UnityEngine.VFXModule This enumeration describes Camera buffer types. The Camera's color buffer. The Camera's depth buffer. No Buffer. The Camera's normal buffer. Represents settings that specify how the Visual Effect Graph should handle an XR Camera. The number of views to render in the pass. In Unity, there are different methods of rendering a Camera in XR. For multiple pass rendering, viewTotal is 2 and viewCount will be 1. For other XR rendering methods, both viewTotal and viewCount are 2. Indicates where to start rendering views in this pass. Currently, the Visual Effect Graph uses this for multiple pass XR rendering. In this case, the first pass value is 0 and the second pass is 1. For other XR rendering methods, this is 0. The number of views the camera has in total. For a normal Camera, this is 1. For a Camera in XR, this is 2. This class handles the properties that you transmit to a system using a VFX.VisualEffect.SendEvent. Copies the values from a VFXEventAttribute to the one you call this function from. The source event attribute. The copy constructor for the VFXEventAttribute class. The source VFXEventAttribute to copy from. Use this method to get the value of a named bool property from the VFXEventAttribute. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the bool you specify. Returns false if VFX.VFXEventAttribute.HasBool returns false. Use this method to get the value of a named bool property from the VFXEventAttribute. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the bool you specify. Returns false if VFX.VFXEventAttribute.HasBool returns false. Use this method to get the value of a named float property from the VFXEventAttribute. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the float you specify. Returns 0.0f if VFX.VFXEventAttribute.HasFloat returns false. Use this method to get the value of a named float property from the VFXEventAttribute. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the float you specify. Returns 0.0f if VFX.VFXEventAttribute.HasFloat returns false. Use this method to get the value of a named integer property from the VFXEventAttribute. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the integer you specify. Returns 0 if VFX.VFXEventAttribute.HasInt returns false. Use this method to get the value of a named integer property from the VFXEventAttribute. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the integer you specify. Returns 0 if VFX.VFXEventAttribute.HasInt returns false. Use this method to get the value of a named Matrix4x4 property from the VFXEventAttribute. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the Matrix4x4 you specify. Returns Matrix4x4.identity if VFX.VFXEventAttribute.HasMatrix4x4 returns false. Use this method to get the value of a named Matrix4x4 property from the VFXEventAttribute. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the Matrix4x4 you specify. Returns Matrix4x4.identity if VFX.VFXEventAttribute.HasMatrix4x4 returns false. Use this method to get the value of a named unsigned integer property from the VFXEventAttribute. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the int you specify. Returns 0 if VFX.VFXEventAttribute.HasUint returns false. Use this method to get the value of a named unsigned integer property from the VFXEventAttribute. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the int you specify. Returns 0 if VFX.VFXEventAttribute.HasUint returns false. Use this method to get the value of a named Vector2 property from the VFXEventAttribute. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the Vector2 you specify. Returns Vector2.zero if VFX.VFXEventAttribute.HasVector2 returns false. Use this method to get the value of a named Vector2 property from the VFXEventAttribute. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the Vector2 you specify. Returns Vector2.zero if VFX.VFXEventAttribute.HasVector2 returns false. Use this method to get the value of a named Vector3 property from the VFXEventAttribute. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the Vector3 you specify. Returns Vector3.zero if VFX.VFXEventAttribute.HasVector3 returns false. Use this method to get the value of a named Vector3 property from the VFXEventAttribute. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the Vector3 you specify. Returns Vector3.zero if VFX.VFXEventAttribute.HasVector3 returns false. Use this method to get the value of a named Vector4 property from the VFXEventAttribute. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the Vector4 you specify. Returns Vector4.zero if VFX.VFXEventAttribute.HasVector4 returns false. Use this method to get the value of a named Vector4 property from the VFXEventAttribute. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the Vector4 you specify. Returns Vector4.zero if VFX.VFXEventAttribute.HasVector4 returns false. Use this method to check if the VFXEventAttribute stores a bool with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Use this method to check if the VFXEventAttribute stores a bool with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Use this method to check if the VFXEventAttribute stores a float with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Use this method to check if the VFXEventAttribute stores a float with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Use this method to check if the VFXEventAttribute stores a integer with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Use this method to check if the VFXEventAttribute stores a integer with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Use this method to check if the VFXEventAttribute stores a Matrix4x4 with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Use this method to check if the VFXEventAttribute stores a Matrix4x4 with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Use this method to check if the VFXEventAttribute stores a unsigned integer with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Use this method to check if the VFXEventAttribute stores a unsigned integer with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Use this method to check if the VFXEventAttribute stores a Vector2 with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Use this method to check if the VFXEventAttribute stores a Vector2 with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Use this method to check if the VFXEventAttribute stores a Vector3 with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Use this method to check if the VFXEventAttribute stores a Vector3 