The Color property determines the color of all particles active in an emitter’s system. The color is applied to the
ParticleEmitter/Texture when rendering, and uses the texture alpha along with the
ParticleEmitter/Transparency. If a particle has a
ParticleEmitter/LightEmission of greater than 0, darker colors will make particles appear more transparent. Below, two default
ParticleEmitter are pictured, except the right emitter uses a Color from yellow to cyan.
Note that the default
ParticleEmitter/Lifetime is 5 to 10 seconds, so some particles next to each other have small variations in color due to the variations in individual particle lifetime.
A particle’s present color is determined by linearly interpolating on this ColorSequence using the particle’s age and the particle’s total lifetime. For example, if a particle spawned 2 seconds ago and has a 4 second lifetime, the color will be whatever is 50% of the way through the
Changing this property applies changes to all particles present in the system. This is because the color of a particle is determined using its present lifetime and this ColorSequence (the ColorSequence when the particle was emit is not stored on a per-particle basis).
Creating a Particle Emitter from Scratch
This rather lengthy code sample shows how every property of a
ParticleEmitter can be set, including
DataType/ColorSequence properties. Below is how the ParticleEmitter should after every property is set. Try playing around with the different properties to customize how the effect looks!