原文 : http://www.manew.com/thread-106655-1-1.html
这次我们利用人物边缘发光效果来实现人物残影效果
先来看一下效果 →_→大概的原理
1、创建残影:拷贝人物当前Mesh数据作为残影,用MeshFilter+MeshRenderer渲染出来
2、残影有生命周期、创建间隔:残影从创建到慢慢消失的过程,这里采用透明度淡出
3、使用X光Shader
[C#]
纯文本查看 复制代码
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Mesh mesh =
new Mesh ();
meshRender[i].BakeMesh(mesh); |
BakeMesh拷贝网格
拷贝网格很简单,调用SkinnedMeshRenderer的BakeMesh方法
用MeshFilter跟MeshRenderer渲染网格
[C#]
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MeshFilter filter = go.AddComponent<MeshFilter>();filter.mesh = mesh;MeshRenderer meshRen = go.AddComponent<MeshRenderer>();meshRen.material = meshRender[i].material;meshRen.material.shader = ghostShader;//设置xray效果
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MeshFilter:网格过滤器用于从你的资源中获取网格信息(Mesh)并将其传递到用于将其渲染到屏幕的网格渲染器当中
MeshRenderer:但是想要渲染出网格,还需要用到MeshRenderer哦
完整代码
[C#]
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using
UnityEngine;
using
System.Collections;
using
System.Collections.Generic;
public
class GhostShadow : MonoBehaviour {
//持续时间
public
float duration = 2f;
//创建新残影间隔
public
float interval = 0.1f;
//边缘颜色强度
[Range(-1, 2)]
public
float Intension = 1;
//网格数据
SkinnedMeshRenderer[] meshRender;
//X-ray
Shader ghostShader;
void
Start () {
//获取身上所有的Mesh
meshRender =
this.gameObject.GetComponentsInChildren<SkinnedMeshRenderer> ();
ghostShader = Shader.Find("lijia/Xray");
}
private
float lastTime = 0;
private
Vector3 lastPos = Vector3.zero;
void
Update () {
//人物有位移才创建残影
if
(lastPos == this.transform.position)
{
return;
}
lastPos =
this.transform.position;
if(Time.time - lastTime < interval){//残影间隔时间
return;
}
lastTime = Time.time;
if
(meshRender == null)
return;
for
(int
i = 0; i < meshRender.Length; i++) {
Mesh mesh =
new Mesh ();
meshRender[i].BakeMesh(mesh);
GameObject go =
new GameObject();
go.hideFlags = HideFlags.HideAndDontSave;
GhostItem item = go.AddComponent<GhostItem>();//控制残影消失
item.duration = duration;
item.deleteTime = Time.time + duration;
MeshFilter filter = go.AddComponent<MeshFilter>();
filter.mesh = mesh;
MeshRenderer meshRen = go.AddComponent<MeshRenderer>();
meshRen.material = meshRender[i].material;
meshRen.material.shader = ghostShader;//设置xray效果
meshRen.material.SetFloat("_Intension", Intension);//颜色强度传入shader中
go.transform.localScale = meshRender[i].transform.localScale;
go.transform.position = meshRender[i].transform.position;
go.transform.rotation = meshRender[i].transform.rotation;
item.meshRenderer = meshRen;
}
}
} |
GhostItem
[C#]
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using
System;
using
UnityEngine;
public
class GhostItem : MonoBehaviour
{ //持续时间
public
float duration;
//销毁时间
public
float deleteTime;
public
MeshRenderer meshRenderer;
void
Update(){
float
tempTime = deleteTime - Time.time;
if
(tempTime <= 0) {//到时间就销毁
GameObject.Destroy (this.gameObject);
}
else if(meshRenderer.material){
float
rate = tempTime/duration;//计算生命周期的比例
Color cal = meshRenderer.material.GetColor("_RimColor");
cal.a *= rate;//设置透明通道
meshRenderer.material.SetColor("_RimColor", cal);
}
}
} |
最后的话
这篇就写完啦,这种实现方式的优点就是残影可以实时捕捉动作,比较动态。缺点是比较消耗性能,频繁创建网格,相当于要多渲染那么多个人物。
来源:博客“那个少年”