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  • Unity角色残影特效

    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;
        }
    }


    属性描述:残影从创建之时起便记录《残影启动时间》,当其生命周期达到或者超过了设定的《残影保留时间》时,该残影即被清除;《残影网格》为残影创建之时从SkinnedMeshRenderer截取而来,保留有当前SkinnedMeshRenderer的网格数据,并依据设定的《残影纹理》在《残影位置》以《残影透明度》DrawMesh。


    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;
        }
    }
    


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  • 原文地址:https://www.cnblogs.com/liang123/p/6325844.html
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