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Question by Matt-Downey · Oct 24, 2011 at 06:33 AM · raycastbulletlinerendererfade

Bullet Trail Fade (Raycast)

To whom it may concern,

I am trying to create a fading bullet trail (from a raycast) using a LineRenderer with an assigned gradient (Black--> White--> Black) texture. I can make the bullet trail look very pretty in the scene using the "Particles/Additive (Soft)" shader; however, I cannot make the bullet disappear slowly.

My question is:

How can I get a bullet to fade away?

I know that I should have something like this in a script attached to each bullet:

 var visibility : float = 1;

 function Update()
      {
      visibility -= 2*Time.deltaTime;
      if(visibility < 0) this.destroy();
      }
 

I just have no idea of where to plug in the visibility variable.

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Answer by Matt-Downey · Oct 24, 2011 at 10:00 PM

In order to create fading bullet tracers, make a bullet prefab with the attached script at the bottom. The BulletTrail Prefab should have a lineRenderer component with this attached material:

alt text

Use the shader called "Particles/Additive" when attaching the material to the lineRenderer.

//Script called "SelfDestruct.js" attached to the BulletTrail prefab.

 var visibility : float;
 
 var Line : LineRenderer;
 
 function Start ()
     {
     visibility = .5; //setting it to 1 doesn't fade until .5
     Line = transform.GetComponentInChildren(LineRenderer);
     Line.material.SetFloat ("_InvFade",3); 
     }
 
 function Update ()
     {
     visibility -= Time.deltaTime;
     if(visibility < 0) Destroy(gameObject);
     Line.material.SetColor("_TintColor", Color(.5,.5,.5,visibility)); 
     }

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Answer by syclamoth · Oct 24, 2011 at 07:32 AM

Try using

 lineRenderer.material.color = Color.Lerp(Color.clear, Color.white, visibility);

where visibility is a number between 0 and 1. If your material uses a tint colour, save that in Awake, and then use that instead of Color.white.

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