A skinned mesh renderer can be used to emit particles from either the vertices, edges, or faces of a [[Component:SkinnedMeshRenderer|SkinnedMeshRenderer]]. The colors of the particles can be made to be the colors of certain points of a texture, which is sampled via which point on the skinned mesh renderer the particle is emitted from.
|ColorTexture|{{RootFieldType|AssetRef`1|[[Type:Texture2D|Texture2D]]}}|TypeAdv10=true| The texture to use as the colors of the emitted particles (samples the color of this at the UV position of the mesh section it was emitted from)
|UseVertexColors|Bool|
|WrapMode|WrapMode| How to wrap the UV sample coordinates of the mesh.
|UVOffset|Float2| How much to offset the UV sample position of <code>ColorTexture</code>
|WrapMode|WrapMode|
|UVScale|Float2| How much to scale the UV sample position of <code>ColorTexture</code>
|UVOffset|Float2|
|ClipRect|'''[[Type:Nullable`1|Nullable`1]]<[[Type:Rect|Rect]]>'''|TypeAdv14=true| The rectangle to discard UV coordinates if they end up outside this range. Kind of like a UV discard.
|UVScale|Float2|
|Skin|'''[[Component:SkinnedMeshRenderer|SkinnedMeshRenderer]]'''|TypeAdv15=true| The skinned mesh renderer to emit from.
Skinned Mesh Emitter component as seen in the Scene Inspector
This article or section is a Stub. You can help the Resonite Wiki by expanding it.
A skinned mesh renderer can be used to emit particles from either the vertices, edges, or faces of a SkinnedMeshRenderer. The colors of the particles can be made to be the colors of certain points of a texture, which is sampled via which point on the skinned mesh renderer the particle is emitted from.