Unity角色受击身体边缘发光特效实现

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游戏中经常需要制作角色受击打的身体边缘光效果,本文使用的方法是,给Renderer叠加一个制作好的边缘光材质球,并通过脚本动态控制边缘光的渐变效果,表现出受击后的边缘光效果

工程结构如下
1 创建一个材质球HittedMatEffect.mat放在Assets/Resources/Material目录中,使用TransparentRim.shader
注意代码中用了Resources.Load,所以必须放在这个目录里,你可以改成别的方式
2 场景中创建一个Sphere(球体),挂上Runner脚本,运行,点击屏幕任意位置,球体就会表现出受击的边缘光效果了
在这里插入图片描述
运行效果
在这里插入图片描述


代码

TransparentRim.shader

Shader "Effect/TransparentRim" {
	Properties{


	_RimColor("Rim Color", Color) = (0.5,0.5,0.5,0.5)
	_InnerColor("Inner Color", Color) = (0.5,0.5,0.5,0.5)
	_InnerColorPower("Inner Color Power", Range(0.0,1.0)) = 0.5
	_RimPower("Rim Power", Range(0.0,5.0)) = 2.5
	_AlphaPower("Alpha Rim Power", Range(0.0,8.0)) = 4.0
	_AllPower("All Power", Range(0.0, 10.0)) = 1.0


	}
		SubShader{
		Tags { "Queue" = "Transparent" }

		CGPROGRAM
		#pragma surface surf Lambert alpha
		struct Input {
		float3 viewDir;
		INTERNAL_DATA
		};
		float4 _RimColor;
		float _RimPower;
		float _AlphaPower;
		float _AlphaMin;
		float _InnerColorPower;
		float _AllPower;
		float4 _InnerColor;
		void surf(Input IN, inout SurfaceOutput o) {
			half rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal));
			o.Emission = _RimColor.rgb * pow(rim, _RimPower)*_AllPower + (_InnerColor.rgb * 2 * _InnerColorPower);
			o.Alpha = (pow(rim, _AlphaPower))*_AllPower;
		}
		ENDCG
	}
		Fallback "VertexLit"
}

HittedMatEffect.cs

// HittedMatEffect.cs
using UnityEngine;
using System.Collections;

public class HittedMatEffect : MonoBehaviour
{
    bool mbActive = false;
    bool mbInit = false;
    Material mMat = null;
    public float mLife;
    private static int s_InnerColor = -1;
    private static int s_AllPower = -1;
    private static int s_AlphaPower = -1;

    void Awake()
    {
        s_InnerColor = Shader.PropertyToID("_InnerColor");
        s_AllPower = Shader.PropertyToID("_AllPower");
        s_AlphaPower = Shader.PropertyToID("_AlphaPower");
    }

    // Use this for initialization
    /// <summary>
    /// 设置材质颜色
    /// </summary>
    /// <param name="color"></param>
    public void SetColor(Color color)
    {
        mMat.SetColor(s_InnerColor, color);

    }
    
    public void SetLifeTime(float time)
    {
        mLife = time;
    }
    
    public void Active()
    {
        if (!mbInit)
            AddEffect();
        mMat.SetFloat(s_AllPower, 0.9f);
        mbActive = true;
        mLife = 0.2f;

    }

    void Update()
    {
        if (!mbActive)
            return;
        mLife -= Time.deltaTime;
        if (mLife < 0)
        {
            mbActive = false;
            mMat.SetFloat(s_AllPower, 0);
        }
        float v = Mathf.Sin((1 - mLife) * 8 * Mathf.PI) + 2;
        mMat.SetFloat(s_AlphaPower, v);
    }

    void AddEffect()
    {
        Object mat = Resources.Load("Material/HittedMatEffect");
        mMat = GameObject.Instantiate(mat) as Material;
        foreach (var curMeshRender in transform.GetComponentsInChildren<Renderer>())
        {
            Material[] newMaterialArray = new Material[curMeshRender.materials.Length + 1];
            for (int i = 0; i < curMeshRender.materials.Length; i++)
            {
                if (curMeshRender.materials[i].name.Contains("HittedMatEffect"))
                {
                    return;
                }
                else
                {
                    newMaterialArray[i] = curMeshRender.materials[i];
                }
            }
            if (null != mMat)
                newMaterialArray[curMeshRender.materials.Length] = mMat;
            curMeshRender.materials = newMaterialArray;
        }
        mbInit = true;
    }

    void RemoveEffect()
    {
        foreach (var curMeshRender in transform.GetComponentsInChildren<Renderer>())
        {
            int newMaterialArrayCount = 0;
            for (int i = 0; i < curMeshRender.materials.Length; i++)
            {
                if (curMeshRender.materials[i].name.Contains("HittedMatEffect"))
                {
                    newMaterialArrayCount++;
                }
            }

            if (newMaterialArrayCount > 0)
            {
                Material[] newMaterialArray = new Material[newMaterialArrayCount];
                int curMaterialIndex = 0;
                for (int i = 0; i < curMeshRender.materials.Length; i++)
                {
                    if (curMaterialIndex >= newMaterialArrayCount)
                    {
                        break;
                    }
                    if (!curMeshRender.materials[i].name.Contains("HittedMatEffect"))
                    {
                        newMaterialArray[curMaterialIndex] = curMeshRender.materials[i];
                        curMaterialIndex++;
                    }
                }
                curMeshRender.materials = newMaterialArray;
            }

        }
    }
}

Runner.cs

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

public class Runner : MonoBehaviour
{
    // Use this for initialization
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (Input.GetMouseButtonDown(0))
        {
            HittedMatEffect sc = gameObject.GetComponent<HittedMatEffect>();
            if (null == sc)
                sc = gameObject.AddComponent<HittedMatEffect>();
            sc.Active();
            sc.SetColor(Color.red);
        }
    }
}
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