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Vfx/docs/bugfixes (#188)
* Resolved 1272101 * Resolved 1264943 * Removed uncertainty around 'should' * Resolved 1298031 * Added snippets file * Resolved 1292127 * Fixed typos * Resolved 1295296 Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
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com.unity.visualeffectgraph/Documentation~/Attributes.md

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# Attributes
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An Attribute is a piece of data attached to elements in a System. For example, the color of a particle, a particle's position, or the amount of particles that a spawn System should create are all Attributes.
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An Attribute is a piece of data attached to elements in a System. For example, the color of a particle, a particle's position, or the amount of particles that a spawn System creates are all Attributes.
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Systems can read from, or write to, Attributes in order to perform custom behavior and differentiate between elements.
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com.unity.visualeffectgraph/Documentation~/Block-ConnectTarget.md

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| **Setting** | **Type** | **Description** |
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| --------------- | -------- | ------------------------------------------------------------ |
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| **Orientation** | Enum | Specifies how the particle should orient itself. The options are:<br/>&#8226; **Camera**: The particle faces the camera.<br/>&#8226; **Direction**: The particle faces a particular direction.<br/>&#8226; **Look At Position**: The particle faces a position in the scene. |
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| **Orientation** | Enum | Specifies how the particle orients itself. The options are:<br/>&#8226; **Camera**: The particle faces the camera.<br/>&#8226; **Direction**: The particle faces a particular direction.<br/>&#8226; **Look At Position**: The particle faces a position in the scene. |
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## Block properties
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com.unity.visualeffectgraph/Documentation~/Block-IncrementStripIndexOnStart.md

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Menu Path: **Spawn > Custom > Increment Strip Index On Start**
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The **Increment Strip Index On Start** Block helps to manage the initialization of Particle Strips. This Block increments the stripIndex attribute (unsigned integer) each time the start event of the Spawn Context triggers. The stripIndex attribute returns to zero when a stop event triggers or if stripIndex reaches the **Strip Max Count**.
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The **Increment Strip Index On Start** Block helps to manage the initialization of Particle Strips. A Particle Strip comprises of linked groups of particles and the number of these groups is defined by the strip's stripIndex attribute. This Block increments the Particle Strip's stripIndex attribute (unsigned integer) each time the start event of the Spawn Context triggers. This adds a new linked group of particles to the Particle Strip.
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The stripIndex attribute returns to zero when a stop event triggers or if stripIndex reaches the **Strip Max Count**. This goes back to the first strip group index.
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![](Images/Block-IncrementStripIndexOnStartExample.gif)
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com.unity.visualeffectgraph/Documentation~/Block-Orient.md

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| **Input** | **Type** | **Description** |
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| ------------ | ---------------------------- | ------------------------------------------------------------ |
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| **Position** | [Position](Type-Position.md) | The Position the particle should face.<br/>This property only appears if you set **Mode** to **Look At Position**. |
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| **Position** | [Position](Type-Position.md) | The Position the particle faces towards.<br/>This property only appears if you set **Mode** to **Look At Position**. |
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| **Line** | [Line](Type-Line.md) | The Line to use for particle orientation. Particles orient to face towards the nearest point along the direction of this Line.<br/>This property only appears if you set **Mode** to **Look At Line** |
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| **Axis X** | [Vector](Type-Vector.md) | The x-axis of the Advanced orientation.<br/>This property only appears if you set **Mode** to **Advanced** and **Axes** uses the **X** axis. |
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| **Axis Y** | [Vector](Type-Vector.md) | Specifies the y-axis of the Advanced orientation.<br/>This property only appears if you set **Mode** to **Advanced** and **Axes** uses the **Y** axis. |

com.unity.visualeffectgraph/Documentation~/Block-UpdatePosition.md

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If you disable **Update Position** in the Update Context's Inspector, the system does not change the particle **position** based on the particle's velocity attribute.
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You can also add the **Integration : Update Position** Block to the Update Context manually and enable/disable it to specify when the system should update the particle position based on its velocity.
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You can also add the **Integration : Update Position** Block to the Update Context manually and enable/disable it to specify when the System updates the particle position based on its velocity.
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![](Images/Block-UpdatePositionBlockInContext.png)
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com.unity.visualeffectgraph/Documentation~/Block-UpdateRotation.md

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If you disable **Update Rotation** in the Update Context's Inspector, the system does not change the particle orientation based on the particle's angular velocity attribute.
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You can also add the **Integration : Update Rotation** Block to the Update Context manually and enable/disable it to specify when the system should update the particle orientation based on its angular velocity.
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You can also add the **Integration : Update Rotation** Block to the Update Context manually and enable/disable it to specify when the System updates the particle orientation based on its angular velocity.
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![](Images/Block-UpdateRotationBlockInContext.png)
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com.unity.visualeffectgraph/Documentation~/ComponentAPI.md

