Unity3D中物体移动拖影

两个脚本即可实现

脚本一:获取对象下的skinMeshRenderer或者meshRenderer组件

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

namespace DragonRun
{

    [ExecuteInEditMode]
    public class PlayerShadow : MonoBehaviour
    {
        public Shader curShader;
        private List<Vector3> offsets = new List<Vector3>(); // 存储前几帧的坐标
        private List<Material> mats = new List<Material>(); // 存储人物的材质,用于给shader传参数
                                                            // Use this for initialization
        void Start()
        {
            offsets.Add(transform.position);
            offsets.Add(transform.position);
            offsets.Add(transform.position);
            offsets.Add(transform.position);

            var skinMeshRenderer = gameObject.GetComponentsInChildren<SkinnedMeshRenderer>();
            foreach (var mr in skinMeshRenderer)
                mats.Add(mr.material);

            var meshRenderer = gameObject.GetComponentsInChildren<MeshRenderer>();
            foreach (var mr in meshRenderer)
                mats.Add(mr.material);

            foreach (var mat in mats)
                mat.shader = curShader;

        }

        private int frame = 3;
        // Update is called once per frame
        void Update()
        {
            this.frame--;
            if (this.frame <= 0)
            {
                foreach (var mat in mats) // 每帧将之前的位置传入shader中
                {
                    mat.SetVector("_Offset0", offsets[3] - transform.position);
                    mat.SetVector("_Offset1", offsets[2] - transform.position);
                    mat.SetVector("_Offset2", offsets[1] - transform.position);
                    mat.SetVector("_Offset3", offsets[0] - transform.position);
                }
                offsets.Add(transform.position);
                offsets.RemoveAt(0);
                this.frame = 99;//此处修改控制残影显示的间隔
            }

        }
    }
}

脚本二:构建标准Shader脚本,根据上面脚本中记录的帧信息进行残影显示

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

Shader "Custom/Ghost" {
    Properties{
        _MainTex("Main Tex", 2D) = "white" {}
        _Offset0("Offset 0", vector) = (0, 0, 0, 0) // 这里只显示4个残影,所以传入4个偏移值
        _Offset1("Offset 1", vector) = (0, 0, 0, 0)
        _Offset2("Offset 2", vector) = (0, 0, 0, 0)
        _Offset3("Offset 3", vector) = (0, 0, 0, 0)
    }

        CGINCLUDE
#include "UnityCG.cginc"

            sampler2D _MainTex;

        float4 _Offset0;
        float4 _Offset1;
        float4 _Offset2;
        float4 _Offset3;

        struct v2f {
            float4 pos : POSITION;
            float2 uv : TEXCOORD0;
        };

        v2f vert_normal(appdata_base v) {
            v2f o;
            o.pos = UnityObjectToClipPos(v.vertex);
            o.uv = v.texcoord;
            return o;
        }

        v2f vert_offset_1(appdata_base v) {
            v2f o;
            float4 pos = mul(unity_ObjectToWorld, v.vertex);
            o.pos = mul(UNITY_MATRIX_VP, pos + _Offset0);
            o.uv = v.texcoord;
            return o;
        }


        v2f vert_offset_2(appdata_base v) {
            v2f o;
            float4 pos = mul(unity_ObjectToWorld, v.vertex);
            o.pos = mul(UNITY_MATRIX_VP, pos + _Offset1);
            o.uv = v.texcoord;
            return o;
        }

        v2f vert_offset_3(appdata_base v) {
            v2f o;
            float4 pos = mul(unity_ObjectToWorld, v.vertex);
            o.pos = mul(UNITY_MATRIX_VP, pos + _Offset2);
            o.uv = v.texcoord;
            return o;
        }

        v2f vert_offset_4(appdata_base v) {
            v2f o;
            float4 pos = mul(unity_ObjectToWorld, v.vertex);
            o.pos = mul(UNITY_MATRIX_VP, pos + _Offset3);
            o.uv = v.texcoord;
            return o;
        }


        float4 frag_normal(v2f i) : COLOR{
            return tex2D(_MainTex, i.uv);
        }

            float4 frag_color(v2f i) : COLOR{ // 将残影的alpha值设为0.5
                float4 c;
                c = tex2D(_MainTex, i.uv);
                c.w = 0.5;
                return c;
        }
            ENDCG

            SubShader { // 这里用4个pass来渲染残影,第5个pass渲染自身
            Pass{ // 从最远的开始渲染
                ZWrite Off
                Blend SrcAlpha OneMinusSrcAlpha

                CGPROGRAM
                #pragma vertex vert_offset_4
                #pragma fragment frag_color
                ENDCG
            }

                Pass{
                    ZWrite Off
                    Blend SrcAlpha OneMinusSrcAlpha

                    CGPROGRAM
                    #pragma vertex vert_offset_3
                    #pragma fragment frag_color
                    ENDCG
            }

                Pass{
                    ZWrite Off
                    Blend SrcAlpha OneMinusSrcAlpha

                    CGPROGRAM
                    #pragma vertex vert_offset_2
                    #pragma fragment frag_color
                    ENDCG
            }

                Pass{
                    ZWrite Off
                    Blend SrcAlpha OneMinusSrcAlpha

                    CGPROGRAM
                    #pragma vertex vert_offset_1
                    #pragma fragment frag_color
                    ENDCG
            }

                Pass{ // 渲染自身,这时要开启 ZWrite
                    Blend SrcAlpha OneMinusSrcAlpha

                    CGPROGRAM
                    #pragma vertex vert_normal
                    #pragma fragment frag_normal
                    ENDCG
            }
        }
        FallBack "Diffuse"
}

最后,将PlayerShadow脚本挂在物体上,并将shader脚本赋值给Cur Shader变量,运行如下图所示:
在这里插入图片描述
注意:加上脚本后,未运行状态下,鼠标拖动物体也会产生拖影,因为存储了帧数据,并没有删除,只能迭代。

  • 0
    点赞
  • 2
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
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
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