3dec5d3b71
* LYN-2537 Moved the Engine and Editor folder to be within the EngineAssets folder * Fixed Documentation in bootstrap.cfg to correct the path to the user project specific registry file * Adding a newline to the output of AssetCatalog 'Registering asset..., but type is not set' message * Updating the AssetProcessorPlatformConfig.setreg Scan Folder to detect the @ENGINEROOT@/EngineAssets/Engine path for engine runtime assets and @ENGINEROOT@/EngineAssets/Editor path for engine tool assets * Updating references to Icons and other assets to account for moving the Engine and Editor folder under a single EngineAssets folder * Moving the Engine Settings Registry folder from Engine/Registry -> Registry * Removed the LY_PROJECT_CMAKE_PATH define as it is not portable to other locations. It is hard coded to the project location that was used for the CMake configuration. Furthermore it paths with backslashes within it are treated as escape characters and not a path separator * Updated the LyTestTools asset_processor.py script to copy the exclude.filetag from the EngineAssets/Engine directory now * Fixed Atom Shader Preprocessing when running using an External Project * Updated the TSGenerateAction.cpp to fix the build error with using a renamed variable * Updated the Install_Common.cmake ly_setup_others function to install the EngineAssets directory and the each of the Gem's Assets directory while maintaining the relative directory structure to the Engine Root Also updated the install step to install the Registry folder at the engine root * Fixed the copying of the Registry folder to be in the install root, instead of under a second 'Registry' folder * Moving the AssetProcessorPlatformConfig.setreg file over to the Registry folder * Updated the LyTestTools and C++ code to point that the new location of the AssetProcessorPlatformConfig.setreg file inside of the Registry folder * Renamed Test AssetProcessor*Config.ini files to have the .setreg extension * Converted the AssetProcessor test setreg files from ini format to json format using the SerializeContextTools convert-ini command * Updated the AssetProcessor CMakeLists.txt to copy over the test setreg files to the build folder * Updated the assetprocessor test file list to point at the renamed AsssetProcessor*Config setreg filenames * Removed the Output Prefix code from the AssetProcessor. The complexity that it brought to the AP code is not needed, as users can replicate the behavior by just moving there assets underneath a another folder, underneath the scan folder * Adding back support to read the AssetProcessorPlatformConfig.setreg file from the asset root. This is only needed for C++ UnitTests as they run in an environment where the accessing the Engine Settings Registry is not available * Updating the Install_common.cmake logic to copy any "Assets" folder to the install layout. The Script has also been updated to copy over the "Assets" folder in the Engine Root to the install layout instead of an "EngineAssets" folder * Updating References to EngineAssets source asset folder in code to be the Assets source folder * Moved the Engine Source Asset folder of 'EngineAssets' to a new folder name of 'Assets'. This is inline with the naming scheme we use for Gem asset folders * Adding the EngineFinder.cmake to the AutomatedTesting project to allow it to work in a project centric manner * Updating the LyTestTools copy_assets_to_project function to be able to copy assets with folders to the temporary project root Fixed an issue in LyTestTools where the temporary log directory could have shutil.rmtree being called twice on it leading to an exception which fails an automated test Updated the asset_procesor_gui_tests_2 AddScanFolder test to not use the output prefix, but instead place the source asset root into a subdirectory * Correct the AssetProcessorPlatformConfig Scan Folders for the EngineAssets directory to point at the Assets directory * Updated the asset procesor batch dependency test scan folder to point at the 'Assets' folder instead of 'EngineAssets'
260 lines
27 KiB
XML
260 lines
27 KiB
XML
<tree>
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<visibilityVar path="Emitter.Emitter_Type" />
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<visibilityVar path="Emitter.Emitter_Shape" />
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<ignored path="Appearance.Color.Color"/>
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<ignored path="Appearance.Color.Emitter_Strength2"/>
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<ignored path="Appearance.Color.Particle_Age2"/>
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<ignored path="Appearance.Color.Random_Lerp_Age"/>
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<ignored path="Appearance.Color.Random_Lerp_Color"/>
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<ignored path="Appearance.Color.Random_Lerp_Strength"/>
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<variableAlias alias="Strength Over Emitter Life" name="Emitter Strength"/>
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<variableAlias alias="Strength Over Particle Life" name="Particle Age"/>
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<panel name="Comment" GroupVisibility="both">
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<item name="Comment" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Emitter.Comment"/>
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</panel>
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<panel name="Group" GroupVisibility="group">
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<item name="Continuous" visibility="Emitter.Emitter_Type:cpu,gpu;Emitter.Emitter_Shape:all" as="Timing.Continuous"/>
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<item name="Emitter Lifetime" visibility="Emitter.Emitter_Type:cpu,gpu;Emitter.Emitter_Shape:all" as="Timing.Emitter_Life_Time"/>
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<item name="Position Offset" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Location.Local_Spawn_Pos_Offset"/>
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<item name="Random Offset" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Location.Local_Spawn_Pos_Random_Offset"/>
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<item name="Offset Roundness" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Location.Local_Offset_Roundness"/>
