chore: import upstream snapshot with attribution
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# DustParticles
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*in [Lib.render.basic](README.md)*
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Creates a volume around the camera in which points that behave like dust or snow are spawned and repeated / wrapped infinitely.
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Tip: This effect can be combined with [SetFog], [DepthOfField], [MotionBlur] among others.
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## Input Parameters
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| Name (Relevancy & Type) | Description |
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|---|---|
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| **Refresh** (Boolean) | If no particles are visible double-click to reset the particle simulation<br/><br/>This can become necessary if a change in parameters such as 'count' or 'WrapSize' results in no particles being displayed |
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| **Count** (Int32) | Controls the number of particles<br/>Changing this setting may require a refresh |
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| **WrapSize** (Single) | Changes the size of the volume around the camera in which particles are spawned and repeated<br/>Changing this setting may require a refresh |
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| **OffsetVolume** (Vector3) | Offsets the volume that spawns and wraps the particles from the position of the camera |
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| **Color** (Vector4) | Defines the color of the particles |
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| **Size** (Single) | Defines the size of the particles |
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| **Gravity** (Vector3) | Adds a linear force in the defined axis |
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| **NoiseAmount** (Single) | Changes the speed of the noise animation |
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| **NoiseFrequency** (Single) | Changes the granularity of the noise<br/>Higher values create many small spatially limited turbulences<br/>Lower values create movements that affect more particles at the same time |
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| **NoiseVariation** (Single) | Adds a per-particle noise variation |
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| **Phase** (Single) | Changes the phase / random seed of the noise animation |
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| **TrailLength** (Int32) | Adds a tail of particles to each particle |
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| **TrailColor** (Vector4) | Defines the color of the trails |
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| **TrailWidth** (Single) | Changes the thickness of the trails |
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| **FadeNearest** (Single) | Defines how close to the camera the particles start to fade out |
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| **EnableZWrite** (Boolean) | Enables / disables Z-writing / sorting |
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| **BlendMode** (Int32) | Defines what blend mode is used to render the particles |
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| **Texture_** (Texture2D) | Input for a custom texture which overrides the default point / blob |
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## Outputs
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| Name | Type |
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|---|---|
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| **Output** | T3.Core.DataTypes.Command |
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