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Contact orientation

The orientation controls vary by system. Check the individual effect page before using them.

Where available, CameraFacing = true presents the graphic impact toward the camera. Volume 3 uses this presentation by default so its layered contours and negative spaces remain readable.

Set CameraFacing = false, then set ImpactDirection to a nonzero direction such as the hit surface’s normal. ImpactRotation rotates the authored design within that impact plane. Keep a valid normal even where the shader contains a fallback for a zero vector.

Thickness gives the graphic arrangement depth; it does not turn every motif into a spherical explosion. Check oblique and side views after increasing it. Random burst rotation can add variation to the authored rotation when randomization is enabled.

For legacy systems without these controls, use the component’s placement and rotation supported by that system. Do not create unsupported user overrides and expect them to affect the shader.