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<item name="Offset Inner Fraction" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Location.Local_Spawn_Increment"/>
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<item name="Init Angles" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Rotation.Local_Init_Angles"/>
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<item name="Random Angles" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Rotation.Local_Random_Angles"/>
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<item name="Stretch" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Size.Local_Stretch"/>
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</panel>
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<panel name="Emitter">
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<item name="Particle Type" onUpdateCallback="resolveVisibility" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Emitter.Emitter_Type"/>
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<item name="Emitter Shape Type" onUpdateCallback="resolveVisibility" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" as="Emitter.Emitter_Shape"/>
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<item name="Emitter Shape Type" onUpdateCallback="resolveVisibility" visibility="Emitter.Emitter_Type:gpu;Emitter.Emitter_Shape:all" as="Emitter.Emitter_Gpu_Shape"/>
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<item name="Relative Particle Movement" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" as="Movement.Move_Rel_Emitter"/>
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<item name="Parameter Inheritance" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Emitter.Inheritance"/>
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<item name="Spawn Indirection" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Emitter.Spawn_Indirection"/>
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<item name="Spawn Indirection" visibility="Emitter.Emitter_Type:gpu;Emitter.Emitter_Shape:all" advanced="yes" as="Emitter.GPUSpawn_Indirection"/>
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<item name="Attach Type" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Location.Attach_Type"/>
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<item name="Attach Form" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Location.Attach_Form"/>
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<group name="Particle Numbers And Timing" visibility="Emitter.Emitter_Type:cpu,gpu;Emitter.Emitter_Shape:all">
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<item name="Count" visibility="Emitter.Emitter_Type:cpu,gpu;Emitter.Emitter_Shape:trail,angle,point,box,circle,sphere" as="Emitter.Count"/>
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<item name="Beam Count" visibility="Emitter.Emitter_Type:cpu,gpu;Emitter.Emitter_Shape:beam" as="Emitter.Beam_Count"/>
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<item name="Maintain Density" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Emitter.Maintain_Density"/>
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<item name="Continuous" visibility="Emitter.Emitter_Type:cpu,gpu;Emitter.Emitter_Shape:all" as="Timing.Continuous"/>
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<item name="Spawn Delay" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" as="Timing.Spawn_Delay"/>
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<item name="Emitter Lifetime" visibility="Emitter.Emitter_Type:cpu,gpu;Emitter.Emitter_Shape:all" as="Timing.Emitter_Life_Time"/>
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<item name="Pulse Period" visibility="Emitter.Emitter_Type:cpu,gpu;Emitter.Emitter_Shape:all" as="Timing.Pulse_Period"/>
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<item name="Orient To Velocity" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" advanced="yes" as="Angles.Orient_To_Velocity"/>
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</group>
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<group name="Shape Parameters" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:circle,sphere,box,point">
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<item as="ShapeParams.Emitter_Size_Diameter" name="Emitter Size" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:circle,sphere"/>
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<item as="ShapeParams.Emitter_Size_XYZ" name="Emitter Size" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:box"/>
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<item as="ShapeParams.Spawn_Offset" name="Spawn Offset" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:point"/>
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<item as="ShapeParams.Confine_X" name="Confine X" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:box"/>
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<item as="ShapeParams.Confine_Y" name="Confine Y" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:box"/>
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<item as="ShapeParams.Confine_Z" name="Confine Z" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:box"/>
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<item as="ShapeParams.Spawn_Pos_XYZ" name="Spawn Pos XYZ" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:circle,sphere,box,point"/>
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<item as="ShapeParams.Spawn_Pos_XYZRandom" name="Spawn Pos XYZ Random" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:circle,sphere,box,point"/>
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<item as="ShapeParams.Spawn_Pos_Increment_XYZ" name="Spawn Pos Increment XYZ" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:circle,sphere"/>
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<item as="ShapeParams.Spawn_Pos_Increment_XYZRandom" name="Spawn Pos Increment XYZ Random" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:circle,sphere"/>
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<item as="Emitter.Velocity" name="Velocity XYZ" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:circle,sphere,box,point"/>
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<item as="ShapeParams.Velocity_XYZRandom" name="Velocity XYZ Random" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:circle,sphere,box,point"/>
