public readonly record struct SpriteVertexOne corner of a sprite quad, in the layout the sprite shaders read.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
⚠ The same three attributes as ParticleVertex, and deliberately not the same type. They agree today because a textured quad has nothing else in it, and a shared struct would make the next thing either of them needs — a second UV set for a sprite's normal map, a per-particle random — a change to both. What they can share is the layout: a project that wants one pipeline for both registers one entry in EffectPipelineDescriber.VertexLayouts and points both features at it.
Local space, not world. A sprite is a flat quad in its own XY plane and where it sits is TransformRenderFeature's answer, pushed as a constant — so the geometry is the same for every view that draws it and is built once a frame rather than once a view. That is the difference between this and the particle expansion, which faces a camera and therefore cannot be.
Fields and properties (3)
Methods (1)
Used by (3)
- SpriteGeometryVixen.Rendering
- SpriteRenderFeatureVixen.Rendering
- SpriteTestsVixen.Rendering.Tests