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ParticleSystemClipper.cs
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(UIPanel))]
public class ParticleSystemClipper : MonoBehaviour
{
const string ShaderName = "Bleach/Particles Additive Area Clip";
const float ClipInterval = 1f;
UIPanel m_targetPanel;
Shader m_shader;
void Start()
{
// find panel
m_targetPanel = gameObject.GetComponent<UIPanel>();
m_shader = Shader.Find(ShaderName);
if (!IsInvoking("Clip"))
InvokeRepeating("Clip", 0, ClipInterval);
}
Vector4 CalcClipArea()
{
Vector4 nguiArea = new Vector4();
var clipRegion = m_targetPanel.finalClipRegion;
nguiArea.x = clipRegion.x - clipRegion.z / 2;
nguiArea.y = clipRegion.y - clipRegion.w / 2;
nguiArea.z = clipRegion.x + clipRegion.z / 2;
nguiArea.w = clipRegion.y + clipRegion.w / 2;
UIRoot uiRoot = SanguoHome.instance.gameObject.GetComponent<UIRoot>();
float h = 2;
float w = h * Screen.width / Screen.height;
Vector4 clipArea = new Vector4();
Vector3 pos = m_targetPanel.transform.position - uiRoot.transform.position;
clipArea.x = pos.x + nguiArea.x * w / uiRoot.manualWidth;
clipArea.y = pos.y + nguiArea.y * h / uiRoot.manualHeight;
clipArea.z = pos.x + nguiArea.z * w / uiRoot.manualWidth;
clipArea.w = pos.y + nguiArea.w * h / uiRoot.manualHeight;
return clipArea;
}
void Clip()
{
Vector4 clipArea = CalcClipArea();
ParticleSystem[] particleSystems = gameObject.GetComponentsInChildren<ParticleSystem>(true);
for (int i = 0; i < particleSystems.Length; i++)
{
ParticleSystem ps = particleSystems[i];
Material mat = ps.renderer.material;
if (mat.shader.name != ShaderName)
mat.shader = m_shader;
mat.SetVector("_Area", clipArea);
}
}
void OnDestroy()
{
CancelInvoke("Clip");
}
}
ParticlesAdditiveAreaClip.shader
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 = mul(UNITY_MATRIX_MVP, v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
o.color = v.color;
o.worldPos = mul(_Object2World, 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
}
}
}
}