From 22891bf59032ba88262824255a706d652031384b Mon Sep 17 00:00:00 2001 From: chai Date: Thu, 10 Mar 2022 14:07:40 +0800 Subject: * move folder --- Assets/Scripts/Effects/AfterImageEffects.cs | 186 ---------------------------- 1 file changed, 186 deletions(-) delete mode 100644 Assets/Scripts/Effects/AfterImageEffects.cs (limited to 'Assets/Scripts/Effects/AfterImageEffects.cs') diff --git a/Assets/Scripts/Effects/AfterImageEffects.cs b/Assets/Scripts/Effects/AfterImageEffects.cs deleted file mode 100644 index e6dd57e7..00000000 --- a/Assets/Scripts/Effects/AfterImageEffects.cs +++ /dev/null @@ -1,186 +0,0 @@ -// using UnityEngine; -//using System.Collections; -//using System.Collections.Generic; -///// -///// 残影特效 -///// -//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 _AfterImageList; -// private SkinnedMeshRenderer _SkinnedMeshRenderer; - -// void Awake() -// { -// _AfterImageList = new List(); -// _SkinnedMeshRenderer = GetComponent(); -// } -// 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(); -// } -// } -// /// -// /// 生成残影 -// /// -// 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 -// /// -// 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); -// } -// } -// } -// /// -// /// 设置纹理渲染模式 -// /// -// 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 -- cgit v1.1-26-g67d0