The background color as an RGB value, used when discardBackgroundColor is enabled.
The tolerance for matching the background color when discardBackgroundColor is true.
Defines the blending mode for the particle system (e.g., additive blending).
Whether to enable depth testing for particles (determines if particles are rendered behind or in front of other objects).
Whether to write depth information for the particles (affects sorting and rendering order).
Whether to discard particles that match the background color.
OptionalmeshMesh particle renderer configuration.
Only used when rendererType is RendererType.MESH.
OptionalrendererSelects the rendering technique for particles.
RendererType.POINTS (default) — classic point-sprite renderer using THREE.Points.RendererType.INSTANCED — camera-facing quads via InstancedBufferGeometry,
removing the gl_PointSize hardware limit and enabling stretched billboards.OptionalsoftSoft particles configuration.
When enabled, particles fade smoothly near opaque geometry instead of
producing a hard intersection line. Requires a depth texture from a
WebGLRenderTarget.
OptionaltrailTrail/ribbon renderer configuration.
Only used when rendererType is RendererType.TRAIL.
Whether the particle system uses transparency.
Configuration for the particle system renderer, controlling blending, transparency, depth, and background color behavior.
Example
Default