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<item as="ShapeParams.Velocity_Spread" name="Velocity Spread" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:point"/>
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</group>
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<group name="Beam Parameters" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:beam">
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<item as="Beam.Beam_Age" name="Beam Lifetime" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:beam"/>
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<item as="Beam.Target_Position" name="Target Position" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:beam"/>
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<item as="Beam.Target_Rand_Offset" name="Random Target Offset" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all"/>
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<item as="Beam.Segment_Type" name="Segment Type" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:beam"/>
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<item as="Beam.Segment_Count" name="Segment Count" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:beam"/>
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<item as="Beam.Segment_Length" name="Segment Length" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:beam"/>
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<item as="Beam.Texture_Shift" name="Texture Shift" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:beam"/>
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<item as="Beam.Beam_Up_Vector" name="Up Vector for Waves" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all"/>
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<item as="Beam.Beam_Wave_Tangent_Source" name="Wave Form Source" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all"/>
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<item as="Beam.Beam_Wave_Type" name="Wave Form Type" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:beam"/>
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<item as="Beam.Tangent" name="Wave Phase" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:beam"/>
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<item as="Beam.Amplitude" name="Wave Amplitude" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:beam"/>
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<item as="Beam.Frequency" name="Wave Frequency" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:beam"/>
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</group>
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<group name="Trail Parameters" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:trail">
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<item as="Trail.Connection.Connect_To_Origin" name="Connect to Origin" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:trail" advanced="yes"/>
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<item as="Trail.Connection.Texture_Mirror" name="Texture Mirror" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:trail" advanced="yes"/>
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<item as="Trail.Connection.Texture_Frequency" name="Texture Frequency" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:trail" advanced="yes"/>
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<item as="Trail.Lock_Anchor_Points" name="Lock Anchor Points" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:trail" advanced="yes"/>
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<!-- Removed until we can solidify the design: <item as="Trail.Trail_Fading" name="Trail Fading" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:trail" advanced="yes"/> -->
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</group>
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<item as="Trail.Connection.Texture_Mapping" name="Texture Mapping" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:trail,beam" advanced="yes"/>
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<group name="Location">
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<item name="Position Offset" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Location.Local_Spawn_Pos_Offset"/>
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<item name="Random Offset" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Location.Local_Spawn_Pos_Random_Offset"/>
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<item name="Offset Roundness" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" advanced="yes" as="Location.Local_Offset_Roundness"/>
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<item name="Offset Inner Fraction" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" advanced="yes" as="Location.Local_Spawn_Increment"/>
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</group>
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<group name="Angles" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:angle">
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<item name="Focus Angle" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:angle" as="Angles.Focus_Angle"/>
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<item name="Focus Azimuth" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:angle" advanced="yes" as="Angles.Focus_Azimuth"/>
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<item name="Focus Camera Direction" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Angles.Focus_Camera_Dir"/>
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<item name="Focus Gravity Direction" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Angles.Focus_Gravity_Dir"/>
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<item name="Focus Rotates Emitter" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Angles.Focus_Rotates_Emitter"/>
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<item name="Emit Offset Dir" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Angles.Emit_Offset_Dir"/>
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<item name="Emit Angle" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:angle" as="Angles.Emit_Angle"/>
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<item name="Curvature" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Angles.Curvature"/>
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</group>
