| Additive |
Whether or not the sprite should be rendered additively. |
| Alignment |
Alignment mode for the sprite's billboard behavior. |
| BlurAmount |
Amount of blur applied to the sprite during motion blur. |
| BlurOpacity |
Opacity of the blur effect applied to the sprite. |
| BlurSpacing |
Spacing between blur samples in the motion blur effect. |
| ComponentVersion |
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| CurrentAnimation |
The animation that is currently being played. Returns null if no sprite is set or the sprite has no animations. |
| DepthFeather |
Amount of feathering applied to the depth, softening its intersection with geometry. |
| FaceVelocity |
Aligns the sprite to face its velocity direction. |
| FogStrength |
The strength of the fog effect applied to the sprite. This determines how much the sprite blends with any fog in the scene. |
| IsAnimated |
Whether or not the sprite is animated. This is true if the sprite has more than one animation or if the current animation has more than one frame. |
| IsSorted |
Interface property to determine if particles should be sorted |
| LeadingTrail |
Determines whether the motion blur effect includes a leading trail. |
| Lighting |
Whether or not the sprite should be lit by the scene lighting. |
| MotionBlur |
Enables motion blur effects for the sprite. |
| Opaque |
Indicates whether the sprite is opaque, optimizing rendering by skipping sorting. |
| Pivot |
The pivot point of the sprite, used for rotation and scaling. This is in normalized coordinates (0 to 1). |
| PlaybackSpeed |
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| RenderTexture |
Provides texture for rendering - implementation for IBatchedParticleSpriteRenderer |
| RotationOffset |
Offset applied to the rotation when facing velocity. |
| Scale |
The scale of the sprite when rendered. |
| Shadows |
Whether or not the sprite should cast shadows in the scene. |
| SortMode |
Sorting mode used for rendering particles. |
| Sprite |
The sprite resource to render. This can be completely static or contain animation(s). |
| StartingAnimationName |
The animation that this sprite should start playing when the scene starts. |
| Texture |
The texture being displayed from the sprite given the current frame/animation. |
| TextureFilter |
The texture filtering mode used when rendering the sprite. For pixelated sprites use Sandbox.Rendering.FilterMode.Point. |