This renderer treats the particles as point-lights within the world
- Default_Light: Regular light
Depending on the PopcornFX integration you are using, there might be different performance requirements. However, a few general rules should apply everywhere:
- If you create a large number of light particles, it is likely it will badly hurt performance through excessive overdraw, especially on mobile.
- If you need light particles with a large influence radius, you should keep their number low.
|When enabled, tells the renderer the lights should affect transparent materials (not supported in the PopcornFX editor)|
|When enabled, tells the renderer the lights should cast shadows.|
|Controls how fast the light intensity falls off from the center of the light|
|+ all common renderer properties|
|Light position in world coordinates|
|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|