Legacy Documentation: Version 2017.2 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

ParticleSystem.LightsModule.alphaAffectsIntensity

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public var alphaAffectsIntensity: bool;
public bool alphaAffectsIntensity;

Description

Toggle whether the particle alpha gets multiplied by the light intensity, when computing the final light intensity.

Useful for fading the lights out at the same time as the particles, to avoid popping.

#pragma strict
// For best results, use Deferred Rendering (see Camera settings)
private var ps: ParticleSystem;
public var lightPrefab: Light;
public var hSliderValueA: float = 1.0f;
public var alphaAffectsIntensity: boolean = true;
function Start() {
	ps = GetComponent.<ParticleSystem>();
	ps.transform.localRotation = Quaternion.Euler(0.0f, 0.0f, 45.0f);
	var shape: var = ps.shape;
	shape.shapeType = ParticleSystemShapeType.Circle;
	var lights: var = ps.lights;
	lights.enabled = true;
	lights.light = lightPrefab;
	lights.ratio = 1.0f;
	lights.maxLights = 1000;
	// plane to receive lights
	var plane: var = GameObject.CreatePrimitive(PrimitiveType.Plane);
	plane.transform.parent = ps.transform;
	plane.transform.localPosition = new Vector3(0.0f, 0.0f, 3.0f);
	plane.transform.localScale = new Vector3(20.0f, 20.0f, 20.0f);
	plane.transform.localRotation = Quaternion.Euler(-90.0f, 0.0f, 0.0f);
	var material: var = new Material(Shader.Find("Standard"));
	material.color = new Color(0.1f, 0.1f, 0.1f, 1.0f);
	plane.GetComponent.<MeshRenderer>().material = material;
}
function Update() {
	var lights: var = ps.lights;
	lights.alphaAffectsIntensity = alphaAffectsIntensity;
	var main: var = ps.main;
	main.startColor = new Color(1.0f, 1.0f, 1.0f, hSliderValueA);
}
function OnGUI() {
	GUI.Label(new Rect(25, 40, 100, 30), "Alpha");
	hSliderValueA = GUI.HorizontalSlider(new Rect(95, 45, 100, 30), hSliderValueA, 0.0f, 1.0f);
	alphaAffectsIntensity = GUI.Toggle(new Rect(25, 85, 200, 30), alphaAffectsIntensity, "Particle Alpha Affects Light Intensity");
}
using UnityEngine;
using System.Collections;

// For best results, use Deferred Rendering (see Camera settings) public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public Light lightPrefab; // Provide a light Prefab in the inspector (eg a default Point Light) public float hSliderValueA = 1.0f; public bool alphaAffectsIntensity = true;

void Start() { ps = GetComponent<ParticleSystem>(); ps.transform.localRotation = Quaternion.Euler(0.0f, 0.0f, 45.0f);

var shape = ps.shape; shape.shapeType = ParticleSystemShapeType.Circle;

var lights = ps.lights; lights.enabled = true; lights.light = lightPrefab; lights.ratio = 1.0f; lights.maxLights = 1000;

// plane to receive lights var plane = GameObject.CreatePrimitive(PrimitiveType.Plane); plane.transform.parent = ps.transform; plane.transform.localPosition = new Vector3(0.0f, 0.0f, 3.0f); plane.transform.localScale = new Vector3(20.0f, 20.0f, 20.0f); plane.transform.localRotation = Quaternion.Euler(-90.0f, 0.0f, 0.0f);

var material = new Material(Shader.Find("Standard")); material.color = new Color(0.1f, 0.1f, 0.1f, 1.0f); plane.GetComponent<MeshRenderer>().material = material; }

void Update() { var lights = ps.lights; lights.alphaAffectsIntensity = alphaAffectsIntensity;

var main = ps.main; main.startColor = new Color(1.0f, 1.0f, 1.0f, hSliderValueA); }

void OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "Alpha");

hSliderValueA = GUI.HorizontalSlider(new Rect(95, 45, 100, 30), hSliderValueA, 0.0f, 1.0f); alphaAffectsIntensity = GUI.Toggle(new Rect(25, 85, 200, 30), alphaAffectsIntensity, "Particle Alpha Affects Light Intensity"); } }

Did you find this page useful? Please give it a rating: