这里只针对SkinnedMeshRenderer的网格(也就是带蒙皮的网格)残影,主要原理是根据设定的间隔时间连续的截取当前SkinnedMeshRenderer的网格数据并使用Graphics.DrawMesh画出网格。
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属性描述:残影从创建之时起便记录《残影启动时间》,当其生命周期达到或者超过了设定的《残影保留时间》时,该残影即被清除;《残影网格》为残影创建之时从SkinnedMeshRenderer截取而来,保留有当前SkinnedMeshRenderer的网格数据,并依据设定的《残影纹理》在《残影位置》以《残影透明度》DrawMesh。
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属性描述:《残影的生存时间》为每个残影从创建开始到销毁经历的时间,《生成残影的间隔时间》为残影创建后到下一个残影创建的时间,每个残影都会从《初始透明度》逐渐变化到0透明度并销毁。
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刷新残影:
[csharp]
残影存在透明通道,所以必须要设置纹理的渲染模式为fade模式:
[csharp]
三、效果图如下:
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![](https://code.csdn.net/assets/CODE_ico.png)
![](https://code.csdn.net/assets/ico_fork.svg)
一、首先是我们的残影类,为了能及时的Destroy,所以它最好派生至Object:
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- 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;
- }
- }
属性描述:残影从创建之时起便记录《残影启动时间》,当其生命周期达到或者超过了设定的《残影保留时间》时,该残影即被清除;《残影网格》为残影创建之时从SkinnedMeshRenderer截取而来,保留有当前SkinnedMeshRenderer的网格数据,并依据设定的《残影纹理》在《残影位置》以《残影透明度》DrawMesh。
二、我们再定义一个残影特效类来管理残影:
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- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
- /// <summary>
- /// 残影特效
- /// </summary>
- public class AfterImageEffects : MonoBehaviour {
- //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<AfterImage> _AfterImageList;
- private SkinnedMeshRenderer _SkinnedMeshRenderer;
- void Awake () {
- _AfterImageList = new List<AfterImage>();
- _SkinnedMeshRenderer = GetComponent<SkinnedMeshRenderer>();
- }
- 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();
- }
- }
- }
属性描述:《残影的生存时间》为每个残影从创建开始到销毁经历的时间,《生成残影的间隔时间》为残影创建后到下一个残影创建的时间,每个残影都会从《初始透明度》逐渐变化到0透明度并销毁。
生成残影:
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- /// <summary>
- /// 生成残影
- /// </summary>
- 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:
[csharp]
- /// <summary>
- /// 刷新残影
- /// </summary>
- 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._StartTime;
- if (_PassingTime > _AfterImageList._Duration)
- {
- _AfterImageList.Remove(_AfterImageList);
- Destroy(_AfterImageList);
- continue;
- }
- if (_AfterImageList._Material.HasProperty("_Color"))
- {
- _AfterImageList._Alpha *= (1 - _PassingTime / _AfterImageList._Duration);
- _AfterImageColor.a = _AfterImageList._Alpha;
- _AfterImageList._Material.SetColor("_Color", _AfterImageColor);
- }
- Graphics.DrawMesh(_AfterImageList._Mesh, _AfterImageList._Matrix, _AfterImageList._Material, gameObject.layer);
- }
- }
残影存在透明通道,所以必须要设置纹理的渲染模式为fade模式:
[csharp]
- /// <summary>
- /// 设置纹理渲染模式
- /// </summary>
- 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;
- }
- }
三、效果图如下:
![](http://img.manew.com/data/attachment/forum/201702/14/155911djst0wnw9fyzsjyw.png.thumb.jpg)
![](http://img.manew.com/data/attachment/forum/201702/14/155912gambsejdmmjajy1j.png.thumb.jpg)
![](http://img.manew.com/data/attachment/forum/201702/14/155911htj0wgijig4ifs3s.png.thumb.jpg)
四、我将完整的源码贴一遍,只需要新建一个脚本AfterImageEffects,复制以下源码到其中,然后挂在有SkinnedMeshRenderer组件的模型上,并勾选OpenAfterImage,运行便可以看到效果:
[csharp] view plain copy
![](https://code.csdn.net/assets/CODE_ico.png)
- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
- /// <summary>
- /// 残影特效
- /// </summary>
- public class AfterImageEffects : MonoBehaviour {
- //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<AfterImage> _AfterImageList;
- private SkinnedMeshRenderer _SkinnedMeshRenderer;
- void Awake () {
- _AfterImageList = new List<AfterImage>();
- _SkinnedMeshRenderer = GetComponent<SkinnedMeshRenderer>();
- }
- 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();
- }
- }
- /// <summary>
- /// 生成残影
- /// </summary>
- 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));
- }
- }
- /// <summary>
- /// 刷新残影
- /// </summary>
- 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._StartTime;
- if (_PassingTime > _AfterImageList._Duration)
- {
- _AfterImageList.Remove(_AfterImageList);
- Destroy(_AfterImageList);
- continue;
- }
- if (_AfterImageList._Material.HasProperty("_Color"))
- {
- _AfterImageList._Alpha *= (1 - _PassingTime / _AfterImageList._Duration);
- _AfterImageColor.a = _AfterImageList._Alpha;
- _AfterImageList._Material.SetColor("_Color", _AfterImageColor);
- }
- Graphics.DrawMesh(_AfterImageList._Mesh, _AfterImageList._Matrix, _AfterImageList._Material, gameObject.layer);
- }
- }
- /// <summary>
- /// 设置纹理渲染模式
- /// </summary>
- 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;
- }
- }