Unity实现粒子光效导出成png序列帧
本文为大家分享了unity实现粒子光效导出成png序列帧的具体代码,供大家参考,具体内容如下
这个功能并不是很实用,不过美术同学有这样的需求,那么就花了一点时间研究了下。
我们没有使用unity的引擎,但是做特效的同学找了一批unity的粒子特效,希望导出成png序列帧的形式,然后我们的游戏来使用。这个就相当于拿unity做了特效编辑器的工作。这个并不是很“邪门”,因为用幻影粒子,或者3dmax,差不多也是这个思路,只不过那些软件提供了正规的导出功能,而unity则没有。
先上代码
using unityengine; using unityeditor; using system; using system.io; using system.collections; using system.collections.generic; public class particleexporter : monobehaviour { // default folder name where you want the animations to be output public string folder = "png_animations"; // framerate at which you want to play the animation public int framerate = 25; // export frame rate 导出帧率,设置time.captureframerate会忽略真实时间,直接使用此帧率 public float framecount = 100; // export frame count 导出帧的数目,100帧则相当于导出5秒钟的光效时间。由于导出每一帧的时间很长,所以导出时间会远远长于直观的光效播放时间 public int screenwidth = 960; // not use 暂时没用,希望可以直接设置屏幕的大小(即光效画布的大小) public int screenheight = 640; public vector3 cameraposition = vector3.zero; public vector3 camerarotation = vector3.zero; private string realfolder = ""; // real folder where the output files will be private float originaltimescaletime; // track the original time scale so we can freeze the animation between frames private float currenttime = 0; private bool over = false; private int currentindex = 0; private camera exportcamera; // camera for export 导出光效的摄像机,使用rendertexture public void start() { // set frame rate time.captureframerate = framerate; // create a folder that doesn't exist yet. append number if necessary. realfolder = path.combine(folder, name); // create the folder if (!directory.exists(realfolder)) { directory.createdirectory(realfolder); } originaltimescaletime = time.timescale; gameobject gocamera = camera.main.gameobject; if (cameraposition != vector3.zero) { gocamera.transform.position = cameraposition; } if (camerarotation != vector3.zero) { gocamera.transform.rotation = quaternion.euler(camerarotation); } gameobject go = instantiate(gocamera) as gameobject; exportcamera = go.getcomponent<camera>(); currenttime = 0; } void update() { currenttime += time.deltatime; if (!over && currentindex >= framecount) { over = true; cleanup(); debug.log("finish"); return; } // 每帧截屏 startcoroutine(captureframe()); } void cleanup() { destroyimmediate(exportcamera); destroyimmediate(gameobject); } ienumerator captureframe() { // stop time time.timescale = 0; // yield to next frame and then start the rendering // this is important, otherwise will have error yield return new waitforendofframe(); string filename = string.format("{0}/{1:d04}.png", realfolder, ++currentindex); debug.log(filename); int width = screen.width; int height = screen.height; //initialize and render textures rendertexture blackcamrendertexture = new rendertexture(width, height, 24, rendertextureformat.argb32); rendertexture whitecamrendertexture = new rendertexture(width, height, 24, rendertextureformat.argb32); exportcamera.targettexture = blackcamrendertexture; exportcamera.backgroundcolor = color.black; exportcamera.render(); rendertexture.active = blackcamrendertexture; texture2d texb = gettex2d(); //now do it for alpha camera exportcamera.targettexture = whitecamrendertexture; exportcamera.backgroundcolor = color.white; exportcamera.render(); rendertexture.active = whitecamrendertexture; texture2d texw = gettex2d(); // if we have both textures then create final output texture if (texw && texb) { texture2d outputtex = new texture2d(width, height, textureformat.argb32, false); // we need to check alpha ourselves,because particle use additive shader // create alpha from the difference between black and white camera renders for (int y = 0; y < outputtex.height; ++y) { // each row for (int x = 0; x < outputtex.width; ++x) { // each column float alpha; alpha = texw.getpixel(x, y).r - texb.getpixel(x, y).r; alpha = 1.0f - alpha; color color; if (alpha == 0) { color = color.clear; } else { color = texb.getpixel(x, y); } color.a = alpha; outputtex.setpixel(x, y, color); } } // encode the resulting output texture to a byte array then write to the file byte[] pngshot = outputtex.encodetopng(); file.writeallbytes(filename, pngshot); // cleanup, otherwise will memory leak pngshot = null; rendertexture.active = null; destroyimmediate(outputtex); outputtex = null; destroyimmediate(blackcamrendertexture); blackcamrendertexture = null; destroyimmediate(whitecamrendertexture); whitecamrendertexture = null; destroyimmediate(texb); texb = null; destroyimmediate(texw); texb = null; system.gc.collect(); // reset the time scale, then move on to the next frame. time.timescale = originaltimescaletime; } } // get the texture from the screen, render all or only half of the camera private texture2d gettex2d() { // create a texture the size of the screen, rgb24 format int width = screen.width; int height = screen.height; texture2d tex = new texture2d(width, height, textureformat.argb32, false); // read screen contents into the texture tex.readpixels(new rect(0, 0, width, height), 0, 0); tex.apply(); return tex; } }
这里对几个关键的知识点来做说明:
1、整体思路是这样的,unity中调整好摄像机,正常播放特效,然后每帧截屏,保存成我们需要的png序列帧。这个不仅仅是特效可以这么用,其实模型也可以。比如我们需要同屏显示几百上千人,或者是无关紧要的怪物、场景物件等等,就可以使用这个导出成2d的序列帧,可以大大提高效率,使一些不可能的情况变为可能。
2、关于时间和帧率的控制。由于截屏所需要的时间远远大于帧间隔,所以光效如果是播放1秒,则导出时间可能超过一分钟。time.captureframerate可以设置帧率,设置后则忽略真实时间,光效、模型会按照帧率的时间来播放。这个接口恰好就是用在视频录制上的。
3、光效画布控制。这个暂时没有找到好的方法,由于是全屏幕截屏,所以game窗口的大小就是光效画布的大小。
4、通过调整摄像机的位置、旋转,控制光效的显示信息。
5、截屏函数就是gettex2d()。这里面最主要的是readpixels函数。需要注意,captureframe函数必须要以协程的方式运行,因为里面有一句yield return new waitforendofframe();如果没有这一句,会报一个错误,大概意思就是readpixels不在drawframe里面运行。
6、截屏时间消耗很大,所以需要在截屏开始使用time.timescale=0暂停时间运行,截屏后再恢复
7、注意截屏操作完成后清理各种资源,并进行gc。否则内存很有可能就不够用了,截100帧图片,内存很有可能就两三g了。
8、截屏的时候使用了两个rendertexture,分别绘制白底和黑底的图片,然后根据这两张图片计算出alpha。如果不是光效其实可以不这么麻烦,直接把camera的backgroundcolor中的alpha设置为0就可以了。但是光效使用了特殊的shader,比如additive,这里涉及到alpha blend。绘制光效时如果也这样设置的话,导出的图片没有任何东西。所以必须要有实色背景。
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持。