unity人物模型_Unity 残影效果

原文链接:【Unity Shader : Ghost(残影) unity 残影 unity 移动残影】-教程分享-【游戏蛮牛】-游戏出海,ar增强现实,虚拟现实,unity3d,unity3d教程下载首选u3d,unity3d官网

1.残影shader

// 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"
}

2.残影脚本

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

namespace DragonRun
{

    [ExecuteInEditMode]
    public class GhostEffect : 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 = 3;
            }

        }
    }
}

脚本中个人加入了frame 参数 可以控制残影刷新的间隔 达到残影间隔适中的效果

4.效果图

fcd44d83342f2814b4c8f553fe0d175f.png
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