使用RenderTexture渲染粒子到UI上
一、 问题描述:
1)我使用Particle System组件创建了一个流星效果,在UI中多处使用。于是想到用RenderTexture将其映射成一张图,赋值给RawImage。
2)问题一:RenderTexture根本映射不出画面
3)问题二:好不容易解决问题一,接着又发现映射的画面不刷新,直接叠加上一帧的画面。
4)我使用的Unity版本是Unity2019.3.7f1。
二、 问题解决:
- 问题一解决办法:
RawImage使用材质,材质的Shader使用下面的这个:
Shader "UI/Default No-Alpha"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Fog { Mode Off }
Blend One Zero
ColorMask [_ColorMask]
Blend One OneMinusSrcAlpha // 源rgba*1 + 背景rgba*(1-源A值)
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
};
fixed4 _Color;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy -= (_ScreenParams.zw-1.0);
#endif
OUT.color = IN.color * _Color;
return OUT;
}
sampler2D _MainTex;
fixed4 frag(v2f IN) : SV_Target
{
half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
//clip (color.a - 0.01);
return color;
}
ENDCG
}
}
}
附原文链接:粒子特效无法渲染到rendertexture上