with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Use this method to check if the VFXEventAttribute stores a Vector4 with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Use this method to check if the VFXEventAttribute stores a Vector4 with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Use this method to set the value of a bool with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new bool value. Use this method to set the value of a bool with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new bool value. Use this method to set the value of a float with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new float value. Use this method to set the value of a float with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new float value. Use this method to set the value of an integer with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new integer value. Use this method to set the value of an integer with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new integer value. Use this method to set the value of a Matrix4x4 with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new Matrix4x4 value. Use this method to set the value of a Matrix4x4 with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new Matrix4x4 value. Use this method to set the value of an unsigned integer with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new unsigned integer value. Use this method to set the value of an unsigned integer with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new unsigned integer value. Use this method to set the value of a Vector2 with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new Vector2 value. Use this method to set the value of a Vector2 with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new Vector2 value. Use this method to set the value of a Vector3 with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new Vector3 value. Use this method to set the value of a Vector3 with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new Vector3 value. Use this method to set the value of a Vector4 with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new Vector4 value. Use this method to set the value of a Vector4 with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new Vector4 value. This structure describes an exposed property on a VisualEffectAsset. The name of the exposed property. The type of the exposed property. This class is a wrapper to the set of expression values. Returns a an animation curve that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Returns a an animation curve that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Returns a boolean that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Returns a boolean that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Returns a float that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Returns a float that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Returns a gradient that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Returns a gradient that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Returns an integer that corresponds to the bound named expression. IF this entry is not available, or the type doesn't match, an exception is thrown. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Returns an integer that corresponds to the bound named expression. IF this entry is not available, or the type doesn't match, an exception is thrown. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Returns a Matrix4 that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Returns a Matrix4 that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Returns a mesh that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Returns a mesh that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Returns a texture that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Returns a texture that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Returns an unsigned integer that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Returns an unsigned integer that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Returns a Vector2 that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Returns a Vector2 that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Returns a Vector3 that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Returns a Vector3 that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Returns a Vector4 that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Returns a Vector4 that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Use this class to set a number of properties that control VisualEffect behavior within your Unity Project. The fixed interval in which the frame rate updates. The tick rate is in seconds. The maximum allowed delta time for an update interval. This limit affects fixedDeltaTime and deltaTime. The tick rate is in seconds. Queries which buffers the VFX Manager needs for the given Camera. The Camera for which to query needed buffers. A list of all needed buffer flags. Use this method to prepare per-Camera VFX commands for this frame. The Camera to prepare for processing VFX commands. The XR settings that the Visual Effect Graph uses to prepare the Camera. Use this method to prepare per-Camera VFX commands for this frame. The Camera to prepare for processing VFX commands. The XR settings that the Visual Effect Graph uses to prepare the Camera. Use this method to prepare and process per-Camera VFX commands for this frame. The Camera to prepare for processing VFX commands. Use this method to process per-Camera VFX commands for the current frame. The Camera to process the VFX commands for. The CommandBuffer to push commands to (can be null). The XR settings that the Visual Effect Graph uses to process the Camera commands. Use this method to process per-Camera VFX commands for the current frame. The Camera to process the VFX commands for. The CommandBuffer to push commands to (can be null). The XR settings that the Visual Effect Graph uses to process the Camera commands. Use this method to set the buffer of a given type for this Camera. This allows the VFX Manager to use the buffer. The Camera to set the buffer for. The type of buffer to set. The buffer to set. X offset of the viewport in the buffer. Y offset of the viewport in the buffer. Width of the viewport in the buffer. Height of the viewport in the buffer. This struct holds information about an output event. Stores the current event attribute. Stores the nameId of the source output event context that triggered this event. This structure provides information data