public static class ParticleMeshMaterialThe material a mesh particle is drawn with, with every parameter its shader declares.
Remarks
ParticleSpriteMaterial's counterpart for the renderer that draws geometry rather than quads, and it exists for the same reason: a host that builds this by hand and forgets a parameter gets an effect that simulates, expands its instances, uploads them, binds two vertex buffers and draws — and produces nothing on the screen, with every counter reading healthy.
⚠ A different material from the sprite one, and it has to be. The two shaders read different vertex inputs: ParticleSprite takes a position, a texture coordinate and a colour out of one buffer, and ParticleMesh takes a position out of the mesh's buffer and a transform out of an instance stream. So a mesh effect drawn with the sprite material is a pipeline whose layout has nothing to bind the instance stream to — which is why VfxExtractionSystem.MeshMaterial is its own property rather than a fallback to Material.
Fields and properties (1)
public static Vector4 NeutralTintThe tint a particle keeps its own colour under.
Methods (1)
public static Material Default()A material that draws mesh particles in their own colour, at their own brightness.
Used by (2)
- ParticleMeshDeviceTestsVixen.Graphics.Golden.Tests
- WorldRendererVixen.Engine.Renderer