using UnityEngine;
[RequireComponent(typeof(Camera))] // 屏幕后处理特效一般都需要绑定在像机上
public class RollEffect : MonoBehaviour {
public float radius = 0.05f; // 圆半径
public float rollSpeed = 0.8f; // 圆滚动角速度
private Texture rollTex; // 滚动轴纹理
private Texture backTex; // 底部背景纹理
private float rollTime = 0; // 滚动时间
private float maxRollTime; // 最长滚动时间
private float rollDirection = 1; // 滚动方向(1: 向右, -1: 向左)
private Material rollMaterial; // 滚动特效材质
private bool enableRoll = false; // 滚动特效开关
private void Awake() {
rollMaterial = new Material(Shader.Find("Custom/Curl/Roll"));
rollMaterial.hideFlags = HideFlags.DontSave;
rollTex = Resources.Load<Texture>("RollTex");
backTex = Resources.Load<Texture>("BackTex");
}
private void Update() {
if (Input.GetMouseButton(0)) {
rollTime = 0;
maxRollTime = 1 / rollSpeed / radius;
enableRoll = true;
}
}
private void OnRenderImage (RenderTexture source, RenderTexture destination) {
if (enableRoll) {
rollMaterial.SetTexture("_RollTex", rollTex);
rollMaterial.SetTexture("_BackTex", backTex);
rollMaterial.SetFloat("_theta", rollSpeed);
rollMaterial.SetFloat("_r", radius);
rollMaterial.SetFloat("_t", rollTime);
IncreaseTime();
Graphics.Blit (source, destination, rollMaterial);
} else {
Graphics.Blit (source, destination);
}
}
private void IncreaseTime() { // 时间自增
rollTime += rollDirection * Time.deltaTime;
if (rollTime > maxRollTime) {
rollTime = maxRollTime;
rollDirection = -rollDirection; // 反向卷轴
} else if (rollTime < 0) {
rollTime = 0;
rollDirection = -rollDirection;
}
}
}