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</panel>
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<panel name="Particles">
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<item name="Particle Life Time" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Timing.Particle_Life_Time"/>
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<item name="Remain While Visible" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" as="Timing.Remain_While_Visible"/>
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<item name="Facing" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" as="Angles.Facing"/>
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<item name="Facing" visibility="Emitter.Emitter_Type:gpu;Emitter.Emitter_Shape:all" as="Angles.Facing_Gpu"/>
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<group name="Appearance">
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<item name="Blend Type" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Appearance.Blend_Type"/>
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<item name="Material" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" as="Appearance.Material"/>
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<item name="Texture" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Appearance.Texture"/>
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<item name="Sorting Method" visibility="Emitter.Emitter_Type:gpu;Emitter.Emitter_Shape:all" as="Appearance.Sort_Method"/>
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<item name="Sorting Convergence" visibility="Emitter.Emitter_Type:gpu;Emitter.Emitter_Shape:all" as="Appearance.Sort_Convergance_Per_Frame"/>
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<item nane="Normal Map" visibility="Emitter.Emitter_Type:gpu;Emitter.Emitter_Shape:all" as="Appearance.Normal_Map"/>
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<item name="Glow Map" visibility="Emitter.Emitter_Type:gpu;Emitter.Emitter_Shape:all" as="Appearance.Glow_Map"/>
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<item name="Texture Tiling" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Appearance.Texture_Tiling"/>
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<item name="Color" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Appearance.Color">
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<relation scr="Appearance.Color" slot="alpha" dst="Appearance.Alpha"/>
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<relation scr="Appearance.Color" slot="randomColor" dst="Appearance.Color.Color"/>
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<relation scr="Appearance.Color" slot="randomColorEnable" dst="Appearance.Color.Random_Lerp_Color"/>
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<relation scr="Appearance.Color" slot="randomAlpha" dst="Appearance.Alpha.Color"/>
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<relation scr="Appearance.Color" slot="randomAlphaEnable" dst="Appearance.Alpha.Random_Lerp_Color"/>
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<relation scr="Appearance.Color.Emitter_Strength" slot="alpha" dst="Appearance.Alpha.Emitter_Strength"/>
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<relation scr="Appearance.Color.Emitter_Strength" slot="randomGradient" dst="Appearance.Color.Emitter_Strength2"/>
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<relation scr="Appearance.Color.Emitter_Strength" slot="randomGradientEnable" dst="Appearance.Color.Random_Lerp_Strength"/>
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<relation scr="Appearance.Color.Emitter_Strength" slot="randomAlpha" dst="Appearance.Alpha.Emitter_Strength2"/>
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<relation scr="Appearance.Color.Emitter_Strength" slot="randomAlphaEnable" dst="Appearance.Alpha.Random_Lerp_Strength"/>
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<relation scr="Appearance.Color.Particle_Age" slot="alpha" dst="Appearance.Alpha.Particle_Age"/>
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<relation scr="Appearance.Color.Particle_Age" slot="randomGradient" dst="Appearance.Color.Particle_Age2"/>
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<relation scr="Appearance.Color.Particle_Age" slot="randomGradientEnable" dst="Appearance.Color.Random_Lerp_Age"/>
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<relation scr="Appearance.Color.Particle_Age" slot="randomAlpha" dst="Appearance.Alpha.Particle_Age2"/>
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<relation scr="Appearance.Color.Particle_Age" slot="randomAlphaEnable" dst="Appearance.Alpha.Random_Lerp_Age"/>
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</item>
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<item name="Alpha Clip" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Appearance.Alpha_Clip"/>
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<item name="Tessellation" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Appearance.Tessellation"/>
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<item name="Soft Particle" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" advanced="yes" as="Appearance.Soft_Particle"/>
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<item name="Motion Blur" visibility="Emitter.Emitter_Type:gpu" as="Appearance.Motion_Blur"/>
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<item name="Geometry" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" as="Appearance.Geometry"/>
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<item name="Geometry in Pieces" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" as="Appearance.Geometry_Pieces"/>
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<item name="Geometry No Offset" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Appearance.No_Offset"/>
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</group>
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<group name="Shape" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all">
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<item name="Octagonal Shape" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" as="Appearance.Octagonal_Shape"/>
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</group>
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</panel>
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<panel name="Lighting">
