Define a curve to apply custom range scaling to particle Lights.
Additional resources: MinMaxCurve.
using UnityEngine; using System.Collections;
// For best results, use Deferred Rendering (see Camera settings) [RequireComponent(typeof(ParticleSystem))] public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public Light lightPrefab; // Provide a light Prefab in the inspector (eg a default Point Light) public float hSliderValueIntensity = 1.0f; public float hSliderValueRange = 1.0f;
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.intensity = hSliderValueIntensity; lights.range = hSliderValueRange; }
void OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "Intensity"); GUI.Label(new Rect(25, 80, 100, 30), "Range"); hSliderValueIntensity = GUI.HorizontalSlider(new Rect(95, 45, 100, 30), hSliderValueIntensity, 0.0f, 10.0f); hSliderValueRange = GUI.HorizontalSlider(new Rect(95, 85, 100, 30), hSliderValueRange, 0.0f, 10.0f); } }