Version: 2017.4
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

ParticleSystem.MinMaxGradient.Evaluate

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public method Evaluate(time: float): Color;
public Color Evaluate(float time);
public method Evaluate(time: float, lerpFactor: float): Color;
public Color Evaluate(float time, float lerpFactor);

Parameters

timeNormalized time (in the range 0 - 1, where 1 represents 100%) at which to evaluate the gradient. This is valid when ParticleSystem.MinMaxGradient.mode is set to ParticleSystemGradientMode.Gradient or ParticleSystemGradientMode.TwoGradients.
lerpFactorBlend between the 2 gradients/colors (Valid when ParticleSystem.MinMaxGradient.mode is set to ParticleSystemGradientMode.TwoColors or ParticleSystemGradientMode.TwoGradients).

Returns

Color Calculated gradient/color value.

Description

Manually query the gradient to calculate colors based on what mode it is in.

The time and lerpFactor parameters will be automatically clamped into the 0-1 range.