllows turning off rendering for a specific component. The bounding volume of the renderer (Read Only). Should the object be hidden, saved with the Scene or modifiable by the user?Ĭontrols if dynamic occlusion culling should be performed for this renderer. The Transform attached to this GameObject. A component is always attached to a game object. The game object this component is attached to. Set an overall multiplier that is applied to the TrailRenderer.widthCurve to get the final width of the trail. Set the curve describing the width of the trail at various points along its length. How long does the trail take to fade out. The width of the trail at the spawning point.Ĭhoose whether the U coordinate of the trail texture is tiled or stretched. The specified value is the proportion of the trail width at each segment. Get the number of line segments in the trail.Īpply a shadow bias to prevent self-shadowing artifacts. Set this to a value greater than 0, to get rounded corners between each segment of the trail. Set this to a value greater than 0, to get rounded corners on each end of the trail. ![]() Set the minimum distance the trail can travel before a new vertex is added to it. With this data, Scene lighting can affect the trail via Normal Maps and the Unity Standard Shader, or your own custom-built Shaders. The width of the trail at the end of the trail.Ĭonfigures a trail to generate Normals and Tangents. Set the color gradient describing the color of the trail at various points along its length.Ĭreates trails when the GameObject moves. Select whether the trail will face the camera, or the orientation of the Transform Component.ĭoes the GameObject of this Trail Renderer auto destruct?
0 Comments
Leave a Reply. |