Unity VR黑屏

picosdk里面的,有修改

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ScreenFade : MonoBehaviour
{
    [Tooltip("颜色")]
    public Color fadeColor = new Color(0.0f, 0.0f, 0.0f, 1.0f);
    private int renderQueue = 4000;
    private MeshRenderer gradientMeshRenderer;
    private MeshFilter gradientMeshFilter;
    private Material gradientMaterial = null;
    private bool isGradient = false;
    private float currentAlpha;
    private float nowFadeAlpha;
    private List<Vector3> verts;
    private List<int> indices;
    private int N = 5;

    void Awake()
    {
        CreateFadeMesh();
        SetNowFadeAlpha(0f);
    }

    void OnDestroy()
    {
        DestoryGradientMesh();
    }

    private void CreateFadeMesh()
    {
        verts = new List<Vector3>();
        indices = new List<int>();
        gradientMaterial = new Material(Shader.Find("HappyMaster/ScreenFade"));
        gradientMeshFilter = gameObject.AddComponent<MeshFilter>();
        gradientMeshRenderer = gameObject.AddComponent<MeshRenderer>();

        CreateModel();
    }


    public void SetNowFadeAlpha(float alpha)
    {
        nowFadeAlpha = alpha;
        SetAlpha();
    }

    /// <summary>
    /// 渐显
    /// </summary>
    public void FadeIn(float gradientTime = 5f)
    {
        StartCoroutine(ScreenFadeIn(gradientTime));

    }
    /// <summary>
    /// 渐隐
    /// </summary>
    public void FadeOut(float gradientTime = 5f)
    {
        StartCoroutine(ScreenFadeOut(gradientTime));
    }
    IEnumerator ScreenFadeIn(float gradientTime = 5f)
    {
        float nowTime = 0.0f;
        while (nowTime < gradientTime)
        {
            nowTime += Time.deltaTime;
            nowFadeAlpha = Mathf.Lerp(1.0f, 0, Mathf.Clamp01(nowTime / gradientTime));
            SetAlpha();
            yield return null;
        }
    }
    IEnumerator ScreenFadeOut(float gradientTime = 5f)
    {
        float nowTime = 0.0f;
        while (nowTime < gradientTime)
        {
            nowTime += Time.deltaTime;
            nowFadeAlpha = Mathf.Lerp(0, 1f, Mathf.Clamp01(nowTime / gradientTime));
            SetAlpha();
            yield return null;
        }
    }

    private void SetAlpha()
    {
        Color color = fadeColor;
        color.a = Mathf.Max(currentAlpha, nowFadeAlpha);
        isGradient = color.a > 0;
        if (gradientMaterial != null)
        {
            gradientMaterial.color = color;
            gradientMaterial.renderQueue = renderQueue;
            gradientMeshRenderer.material = gradientMaterial;
            gradientMeshRenderer.enabled = isGradient;
        }
    }

    void CreateModel()
    {
        for (float i = -N / 2f; i <= N / 2f; i++)
        {
            for (float j = -N / 2f; j <= N / 2f; j++)
            {
                verts.Add(new Vector3(i, j, -N / 2f));
            }
        }
        for (float i = -N / 2f; i <= N / 2f; i++)
        {
            for (float j = -N / 2f; j <= N / 2f; j++)
            {
                verts.Add(new Vector3(N / 2f, j, i));
            }
        }
        for (float i = -N / 2f; i <= N / 2f; i++)
        {
            for (float j = -N / 2f; j <= N / 2f; j++)
            {
                verts.Add(new Vector3(i, N / 2f, j));
            }
        }
        for (float i = -N / 2f; i <= N / 2f; i++)
        {
            for (float j = -N / 2f; j <= N / 2f; j++)
            {
                verts.Add(new Vector3(-N / 2f, j, i));
            }
        }
        for (float i = -N / 2f; i <= N / 2f; i++)
        {
            for (float j = -N / 2f; j <= N / 2f; j++)
            {
                verts.Add(new Vector3(i, j, N / 2f));
            }
        }
        for (float i = -N / 2f; i <= N / 2f; i++)
        {
            for (float j = -N / 2f; j <= N / 2f; j++)
            {
                verts.Add(new Vector3(i, -N / 2f, j));
            }
        }

        for (int i = 0; i < verts.Count; i++)
        {
            verts[i] = verts[i].normalized * 0.7f;
        }

        CreateMakePos(0);
        CreateMakePos(1);
        CreateMakePos(2);
        OtherMakePos(3);
        OtherMakePos(4);
        OtherMakePos(5);
        Mesh mesh = new Mesh();
        mesh.vertices = verts.ToArray();
        mesh.triangles = indices.ToArray();
        mesh.RecalculateNormals();
        mesh.RecalculateBounds();
        Vector3[] normals = mesh.normals;
        for (int i = 0; i < normals.Length; i++)
        {
            normals[i] = -normals[i];
        }
        mesh.normals = normals;
        int[] triangles = mesh.triangles;
        for (int i = 0; i < triangles.Length; i += 3)
        {
            int t = triangles[i];
            triangles[i] = triangles[i + 2];
            triangles[i + 2] = t;
        }
        mesh.triangles = triangles;
        gradientMeshFilter.mesh = mesh;
    }
    public void CreateMakePos(int num)
    {
        for (int i = 0; i < N; i++)
        {
            for (int j = 0; j < N; j++)
            {
                int index = j * (N + 1) + (N + 1) * (N + 1) * num + i;
                int up = (j + 1) * (N + 1) + (N + 1) * (N + 1) * num + i;
                indices.AddRange(new int[] { index, index + 1, up + 1 });
                indices.AddRange(new int[] { index, up + 1, up });
            }
        }
    }
    public void OtherMakePos(int num)
    {
        for (int i = 0; i < N + 1; i++)
        {
            for (int j = 0; j < N + 1; j++)
            {
                if (i != N && j != N)
                {
                    int index = j * (N + 1) + (N + 1) * (N + 1) * num + i;
                    int up = (j + 1) * (N + 1) + (N + 1) * (N + 1) * num + i;
                    indices.AddRange(new int[] { index, up + 1, index + 1 });
                    indices.AddRange(new int[] { index, up, up + 1 });
                }
            }
        }
    }
    private void DestoryGradientMesh()
    {
        if (gradientMeshRenderer != null)
            Destroy(gradientMeshRenderer);

        if (gradientMaterial != null)
            Destroy(gradientMaterial);

        if (gradientMeshFilter != null)
            Destroy(gradientMeshFilter);
    }
}


Shader "HappyMaster/ScreenFade" {
	Properties{
		 _Color("Color", Color) = (0,0,0,1)
	}
		SubShader{
		Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
		LOD 100

		ZWrite Off
		ZTest Always
		Blend SrcAlpha OneMinusSrcAlpha
		Color[_Color]

		Pass{}
	}
}
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