Nodes > Particles > 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
Name | Type | Description |
---|---|---|
Alpha Test Threshold | float | When the "Alpha Test" blend mode is enabled, pixels with alpha values lower than this disappear. |
Properties
Name | Type | Description |
---|---|---|
Debug Mode | dropdown | Display various particle simulation buffers. |
Debug Multiplier | float | Multiply the selected debug view color by this value. |
Flip Backface Normal | bool | Flip the normals for back facing particles, useful for simulating two-sided lighting. |
Depth Test | bool | Enables depth-sorting. |
Depth Write | bool | Enables writing to the depth buffer. |
Depth Function | dropdown | The comparison method used to sort the depth buffer. Defaults to LessEqual. |
Two Sided | bool | Whether the material renders on both sides of a mesh face. |
Color Mask R | bool | Enables toggling visibility of selected color channel mask of this material. |
Color Mask G | bool | Enables toggling visibility of selected color channel mask of this material. |
Color Mask B | bool | Enables toggling visibility of selected color channel mask of this material. |
Color Mask A | bool | Enables toggling visibility of selected color channel mask of this material. |
Cull Mode | dropdown | Whether the material culls front or back faces, default to back. |
Blend Mode | dropdown | The material's blend mode. |
Polygon Offset Factor | float | Specifies a scale factor that is used to create a variable depth offset for each polygon. |
Polygon Offset Units | float | A minimum constant depth offset added to Polygon Offset Factor. |
Geometry Type | dropdown | When 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 Modes | dropdown | Toggles shadow casting. |