Geometric Particles
Poiyomi Pro Particle is a special shader that spawns particles from the surface of the mesh in a way that is similar to a Particle System in Unity, without the need of a Particle System.
To use Poiyomi Pro Particle, select the shader version .poiyomi/Poiyomi Pro Particle or .poiyomi/Poiyomi Pro Two Pass Particle for the Two Pass version. This exposes the Geometric Particles category with the following options shown below.
Like many Particles, they each spawn with square-shaped planes that contains a texture. Most commonly, those textures have transparent backgrounds.
When using a Texture or Sprite Sheet with a transparent background, change your Rendering Preset to Cutout or a preferred transparent preset (if using Alpha transitions) for the best effect.
Random Seed Offset
- Type
- Range
- Range
- 0to1
This slider will adjust each offset on where the Particles randomly spawn from.
Apply to Global Mask
- Type
- Dropdown
- Options
- Off1R1G1B1A2R2G2B2A3R3G3B3A4R4G4B4A
When set, this will set whichever target Global Mask to "White" and allow you to filter where the effects are applied in other modules.
MainTex Color Override
- Type
- Toggle
- Type
- Color
If set, overrides the Main Texture with the defined Color set.
Spawning
Render Base Mesh
- Type
- Toggle
This toggle controls if the Mesh itself should be shown. If turned off, the mesh will be discarded so that only the Particles are shown.
Particles Per cm2
- Type
- Range
- Range
- 0to4
Sets how many Particles should spawn in each square-Centimeter, the formula being
Spawn Distance
- Type
- Vector2
Sets the distance of how each Particle will spawn from. Min is the minimum spawn distance, while Max is the maximum spawn distance (in Centimeters).
Spawn Mask
- Type
- Texture Slot
- Accepts
- Data texturesRGB Off
Mask that isolates where the Particles should only spawn from. By default, the R channel is used.
Vertex Color Mask
- Type
- Dropdown
- Options
- OffRedGreenBlueAlpha
Use a Vertex Color Channel from your mesh as the Spawn Mask.
Appearance
Texture
- Type
- Texture Slot
- Accepts
- Color texturesRGB On
This should be the main texture you wish to use for the Particle's overall appearance.
We recommend using a texture that has a transparent background. For best results, use Cutout or a Transparent Rendering Preset on your Material for your Particles to appear correctly.
Color
- Type
- Color
Like your Main Texture's Color property, this will blend the color with the attached Texture above.
Color Blend Alpha
- Type
- Range
- Range
- 0to1
Sets how much the Color or Texture is blended overall on the Particle. Typically, this should be left at 1.
Color Blend Mode
- Type
- Dropdown
- Options
- ReplaceDarkenMultiplyLightenScreenSubtractAddOverlayMix
Sets the blending operator to use with your defined Color or Texture.
Emission Blend Mode
- Type
- Dropdown
- Options
- ReplaceAdd
Sets the blending operator to use for the Emission.
Emission Range
- Type
- Float2
Sets the range of the Emission of your Particles. Min is the lowest amount, while Max is the highest amount.
Alpha Range
- Type
- Float2
Sets the range of the Alpha of your Particles. This typically works best with a Transparent Rendering Preset.
Particle Size
- Type
- Vector2
Sets the range of how small or large each Particles should appear. Min is the lowest size, while Max is the largest size.
Inherit Mesh Normal
- Type
- Range
- Range
- 0to1
This slider will apply your mesh normals to the Particles.
Motion
Motion Mode
- Type
- Dropdown
- Options
- StillOutwardPing Pong
Which animation style to use for the Particle motion. Still keeps things stationary, Outward animates the Particles to travel outwards from the mesh, and Ping Pong will make the Particles travel back and forth from the mesh.
Cycle Duration (Seconds)
- Type
- Range
- Range
- 0.1to10
Rotation Speed
- Type
- Vector2
Travel Distance
- Type
- Vector2
- Shown when
Motion Mode is set to
OutwardorPing Pong
Noise Texture (RGB)
- Type
- Texture Slot
- Accepts
- Color texturesRGB On
Sets a Noise Texture to use, which will allow the Particles to follow the specified Noise direction.
Noise Strength
- Type
- Vector2
Sets the strength of how the above Noise Texture influences the Particles.
Noise Scroll Speed
- Type
- Vector2
Sets a scrolling speed for how the Noise Texture influences the Particles.
World Direction (XYZ)
- Type
- Vector3
- Shown when
Motion Mode is set to
OutwardorPing Pong
Sets a direction on where the Particles should travel.
Direction Strength
- Type
- Range
- Range
- 0to1
- Shown when
Motion Mode is set to
OutwardorPing Pong
Sets how much the Particles should follow the World Direction.
Align To Travel Direction
- Type
- Range
- Range
- 0to1
- Shown when
Motion Mode is set to
OutwardorPing Pong
Aligns the Particles to the Travel Direction.
Direction Ramp
- Type
- Vector Curve
- Shown when
Motion Mode is set to
OutwardorPing Pong
Curve Graph that will visualize the direction of the Particles as it travels in the specified World Direction.
Directional Cull
- Type
- Range
- Range
- 0to1
- Shown when
Motion Mode is set to
OutwardorPing Pong
Creates a culling area based on the World Direction of the Particles.
Over Time
Size
- Type
- Vector Curve
Curve Graph that adjusts how each Particle is sized from the point it was spawned until the end of the animation (de-spawn).
