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ParticleSystem.LightsModule.useParticleColor

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public var useParticleColor: bool;
public bool useParticleColor;

Description

Toggle whether the particle lights will have their color multiplied by the particle color.

Remember to also set your light color to white, if you want to control the lights to have the exact same color as the particles.

#pragma strict
// For best results, use Deferred Rendering (see Camera settings)
private var ps: ParticleSystem;
public var lightPrefab: Light;
public var hSliderValueR: float = 1.0f;
public var hSliderValueG: float = 1.0f;
public var hSliderValueB: float = 1.0f;
public var hSliderValueA: float = 1.0f;
public var useParticleColor: 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.useParticleColor = useParticleColor;
	var main: var = ps.main;
	main.startColor = new Color(hSliderValueR, hSliderValueG, hSliderValueB, hSliderValueA);
}
function OnGUI() {
	GUI.Label(new Rect(25, 40, 100, 30), "Red");
	GUI.Label(new Rect(25, 70, 100, 30), "Green");
	GUI.Label(new Rect(25, 100, 100, 30), "Blue");
	GUI.Label(new Rect(25, 130, 100, 30), "Alpha");
	hSliderValueR = GUI.HorizontalSlider(new Rect(95, 45, 100, 30), hSliderValueR, 0.0f, 1.0f);
	hSliderValueG = GUI.HorizontalSlider(new Rect(95, 75, 100, 30), hSliderValueG, 0.0f, 1.0f);
	hSliderValueB = GUI.HorizontalSlider(new Rect(95, 105, 100, 30), hSliderValueB, 0.0f, 1.0f);
	hSliderValueA = GUI.HorizontalSlider(new Rect(95, 135, 100, 30), hSliderValueA, 0.0f, 1.0f);
	useParticleColor = GUI.Toggle(new Rect(25, 175, 200, 30), useParticleColor, "Use Particle Color for Light Color");
}
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 hSliderValueR = 1.0f; public float hSliderValueG = 1.0f; public float hSliderValueB = 1.0f; public float hSliderValueA = 1.0f; public bool useParticleColor = 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.useParticleColor = useParticleColor;

var main = ps.main; main.startColor = new Color(hSliderValueR, hSliderValueG, hSliderValueB, hSliderValueA); }

void OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "Red"); GUI.Label(new Rect(25, 70, 100, 30), "Green"); GUI.Label(new Rect(25, 100, 100, 30), "Blue"); GUI.Label(new Rect(25, 130, 100, 30), "Alpha");

hSliderValueR = GUI.HorizontalSlider(new Rect(95, 45, 100, 30), hSliderValueR, 0.0f, 1.0f); hSliderValueG = GUI.HorizontalSlider(new Rect(95, 75, 100, 30), hSliderValueG, 0.0f, 1.0f); hSliderValueB = GUI.HorizontalSlider(new Rect(95, 105, 100, 30), hSliderValueB, 0.0f, 1.0f); hSliderValueA = GUI.HorizontalSlider(new Rect(95, 135, 100, 30), hSliderValueA, 0.0f, 1.0f);

useParticleColor = GUI.Toggle(new Rect(25, 175, 200, 30), useParticleColor, "Use Particle Color for Light Color"); } }