Name | Description |
---|---|
map | Type: Texture | string Default: 'https://raw.githubusercontent.com/Tresjs/asset... Texture or image path for individual sparkles + |
geometry | Type: Object3D | BufferGeometry Default: undefined Vertices of the geometry will be used to emit sparkles. Geometry normals are used for sparkles' traveling direction and for responding to the directional light prop. +
|
directionalLight | Type: Object3D Default: undefined Particles "light up" when their normal "faces" the light. If no directionalLight is provided, the default "up" vector will be used.+ |
lifetimeSec | Type: number Default: 0.4 Particle lifetime in seconds + |
cooldownSec | Type: number Default: 2.0 Particle cooldown in seconds – time between lifetime end and respawn + |
normalThreshold | Type: number Default: 0.7 Number from 0-1 indicating how closely the particle needs to be faced towards the light to "light up". (Lower == more flexible) + |
noiseScale | Type: number Default: 3.0 Scale of the noise period (lower == more slowly cycling noise) + |
scaleNoise | Type: number Default: 1.0 Noise coefficient applied to particle scale + |
offsetNoise | Type: number Default: 0.1 Noise coefficient applied to particle offset + |
lifetimeNoise | Type: number Default: 0.0 Noise coefficient applied to particle lifetime + |
size | Type: number Default: 1.0 Particle scale multiplier + |
alpha | Type: number Default: 1.0 Opacity multiplier + |
offset | Type: number Default: 1.0 Offset multiplier + |
surfaceDistance | Type: number Default: 1.0 Surface distance multiplier + |
sequenceColor | Type: Gradient<TresColor> Default: [[0.7, '#82dbc5'], [0.8, '#fbb03b']] 'Sequence' props: specify how a particle changes as it "progresses". See also "mix" props. +Color sequence as particles progress + |
sequenceAlpha | Type: Gradient<number> Default: [[0.0, 0.0], [0.10, 1.0], [0.5, 1.0], [0.9, 0.0]] Opacity sequence as particles progress + |
sequenceOffset | Type: Gradient<[number, number, number]> Default: [0.0, 0.0, 0.0] Distance sequence as particles progress + |
sequenceNoise | Type: Gradient<[number, number, number]> Default: [0.1, 0.1, 0.1] Noise sequence as particles progress + |
sequenceSize | Type: Gradient<number> Default: [0.0, 1.0] Size sequence as particles progress + |
sequenceSurfaceDistance | Type: Gradient<number> Default: [0.05, 0.08, 0.1] Distance from surface (along normal) as particles progress + |
mixColor | Type: number Default: 0.5 'mix*' props: A particle "progresses" with a mix of two factors: +
+How is a particle's progress for color calculated? (0: normal, 1: particle lifetime) + |
mixAlpha | Type: number Default: 1. How is a particle's progress for alpha calculated? (0: normal, 1: particle lifetime) + |
mixOffset | Type: number Default: 1. How is a particle's progress for offset calculated? (0: normal, 1: particle lifetime) + |
mixSize | Type: number Default: 0. How is a particle's progress for size calculated? (0: normal, 1: particle lifetime) + |
mixSurfaceDistance | Type: number Default: 1. How is a particle's progress for surface distance calculated? (0: normal, 1: particle lifetime) + |
mixNoise | Type: number Default: 1. How is a particle's progress for lifetime calculated? (0: normal, 1: particle lifetime) + |
blending | Type: Blending Default: AdditiveBlending Material blending + |
transparent | Type: boolean Default: true Material transparency + |
depthWrite | Type: boolean Default: false Material depth write + |