Understanding Unity Editor Components Effects (11)

1. Halo: is a special effect component that can be used for game objects, which can add a halo effect around the object

Color property: Used to set the color of Halo. You can specify the appearance of the glow by selecting a color in the Color panel. Choosing an appropriate color can make the glow match or accentuate other elements in the game scene.

Size property: Used to set the size of Halo. This is a float property representing the radius or diameter of the halo. Smaller values ​​produce a smaller halo, while larger values ​​produce a larger halo effect. Adjusting the value of the Size property can control the display degree of the halo. A smaller Size value will cause the halo effect to become more focused and less pronounced, while a larger Size value will make the halo more diffuse and more pronounced.

2. Lens Flare: A special effect component used to simulate the backlight effect in front of the camera lens

Flare: Used to set the texture applied to the Lens Flare. You can choose a suitable texture from the resource manager to define the appearance of the flare.

Color: Used to set the color of Lens Flare. Adjust the appearance tint of the glow by selecting a color in the Color panel.

Brightness: Used to set the brightness of Lens Flare. This is a float property that controls the strength of the flare.

Fade Speed: Used to set the fade speed of Lens Flare. This is a float property that specifies how quickly the flare fades from brightest to darkest.

Ignore Layers: Used to set the layers to be ignored by Lens Flare. You can specify specific layers that you don't want Lens Flare to affect, such as the UI layer.

Directional: Used to set the direction of the flare in the scene. You can control the position and angle of the lens flare by adjusting the direction property.

3. Line Renderer: It is used to draw straight lines, curves or polylines in the scene.

Simplify Preview: Used to preview simplified line segments in edit mode. When this property is enabled, Line Renderer will use the Simplify algorithm to reduce the number of points on a line segment to improve performance. This allows for a smoother view of what the line segment will look like in edit mode, but does not affect actual rendering at runtime.

Tolerance: is the threshold of the Simplify algorithm. It controls the maximum deviation distance allowed when simplifying line segments. Smaller values ​​will produce more accurate line segments, while larger values ​​will result in larger approximation errors.

Loop: Used to indicate whether the line segment is a closed loop. When this property is enabled, the start and end points of the Line Renderer will be connected together to form a closed segment path.

Positions: is a Vector3 array, used to specify the position of each vertex on the line segment. You can precisely control the shape of line segments by adding, removing or editing vertices.

Size: Used to set the number of vertices of the line segment.

Width: used to set the width of the line segment

Color: Used to set the color of the line segment. You can specify the appearance of the line segment by selecting a color in the Colors panel.

Corner Vertices: The number of corner vertices used to specify the line segment. A corner point is where two line segments intersect.

End Cap Vertices: Used to specify the number of endpoint vertices of the line segment. Endpoints are where a line segment begins and ends.

Alignment: Used to specify the alignment of the line segment. The alignment can be the view space (View) or the Z-coordinate of the object in 3D space. (Transform Z). The view space alignment orients the line segment based on the camera's position and angle, while the Transform Z alignment option aligns the line segment on the Z axis and ignores its position on the X and Y axes. Line segments will be drawn along the Z axis regardless of the camera's position and rotation. This is useful for drawing line segments on a 2D plane (such as a UI interface) or when you only care about the thickness of the line segment and not the position (such as a trajectory) in specific cases. At this point, the Transform Z property is used to control the Z coordinate value of the line segment.

Texture Mode: Texture mode for specifying line segments. The texture mode can be stretched (Stretch) or paved (Tile), etc. Stretch mode will stretch the texture evenly according to the length of the line segment, and tile mode will repeatedly pave the texture with the line segment in the form of tiles.

Shadow Bias: Used to set the shadow offset of the line segment. The Shadow Offset can be used to adjust the relationship of a line segment's shadow to the actual line segment.

Generate Lighting Data: Used to enable or disable lighting calculations for line segments. When enabled, lighting calculations can be performed on line segments according to lighting settings.

Use World Space: It is used to specify whether the line segment is drawn using the world coordinate space. When this option is enabled, the line segment will be drawn according to the world coordinate system; when disabled, the line segment will be drawn according to the local coordinate system.

Materials: Used to set the material applied to the line segment. You can add one or more materials to change the appearance of line segments.

Lighting
(1) Cast Shadows: Used to specify whether the line casts shadows. When this option is on, line segments will cast shadows in the scene.
(2) Receive Shadows: Used to specify whether the line segment receives shadows. When this option is enabled, line segments will show shadows cast on them by other objects.

