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ParticleSystem.LightsModule.intensityMultiplier

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public var intensityMultiplier: float;
public float intensityMultiplier;

Description

Intensity multiplier.

This method is more efficient than accessing the whole curve, if you only want to change the overall intensity multiplier. See Also: ParticleSystem.LightsModule.intensity.

#pragma strict
// For best results, use Deferred Rendering (see Camera settings)
private var ps: ParticleSystem;
public var light: Light;
public var hSliderValueIntensity: float = 1.0f;
public var hSliderValueRange: float = 1.0f;
function Start() {
	ps = GetComponent.<ParticleSystem>();
	ps.transform.localRotation = Quaternion.Euler(0.0f, 0.0f, 45.0f);
	var shape: var = ps.shape;
	shape.shapeType = ParticleSystemShapeType.Circle;
	var lights: var = ps.lights;
	lights.enabled = true;
	lights.light = light;
	lights.ratio = 1.0f;
	lights.maxLights = 1000;
	// plane to receive lights
	var plane: var = 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: var = new Material(Shader.Find("Standard"));
	material.color = new Color(0.1f, 0.1f, 0.1f, 1.0f);
	plane.GetComponent.<MeshRenderer>().material = material;
}
function Update() {
	var lights: var = ps.lights;
	lights.intensityMultiplier = hSliderValueIntensity;
	lights.rangeMultiplier = hSliderValueRange;
}
function 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);
}
using UnityEngine;
using System.Collections;

// For best results, use Deferred Rendering (see Camera settings) public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public Light light; // 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 = light; 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); } }