殘影特效在網上有不少例子,好比這個,我參考着本身整合了一下,算是整合了一個比較完整且特別簡單易用的出來,只須要一個腳本掛上去無需任何設定就能用。html
這裏只針對SkinnedMeshRenderer的網格(也就是帶蒙皮的網格)殘影,主要原理是根據設定的間隔時間連續的截取當前SkinnedMeshRenderer的網格數據並使用Graphics.DrawMesh畫出網格。spa
1、首先是咱們的殘影類,爲了能及時的Destroy,因此它最好派生至Object:code
class AfterImage : Object { //殘影網格 public Mesh _Mesh; //殘影紋理 public Material _Material; //殘影位置 public Matrix4x4 _Matrix; //殘影透明度 public float _Alpha; //殘影啓動時間 public float _StartTime; //殘影保留時間 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; } }
2、咱們再定義一個殘影特效類來管理殘影:orm
using UnityEngine; using System.Collections; using System.Collections.Generic; /// <summary> /// 殘影特效 /// </summary> public class AfterImageEffects : MonoBehaviour { //開啓殘影 public bool _OpenAfterImage; //殘影顏色 public Color _AfterImageColor = Color.black; //殘影的生存時間 public float _SurvivalTime = 1; //生成殘影的間隔時間 public float _IntervalTime = 0.2f; private float _Time = 0; //殘影初始透明度 [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; //生成殘影 CreateAfterImage(); //刷新殘影 UpdateAfterImage(); } } }
生成殘影:htm
/// <summary> /// 生成殘影 /// </summary> void CreateAfterImage() { //生成殘影 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> /// 刷新殘影 /// </summary> void UpdateAfterImage() { //刷新殘影,根據生存時間銷燬已過期的殘影 for (int i = 0; i < _AfterImageList.Count; i++) { float _PassingTime = Time.realtimeSinceStartup - _AfterImageList[i]._StartTime; if (_PassingTime > _AfterImageList[i]._Duration) { _AfterImageList.Remove(_AfterImageList[i]); Destroy(_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> /// 設置紋理渲染模式 /// </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; } }
4、我將完整的源碼貼一遍,只須要新建一個腳本AfterImageEffects,複製如下源碼到其中,而後掛在有SkinnedMeshRenderer組件的模型上,並勾選OpenAfterImage,運行即可以看到效果:blog
using UnityEngine; using System.Collections; using System.Collections.Generic; /// <summary> /// 殘影特效 /// </summary> public class AfterImageEffects : MonoBehaviour { //開啓殘影 public bool _OpenAfterImage; //殘影顏色 public Color _AfterImageColor = Color.black; //殘影的生存時間 public float _SurvivalTime = 1; //生成殘影的間隔時間 public float _IntervalTime = 0.2f; private float _Time = 0; //殘影初始透明度 [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; //生成殘影 CreateAfterImage(); //刷新殘影 UpdateAfterImage(); } } /// <summary> /// 生成殘影 /// </summary> void CreateAfterImage() { //生成殘影 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> /// 刷新殘影 /// </summary> void UpdateAfterImage() { //刷新殘影,根據生存時間銷燬已過期的殘影 for (int i = 0; i < _AfterImageList.Count; i++) { float _PassingTime = Time.realtimeSinceStartup - _AfterImageList[i]._StartTime; if (_PassingTime > _AfterImageList[i]._Duration) { _AfterImageList.Remove(_AfterImageList[i]); Destroy(_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> /// 設置紋理渲染模式 /// </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 enum RenderingMode { Opaque, Cutout, Fade, Transparent, } class AfterImage : Object { //殘影網格 public Mesh _Mesh; //殘影紋理 public Material _Material; //殘影位置 public Matrix4x4 _Matrix; //殘影透明度 public float _Alpha; //殘影啓動時間 public float _StartTime; //殘影保留時間 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; } }