Collide with Depth Buffer | Visual Effect Graph | 10.2.2
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    Collide with Depth Buffer

    Menu Path : Collision > Collide with Depth Buffer

    The Collide with Depth Buffer Block makes particles collide with a specific Camera’s depth buffer. This is especially useful for fast moving particles like sparks or rain drops where precise collision is not as important.

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    Important: For the block to generate depth collision, the specified Camera must be enabled and the Game view must be visible.

    Block compatibility

    This Block is compatible with the following Contexts:

    • Update

    Block settings

    Setting Type Description
    Camera Enum The method to decide which Camera to use to calculate depth collision. The options are:
    • Main: Uses the main Camera in the Scene. This requires a Camera in the Scene to have the MainCamera tag.
    • Custom: Allows you to specify a particular Camera to use.
    Surface Thickness Enum The method to decide how to specify the thickness of the colliding surface. The options are:
    • Infinite: Sets the thickness of the colliding surface to be infinite.
    • Custom: Allows you to specify a particular thickness value.
    Radius Mode Enum The mode that determines the collision radius of each particle. The options are:
    • None: Particles have a radius of zero.
    • From Size: Particles inherit their radius from their individual sizes.
    • Custom: Allows you to set the radius of the particles to a specific value.
    Rough Surface Bool Toggles whether or not the collider simulates a rough surface. When enabled, Unity adds randomness to the direction in which particles bounce back to simulate collision with a rough surface.

    Block properties

    Input Type Description
    Bounce Float The amount of bounce to apply to particles after a collision. A value of 0 means the particles do not bounce. A value of 1 means particles bounce away with the same speed they impacted with.
    Friction Float The speed that particles lose during collision. The minimum value is 0.
    Lifetime Loss Float The proportion of life a particle loses after collision.
    Roughness Float The amount to randomly adjust the direction of a particle after it collides with the surface.
    This property only appears when you enable Rough Surface.
    Radius Float The radius of the particle this Block uses for collision detection.
    This property only appears when Radius Mode is set to Custom.
    Camera Camera The Camera to use for generating the collision surface. This Block uses the depth buffer from this Camera to generate the collision surface.
    This property only appears when Camera is set to Custom.
    Surface Thickness Float The thickness of the collision surface.
    This property only appears when Surface Thickness is set to Custom.
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    Generated by DocFX on 18 October 2023