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<item name="Light Source" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" as="Lighting.Light_Source"/>
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<item name="Diffuse Lighting" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Lighting.Diffuse_Lighting"/>
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<item name="Diffuse Backlighting" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Lighting.Diffuse_Backlighting"/>
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<item name="Emissive Lighting" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Lighting.Emissive_Lighting"/>
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<item name="Environment Probe Lighting" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Lighting.Env_Probe_Lighting"/>
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<item name="Receive Shadows" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" advanced="yes" as="Lighting.Receive_Shadows"/>
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<item name="Cast Shadows" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" advanced="yes" as="Lighting.Cast_Shadows"/>
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<item name="Not Affected By Fog" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Lighting.Not_Affected_By_Fog"/>
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</panel>
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<panel name="Size">
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<group name="Size">
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<item name="Lock Aspect Ratio" visibility="all,allshape" as="Size.Maintain_Aspect_Ratio"/>
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<item name="Size X" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Size.Size_X">
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<item name="Random" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Size.Size_X.Random"/>
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</item>
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<item name="Size Y" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Size.Size_Y">
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<item name="Random" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Size.Size_Y.Random"/>
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</item>
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<item name="Size Z" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" as="Size.Size_Z">
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<item name="Random" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" as="Size.Size_Z.Random"/>
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</item>
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</group>
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<item name="Pivot X" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" advanced="yes" as="Size.Pivot_X"/>
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<item name="Pivot Y" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" advanced="yes" as="Size.Pivot_Y"/>
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<item name="Pivot Z" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Size.Pivot_Z"/>
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<item name="Stretch" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" advanced="yes" as="Size.Local_Stretch"/>
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<item name="Tail Length" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Size.Tail_Length"/>
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<item name="Min Pixels" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Size.Min_Pixels"/>
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</panel>
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<panel name="Rotation">
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<item name="Init Angles" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Rotation.Local_Init_Angles"/>
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<item name="Random Angles" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Rotation.Local_Random_Angles"/>
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<item name="Rotation Rate X" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Rotation.Rotation_Rate_X"/>
|
|
<item name="Rotation Rate Y" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Rotation.Rotation_Rate_Y"/>
|
|
<item name="Rotation Rate Z" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Rotation.Rotation_Rate_Z"/>
|
|
</panel>
|
|
<panel name="Movement">
|
|
<item name="Min visible segment length" as="Movement.Min_Visible_Segment_Length" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:trail" />
|
|
<item name="Min visible distance" as="Movement.Min_Visible_Segment_Length_Float" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:trail" />
|
|
<item name="Speed" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:point,beam,trail,angle" as="Movement.Speed"/>
|
|
<item name="Acceleration" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Movement.Acceleration"/>
|
|
<item name="Inherit Velocity" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Movement.Inherit_Velocity"/>
|
|
<item name="Bind Emitter To Camera" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Movement.Bind_Emitter_To_Camera"/>
|
|
<item name="Space Loop" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Movement.Space_Loop"/>
|
|
<group name="External Forces">
|
|
<item name="Air Resistance" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Movement.Air_Resistance"/>
|
|
<item name="Gravity Scale" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Movement.Gravity_Scale"/>
|
|
<item name="Turbulence 3D Speed" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" advanced="yes" as="Movement.Turbulence3DSpeed"/>
|
|
<item name="Turbulence Size" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" advanced="yes" as="Movement.Turbulence_Size"/>
|
|
<item name="Turbulence Speed" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" advanced="yes" as="Movement.Turbulence_Speed"/>
|
|
<item name="Target Attraction" visibility="Emitter.Emitter_Type:cpu,gpu;Emitter.Emitter_Shape:all" advanced="yes" as="Movement.Target_Attraction"/>
|
|
</group>
|
|
</panel>
|
|
<panel name="Collision">
|
|
