Clamp the minimum particle size.
Tiny particles can cause aliasing, and not contribute visually to the scene, whilst still costing performance. Use this setting to make sure they always maintain a minimum size on screen.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour {
private ParticleSystem ps; private ParticleSystemRenderer psr; public float minSize = 0.0f; public float maxSize = 1.0f;
void Start() {
ps = GetComponent<ParticleSystem>(); psr = GetComponent<ParticleSystemRenderer>();
var main = ps.main; main.startSize = new ParticleSystem.MinMaxCurve(0.1f, 5.0f); }
void Update() { psr.minParticleSize = minSize; psr.maxParticleSize = maxSize; }
void OnGUI() { GUI.Label(new Rect(25, 40, 200, 30), "Minimum Screen Space Size"); GUI.Label(new Rect(25, 80, 200, 30), "Maximum Screen Space Size");
minSize = GUI.HorizontalSlider(new Rect(245, 45, 100, 30), minSize, 0.0f, 1.0f); maxSize = GUI.HorizontalSlider(new Rect(245, 85, 100, 30), maxSize, 0.0f, 1.0f); } }
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