Uses the provided LOD level to render all mesh particles.
LODBias
Takes the highest available LOD for the platform + LOD bias to render all mesh particles If the LOD is not streamed in or available on the platform the next available lower LOD level will be used.
ByComponentBounds
The LOD level is calculated based on screen space size of the component bounds.
ComponentOrigin
The LOD level will be calculated like we have a single particle at the component origin, i.e. it should match a static mesh with the exact same transform.
PerParticle
The LOD level is calcuated per particle using the particle position and mesh sphere bounds.