<item advanced="yes" name="Depth Collision" visibility="Emitter.Emitter_Type:gpu;Emitter.Emitter_Shape:all" as="Collision.Depth_Collision"/>
|
|
<item name="Cubemap Far Plane" visibility="Emitter.Emitter_Type:gpu;Emitter.Emitter_Shape:all" as="Collision.Cubemap_Far_Distance"/>
|
|
<item name="Physics Type" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" as="Collision.Physics_Type"/>
|
|
<item name="Collide Terrain" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" as="Collision.Collide_Terrain"/>
|
|
<item name="Collide Static Objects" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" as="Collision.Collide_Static_Objects"/>
|
|
<item name="Collide Dynamic Objects" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" as="Collision.Collide_Dynamic_Objects"/>
|
|
<item name="On Collide" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Collision.Final_Collision"/>
|
|
<item name="Use Self Collision" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Collision.Use_Self_Collision" physics="azphysics" />
|
|
<item name="Collision Layer" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" as="Collision.Collision_Layer" physics="azphysics" />
|
|
<item name="Collides With" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" as="Collision.Collision_Group" physics="azphysics" />
|
|
<item name="Physics Material" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Collision.Physics_Material" physics="azphysics" />
|
|
<item name="Max Collision Events" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" as="Collision.Max_Collision_Events"/>
|
|
<item name="Bounciness" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Collision.Elasticity" physics="cryphysics"/>
|
|
<item name="Collision Fraction" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Collision.Collision_Fraction"/>
|
|
<item name="Collision Cutoff Distance" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Collision.Collision_Cutoff_Distance"/>
|
|
<item name="Surface Type" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Collision.Surface_Type" physics="cryphysics" />
|
|
<item name="Dynamic Friction" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Collision.Dynamic_Friction" physics="cryphysics"/>
|
|
<item name="Thickness" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" advanced="yes" as="Collision.Thickness"/>
|
|
<item name="Density" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Collision.Density"/>
|
|
</panel>
|
|
<panel name="Visibility">
|
|
<item name="Camera Non Facing Fade" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Visibility.Camera_Non_Facing_Fade"/>
|
|
<item name="View Distance Adjust" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" as="Visibility.View_Distance_Adjust"/>
|
|
<item name="Camera Min Distance" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Visibility.Camera_Min_Distance"/>
|
|
<item name="Camera Max Distance" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Visibility.Camera_Max_Distance"/>
|
|
<item name="Camera Distance Offset" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" advanced="yes" as="Visibility.Camera_Distance_Offset"/>
|
|
<item name="Fade strength at min distance" visibility="Emitter.Emitter_Type:gpu;Emitter.Emitter_Shape:all" as="Visibility.Camera_Fade_Near_Strength"/>
|
|
<item name="Fade strength at max distance" visibility="Emitter.Emitter_Type:gpu;Emitter.Emitter_Shape:all" as="Visibility.Camera_Fade_Far_Strength"/>
|
|
<item name="Sort Offset" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" as="Visibility.Sort_Offset"/>
|
|
<item name="Sort Bounds Scale" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Visibility.Sort_Bounds_Scale"/>
|
|
<item name="Dynamic Culling" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Visibility.Dynamic_Culling"/>
|
|
<item name="Draw Near" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Visibility.Draw_Near"/>
|
|
<item name="Draw On Top" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Visibility.Draw_On_Top"/>
|
|
<item name="Visible Indoors" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Visibility.Visible_Indoors"/>
|
|
<item name="Visible Underwater" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Visibility.Visible_Underwater"/>
|
|
</panel>
|
|
<panel name="Advanced">
|
|
<item name="Force Generation" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" as="Advanced.Force_Generation"/>
|
|
<item name="Fill Rate Cost" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" as="Advanced.Fill_Rate_Cost"/>
|
|
<item name="Heat Scale" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" as="Advanced.Heat_Scale"/>
|
|
<item name="Sort Quality" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" as="Advanced.Sort_Quality"/>
|
|
<item name="Half Res" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Advanced.Half_Res"/>
|
|
<item name="Streamable" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" as="Advanced.Streamable"/>
|
|
<item name="Particle Size Discard" visibility="Emitter.Emitter_Type:gpu;Emitter.Emitter_Shape:all" as="Advanced.Particle_Size_Discard"/>
|
|
<item name="Depth of Field Blur" visibility="Emitter.Emitter_Type:all;Emitter.Emitter_Shape:all" as="Advanced.Depth_Of_Field_Blur"/>
|
|
<item name="Spherical Volume" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Advanced.Spherical_Approximation"/>
|
|
<item name="Fog Volume Shading Quality High" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" advanced="yes" as="Advanced.Fog_Volume_Shading_Quality_High"/>
|
|
</panel>
|
|
<panel name="Configuration">
|
|
<item name="Config Min" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" as="Configuration.Config_Min"/>
|
|
<item name="Config Max" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" as="Configuration.Config_Max"/>
|
|
<item name="Platforms" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" as="Configuration.Platforms"/>
|
|
</panel>
|
|
<panel name="Audio">
|
|
<item name="Start Trigger" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" as="Audio.Start_Trigger"/>
|
|
<item name="Stop Trigger" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" as="Audio.Stop_Trigger"/>
|
|
<item name="Sound FXParam" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" as="Audio.Sound_FXParam"/>
|
|
<item name="Sound Control Time" visibility="Emitter.Emitter_Type:cpu;Emitter.Emitter_Shape:all" as="Audio.Sound_Control_Time"/>
|
|
</panel>
|
|
</tree>
|