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
}
}
}
}