Version: Unity 6 Preview (6000.0)
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ParticleSystemRenderer.normalDirection

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public float normalDirection;

Description

Specifies how to calculate lighting for the billboard.

A value of 0 means Unity calculates lighting as though the billboard was a sphere. This results in the billboard looking more like a sphere. A value of 1 means Unity calculates lighting for the billboard as a flat quad.

using UnityEngine;
using UnityEditor;
using System.Collections;

[RequireComponent(typeof(ParticleSystem))] public class ExampleClass : MonoBehaviour {

private ParticleSystem ps; private ParticleSystemRenderer psr; public float normalDirection = 1.0f;

void Start() {

ps = GetComponent<ParticleSystem>(); psr = GetComponent<ParticleSystemRenderer>();

psr.material = new Material(Shader.Find("Sprites/Default")); }

void Update() {

psr.normalDirection = normalDirection; }

void OnGUI() {

normalDirection = GUI.HorizontalSlider(new Rect(25, 25, 100, 30), normalDirection, 0.0f, 1.0f); } }