Probes attribute: Used to specify whether to consider using light probes (Light Probes) and reflection probes (Reflection Probes) to affect the lighting and reflection effects of line segments.
(1) Light Probes: Used to specify whether to enable light probes to affect the lighting effect of line segments. When enabled, line segments will be affected by lighting information from nearby light probes.
(2) Reflection Probes: Used to specify whether to enable the reflection probe to affect the reflection effect of the line segment. When enabled, line segments will be affected by reflection information from nearby reflection probes.

Additional Settings property: used to set additional rendering settings.
(1) Motion Vectors: Used to specify whether to generate motion vectors (Motion Vectors). Motion vectors can be used for motion blur and other post effects.
(2) Dynamic Occlusion: Used to enable or disable dynamic occlusion of line segments. When dynamic occlusion is enabled, the line segment will perform dynamic occlusion calculations based on the position and occlusion relationship of other objects in the scene.
(3) Sorting Layer: used to specify the sorting layer of the line segment. The ordering layer determines the order in which line segments are drawn when rendered so that transparency effects are properly handled.
(4) Order in Layer: used to specify the order of line segments in the sorting layer. The smaller this value, the earlier the line segment will be drawn.

Fourth, Particle System: used to create and control particle effects

Duration: Used to specify the duration of the particle system. When set to a certain value, the system will stop emitting particles after the time expires.

Looping: Used to specify whether the particle system is played in a loop. If looping is enabled, the particle system will start over after completing an emission.

Prewarm: Used to specify whether the particle system is preheated in advance. If warmup is enabled, the system will complete a full particle emission before playback.

Start Delay: Used to set the delay time for the particle system to start. You can delay the particle emission start time by adjusting this property.

Start Lifetime: Used to set the initial life cycle of particles. A particle's lifetime determines how long it exists.

Start Speed: Used to set the initial speed of the particles. You can change the initial velocity at which particles are emitted by adjusting this property.

3D Start Size: Used to specify the initial size of particles in 3D space. This is a Vector3 property that controls the initial size of the particle in three dimensions.

Start Size: Used to set the initial size of the particles. This is a float property that specifies the initial size of the particle.

3D Start Rotation: Used to specify the initial rotation angle of particles in 3D space. This is a Vector3 property that controls the initial rotation of the particle in three dimensions.

Start Rotation: Used to set the initial rotation angle of the particles. This is a float property that specifies the initial rotation angle of the particle.

Flip Rotation: Used to specify whether to flip the rotation direction of the particles.

Start Color: Used to set the initial color of the particles. Adjust the initial color of the particles by selecting a color in the Color panel.

Gravity Modifier: Used to adjust the degree to which particles are affected by gravity. This property is a float that increases or decreases the strength of the particle's gravity.

Simulation Space: used to specify the simulation space of the particle system. You can choose to use local space (Local) or world space (World) for particle simulation.

Simulation Speed: Used to adjust the simulation speed of the particle system. You can speed up or slow down the simulation of particles by increasing or decreasing the simulation speed.

Delta Time: Used to specify the time delta used for each simulation frame. The simulation accuracy and performance of the particle system can be adjusted by increasing or decreasing the Delta Time.

Scaling Mode: used to specify the scaling mode of the particle system. Three modes can be selected: Hierarchy (level), Local (partial) and Shape (shape).
(1) Hierarchy mode will scale the entire particle system together, including all particles and emitters.
(2) Local mode only scales the speed, size and rotation of the particles, but does not change the properties of the emitter.
(3) Shape mode only scales the shape of the emitter without affecting the speed, size and rotation of the particles.

Play On Awake: Used to specify whether to automatically play the particle system when the scene loads. If this option is enabled, the particle system will start playing as soon as the scene is loaded.

Emitter Velocity: Used to set the initial velocity of the emitter. The initial velocity of the particle emitter can be changed by adjusting this property.

Max Particles: Used to set the maximum number of particles that the particle system can emit. By adjusting this property, you can control the performance and performance requirements of the particle system.

Auto Random Seed: Used to automatically generate a random seed for the particle system. Using a different random seed produces a different random effect each time the particle system is played.

Stop Action: Used to set the behavior of the particle system when it stops. You can choose to stop emitting particles, keep existing particles from disappearing, or destroy all particles at once.

Culling Mode: Used to specify the culling mode of the particle system. Culling mode controls the behavior of particle systems outside the camera's field of view.

Ring Buffer Mode: Used to specify the ring buffer mode of the particles. Ring buffer mode can reduce the number of reallocations of memory before particles disappear, improving performance.

Emission: Used to control the emission rate of particles. Parameters such as rate, period, and quantity of emission can be set.

