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Version: 5.x

Nodes > Particles > Output Quad

Output Quad

The rendering stage of the particle simulation. Particle data flows into here to draw an instanced quad to the screen. This stage is effectively a Graph Material with access to per-particle data.

For every spawned particle, a single quadrilateral polygon is instanced and rendered. Unlike the previous two stages, Modify Attribute nodes no longer apply here. Instead, we are setting vertex and pixel data directly.

With no Set Vertex nodes added to this container, certain particle attributes are automatically applied to the quad: the particle position, scale, and matrix attributes are used to transform the quad so that it is in the correct position and orientation. Similarly, if no Set Pixel node is present, the particle color attribute gets sent to the pixel color.

Inputs

NameTypeDescription
Alpha Test ThresholdfloatWhen the "Alpha Test" blend mode is enabled, pixels with alpha values lower than this disappear.

Properties

NameTypeDescription
Debug ModedropdownDisplay various particle simulation buffers.
Debug MultiplierfloatMultiply the selected debug view color by this value.
Flip Backface NormalboolFlip the normals for back facing particles, useful for simulating two-sided lighting.
Depth TestboolEnables depth-sorting.
Depth WriteboolEnables writing to the depth buffer.
Depth FunctiondropdownThe comparison method used to sort the depth buffer. Defaults to LessEqual.
Two SidedboolWhether the material renders on both sides of a mesh face.
Color Mask RboolEnables toggling visibility of selected color channel mask of this material.
Color Mask GboolEnables toggling visibility of selected color channel mask of this material.
Color Mask BboolEnables toggling visibility of selected color channel mask of this material.
Color Mask AboolEnables toggling visibility of selected color channel mask of this material.
Cull ModedropdownWhether the material culls front or back faces, default to back.
Blend ModedropdownThe material's blend mode.
Polygon Offset FactorfloatSpecifies a scale factor that is used to create a variable depth offset for each polygon.
Polygon Offset UnitsfloatA minimum constant depth offset added to Polygon Offset Factor.
Geometry TypedropdownWhen set to Quad, particles will be rendered as planes. When set to Mesh, particles will be rendered using the Custom Mesh on the VFX Asset, if assigned.
Shadow ModesdropdownToggles shadow casting.
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