# Sandbox.ParticleSpriteRenderer

Renders particles as 2D sprites - can be static or animated

- Kind: class
- Namespace: `Sandbox`
- Assembly: `Sandbox.Engine`
- Inherits: [Sandbox.ParticleRenderer](/api/Sandbox.ParticleRenderer)
- Modifiers: sealed

## Constructors

- [`ParticleSpriteRenderer`](/api/Sandbox.ParticleSpriteRenderer/.ctor)

## Properties

- [`Additive`](/api/Sandbox.ParticleSpriteRenderer/Additive): Whether or not the sprite should be rendered additively.
- [`Alignment`](/api/Sandbox.ParticleSpriteRenderer/Alignment): Alignment mode for the sprite's billboard behavior.
- [`BlurAmount`](/api/Sandbox.ParticleSpriteRenderer/BlurAmount): Amount of blur applied to the sprite during motion blur.
- [`BlurOpacity`](/api/Sandbox.ParticleSpriteRenderer/BlurOpacity): Opacity of the blur effect applied to the sprite.
- [`BlurSpacing`](/api/Sandbox.ParticleSpriteRenderer/BlurSpacing): Spacing between blur samples in the motion blur effect.
- [`CameraFadeFar`](/api/Sandbox.ParticleSpriteRenderer/CameraFadeFar): Sprites further from the camera than this are fully opaque. Between this and [Sandbox.ParticleSpriteRenderer.CameraFadeNear](/api/Sandbox.ParticleSpriteRenderer/CameraFadeNear) they fade out. Leave at zero to disable the fade.
- [`CameraFadeNear`](/api/Sandbox.ParticleSpriteRenderer/CameraFadeNear): Sprites closer to the camera than this are completely invisible.
- [`ComponentVersion`](/api/Sandbox.ParticleSpriteRenderer/ComponentVersion)
- [`CurrentAnimation`](/api/Sandbox.ParticleSpriteRenderer/CurrentAnimation): The animation that is currently being played. Returns null if no sprite is set or the sprite has no animations.
- [`DepthFeather`](/api/Sandbox.ParticleSpriteRenderer/DepthFeather): Amount of feathering applied to the depth, softening its intersection with geometry.
- [`FaceVelocity`](/api/Sandbox.ParticleSpriteRenderer/FaceVelocity): Aligns the sprite to face its velocity direction.
- [`FogStrength`](/api/Sandbox.ParticleSpriteRenderer/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`](/api/Sandbox.ParticleSpriteRenderer/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`](/api/Sandbox.ParticleSpriteRenderer/IsSorted): Interface property to determine if particles should be sorted
- [`LeadingTrail`](/api/Sandbox.ParticleSpriteRenderer/LeadingTrail): Determines whether the motion blur effect includes a leading trail.
- [`Lighting`](/api/Sandbox.ParticleSpriteRenderer/Lighting): Whether or not the sprite should be lit by the scene lighting.
- [`MotionBlur`](/api/Sandbox.ParticleSpriteRenderer/MotionBlur): Enables motion blur effects for the sprite.
- [`Opaque`](/api/Sandbox.ParticleSpriteRenderer/Opaque): Indicates whether the sprite is opaque, optimizing rendering by skipping sorting.
- [`Pivot`](/api/Sandbox.ParticleSpriteRenderer/Pivot): The pivot point of the sprite, used for rotation and scaling. This is in normalized coordinates (0 to 1).
- [`PlaybackSpeed`](/api/Sandbox.ParticleSpriteRenderer/PlaybackSpeed)
- [`RenderTexture`](/api/Sandbox.ParticleSpriteRenderer/RenderTexture): Provides texture for rendering - implementation for IBatchedParticleSpriteRenderer
- [`RotationOffset`](/api/Sandbox.ParticleSpriteRenderer/RotationOffset): Offset applied to the rotation when facing velocity.
- [`Scale`](/api/Sandbox.ParticleSpriteRenderer/Scale): The scale of the sprite when rendered.
- [`Shadows`](/api/Sandbox.ParticleSpriteRenderer/Shadows): Whether or not the sprite should cast shadows in the scene.
- [`SortMode`](/api/Sandbox.ParticleSpriteRenderer/SortMode): Sorting mode used for rendering particles.
- [`Sprite`](/api/Sandbox.ParticleSpriteRenderer/Sprite): The sprite resource to render. This can be completely static or contain animation(s).
- [`StartingAnimationName`](/api/Sandbox.ParticleSpriteRenderer/StartingAnimationName): The animation that this sprite should start playing when the scene starts.
- [`Texture`](/api/Sandbox.ParticleSpriteRenderer/Texture): The texture being displayed from the sprite given the current frame/animation.
- [`TextureFilter`](/api/Sandbox.ParticleSpriteRenderer/TextureFilter): The texture filtering mode used when rendering the sprite. For pixelated sprites use [Sandbox.Rendering.FilterMode.Point](/api/Sandbox.Rendering.FilterMode/Point).

## Methods

- [`SetAnimation`](/api/Sandbox.ParticleSpriteRenderer/SetAnimation): Set the animation by index (the first animation is index 0).
