This material is designed to be applied to particles that have a Sprite POP to generate the attributes determining the size and orientation of the sprite billboards. It contains the appropriate procedural to stamp billboards on each sprite.
Shading is done isotropically. The material will be lit independently of its normal, thus making it ideal to simulate smoke or fire.
Contribution of ambient lights to the shading. Ignored in PBR.
Contribution of the diffuse term to the shading, used by PBR to scale the light contribution.
Lighting independent shading boost. This is done independent of the alpha, however, so will result in accumulation even where the sprite is transparent. Useful for rendering self-lit phenonomon such as fire.
Use Base Color
Determines if Base Color contributes to the sprite color.
This color is multiplied by the final color, providing a tint to the sprite.
Use Point Color
If set, the Cd attribute will be multiplied into the final color.
Global control of the opacity of the sprites.
Use Point Alpha
If set, the Alpha attribute will be multiplied into the final Opacity. If no Alpha Attribute exists, Opacity is unaffected.
A texture map can be used to modulate the color and alpha of the sprite.
Uses the temperature point attribute to look up a color/alpha pair for rendering. Useful for rendering fire.
Controls the parameters for the sprite procedural that creates a camera-facing sprite for each particle. The size and orientation of the sprite are controlled by attributes on the particle that are set with the Sprite POP. The velocity attribute controls if motion blur is done and what point attribute will be used as the velocity. The FPS is used to determine the length of the motion blur - higher values will perform a shorter blur. Note that the motion blur settings of the output driver will be ignored! Attributes lists the point attributes that will be passed from the particles to the surface shader.