on a particle system. Number of alive particles within the particle system, the value is lower than [[VFXParticleSystemInfo._capacity]. The rendering bound of this particle system. The capacity (maximum VFXParticleSystemInfo._aliveCount) of the particle system. The sleep state of the particle system. This abstract class provides a way to implement custom spawner block in C#. Unity invokes this method when a parent spawner system triggers Play. The spawner state. The values of expression (input properties for a spawner block). The visual effect. Unity invokes this method when a parent spawner system triggers Stop. The spawner state. The values of expression (input properties for a spawner block). The visual effect. Unity invokes this method when a parent spawner system triggers Update. The spawner state. The values of expression (input properties for a spawner block). The visual effect. This enum describes the state of VFXSpawner. If the VFXSpawner is in this state, then it is waiting after a loop has reached the end. If the VFXSpawner is in this state, then it is waiting before it starts a loop. If the VFXSpawner is in this state then it has finished and is currently awaiting a Play invocation. This is the default and final state. If the VFXSpawner is in this state, then it is currently looping. When in this state, VFX.VFXSpawnerState._playing is true. The spawn state of a Spawn system. The current delay time that the VFXSpawner waits for after it finishes a loop. The current delay time that the VFXSpawner waits for before it starts a loop. The current delta time. The current loop count. The duration of the looping state. The current index of loop. The current state of VFXSpawnerState. This boolean indicates if a new loop has just started. The current playing state. The current Spawn count. The accumulated delta time since the last Play event. Gets the modifiable current event attribute (Read Only). The visual effect class that references an VFX.VisualEffectAsset instance within the Scene. Returns the sum of all alive particles within the visual effect. Use this property to determine if this visual effect is not visible from any Camera. (Read Only) The default event name ID. To retrieve this value, use the Shader.PropertyID after VisualEffect has awakened or after you've invoked VFX.VisualEffect.Reinit. The default event name. Unity calls this event when the VisualEffect awakes, or when you call VisualEffect.Reinit. Output event are reported trough this callback. Use this property to set the pause state of the visual effect. A multiplier that Unity applies to the delta time when it updates the VisualEffect. The default value is 1.0f. This property controls whether the visual effect generates a new seed for the random number generator with each call to VFX.VisualEffect.Play function. The initial seed used for internal random number generator. The VisualEffectAsset that the VisualEffect uses. If VFX.VisualEffect._pause is true, this method processes the next visual effect update for exactly one frame with the current delta time. Use this method to create a new VFXEventAttribute. The VisualEffect constructor. Gets the value of a named Animation Curve property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the Animation Curve you specify. Returns an empty Animation Curve if VFX.VisualEffect.HasAnimationCurve returns false. Gets the value of a named Animation Curve property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the Animation Curve you specify. Returns an empty Animation Curve if VFX.VisualEffect.HasAnimationCurve returns false. Gets the value of a named bool property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the bool you specify. Returns false if VFX.VisualEffect.HasBool returns false. Gets the value of a named bool property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the bool you specify. Returns false if VFX.VisualEffect.HasBool returns false. Gets the value of a named float property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the float you specify. Returns 0.0f if VFX.VisualEffect.HasFloat returns false. Gets the value of a named float property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the float you specify. Returns 0.0f if VFX.VisualEffect.HasFloat returns false. Gets the value of a named Gradient property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the Gradient you specify. Returns an empty Gradient if VFX.VisualEffect.HasGradient returns false. Gets the value of a named Gradient property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the Gradient you specify. Returns an empty Gradient if VFX.VisualEffect.HasGradient returns false. Get a named exposed integer. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the integer you specify. Returns 0 if VFX.VisualEffect.HasInt returns false. Get a named exposed integer. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the integer you specify. Returns 0 if VFX.VisualEffect.HasInt returns false. Gets the value of a named Matrix4x4 property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the Matrix4x4 you specify. Returns Matrix4x4.identity if VFX.VisualEffect.HasMatrix4x4 returns false. Gets the value of a named Matrix4x4 property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the Matrix4x4 you specify. Returns Matrix4x4.identity if VFX.VisualEffect.HasMatrix4x4 returns false. Gets the value of a named Mesh property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the Mesh you specify. Returns null if VFX.VisualEffect.HasMesh returns false. Gets the value of a named Mesh property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the Mesh you specify. Returns null if VFX.VisualEffect.HasMesh returns false. Gets the name of every output event system. The List that this function populates with the output event system names. Gets information on a particle system. The system ID. This is the same ID that Shader.PropertyToID returns. The name of the particle system. A VFXSystemInfo instance. Gets information on a particle system. The system ID. This is the same ID that Shader.PropertyToID returns. The name of the particle system. A VFXSystemInfo instance. Gets the name of every particle system. The List that this function populates with the particle system names. Gets the value of a named Skinned Mesh Renderer property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the Skinned Mesh Renderer you specify. Returns null if VFX.VisualEffect.HasSkinnedMeshRenderer returns false. Gets the value of a named Skinned Mesh Renderer