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#### Creating Event Attributes
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To create a `VFXEventAttribute`, use the `CreateVFXEventAttribute()` method of the Visual Effect component. If you want to send the same Event multiple times with the same attributes, you should store the `VFXEventAtrribute`, rather than create a new one every time you send the Event. When you send an Event to a Visual Effect Graph, Unity creates a copy of the EventAttribute in its current state and sends the copy. This means that, after you send the Event, you can safely modify the EventAttribute without affecting the information sent to the Visual Effect Graph.
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To create a `VFXEventAttribute`, use the `CreateVFXEventAttribute()` method of the Visual Effect component. If you want to send the same Event multiple times with the same attributes, store the `VFXEventAtrribute`, rather than create a new one every time you send the Event. When you send an Event to a Visual Effect Graph, Unity creates a copy of the EventAttribute in its current state and sends the copy. This means that, after you send the Event, you can safely modify the EventAttribute without affecting the information sent to the Visual Effect Graph.
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#### Setting the Attribute's payload
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com.unity.visualeffectgraph/Documentation~/Context-OutputDistortion.md

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| **Input** | **Type** | **Description** |
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| ----------------------- | -------- | ------------------------------------------------------------ |
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| **Scale By Distance** | Bool | Indicates whether this Context should scale the distortion effect by the distance to the camera to maintain a consistent visual look. |
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| **Scale By Distance** | Bool | Indicates whether this Context scales the distortion effect by the distance to the camera to maintain a consistent visual look. |
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| **Distortion Blur Map** | Texture | The map to use for the distortion. The **R** and **G** channels (centered on 0.5) map to the distortion’s X and Y offset, and the **B** channel is a mask for the distortion blur.<br/>Note, for this Texture to work correctly, you must disable **sRGB** in the textures Import Settings.<br/>This property only appears if you set **Distortion Mode** to **Screen Space**. |
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| **Normal Map** | Texture | The normal map to use for the distortion.<br/>This property only appears if you set **Distortion Mode** to **Normal Based**. |
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| **Smoothness Map** | Texture | The texture that controls the blur of the distortion. The mask uses this Texture’s alpha channel.<br/>This property only appears if you set **Distortion Mode** to **Normal Based**. |

com.unity.visualeffectgraph/Documentation~/Context-OutputLine.md

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| Setting | Type | Description |
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| ------- | ---- | ----------- |
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|**Use Target Offset**|bool|Indicates whether this Context should derive the end point of the line as an offset to the particle position, in particle space. If you disable this property, the Context uses the target position attribute of the particle as the end point.|
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|**Use Target Offset**|bool|Indicates whether this Context derives the end point of the line as an offset to the particle position, in particle space. If you disable this property, the Context uses the target position attribute of the particle as the end point.|
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## Context properties
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com.unity.visualeffectgraph/Documentation~/Context-OutputLitSettings.md

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| **Use Emissive Map** | Bool | **(Inspector)** Indicates whether the output accepts an emissive map to control how particles glow, independently of how they are lit. |
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| **Color Mode** | Enum | **(Inspector)** Specifies how to apply the per-particle color attribute to the particles. The options are:<br/>&#8226; **None**: Disregards the color attribute.<br/>&#8226; **Base Color**: Uses the color attribute as the particle's base color.<br/>&#8226; **Emissive**: Uses the color attribute as the particle's emissive color.<br/>&#8226; **Base Color and Emissive**: Uses the color attribute as both the particle's base color and emissive color. |
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| **Use Emissive** | Bool | **(Inspector)** Indicates whether the output supports emissive particles. Enable this setting to expose the **Emissive Color** property which you can use to make particles glow. |
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| **Double-Sided** | Bool | **(Inspector)** Indicates whether one-sided particles, like quads, render from both sides. This flips the normals for particles when they are viewed from behind which means they also receive correct lighting information.<br/>Note: If you enable this setting, you should also set **Cull Mode** to **Off**. Otherwise, Unity culls the backside of the particle and thus does not render both sides of the particle. |
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| **Double-Sided** | Bool | **(Inspector)** Indicates whether one-sided particles, like quads, render from both sides. This flips the normals for particles when they are viewed from behind which means they also receive correct lighting information.<br/>Note: If you enable this setting, also set **Cull Mode** to **Off**. Otherwise, Unity culls the backside of the particle and thus does not render both sides of the particle. |
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| **Preserve Specular Lighting** | Bool | **(Inspector)** Indicates whether to render specular lighting regardless of the particle’s opacity. This setting is useful for creating glass-like effects where transparent particles still reflect light. |
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| **Diffusion Profile Asset** | [Diffusion Profile](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Diffusion-Profile.html) | **(Inspector)** The Diffusion Profile that determines how to simulate light which passes through the particle. <br/>Note: You also must add the Diffusion Profile to the [HDRP asset](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/HDRP-Asset.html**) or to a [Volume’s](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Volumes.html) [Diffusion Profile Override](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Override-Diffusion-Profile.html) in the Scene .<br/>This setting only appears if you set **Material Type** to **Translucent** or **Simple Lit Translucent**. |
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| **Multiply Thickness With Alpha** | Bool | **(Inspector)** Indicates whether to multiply the **Thickness** of the particle by its alpha value.<br/>This setting only appears if you set **Material Type** to **Translucent** or **Simple Lit Translucent**. |

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