Unity3D 残影效果
程序员文章站
2022-06-11 09:29:46
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以下脚本需要放在含有<Skinned Mesh Renderer>组件的物体身上
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
/// <summary>
/// 残影特效
/// </summary>
public class AfterImageEffects : MonoBehaviour
{
//开启残影
public bool _OpenAfterImage;
//残影颜色
public Color _AfterImageColor = Color.black;
//残影的生存时间
public float _SurvivalTime = 1;
//生成残影的间隔时间
public float _IntervalTime = 0.2f;
private float _Time = 0;
//残影初始透明度
[Range(0.1f, 1.0f)]
public float _InitialAlpha = 1.0f;
private List<AfterImage> _AfterImageList;
private SkinnedMeshRenderer _SkinnedMeshRenderer;
void Awake()
{
_AfterImageList = new List<AfterImage>();
_SkinnedMeshRenderer = GetComponent<SkinnedMeshRenderer>();
}
void Update()
{
if (_OpenAfterImage && _AfterImageList != null)
{
if (_SkinnedMeshRenderer == null)
{
_OpenAfterImage = false;
return;
}
_Time += Time.deltaTime;
//生成残影
CreateAfterImage();
//刷新残影
UpdateAfterImage();
}
}
/// <summary>
/// 生成残影
/// </summary>
void CreateAfterImage()
{
//生成残影
if (_Time >= _IntervalTime)
{
_Time = 0;
Mesh mesh = new Mesh();
_SkinnedMeshRenderer.BakeMesh(mesh);
Material material = new Material(_SkinnedMeshRenderer.material);
SetMaterialRenderingMode(material, RenderingMode.Fade);
_AfterImageList.Add(new AfterImage(
mesh,
material,
transform.localToWorldMatrix,
_InitialAlpha,
Time.realtimeSinceStartup,
_SurvivalTime));
}
}
/// <summary>
/// 刷新残影
/// </summary>
void UpdateAfterImage()
{
//刷新残影,根据生存时间销毁已过时的残影
for (int i = 0; i < _AfterImageList.Count; i++)
{
float _PassingTime = Time.realtimeSinceStartup - _AfterImageList[i]._StartTime;
if (_PassingTime > _AfterImageList[i]._Duration)
{
if(_AfterImageList[i] != null)
{
Destroy(_AfterImageList[i]);
}
_AfterImageList.Remove(_AfterImageList[i]);
continue;
}
if (_AfterImageList[i]._Material.HasProperty("_Color"))
{
_AfterImageList[i]._Alpha *= (1 - _PassingTime / _AfterImageList[i]._Duration);
_AfterImageColor.a = _AfterImageList[i]._Alpha;
_AfterImageList[i]._Material.SetColor("_Color", _AfterImageColor);
}
Graphics.DrawMesh(_AfterImageList[i]._Mesh, _AfterImageList[i]._Matrix, _AfterImageList[i]._Material, gameObject.layer);
}
}
/// <summary>
/// 设置纹理渲染模式
/// </summary>
void SetMaterialRenderingMode(Material material, RenderingMode renderingMode)
{
switch (renderingMode)
{
case RenderingMode.Opaque:
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
material.SetInt("_ZWrite", 1);
material.DisableKeyword("_ALPHATEST_ON");
material.DisableKeyword("_ALPHABLEND_ON");
material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
material.renderQueue = -1;
break;
case RenderingMode.Cutout:
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
material.SetInt("_ZWrite", 1);
material.EnableKeyword("_ALPHATEST_ON");
material.DisableKeyword("_ALPHABLEND_ON");
material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
material.renderQueue = 2450;
break;
case RenderingMode.Fade:
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
material.SetInt("_ZWrite", 0);
material.DisableKeyword("_ALPHATEST_ON");
material.EnableKeyword("_ALPHABLEND_ON");
material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
material.renderQueue = 3000;
break;
case RenderingMode.Transparent:
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
material.SetInt("_ZWrite", 0);
material.DisableKeyword("_ALPHATEST_ON");
material.DisableKeyword("_ALPHABLEND_ON");
material.EnableKeyword("_ALPHAPREMULTIPLY_ON");
material.renderQueue = 3000;
break;
}
}
public void DelayCancelShadow()
{
StartCoroutine(DelayCancelShadowCoroutine());
}
public void DelayCancelShadow(float _delayTime)
{
StartCoroutine(DelayCancelShadowCoroutine(_delayTime));
}
IEnumerator DelayCancelShadowCoroutine()
{
yield return new WaitForSeconds(_SurvivalTime);
_OpenAfterImage = false;
}
IEnumerator DelayCancelShadowCoroutine(float _delayTime)
{
yield return new WaitForSeconds(_delayTime);
_OpenAfterImage = false;
}
}
public enum RenderingMode
{
Opaque,
Cutout,
Fade,
Transparent,
}
class AfterImage : Object
{
//残影网格
public Mesh _Mesh;
//残影纹理
public Material _Material;
//残影位置
public Matrix4x4 _Matrix;
//残影透明度
public float _Alpha;
//残影启动时间
public float _StartTime;
//残影保留时间
public float _Duration;
public AfterImage(Mesh mesh, Material material, Matrix4x4 matrix4x4, float alpha, float startTime, float duration)
{
_Mesh = mesh;
_Material = material;
_Matrix = matrix4x4;
_Alpha = alpha;
_StartTime = startTime;
_Duration = duration;
}
}