UE5.1_Niagara基礎(chǔ)_官方內(nèi)容示例_3.2
3.2 Renderer Override【渲染器重載】
Each renderer shows its' bindings under the 'Bindings' category. Those bindings can even be overridden with custom attributes if desired, so multiple sprite renderers could each be driven by a different size attribute, for example.
【每個(gè)渲染器在捆綁欄中顯示了它的捆綁屬性。需要時(shí)這些屬性可以被自定義屬性重載,如多個(gè)圖片渲染器可以使用不同的大小屬性】
In this case, we make a new Position attribute called RenderOffset, and we add a small offset to the existing particle position, and then we bind that new attribute to the sprite renderer position binding.
【在此示例中,我們創(chuàng)建了一個(gè)新的叫“RenderOffset”位置屬性,并添加了一個(gè)小偏移到現(xiàn)存的粒子位置,然后把這個(gè)新屬性捆綁到圖片渲染器的位置捆綁中】
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