Unity 科技透视模式效果

项目场景:

提示:这里简述项目相关背景:

例如:当在科技风场景下,想把场景带有科技风格一点,可以尝试把相机的渲染改一下。主要还是shader

Shader "Custom/Overdraw"
{
    SubShader
    {
        Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
        LOD 100
        Fog { Mode Off }
        ZWrite Off
        ZTest Always
        Blend One One
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
         
            #include "UnityCG.cginc"
 
            struct appdata
            {
                float4 vertex : POSITION;
            };
            struct v2f
            {
                float4 vertex : SV_POSITION;
            };
            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                return o;
            }
            fixed4 frag (v2f i) : SV_Target
            {
                return fixed4(0.1, 0.04, 0.02, 0);
            }
            ENDCG
        }
    }
}

控制代码:DebugOverdrawMode

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
[RequireComponent(typeof(Camera))]
public class DebugOverdrawMode : MonoBehaviour {
 
    public Shader m_OverdrawShader;
 
    private Camera m_Camera;
    private bool m_SceneFogSettings = false;
    private CameraClearFlags m_ClearFlagSetting;
    private Color m_BackGroundColor;
    void Awake()
    {
        m_Camera = GetComponent<Camera>();
        StoreParam();
    }
    //void OnLevelWasLoaded()
    //{
    //    //每次场景加载取消雾效,缓存并在OnDisable后恢复
    //    m_SceneFogSettings = RenderSettings.fog;
    //    RenderSettings.fog = false;
    //}
    void StoreParam()
    {
        m_SceneFogSettings = RenderSettings.fog;
        RenderSettings.fog = false;
        m_ClearFlagSetting = m_Camera.clearFlags;
        m_BackGroundColor = m_Camera.backgroundColor;
    }
    void OnEnable()
    {
        if (m_OverdrawShader == null)
        {
            m_OverdrawShader = Shader.Find("Custom/Overdraw");
            //m_OverdrawShader = UnityEditor.EditorGUIUtility.LoadRequired("SceneView/SceneViewShowOverdraw.shader") as Shader; //应用unity自带shader即可达到相同效果
        }
        if (m_OverdrawShader != null && m_Camera != null)
        {
            RenderSettings.fog = false;
            m_Camera.clearFlags = CameraClearFlags.Color;
            m_Camera.backgroundColor = Color.black;
            m_Camera.SetReplacementShader(m_OverdrawShader, "");
            bChanged = true;
        }
    }
 
    void OnDisable()
    {
        if (m_Camera != null)
        {
            RestoreParam();
        }
    }
 
    void RestoreParam()
    {
        RenderSettings.fog = m_SceneFogSettings;
        //m_Camera.SetReplacementShader(null, ""); //和下面效果相同
        m_Camera.ResetReplacementShader();
        m_Camera.backgroundColor = m_BackGroundColor;
        m_Camera.clearFlags = m_ClearFlagSetting;
    }
 
    //测试方法 为了方便切换  可在非运行模式下测试
    bool bChanged;
    bool bInited;
    [ContextMenu("ChangeMode")]
    public void ChangeMode()
    {
        if (bChanged)
        {
            RestoreParam();
        }
        else
        {
            if (!bInited)
            {
                m_Camera = GetComponent<Camera>();
                StoreParam();
                m_OverdrawShader = Shader.Find("Custom/Overdraw");
                bInited = true;
            }
            RenderSettings.fog = false;
            m_Camera.clearFlags = CameraClearFlags.Color;
            m_Camera.backgroundColor = Color.black;
            m_Camera.SetReplacementShader(m_OverdrawShader, "");
        }
        bChanged = !bChanged;
    }
}

效果图:

在这里插入图片描述

  • 0
    点赞
  • 11
    收藏
    觉得还不错? 一键收藏
  • 打赏
    打赏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包

打赏作者

夜空晚星灿烂

你的鼓励将是我创作的最大动力

¥1 ¥2 ¥4 ¥6 ¥10 ¥20
扫码支付:¥1
获取中
扫码支付

您的余额不足,请更换扫码支付或充值

打赏作者

实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值