残影特效在网上有很多例子,比如这个,我参考着自己整合了一下,算是整合了一个比较完整且特别简单易用的出来,只需要一个脚本挂上去无需任何设定就能用。
这里只针对SkinnedMeshRenderer的网格(也就是带蒙皮的网格)残影,主要原理是根据设定的间隔时间连续的截取当前SkinnedMeshRenderer的网格数据并使用Graphics.DrawMesh画出网格。
一、首先是我们的残影类,为了能及时的Destroy,所以它最好派生至Object:
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; } }
二、我们再定义一个残影特效类来管理残影:
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(); } } }
属性描述:《残影的生存时间》为每个残影从创建开始到销毁经历的时间,《生成残影的间隔时间》为残影创建后到下一个残影创建的时间,每个残影都会从《初始透明度》逐渐变化到0透明度并销毁。
生成残影:
/// <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)); } }
刷新残影:
/// <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) { _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); } }
残影存在透明通道,所以必须要设置纹理的渲染模式为fade模式:
/// <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; } }
三、效果图如下:
四、我将完整的源码贴一遍,只需要新建一个脚本AfterImageEffects,复制以下源码到其中,然后挂在有SkinnedMeshRenderer组件的模型上,并勾选OpenAfterImage,运行便可以看到效果:
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) { _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> /// 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 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; } }