Shape: Used to set the emission shape of particles. Different shapes such as spheres, boxes, cones, etc. can be selected and adjusted in size and orientation.

Velocity over Lifetime: Used to adjust the velocity of particles according to different stages of the particle life cycle. The change of particle speed can be controlled by the curve.

Limit Velocity over Lifetime: Used to limit the maximum velocity of particles in the lifetime. It is possible to set a velocity threshold above which velocity will be cut off.

Inherit Velocity: Used to specify whether the particle inherits the velocity of the parent object. When on, particles are affected by the velocity of the parent object.

Lifetime by Emitter Speed: Used to associate the particle's lifetime with the speed of the emitter. The relationship between particle lifetime and emitter velocity can be adjusted using a curve.

Force over Lifetime: The effect used to apply a force during the lifetime of the particle. You can set a force curve to control the change of particle force.

Color over Lifetime: Used to adjust the color of particles according to different stages of the particle life cycle. The change of particle color can be controlled by the curve.

Color by Speed: Used to adjust the color of the particles according to their speed. Curves can be used to control how the particle color changes with velocity.

Size over Lifetime: Used to adjust the size of particles according to different stages of the particle life cycle. The change of particle size can be controlled by the curve.

Size by Speed: Used to adjust the size of the particles according to their speed. Curves can be used to control the effect of particle size changes with velocity.

Rotation over Lifetime: Used to adjust the rotation angle of particles according to different stages of the particle life cycle. The change of the particle rotation angle can be controlled by the curve.

Rotation by Speed: Used to adjust the rotation angle of the particles according to the speed of the particles. Curves can be used to control how the particle's rotation angle varies with velocity.

External Forces: Used to enable or disable the influence of external forces on particles. External forces can be forces exerted by other objects in the scene, such as gravity, wind, etc.

Noise: Used to add noise effects to particle systems. Parameters such as noise strength, frequency, and offset can be adjusted to make the movement of particles random and natural.

Collision: Used to trigger behavior when particles collide with other objects. Collision modes, bounce coefficients, and triggers can be set to allow particles to interact with other objects in the scene.

Triggers: Used to trigger the behavior of the particle system under certain conditions. Triggers can be set to trigger certain special effects of the particle system at specific times, locations, or conditions.

Sub Emitters: Used to create sub-emitters in particle systems. Child emitters can create additional particle effects on top of the particles emitted by the parent emitter, forming more complex effects.

Texture Sheet Animation: Used to control the appearance of particles through texture sequence frame animation. You can set the used texture, animation frame number, speed and other parameters.

Lights: Used to add lighting effects to particles. You can choose different types of lights such as Point Light and Spot Light, and set their properties such as intensity and color.

Trails: Used to add a trailing effect behind the particles. You can control parameters such as the length, width, and color of the trail to achieve blurred or smooth particle motion effects.

Custom Data: Used to store and use custom data in particles. You can associate custom data with particles and then use this data for calculations or control at runtime.

Renderer: Used to control the appearance of the particle renderer. Parameters such as particle rendering mode, texture, color, and sorting layer can be set to customize the appearance of particles.

5. Projector: Used to project textures in the scene and create projection effects.

Near Clip Plane: Used to set the near clipping plane of the projector. Objects specified in front of this plane will be clipped and will not participate in the projection.

Far Clip Plane: Used to set the far clipping plane of the projector. Objects specified behind this plane will be clipped and not participate in the projection.

Field Of View: Used to set the field of view angle of the projector. The view angle can be adjusted to change the range and coverage of the projected texture.

Aspect Ratio: Used to set the aspect ratio of the projection area. By setting the aspect ratio, you can adapt to screens or projection surfaces of different resolutions.

Orthographic: Used to specify whether the projection mode is an orthogonal projection. When orthographic projection is enabled, the projection will not produce a perspective effect, but will maintain the size and shape of the object on the projection plane.

Orthographic Size: Only valid in Orthographic projection mode. Used to set the size of the projection area. Larger values ​​indicate larger projected areas.

Material: The material used to specify the projection texture. You can specify the appearance and properties of projected textures by linking materials.

Ignore Layers: Used to set the layer that ignores the projection. You can select specific layers that you don't want to be affected by the drop shadow, so that the drop shadow can pass through these layers without being rendered.

Six, Trail Renderer: is a component used to create trailing effects on the trajectory of moving objects

Time: Specify the length of time (in seconds) that the trailing effect exists in the scene. Setting it to 0 means that the trailing effect will last until manually stopped or destroyed.

Min Vertex Distance (minimum vertex distance): Specifies the minimum distance between vertices generated by the trailing effect when the object moves. Smaller values ​​result in denser vertices, making the trail look smoother.

