Local offset from the GameObject transform, rotated by the GameObject's orientation. Used as the origin for spawn shapes and as the reference point for emitter-space modifiers.
Maximum particles alive at once; sizes the GPU particle buffer.
Continuous emission rate in particles per second.
Per-particle lifetime range, sampled uniformly per spawn.
Region used to seed initial position and direction.
Initial speed range along the spawn direction, sampled uniformly per spawn.
Starting RGBA color (linear, premultiplied alpha not assumed).
Starting size range in world units, sampled uniformly per spawn.
PBR roughness used by the lit particle renderer.
PBR metallic used by the lit particle renderer.
Describes how a particle system spawns new particles each frame.