殘影特效在網上有很多例子,比如這個,我參考着自己整合了一下,算是整合了一個比較完整且特別簡單易用的出來,只需要一個腳本掛上去無需任何設定就能用。
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。
一、首先是我們的殘影類,爲了能及時的Destroy,所以它最好派生至Object:
- 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;
- }
- }
二、我們再定義一個殘影特效類來管理殘影:
- 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();
- }
- }
- }
屬性描述:《殘影的生存時間》爲每個殘影從創建開始到銷燬經歷的時間,《生成殘影的間隔時間》爲殘影創建後到下一個殘影創建的時間,每個殘影都會從《初始透明度》逐漸變化到0透明度並銷燬。
生成殘影:
- /// <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));
- }
- }
刷新殘影:
- /// <summary>
- /// 刷新殘影
- /// </summary>
- void UpdateAfterImage()
- {
- //刷新殘影,根據生存時間銷燬已過時的殘影
- 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);
- }
- }
殘影存在透明通道,所以必須要設置紋理的渲染模式爲fade模式:
- /// <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;
- }
- }
三、效果圖如下:
四、我將完整的源碼貼一遍,只需要新建一個腳本AfterImageEffects,複製以下源碼到其中,然後掛在有SkinnedMeshRenderer組件的模型上,並勾選OpenAfterImage,運行便可以看到效果:
- 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時的殘影
- 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;
- }
- }