summaryrefslogtreecommitdiff
path: root/Assets/Scripts/Effects/AfterImageEffects.cs
diff options
context:
space:
mode:
authorchai <chaifix@163.com>2020-10-21 22:51:18 +0800
committerchai <chaifix@163.com>2020-10-21 22:51:18 +0800
commitdf84ee7e568fa500fec7b1865b966345b814e68f (patch)
treed1f6323abcd920cdafe773d83cd70586813312b2 /Assets/Scripts/Effects/AfterImageEffects.cs
parent348306caec8f3c1aebee14523f7ae7d9b2c452b3 (diff)
+ 残影特效
Diffstat (limited to 'Assets/Scripts/Effects/AfterImageEffects.cs')
-rw-r--r--Assets/Scripts/Effects/AfterImageEffects.cs186
1 files changed, 186 insertions, 0 deletions
diff --git a/Assets/Scripts/Effects/AfterImageEffects.cs b/Assets/Scripts/Effects/AfterImageEffects.cs
new file mode 100644
index 00000000..a19be897
--- /dev/null
+++ b/Assets/Scripts/Effects/AfterImageEffects.cs
@@ -0,0 +1,186 @@
+using UnityEngine;
+using System.Collections;
+using System.Collections.Generic;
+/// <summary>
+/// 残影特效
+/// </summary>
+public class AfterImageEffects : MonoBehaviour
+{
+
+ public Material[] materials = new Material[8];
+
+ //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);
+ }
+
+ // 绘制submesh
+ for(int j = 0; j < _AfterImageList[i]._Mesh.subMeshCount; ++j)
+ {
+ if (j >= 4) continue;
+ Graphics.DrawMesh(_AfterImageList[i]._Mesh, _AfterImageList[i]._Matrix, /*_AfterImageList[i]._Material*/materials[j], gameObject.layer, null, j);
+ }
+ }
+ }
+ /// <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;
+ }
+
+} \ No newline at end of file