前往小程序,Get更优阅读体验!
立即前往
首页
学习
活动
专区
工具
TVP
发布
社区首页 >专栏 >Unity人物残影实现

Unity人物残影实现

作者头像
bering
发布2019-12-03 11:54:28
1.3K0
发布2019-12-03 11:54:28
举报
文章被收录于专栏:游戏开发之旅

版权声明:本文为博主原创文章,遵循 CC 4.0 BY-SA 版权协议,转载请附上原文出处链接和本声明。

一.最近学习unity看到一个关于人物残影的实现过程,在这里记一下,大概原理就是

通过获取人物的SkinnedMeshRenderer组件,然后将其中重要的材质和Mesh赋值给新创建的Gameobject物体上,然后设置淡出效果,按生存周期销毁gameobject就好了;

详细的看代码吧;

为人物添加脚本:(脚本中设有注释就不多说了)

代码语言:javascript
复制
<span style="font-size:18px;">using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class DestroyShadow : MonoBehaviour {
    public float interval = 0.1f;   //残影的时间间隔;
    public float lifeCycle = 2f;     //残影的生存周期
    float lastCombineTime = 0.0f;   //上次组合时间;
    MeshFilter[] meshFilters = null;
    SkinnedMeshRenderer[] skinnedMeshRenderers = null;
    List<GameObject> objs = new List<GameObject>();

 // Use this for initialization
 void Start () {
        meshFilters = gameObject.GetComponentsInChildren<MeshFilter>();
        skinnedMeshRenderers = gameObject.GetComponentsInChildren<SkinnedMeshRenderer>();

 }
    void OnDisable()
    {
        foreach (GameObject go in objs)
        {
            DestroyImmediate(go);
        }
        objs.Clear();
        objs = null;
    }
    // Update is called once per frame
    void Update () {
        if (Time.time - lastCombineTime > interval)
        {
            lastCombineTime = Time.time;
            for (int i = 0; skinnedMeshRenderers != null && i < skinnedMeshRenderers.Length; ++i)//遍历skinedMeshRenderers
            {
                Mesh mesh = new Mesh();
                skinnedMeshRenderers[i].BakeMesh(mesh);       //烘焙到新生成的mesh
                GameObject go = new GameObject();    //生成新的gameobject
                go.hideFlags = HideFlags.HideAndDontSave;   //设置go的属性隐藏不保存
                MeshFilter meshFilter = go.AddComponent<MeshFilter>();   //添加meshFilter组件
                meshFilter.mesh = mesh;  //将新添加的meshFilter设置为Mesh;
                MeshRenderer meshRender = go.AddComponent<MeshRenderer>();  //添加meshRenderer组件;
                meshRender.material = skinnedMeshRenderers[i].material;   //将新添加的MeshRenderer的材质设置为获取到的材质;


                InitFadeInObj(go, skinnedMeshRenderers[i].transform.position,
                    skinnedMeshRenderers[i].transform.rotation, lifeCycle); //淡入淡出
            }
            for (int i = 0; meshFilters != null && meshFilters.Length > 0; ++i)
            {
                GameObject go = Instantiate(meshFilters[i].gameObject) as GameObject;
                InitFadeInObj(go, meshFilters[i].transform.position, 
                    meshFilters[i].transform.rotation, lifeCycle); //新生成GameObject并且将其设置淡入淡出
            }
        }
    }

    private void InitFadeInObj(GameObject go, Vector3 position, Quaternion rotation, float lifeCycle)
    {
        go.hideFlags = HideFlags.HideAndDontSave;   //设置go的属性隐藏不保存;
        go.transform.position = position;
        go.transform.rotation = rotation;
        FindInOut fi = go.AddComponent<FindInOut>();//添加FadInOut脚本
        fi.lifeStytle = lifeCycle;//复制生命周期
        objs.Add(go);//放入列表中
    }

}</span>

二.在写个脚本,此脚本无需绑定;(由于对Shader不太了解,所以用的都是Unity自带的Shader,没有淡出效果,如果需要的话直接改改就好了)

代码语言:javascript
复制
<span style="font-size:18px;">using UnityEngine;
using System.Collections;

public class FindInOut : MonoBehaviour {
    public float lifeStytle = 2f;
    float startTime;
    Material mat = null;

 // Use this for initialization
 void Start () {
        startTime = Time.time;  //得到启动时间