property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the Skinned Mesh Renderer you specify. Returns null if VFX.VisualEffect.HasSkinnedMeshRenderer returns false. Gets state on a spawn system. The system ID. This is the same ID that Shader.PropertyToID returns. A modified VFXSpawnerState instance. Gets state on a spawn system. The system ID. This is the same ID that Shader.PropertyToID returns. A modified VFXSpawnerState instance. Gets the name of every spawn system. The List that this function populates with the spawn system names. Gets the name of every system. The List that this function populates with the system names. Gets the value of a named texture property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the texture you specify. Returns null if VFX.VisualEffect.HasTexture returns false. Gets the value of a named texture property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the texture you specify. Returns null if VFX.VisualEffect.HasTexture returns false. Gets expected texture dimension for a named exposed texture. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Gets expected texture dimension for a named exposed texture. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Gets the value of a named unsigned integer property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the unsigned integer you specify. Returns 0 if VFX.VisualEffect.HasUInt returns false. Gets the value of a named unsigned integer property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the unsigned integer you specify. Returns 0 if VFX.VisualEffect.HasUInt returns false. Gets the value of a named Vector2 property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the Vector2 you specify. Returns Vector2.zero if VFX.VisualEffect.HasVector2 returns false. Gets the value of a named Vector2 property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the Vector2 you specify. Returns Vector2.zero if VFX.VisualEffect.HasVector2 returns false. Gets the value of a named Vector3 property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the Vector3 you specify. Returns Vector3.zero if VFX.VisualEffect.HasVector3 returns false. Gets the value of a named Vector3 property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the Vector3 you specify. Returns Vector3.zero if VFX.VisualEffect.HasVector3 returns false. Gets the value of a named Vector4 or Color property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the Vector4 you specify. Returns Vector4.zero if VFX.VisualEffect.HasVector4 returns false. Gets the value of a named Vector4 or Color property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The value for the Vector4 you specify. Returns Vector4.zero if VFX.VisualEffect.HasVector4 returns false. Checks if the Visual Effect can override an Animation Curve with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Checks if the Visual Effect can override an Animation Curve with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Checks if any particle system in the effect is awake. Returns true if at least one of the particle systems of the effect is awake, otherwise returns false. Checks if the Visual Effect can override a bool with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Checks if the Visual Effect can override a bool with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Checks if the Visual Effect can override a float with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Checks if the Visual Effect can override a float with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Checks if the Visual Effect can override a Gradient with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Checks if the Visual Effect can override a Gradient with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Checks if the Visual Effect can override a GraphicsBuffer with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Checks if the Visual Effect can override a GraphicsBuffer with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Checks if the Visual Effect can override an integer with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Checks if the Visual Effect can override an integer with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Checks if the Visual Effect can override a Matrix4x4 with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Checks if the Visual Effect can override a Matrix4x4 with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Checks if the Visual Effect can override a Mesh with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Checks if the Visual Effect can override a Mesh with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Checks if the Visual Effect can override a Skinned Mesh Renderer with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Checks if the Visual Effect can override a Skinned Mesh Renderer with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Use this function to determine if the VisualEffect has the system you pass in. The system ID. This is the same ID that Shader.PropertyToID returns. The name of the property. true if the VisualEffect has the system you pass in. Returns false otherwise. Use this function to determine if the VisualEffect has the system you pass in. The system ID. This is the same ID that Shader.PropertyToID returns. The name of the property. true if the VisualEffect has the system you pass in. Returns false otherwise. Checks if the Visual Effect can override a texture with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Checks if the Visual Effect can override a texture with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Checks if the Visual Effect can override an unsigned integer with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Checks if the Visual Effect can override an unsigned integer with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Checks if the Visual Effect can override a Vector2 with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Checks if the Visual Effect can override a Vector2 with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Checks if the Visual Effect can override a Vector3 with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Checks if the Visual Effect can override a Vector3 with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Checks if the Visual Effect can override a Vector4 or Color with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Checks if the Visual Effect can override a Vector4 or Color with the name you pass in. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Use this method to send a play event to every Spawn system. Can be null or a VFXEventAttribute. To create a VFXEventAttribute, use VFX.VisualEffect.CreateVFXEventAttribute. Use this method to send a play event to every Spawn system. Can be null or a VFXEventAttribute. To create a VFXEventAttribute, use VFX.VisualEffect.CreateVFXEventAttribute. Reintialize visual effect. Use this method to set the overridden state to false. This restores the default value that the Visual Effect Asset specifies. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Use this method to set the overridden state to false. This restores the default value that the Visual Effect Asset specifies. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Use this method to send a custom named event. The name of the event. The ID of the event. This is the same ID that Shader.PropertyToID returns. Can be null or a VFXEventAttribute. To create a VFXEventAttribute, use VFX.VisualEffect.CreateVFXEventAttribute. Use this method to send a custom named event. The name of the event. The ID of the event. This is the same ID that Shader.PropertyToID returns. Can be null or a VFXEventAttribute. To create a VFXEventAttribute, use VFX.VisualEffect.CreateVFXEventAttribute. Use this method to send a custom named event. The name of the event. The ID of the event. This is the same ID that Shader.PropertyToID returns. Can be null or a VFXEventAttribute. To create a VFXEventAttribute, use VFX.VisualEffect.CreateVFXEventAttribute. Use this method to send a custom named event. The name of the event. The ID of the event. This is the same ID that Shader.PropertyToID returns. Can be null or a VFXEventAttribute. To create a VFXEventAttribute, use VFX.VisualEffect.CreateVFXEventAttribute. Sets the value of a named Animation Curve property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The new Animation Curve. The name of the property. Sets the value of a named Animation Curve property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The new Animation Curve. The name of the property. Sets the value of a named bool property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new boolean value. Sets the value of a named bool property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new boolean value. Sets the value of a named float property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new float value. Sets the value of a named float property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new float value. Sets the value of a named Gradient property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new Gradient value. Sets the value of a named Gradient property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new Gradient value. Sets the value of a named GraphicsBuffer property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new GraphicsBuffer value. Sets the value of a named GraphicsBuffer property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new GraphicsBuffer value. Sets the value of a named integer property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new integer value. Sets the value of a named integer property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new integer value. Sets the value of a named Matrix4x4 property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new Matrix4x4 value. Sets the value of a named Matrix4x4 property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new Matrix4x4 value. Sets the value of a named Mesh property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new Mesh value. Sets the value of a named Mesh property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new Mesh value. Sets the value of a named Skinned Mesh Renderer property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new Skinned Mesh Renderer value. Sets the value of a named Skinned Mesh Renderer property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new Skinned Mesh Renderer value. Sets the value of a named texture property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new texture value. Sets the value of a named texture property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new texture value. Sets the value of a named unsigned integer property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new unsigned integer value. Sets the value of a named unsigned integer property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new unsigned integer value. Sets the value of a named Vector2 property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new Vector2 value. Sets the value of a named Vector2 property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new Vector2 value. Sets the value of a named Vector3 property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new Vector3 value. Sets the value of a named Vector3 property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new Vector3 value. Sets the value of a named Vector4 or Color property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new Vector4 value. Sets the value of a named Vector4 or Color property. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The new Vector4 value. Use this method to fast-forward the visual effect by simulating all systems for several step counts using the specified delta time. The delta time, in seconds, the simulation applies to each step. Number of steps to proceed. Use this method to send a stop event to all Spawn systems. Can be null or a VFXEventAttribute. To create a VFXEventAttribute, use VFX.VisualEffect.CreateVFXEventAttribute. Use this method to send a stop event to all Spawn systems. Can be null or a VFXEventAttribute. To create a VFXEventAttribute, use VFX.VisualEffect.CreateVFXEventAttribute. This class contains a graph of the elements needed to describe a visual effect. These include: the visual effects system, generated shaders, and compiled data. The visual effect Asset constructor. Gets the name of every Event connected to a system. The List that this function populates with the event system names. Gets the name and type of every exposed property. The List that this function populates with exposed properties. Gets the TextureDimension of a named exposed Texture. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. Gets the TextureDimension of a named exposed Texture. The ID of the property. This is the same ID that Shader.PropertyToID returns. The name of the property. The default name ID of the play event. The default name of the play event. The default name ID of the stop event. The default name of the stop event. This class is the base for VFX.VisualEffectAsset and VFX.VisualEffectSubgraph.