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Data/Tools/ezEditor/VisualShader/Particles.ddl
52 строки
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Jan Krassnigg
Particle System Improvements (#1995)
21 июл 2026, 16:50
Не верифицирован
21 июл 2026, 16:50
5e8aa52
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Node %ParticleEffect { string %Category { "Input" } string %Color { "Green" } string %Docs { "Outputs particle effect system-wide data." } OutputPin %TotalLifeTime { string %Type { "float" } string %Inline { "TotalEffectLifeTime" } string %Tooltip { "Total time since the particle effect started." } } } Node %Particle { string %Category { "Input" } string %Color { "Green" } string %Docs { "Outputs per-particle data." } OutputPin %Life { string %Type { "float" } string %Color { "Yellow" } string %Inline { "G.Input.Life" } string %Tooltip { "Particle life from 1.0 (just spawned) to 0.0 (death)." } } OutputPin %Variation { string %Type { "float" } string %Color { "Orange" } string %Inline { "G.Input.Variation" } string %Tooltip { "Random variation value per particle." } } OutputPin %QuadUV { string %Type { "float2" } string %Color { "Teal" } string %Inline { "GetParticleQuadUV()" } string %Tooltip { "Raw [0-1] UV across the particle, unaffected by flipbook animations and random variations. Use this for textures that should not be chopped up by the flipbook, e.g. a pattern that a flipbook mask is blended with. On trails, X runs across the trail and Y along it." } } OutputPin %FlipbookUV { string %Type { "float2" } string %Color { "Teal" } string %Inline { "GetParticleFlipbookUV()" } string %Tooltip { "UV transformed into the current flipbook animation / random variation frame. This is what texture nodes sample with by default." } } }