Alpha
- Type
- Vector Curve
Curve Graph that adjusts how each Particle Alpha is adjusted from the point it was spawned until the end of the animation (de-spawn).
Emission
- Type
- Vector Curve
Curve Graph that adjusts how each Particle Emission is added from the point it was spawned until the end of the animation (de-spawn).
Color
- Type
- Texture Slot
- Accepts
- Gradient texturesRGB On
Gradient Color slot that can determine how the Particles are colored from the point it was spawned until the end of the animation (de-spawn).
Sprite Sheet
- Type
- Toggle
If enabled, will force the usage of a Sprite Sheet for each Particle. Usage of the Sprite Sheet will go to the Main Appearance's Texture slot.
Columns
- Type
- Float
How many Columns should be set for the Sprite Sheet. This is the amount of columns on a single plane grid (left to right) where each Sprite is on.
Rows
- Type
- Float
How many Rows should be set for the Sprite Sheet. This is the amount of rows on a single plane grid (top to bottom) where each Sprite is on.
Frame Selection
- Type
- Dropdown
- Options
- RandomProgress BasedTime Based
FPS
- Type
- Float
- Shown when
Frame Selection is set to
Time Based
Sets the amount of Frames per Second of the Sprite Sheet.
Random Start Frame
- Type
- Toggle
- Shown when
Frame Selection is set to
Time Based
If enabled, the shader will randomly choose the starting frame of the Sprite Sheet.
Total Frames (0 = auto)
- Type
- Float
Total amount of Frames on the Sprite Sheet. Set this to 0 for this to be automatic.
Frame Inset (texels)
- Type
- Range
- Range
- 0to2
How many texels of each Frame.
Frame Bias
- Type
- Range
- Range
- 0to0.01
The bias of how each Frame is treated.
Audio Link
The settings in this section will only be visible when Audio Link is activated on the Material.
Gradient Source
- Type
- Dropdown
- Options
- X (Frequency)Y (Height)
Determines the source of how the Particles will react with Audio Link.
Audio Link Type
- Type
- Dropdown
- Options
- WaveformDFT SpectrumFour Band RandomFiltered BandAuto CorrelatorBassLow MidHigh MidTreble
There are different types of Audio Link styles that can be used with the Particles. This involves a Waveform, DFT Spectrum, Auto Correlator, as well as the four bands from Audio Link itself.
Height Scale
- Type
- Range
- Range
- 0to10
Sets the scale of the Audio Link Particles with the Gradient Source.
Emission
- Type
- Toggle
Enables Emission effects using Audio Link with the following properties below.
Band
- Type
- Dropdown
- Options
- BassLow MidHigh MidTrebleVolume
Which Band to use for the Emission effects on the Particles using Audio Link.
Add Ramp
- Type
- Vector Curve
Curve Graph that adjusts the addition and/or subtraction of the Emission from Audio Link.
Size
- Type
- Toggle
Enables Size manipulation of the Particles using Audio Link with the following properties below.
Band
- Type
- Dropdown
- Options
- BassLow MidHigh MidTrebleVolume
Which Band to use for the Size manipulation of the Particles from Audio Link.
Add Ramp
- Type
- Vector Curve
Curve Graph that adjusts the sizing of the Particles in reaction to Audio Link.
Rotation Speed
- Type
- Toggle
If enabled, enables Chrono Rotation of the Particles in reaction to Audio Link.
Chrono Rotation Band
- Type
- Dropdown
- Options
- BassLow MidHigh MidTrebleVolume
Which band to use for the Chrono Rotation Audio Link.
Chrono Motion Type
- Type
- Dropdown
- Options
- Motion increases as intensity of band increasesAbove but SmoothMotion moves back and forth as a function of intensityFixed speed increase when the band is dark Stationary when lightFixed speed increase when the band is dark Fixed speed decrease when light
Sets which motion type to use for the rotation of the Particles in reaction to the Audio Link chrono band. These options are pretty self-explanatory.
Chrono Rotation Speed
- Type
- Float
Sets the speed of the Particles Chrono Rotation in reaction to Audio Link, influenced by the settings above.
Noise Strength
- Type
- Toggle
If enabled, the defined Noise Texture Strength can be influenced in reaction to Audio Link.
Band
- Type
- Dropdown
- Options
- BassLow MidHigh MidTrebleVolume
Which band to use to influence the Noise Strength in reaction to Audio Link.
Multiplier Ramp
- Type
- Vector Curve
Curve Ramp that adjusts the multiplication of the Noise Strength in reaction to Audio Link.
Alpha
- Type
- Toggle
If enabled, adjusts the Alpha of the Particles in reaction to Audio Link.
Band
- Type
- Dropdown
- Options
- BassLow MidHigh MidTrebleVolume
Which band to use to influence the Alpha in reaction to Audio Link.
Add Ramp
- Type
- Vector Curve
Curve Ramp that adjusts how much Alpha is added in reaction to Audio Link.
UV Mod
Particle Pos UV Source
- Type
- Dropdown
- Options
- UV0UV1UV2UV3
This will set the source of which UV from your mesh to use when positioning each Particle as they spawn.
Apply to UV Destination
- Type
- Dropdown
- Options
- OffUV0UV1UV2UV3
If set, will apply the UV modifier to the destination UV of your mesh.
Spawn Reduction
Spawn Distances
- Type
- Vector2
This controls how each Particle is spawned based on how distant the Camera is from the mesh.
Spawn Multiplier
- Type
- Vector2
Sets the multiplier of how they are spawned.