Choose what proportion of particles will receive a dynamic light.
Use a value between 0 and 1, where 0 will apply lights to no particles, and 1 will apply lights to all particles.
#pragma strict // For best results, use Deferred Rendering (see Camera settings) private var ps: ParticleSystem; public var lightPrefab: Light; public var hSliderValueRatio: float = 1.0f; public var hSliderValueMax: float = 1000.0f; public var randomDistribution: 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; // 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.ratio = hSliderValueRatio; lights.maxLights = inthSliderValueMax; lights.useRandomDistribution = randomDistribution; } function OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "Ratio"); GUI.Label(new Rect(25, 80, 100, 30), "Max Lights"); hSliderValueRatio = GUI.HorizontalSlider(new Rect(95, 45, 100, 30), hSliderValueRatio, 0.0f, 1.0f); hSliderValueMax = GUI.HorizontalSlider(new Rect(95, 85, 100, 30), hSliderValueMax, 0.0f, 500.0f); randomDistribution = GUI.Toggle(new Rect(25, 125, 400, 30), randomDistribution, "Randomly assign Lights to Particles instead of evenly distributing them."); }
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 public float hSliderValueRatio = 1.0f; public float hSliderValueMax = 1000.0f; public bool randomDistribution = 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;
// 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.ratio = hSliderValueRatio; lights.maxLights = (int)hSliderValueMax; lights.useRandomDistribution = randomDistribution; }
void OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "Ratio"); GUI.Label(new Rect(25, 80, 100, 30), "Max Lights");
hSliderValueRatio = GUI.HorizontalSlider(new Rect(95, 45, 100, 30), hSliderValueRatio, 0.0f, 1.0f); hSliderValueMax = GUI.HorizontalSlider(new Rect(95, 85, 100, 30), hSliderValueMax, 0.0f, 500.0f);
randomDistribution = GUI.Toggle(new Rect(25, 125, 400, 30), randomDistribution, "Randomly assign Lights to Particles instead of evenly distributing them."); } }
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