Particle materials
Materials define how the expanded shape should be rendered. They defines color, textures, and other parameters.
Particle materials are simplified versions of materials used for meshes. There is only one type of material currently, the Dynamic Emissive material.
This material uses a translucent emissive color RGBA for the pixel shading. In HDR rendering mode, the values are used as intensity, and can be higher than 1.
The flipbook animation considers a texture a sequence of frames and displays it one frame at a time, like a flipbook.
This image is an example of a 4x4 flipbook animation texture of an explosion:
UV Coords — Scrolling
The scrolling animation defines a starting rectangle for the billboard or quad, which moves across the texture to its end position. This creates a scrolling or a scaling effect of the texture across the quad's surface.
The texture coordinates can go below 0 or above 1. How the texture is sampled depends on the addressing mode defined in the material maps. For more information, see the .