AdvancedOptionalalphaAlpha below which a texel is cut away under alphaMode: 'mask'
OptionalalphaHow particle transparency works; see ParticleContainer3DOptions.alphaMode
OptionalbillboardHow each quad faces the camera
OptionalblendHow particles blend over the scene; see ParticleBlendMode
Ignored unless alphaMode is 'blend'.
OptionalextraExtra shader bits composed after the particle bit; see ParticleContainer3DOptions.extraBits
OptionalfogWhether the view's fog reaches these particles
Defaults to true for 'normal' blending only, since fog would show other blend modes' quads
as glowing or staining rectangles.
OptionallabelName for debugging and for finding the material
OptionallocalWhether particle positions are relative to the mesh rather than in world space
OptionaltextureThe sprite (or whole sprite sheet, for flipbooks) every particle samples
OptionaltexturesTextures for the extra bits' declarations, by name, as BaseMaterial3DOptions.textures
OptionaluseWhether the geometry carries a per-particle aParticleUVFrame flipbook window
texture must then be the whole sheet, not one frame of it, or the constructor throws.
Constructor options for ParticleMaterial