Version: 2020.2
LanguageEnglish
  • C#

ParticleSystem.LightsModule.intensityMultiplier

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 float intensityMultiplier;

Description

Intensity multiplier.

Changing this property is more efficient than accessing the entire curve, if you only want to change the overall intensity multiplier. See Also: ParticleSystem.LightsModule.intensity.

using UnityEngine;
using System.Collections;

// For best results, use Deferred Rendering (see Camera settings) public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public Light lightPrefab; // Provide a light Prefab in the inspector (eg a default Point Light) public float hSliderValueIntensity = 1.0f; public float hSliderValueRange = 1.0f;

void Start() { ps = GetComponent<ParticleSystem>(); ps.transform.localRotation = Quaternion.Euler(0.0f, 0.0f, 45.0f);

var shape = ps.shape; shape.shapeType = ParticleSystemShapeType.Circle;

var lights = ps.lights; lights.enabled = true; lights.light = lightPrefab; lights.ratio = 1.0f; lights.maxLights = 1000;

// plane to receive lights var plane = GameObject.CreatePrimitive(PrimitiveType.Plane); plane.transform.parent = ps.transform; plane.transform.localPosition = new Vector3(0.0f, 0.0f, 3.0f); plane.transform.localScale = new Vector3(20.0f, 20.0f, 20.0f); plane.transform.localRotation = Quaternion.Euler(-90.0f, 0.0f, 0.0f);

var material = new Material(Shader.Find("Standard")); material.color = new Color(0.1f, 0.1f, 0.1f, 1.0f); plane.GetComponent<MeshRenderer>().material = material; }

void Update() { var lights = ps.lights; lights.intensityMultiplier = hSliderValueIntensity; lights.rangeMultiplier = hSliderValueRange; }

void OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "Intensity"); GUI.Label(new Rect(25, 80, 100, 30), "Range"); hSliderValueIntensity = GUI.HorizontalSlider(new Rect(95, 45, 100, 30), hSliderValueIntensity, 0.0f, 10.0f); hSliderValueRange = GUI.HorizontalSlider(new Rect(95, 85, 100, 30), hSliderValueRange, 0.0f, 10.0f); } }