Script interface for a Min-Max Gradient.
This contains two Gradients, and returns a Color based on ParticleSystem.MinMaxGradient.mode. Depending on the mode, this may return the value randomized. Gradients are edited via the ParticleSystem Inspector once a ParticleSystemGradientMode requiring them has been selected. Some modes do not require gradients, only colors. See Also: ParticleSystem.
using UnityEngine;
// This example shows setting a constant color value. public class ConstantColorExample : MonoBehaviour { ParticleSystem myParticleSystem; ParticleSystem.ColorOverLifetimeModule colorModule;
void Start() { // Get the system and the color module. myParticleSystem = GetComponent<ParticleSystem>(); colorModule = myParticleSystem.colorOverLifetime;
GetValue(); SetValue(); }
void GetValue() { print("The constant color is " + colorModule.color.color); }
void SetValue() { colorModule.color = Color.red; } }
using UnityEngine;
// This example shows using 2 colors to drive the color over lifetime. public class TwoConstantColorsExample : MonoBehaviour { ParticleSystem myParticleSystem; ParticleSystem.ColorOverLifetimeModule colorModule;
void Start() { // Get the system and the color module. myParticleSystem = GetComponent<ParticleSystem>(); colorModule = myParticleSystem.colorOverLifetime;
GetValue(); SetValue(); }
void GetValue() { print(string.Format("The constant values are: min {0} max {1}.", colorModule.color.colorMin, colorModule.color.colorMax)); }
void SetValue() { colorModule.color = new ParticleSystem.MinMaxGradient(Color.green, Color.red); } }
using UnityEngine;
// This example shows using a gradient to drive the color over lifetime. public class GradientColorExample : MonoBehaviour { ParticleSystem myParticleSystem; ParticleSystem.ColorOverLifetimeModule colorModule; Gradient ourGradient;
void Start() { // Get the system and the color module. myParticleSystem = GetComponent<ParticleSystem>(); colorModule = myParticleSystem.colorOverLifetime;
// A simple 2 color gradient with a fixed alpha of 1.0f. float alpha = 1.0f; ourGradient = new Gradient(); ourGradient.SetKeys( new GradientColorKey[] { new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(alpha, 0.0f), new GradientAlphaKey(alpha, 1.0f) } );
// Apply the gradient. colorModule.color = ourGradient;
// In 5 seconds we will modify the gradient. Invoke("ModifyGradient", 5.0f); }
void ModifyGradient() { // Reduce the alpha float alpha = 0.5f; ourGradient.SetKeys( new GradientColorKey[] { new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(alpha, 0.0f), new GradientAlphaKey(alpha, 1.0f) } );
// Apply the changed gradient. colorModule.color = ourGradient; } }
using UnityEngine;
// This example shows using 2 gradients to drive the color over lifetime. public class TwoGradientColorExample : MonoBehaviour { ParticleSystem myParticleSystem; ParticleSystem.ColorOverLifetimeModule colorModule;
Gradient ourGradientMin; Gradient ourGradientMax;
void Start() { // Get the system and the emission module. myParticleSystem = GetComponent<ParticleSystem>(); colorModule = myParticleSystem.colorOverLifetime;
// A simple 2 color gradient with a fixed alpha of 1.0f. float alpha1 = 1.0f; ourGradientMin = new Gradient(); ourGradientMin.SetKeys( new GradientColorKey[] { new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(alpha1, 0.0f), new GradientAlphaKey(alpha1, 1.0f) } );
// A simple 2 color gradient with a fixed alpha of 0.0f. float alpha2 = 0.0f; ourGradientMax = new Gradient(); ourGradientMax.SetKeys( new GradientColorKey[] { new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(alpha2, 0.0f), new GradientAlphaKey(alpha2, 1.0f) } );
// Apply the gradients. colorModule.color = new ParticleSystem.MinMaxGradient(ourGradientMin, ourGradientMax);
// In 5 seconds we will modify the gradient. Invoke("ModifyGradient", 5.0f); }
void ModifyGradient() { // Reduce the alpha float alpha = 0.5f; ourGradientMin.SetKeys( new GradientColorKey[] { new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(alpha, 0.0f), new GradientAlphaKey(alpha, 1.0f) } );
// Apply the changed gradients. colorModule.color = new ParticleSystem.MinMaxGradient(ourGradientMin, ourGradientMax); } }
using UnityEngine;
// This example shows how to retrieve existing color and alpha keys from a MinMaxGradient public class ReadGradientExample : MonoBehaviour { void Start() { // Get the system and the color module. var myParticleSystem = GetComponent<ParticleSystem>(); var colorModule = myParticleSystem.colorOverLifetime;
// Get the gradient (assuming the MinMaxGradient is in Gradient mode) Gradient gradient = colorModule.color.gradient;
// Get the keys GradientColorKey[] colorKeys = gradient.colorKeys; GradientAlphaKey[] alphaKeys = gradient.alphaKeys; } }
color | Set a constant color. |
colorMax | Set a constant color for the upper bound. |
colorMin | Set a constant color for the lower bound. |
gradient | Set the gradient. |
gradientMax | Set a gradient for the upper bound. |
gradientMin | Set a gradient for the lower bound. |
mode | Set the mode that the Min-Max Gradient uses to evaluate colors. |
ParticleSystem.MinMaxGradient | A single constant color for the entire gradient. |
Evaluate | Manually query the gradient to calculate colors based on what mode it is in. |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.