Unity中实现类似于 Grid Visual效果

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在Game面板中实现类似于Scene面板中Grid Visual的显示效果。

以下为鼠标操作,也可以在Scene中拖动Camera的Y轴展示相同效果。

 

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

[RequireComponent(typeof(Camera))]
public class DrawGroundGrid : MonoBehaviour
{
    [SerializeField]
    private float _disNear = 3.0f;
    [SerializeField]
    private float _disMiddle = 15.0f;

    private Transform _cameraTR;
    private Material _lineMaterial;

    private List<Vector3> _listNearPoints;
    private float _nearAlpha = 1.0f;
    private List<Vector3> _listMiddlePoints;
    private float _middAlpha = 1.0f;
    private List<Vector3> _listFarPoints;

    void Start()
    {
        _cameraTR = GetComponent<Transform>();

        //材质球Shader,会影响透明度
        _lineMaterial = new Material(Shader.Find("Unlit/ProfileAnalyzerShader"));
        _listNearPoints = new List<Vector3>();
        _listMiddlePoints = new List<Vector3>();
        _listFarPoints = new List<Vector3>();

        //GroundGrid长宽为1000*1000
        for (int i = -1000; i < 1001; i++)
        {
            if (i % 10 != 0)
            { //最小网格
                _listNearPoints.Add(new Vector3(i, 0, 1000));
                _listNearPoints.Add(new Vector3(i, 0, -1000));

                _listNearPoints.Add(new Vector3(1000, 0, i));
                _listNearPoints.Add(new Vector3(-1000, 0, i));
            }
            else if (i % 100 != 0)
            {//中间网格
                _listMiddlePoints.Add(new Vector3(i, 0, 1000));
                _listMiddlePoints.Add(new Vector3(i, 0, -1000));

                _listMiddlePoints.Add(new Vector3(1000, 0, i));
                _listMiddlePoints.Add(new Vector3(-1000, 0, i));
            }
            else
            {//最大网格
                _listFarPoints.Add(new Vector3(i, 0, 1000));
                _listFarPoints.Add(new Vector3(i, 0, -1000));

                _listFarPoints.Add(new Vector3(1000, 0, i));
                _listFarPoints.Add(new Vector3(-1000, 0, i));
            }
        }
    }

    private void LateUpdate()
    {//最小网格透明度  立方的目的是为了加快渐变效果
        _nearAlpha = (float)Math.Min(Math.Pow(_disNear / _cameraTR.position.y, 3.0f), 1);

        if (_nearAlpha < 0.1f)
        {//当最小网格不可见时 开始计算中间网格透明度
            _nearAlpha = 0;
            _middAlpha = (float)Math.Min(Math.Pow(_disMiddle / _cameraTR.position.y, 3.0f), 1);
            _middAlpha = _middAlpha < 0.1f ? 0 : _middAlpha;
        }
        else
        {
            _middAlpha = 1;
        }
    }

    /// <summary>Camera 系统方法</summary>
    private void OnPostRender()
    {
        GL.PushMatrix();
        _lineMaterial.SetPass(0);
        GL.Begin(GL.LINES);

        GL.Color(new Color(0.5f, 0.5f, 0.5f, 1));
        for (int i = 0; i < _listFarPoints.Count - 1; i++)
        {
            GL.Vertex(_listFarPoints[i]);
            GL.Vertex(_listFarPoints[i + 1]);
            i++;
        }

        GL.Color(new Color(0.5f, 0.5f, 0.5f, _middAlpha));
        for (int i = 0; i < _listMiddlePoints.Count - 1; i++)
        {
            GL.Vertex(_listMiddlePoints[i]);
            GL.Vertex(_listMiddlePoints[i + 1]);
            i++;
        }

        GL.Color(new Color(0.5f, 0.5f, 0.5f, _nearAlpha));
        for (int i = 0; i < _listNearPoints.Count - 1; i++)
        {
            GL.Vertex(_listNearPoints[i]);
            GL.Vertex(_listNearPoints[i + 1]);
            i++;
        }

        GL.End();
        GL.PopMatrix();
    }
}
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