Specifies how to calculate lighting for the billboard.
A value of 0 means Unity calculates lighting as though the billboard was a sphere. This results in the billboard looking more like a sphere. A value of 1 means Unity calculates lighting for the billboard as a flat quad.
using UnityEngine; using UnityEditor; using System.Collections;
[RequireComponent(typeof(ParticleSystem))] public class ExampleClass : MonoBehaviour {
private ParticleSystem ps; private ParticleSystemRenderer psr; public float normalDirection = 1.0f;
void Start() {
ps = GetComponent<ParticleSystem>(); psr = GetComponent<ParticleSystemRenderer>();
psr.material = new Material(Shader.Find("Sprites/Default")); }
void Update() {
psr.normalDirection = normalDirection; }
void OnGUI() {
normalDirection = GUI.HorizontalSlider(new Rect(25, 25, 100, 30), normalDirection, 0.0f, 1.0f); } }