Autodestruct: When enabled, the trail renderer will be automatically destroyed after the object stops moving.

Emitting: Controls whether the trail renderer emits trail effects at runtime. This property can be controlled via script to manually enable or disable the emission of the trail effect.

Color: Specifies the color of the trailing effect. Can be set to a single color value or use gradients for colorful effects.

Corner Vertices: Specifies the number of vertices at the corners of the trailing effect. Increasing the number of corner vertices can achieve a more detailed smear effect, but it will also increase the rendering cost.

End Cap Vertices: Specifies the number of end vertices for the trailing effect. They are located at the start and end of the trail for a smoother trail.

Alignment: Specifies the alignment of the trailing effect on the object. You can choose to cover the entire object surface or only align on a certain axis of the object.

Texture Mode: Specifies how the smear texture is mapped. You can choose to stretch or tile the texture.

Generate Lighting Data: When enabled, Unity will generate lighting data for the trailing effect, enabling it to interact with the lighting in the scene.

Shadow Bias (Shadow Offset): Specifies the offset of the shadow of the trailing effect touching the surface of the object. Can be used to solve the Z-fighting problem between trailing shadows and objects.

Materials: The material used to specify the trailing effect. Multiple materials can be used for more varied trail effects.

Lighting (lighting)
(1) Cast Shadows (casting shadows): When enabled, the trailing renderer will cast shadows. This property depends on the lighting and shadowing settings in the scene.
(2) Receive Shadows (receive shadows): When enabled, the trailing renderer will receive shadows cast by other objects in the scene. This property depends on the lighting and shadowing settings in the scene.

Probes: When enabled, the trail renderer will sample data from Global Illumination Probes and Indirect Illumination Probes. This is very useful for implementing Global Illumination and Indirect Lighting effects in your scene.
(1) Light Probes (light probe): When enabled, the trailing renderer will sample the data of the light probe to provide more accurate lighting effects.
(2) Reflection Probes (reflection probe): When enabled, the trailing renderer will sample the data of the reflection probe to provide a more accurate reflection effect.

Additional Settings (additional settings): This option can expand other setting options, such as whether to enable anti-aliasing and so on.
(1) Motion Vectors (dynamic vector): When enabled, the trailing renderer will generate dynamic vector data for calculation of motion blur effects during rendering.
(2) Dynamic Occlusion (Dynamic Occlusion): When enabled, the trailing renderer will respond to the occlusion culling system to improve performance and occlusion accuracy.
(3) Sorting Layer: Specify the rendering sorting layer where the trailing renderer is located. By adjusting the ordering layer, you can control the rendering order to ensure the correct rendering order.
(4) Order in Layer: Specify the rendering order of the trailing renderer in the sorting layer it belongs to. Objects with lower values ​​will be rendered first.

7. Visual Effect (Visual Effect): Components used to create and control complex particle and special effect systems. Based on Unity's Visual Effect Graph (Visual Effect Graph) technology, the Visual Effect component provides a highly editable and customizable particle effect solution.

The main functions of Visual Effect components include:
Create particles and special effects: Visual Effect components allow you to create various types of particle and special effect systems, such as flames, explosions, rain, smoke, etc. You can choose from different effect presets or customize particle appearance and behavior.
Adjust particle behavior: Visual Effect components provide a wealth of parameters and properties for adjusting the behavior and appearance of particles. You can control the speed, size, rotation, color, texture, and more of the particles to create the desired effect.
Controlling Particle Emitters: The Visual Effect component allows you to adjust the particle emitter's emission rate, emission direction, angle, shape, and more. You can control the emission mode and position of the particles according to your needs.
Real-time editing and preview: One of the advantages of the Visual Effect component is that it can edit and preview special effects in real time. You can adjust the Visual Effect Graph in the Unity editor, see the changes of special effects immediately, and perform visual debugging and optimization.
Support particle collision and trigger: Visual Effect components can interact with Unity's physics engine to achieve particle collision effects and trigger events. You can add colliders, triggers, and define corresponding response behaviors for particles.
High performance and scalability: Visual Effect components are calculated and rendered based on GPU, with good performance and scalability. It can handle a large number of particles and special effects, while providing a variety of rendering modes and effect options to meet the needs of different projects.
Unity's Visual Effect component provides a powerful and flexible tool for creating and controlling complex particle and special effect systems. With it, you can easily customize and edit the appearance and behavior of particles, preview and adjust special effects in real time, and interact with the physics engine. The Visual Effect component adds many possibilities for visual effects in games and applications and provides a high-performance and scalable solution.

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