Overview
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This renderer treats the particles as point-lights within the world |
Default Materials:
- Default_Light: Regular light
Performance considerations
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.
Material: Default_Light
Property | Type | Description |
LightTranslucent | bool | When enabled, tells the renderer the lights should affect transparent materials (not supported in the PopcornFX editor) |
CastShadows | bool | When enabled, tells the renderer the lights should cast shadows. |
AttenuationSteepness | float | Controls how fast the light intensity falls off from the center of the light |
+ all common renderer properties | ||
Input pins | ||
Position | float3 | Light position in world coordinates |
Color | float4 | Light color |
Range | float | 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 |