        MeshRenderer meshRender = GetComponent<MeshRenderer>();
        if (!meshRender || !meshRender.material)
        {
            base.enabled = false;  //为空的话禁用;
        }
        else {
            mat = meshRender.material;  //得到材质;
            ReplaceShader();           //替换Shader
        }
 }
 
 // Update is called once per frame
 void Update () {

        float time = Time.time - startTime;  //获取运行时间;
        if (time > lifeStytle)
        {
            DestroyImmediate(gameObject);
        }
        else {
            float remainderTime = lifeStytle - time;    //得到剩余时间
            if (mat)
            {
                    //if(mat.HasProperty("_Color"))   得到mat中是否有这个属性
                    Color col = mat.GetColor("Tint");  //得到材质中的shader中的_Color颜色
                    col.a = remainderTime;//设置Alpha(剩余时间越小 Alpha值越小)
                    mat.SetColor("Tint", col);//将修改后的颜色设置回去

                col = mat.GetColor("Tint");//原理同上
                col.a = remainderTime;
                mat.SetColor("Tint", col);
            }
          }
        }
    private void ReplaceShader()
    {
        if (mat.shader.name.Equals("Unlit/Transparent"))//检查当前shader名字是否是“ ”
        {
            mat.shader = Shader.Find("Particles/Additive");//如果是的话 替换shader
        }
        else if (mat.shader.name.Equals("Sprites/Default"))
        {
            mat.shader = Shader.Find("Particles/Additive(Soft)");
        }
        else
        {
            Debug.LogError("Can't find target shader");
        }
    }
}
</span>

上面的方法太消耗性能了,下面更新下最近新学的简单点的

代码语言:javascript
复制
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ShowShadowTail : MonoBehaviour {
    public float fadeSpeed = 3;
    public float createSpeed = 5;
    private float previousTime = 0;
    private SkinnedMeshRenderer []meshRender;
    private MeshFilter []meshFilter;
	void Awake()
    {
        meshRender = this.GetComponentsInChildren<SkinnedMeshRenderer>();
        meshFilter = this.GetComponentsInChildren<MeshFilter>();
    }
    struct MeshInfo {
        public Mesh mesh;
        public Matrix4x4 _matrix_PR; //存儲位置和旋转角度;
        public Material material;
    };
    List<MeshInfo> meshInfoList = new List<MeshInfo>();
	void Update () {
        foreach(MeshInfo meshInfo in meshInfoList)
        {
            Graphics.DrawMesh(meshInfo.mesh,meshInfo._matrix_PR,meshInfo.material,gameObject.layer);
            float timer= meshInfo.material.GetFloat("_Alpha") - Time.deltaTime* fadeSpeed;
            meshInfo.material.SetFloat("_Alpha",timer>0?timer:0);
            if(meshInfo.material.GetFloat("_Alpha")<0)
            {
                meshInfoList.Remove(meshInfo);
            }
        }
        if(Time.time-previousTime>createSpeed*Time.deltaTime)
        {
            previousTime = Time.time;
            foreach (SkinnedMeshRenderer meshRender in meshRender)
            {
                Mesh mesh = new Mesh();
                meshRender.BakeMesh(mesh);
                MeshInfo meshInfo = new MeshInfo();
                meshInfo.mesh = mesh;
                meshInfo._matrix_PR = meshRender.localToWorldMatrix;
                meshInfo.material = new Material(Shader.Find("Unlit/GrabGlass"));
                meshInfoList.Add(meshInfo);
            }
            foreach (MeshFilter filter in meshFilter)
            {
                MeshInfo meshInfo = new MeshInfo();
                meshInfo.mesh = filter.mesh;
                meshInfo._matrix_PR = filter.transform.localToWorldMatrix;
                meshInfo.material = new Material(Shader.Find("Unlit/GrabGlass"));
                meshInfoList.Add(meshInfo);
            }
        }
        
	}
}

最近人变懒了,只想上代码,多余的字都不想写了,唉!不足之处望指出,大家共同进步!!!

本文参与 腾讯云自媒体同步曝光计划,分享自作者个人站点/博客。
原始发表:2016/08/21 ,如有侵权请联系 cloudcommunity@tencent.com 删除

本文分享自 作者个人站点/博客 前往查看

如有侵权,请联系 cloudcommunity@tencent.com 删除。

本文参与 腾讯云自媒体同步曝光计划  ,欢迎热爱写作的你一起参与!

评论
登录后参与评论
0 条评论
热度
最新
推荐阅读
领券
问题归档专栏文章快讯文章归档关键词归档开发者手册归档开发者手册 Section 归档