The Trail Renderer component renders a trail of polygons behind a moving GameObject. This can be used to give an emphasized feeling of motion to a moving object, or to highlight the path or position of moving objects. A trail behind a projectile adds visual clarity to its trajectory; contrails from the tip of a plane’s wings are an example of a trail effect that happens in real life.
Trail Renderers must be laid out over a sequence of frames; they cannot appear instantaneously. The Trail Renderer uses the same algorithm for trail rendering as the Line Renderer.
To create a Trail Renderer:
By default, a Trail Renderer uses the built-in Material, Default-Line. You can make many changes to the appearance of the trail without changing this Material, such as editing the color gradient or width of the trail.
For other effects, such as applying a texture to the trail, you will need to use a different Material. If you do not want to write your own Shader for the new Material, Unity’s built-in Standard Particle Shaders work well with Trail Renderers. If you apply a Texture to a Trail Renderer, the Texture should be of square dimensions (for example 256x256, or 512x512).
If you apply more than one Material to a Trail Renderer, the trail is rendered once for each Material.
See Creating and using Materials for more information.
The Min Vertex Distance value determines how far in world units the GameObject to which the trail applies must travel before a new segment is added to the trail. Low values like 0.1 create trail segments more often, creating smoother trails. Higher values like 1.5 create segments that are more jagged in appearance. Additionally, wide trails may exhibit visual artifacts when the vertices are very close together and the trail changes direction significantly over a short distance.
For performance reasons, it is best to use the largest possible value that achieves the effect you are trying to create.
This section contains the following sub-sections:
|Width||Define a width value, and a curve value to control the width of your trail along its length.
The curve is sampled at each vertex, so its accuracy is limited by the number of vertices in your trail. The overall width of the trail is controlled by the width value.
|Time||Define the lifetime of a point in the trail, in seconds.|
|Min Vertex Distance||The minimum distance between points in the trail, in world units.|
|Autodestruct||Enable this to destroy the GameObject to which the Trail Renderer component is attached after it has not moved for Time seconds.|
|Emitting||When this is enabled, Unity adds new points in the trail. When this is disabled, Unity does not add new points to the trail. Use this to pause and unpause trail generation.|
|Color||Define a gradient to control the color of the trail along its length.
Unity samples colors from the Color gradient at each vertex. Between each vertex, Unity applies linear interpolation to colors. Adding more vertices to your trail might give a closer approximation of a detailed gradient.
|Corner Vertices||トレイルに曲がり角を描画するとき、頂点をいくつ加えるかを制御します。この値を増やすと、トレイルの曲がり角がより丸く (なだらかに) 表示されます|
|End Cap Vertices||トレイルにエンドキャップを描画するとき、頂点をいくつ加えるかを制御します。この値を増やすと、トレイルのキャップがより丸く表示されます。|
|Alignment||Set the direction that the trail faces.|
|View||The trail faces the Camera.|
|TransformZ||The trail faces the Z axis of its Transform component.|
|Texture Mode||Control how the Texture is applied to the trail.|
|Stretch||Map the texture once along the entire length of the trail.|
|Tile||Repeat the texture along the trail, based on its length in world units. To set the tiling rate, use Material.SetTextureScale.|
|DistributePerSegment||Map the texture once along the entire length of the trail, assuming all vertices are evenly spaced.|
|RepeatPerSegment||Repeat the texture along the trail, repeating at a rate of once per trail segment. To adjust the tiling rate, use Material.SetTextureScale.|
|Shadow Bias||Set the amount to move shadows away from the Light to remove shadowing artifacts.|
|Generate Lighting Data||If enabled, Unity builds the trail geometry with normals and tangents included. This allows it to use Materials that use the Scene lighting.|
|Use World Space||If enabled, the points are considered as world space coordinates. If disabled, they are local to the transform of the GameObject to which this component is attached.|
The Materials section in the Trail Renderer Inspector lists the Materials that the Trail Renderer is using.
|Size||Specify the number of Materials in the Trail Renderer. If you decrease the size of the list of Materials, Unity deletes the elements at the end of the list.|
|Element||A list of the Materials in the Trail Renderer, in numeric order. The first element is always named Element 0.|
The Lighting section contains properties for how this Trail Renderer interacts with lighting in Unity.
|Cast Shadows||Specify if and how the trail casts shadows when a suitable Light shines on it.|
|On||The trail casts a shadow when a shadow-casting Light shines on it.|
|Off||The trail does not cast shadows.|
|Two Sided||The trail casts two-sided shadows from either side. Enlighten and the Progressive Lightmapper do not support two-sided shadows.|
|Shadows Only||Shadows from the trail are visible, but not the trail itself.|
|Receive Shadows||Enable this option to make the trail display any shadows that are cast upon it. This is only supported when using the Progressive Lightmapper.|
The Probes section contains properties relating to Light Probes and Reflection Probes.
|Light Probes||Set how this Renderer receives light from the Light Probe system.
For more information, see Light Probes.
|Blend Probes||The Renderer uses one interpolated Light Probe. This is the default value.|
|Use Proxy Volume||レンダラーは補間したライトプローブの 3D グリッドを使用します。|
|Custom Provided||The Renderer extracts Light Probe shader uniform values from the MaterialPropertyBlock.|
|Proxy Volume Override||Set a reference to another GameObject that has a Light Probe Proxy Volume component.
This property is only visible when Light Probes is set to Use Proxy Volume.
|Reflection Probes||Set how the Renderer receives reflections from the Reflection Probe system.|
|Off||Disables Reflection Probes. Unity uses a skybox for reflection.|
|Blend Probes||Enables Reflection Probes. Blending occurs only between Reflection Probes. This is useful in indoor environments where the character may transition between areas with different lighting settings.|
|Blend Probes and Skybox||Enables Reflection Probes. Blending occurs between Reflection Probes, or between Reflection Probes and the default reflection. This is useful for outdoor environments.|
|Simple||Enables Reflection Probes, but no blending occurs between Reflection Probes when there are two overlapping volumes.|
|Anchor Override||Set the Transform that Unity uses to determine the interpolation position when using the Light Probe or Reflection Probe systems. By default, this is the centre of the bounding box of the Renderer’s geometry.|
The Additional Settings contain additional properties.
|Motion Vectors||Set whether to use motion vectors to track this Renderer’s per-pixel, screen-space motion from one frame to the next. You can use this information to apply post-processing effects such as motion blur.
Note that not all platforms support motion vectors. See SystemInfo.supportsMotionVectors for more information.
|Camera Motion Only||Use only Camera movement to track motion.|
|Per Object Motion||Use a specific pass to track motion for this Renderer.|
|Force No Motion||Do not track motion.|
|Dynamic Occlusion||When Dynamic Occlusion is enabled, Unity culls this Renderer when it is blocked from a Camera’s view by a Static Occluder. Dynamic Occlusion is enabled by default.
When Dynamic Occlusion is disabled, Unity does not cull this Renderer when it is blocked from a Camera’s view by a Static Occluder. Disable Dynamic Occlusion to achieve effects such as drawing the outline of a character behind a wall.
See documentation on occlusion culling for more information.
|Sorting Layer||The name of this Renderer’s Sorting Layer.|
|Order in Layer||This Renderer’s order within a Sorting Layer.|