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:
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。