Light
Overview
This renderer treats the particles as point-lights within the world
Note that the PopcornFX integration you’re using might not implement the particle light renderer.
Lights are displayed onscreen based on an input position, range and color
Performance considerations
Depending on the PopcornFX integration you are using, there might be different performance requirements. However, a few general rules should apply everywhere:
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If you create a large number of light particles, it is likely it will badly hurt performance through excessive overdraw, especially on mobile.
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If you need light particles with a large influence radius, you should keep their number low.
Geometry inputs
Property |
Type |
Description |
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Light position in world coordinates |
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Light color |
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Radius of the light sphere, in world units. Light intensity falls down to zero on the sphere edge, Radius units away from the light Position |
Render-features
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When enabled, tells the renderer the lights should affect transparent materials (not supported in the PopcornFX editor) |
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When enabled, tells the renderer the lights should cast shadows. |
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Controls how fast the light intensity falls off from the center of the light |