Ngui ScrollView 遮挡粒子效果

 

脚本挂在在Scrollview身上 指定UIRoot进行裁剪....

1.脚本代码...

using System;
using UnityEngine;

[RequireComponent(typeof(UIPanel))]
public class ParticleSystemClipper : MonoBehaviour
{
    const string ShaderName = "Bleach/Particles Additive Area Clip";
    const float ClipInterval = 0.5f;

    UIPanel m_targetPanel;
    Shader m_shader;
    public UIRoot uiRoot;
    void Start()
    {
        // find panel
        m_targetPanel = GetComponent<UIPanel>();

        if (m_targetPanel == null)
            throw new ArgumentNullException("Cann't find the right UIPanel");
        if (m_targetPanel.clipping != UIDrawCall.Clipping.SoftClip)
            throw new InvalidOperationException("Don't need to clip");

        m_shader = Shader.Find(ShaderName);

        if (!IsInvoking("Clip"))
            InvokeRepeating("Clip", 0, ClipInterval);
    }

    Vector4 CalcClipArea()
    {
        var clipRegion = m_targetPanel.finalClipRegion;
        Vector4 nguiArea = new Vector4()
        {
            x = clipRegion.x - clipRegion.z / 2,
            y = clipRegion.y - clipRegion.w / 2,
            z = clipRegion.x + clipRegion.z / 2,
            w = clipRegion.y + clipRegion.w / 2
        };

        //var uiRoot = GetComponent<UIRoot>();
        var pos = m_targetPanel.transform.position - uiRoot.transform.position;
        float h = 2;
        float temp = h / uiRoot.manualHeight;

        return new Vector4()
        {
            x = pos.x + nguiArea.x * temp,
            y = pos.y + nguiArea.y * temp,
            z = pos.x + nguiArea.z * temp,
            w = pos.y + nguiArea.w * temp
        };
    }

    void Clip()
    {
        Vector4 clipArea = CalcClipArea();
        var particleSystems = this.GetComponentsInChildren<ParticleSystem>();

        for (int i = 0; i < particleSystems.Length; i++)
        {
            var ps = particleSystems[i];
            var mat = ps.GetComponent<Renderer>().material;

            if (mat.shader.name != ShaderName)
                mat.shader = m_shader;

            mat.SetVector("_Area", clipArea);
        }
    }

    void OnDestroy()
    {
        CancelInvoke("Clip");
    }
}

2.Shader代码....

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Bleach/Particles Additive Area Clip"
{
	Properties
	{
		_TintColor("Tint Color", Color) = (0.5,0.5,0.5,0.5)
		_MainTex("Particle Texture", 2D) = "white" {}
	_Area("Area", Vector) = (0,0,1,1)
	}

		Category
	{
		Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
		Blend SrcAlpha One
		AlphaTest Greater .01
		ColorMask RGB
		Cull Off
		Lighting Off
		ZWrite Off
		Fog{ Color(0,0,0,0) }

		SubShader
	{
		Pass
	{
		CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles

#include "UnityCG.cginc"

		sampler2D _MainTex;
	fixed4 _TintColor;
	float4 _Area;

	struct appdata_t
	{
		float4 vertex : POSITION;
		fixed4 color : COLOR;
		float2 texcoord : TEXCOORD0;
	};

	struct v2f
	{
		float4 vertex : SV_POSITION;
		fixed4 color : COLOR;
		float2 texcoord : TEXCOORD0;
		float2 worldPos : TEXCOORD1;
	};

	float4 _MainTex_ST;

	v2f vert(appdata_t v)
	{
		v2f o;
		o.vertex = UnityObjectToClipPos(v.vertex);
		o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
		o.color = v.color;
		o.worldPos = mul(unity_ObjectToWorld, v.vertex).xy;
		return o;
	}

	fixed4 frag(v2f i) : SV_Target
	{
		bool inArea = i.worldPos.x >= _Area.x && i.worldPos.x <= _Area.z && i.worldPos.y >= _Area.y && i.worldPos.y <= _Area.w;
	return inArea ? 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord) : fixed4(0,0,0,0);
	}
		ENDCG
	}
	}
	}
}

 

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