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Unity實(shí)現(xiàn)角色受擊身體邊緣發(fā)光特效的方法

發(fā)布時(shí)間:2020-08-03 11:53:01 來(lái)源:億速云 閱讀:252 作者:小豬 欄目:編程語(yǔ)言

這篇文章主要講解了Unity實(shí)現(xiàn)角色受擊身體邊緣發(fā)光特效的方法,內(nèi)容清晰明了,對(duì)此有興趣的小伙伴可以學(xué)習(xí)一下,相信大家閱讀完之后會(huì)有幫助。

游戲中經(jīng)常需要制作角色受擊打的身體邊緣光效果,本文使用的方法是,給Renderer疊加一個(gè)制作好的邊緣光材質(zhì)球,并通過(guò)腳本動(dòng)態(tài)控制邊緣光的漸變效果,表現(xiàn)出受擊后的邊緣光效果

工程結(jié)構(gòu)如下

1 創(chuàng)建一個(gè)材質(zhì)球HittedMatEffect.mat放在Assets/Resources/Material目錄中,使用TransparentRim.shader
注意代碼中用了Resources.Load,所以必須放在這個(gè)目錄里,你可以改成別的方式
2 場(chǎng)景中創(chuàng)建一個(gè)Sphere(球體),掛上Runner腳本,運(yùn)行,點(diǎn)擊屏幕任意位置,球體就會(huì)表現(xiàn)出受擊的邊緣光效果了

Unity實(shí)現(xiàn)角色受擊身體邊緣發(fā)光特效的方法

運(yùn)行效果

Unity實(shí)現(xiàn)角色受擊身體邊緣發(fā)光特效的方法

代碼

TransparentRim.shader

Shader "Effect/TransparentRim" {
 Properties{


 _RimColor("Rim Color", Color) = (0.5,0.5,0.5,0.5)
 _InnerColor("Inner Color", Color) = (0.5,0.5,0.5,0.5)
 _InnerColorPower("Inner Color Power", Range(0.0,1.0)) = 0.5
 _RimPower("Rim Power", Range(0.0,5.0)) = 2.5
 _AlphaPower("Alpha Rim Power", Range(0.0,8.0)) = 4.0
 _AllPower("All Power", Range(0.0, 10.0)) = 1.0


 }
 SubShader{
 Tags { "Queue" = "Transparent" }

 CGPROGRAM
 #pragma surface surf Lambert alpha
 struct Input {
 float3 viewDir;
 INTERNAL_DATA
 };
 float4 _RimColor;
 float _RimPower;
 float _AlphaPower;
 float _AlphaMin;
 float _InnerColorPower;
 float _AllPower;
 float4 _InnerColor;
 void surf(Input IN, inout SurfaceOutput o) {
  half rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal));
  o.Emission = _RimColor.rgb * pow(rim, _RimPower)*_AllPower + (_InnerColor.rgb * 2 * _InnerColorPower);
  o.Alpha = (pow(rim, _AlphaPower))*_AllPower;
 }
 ENDCG
 }
 Fallback "VertexLit"
}

HittedMatEffect.cs

// HittedMatEffect.cs
using UnityEngine;
using System.Collections;

public class HittedMatEffect : MonoBehaviour
{
  bool mbActive = false;
  bool mbInit = false;
  Material mMat = null;
  public float mLife;
  private static int s_InnerColor = -1;
  private static int s_AllPower = -1;
  private static int s_AlphaPower = -1;

  void Awake()
  {
    s_InnerColor = Shader.PropertyToID("_InnerColor");
    s_AllPower = Shader.PropertyToID("_AllPower");
    s_AlphaPower = Shader.PropertyToID("_AlphaPower");
  }

  // Use this for initialization
  /// <summary>
  /// 設(shè)置材質(zhì)顏色
  /// </summary>
  /// <param name="color"></param>
  public void SetColor(Color color)
  {
    mMat.SetColor(s_InnerColor, color);

  }
  
  public void SetLifeTime(float time)
  {
    mLife = time;
  }
  
  public void Active()
  {
    if (!mbInit)
      AddEffect();
    mMat.SetFloat(s_AllPower, 0.9f);
    mbActive = true;
    mLife = 0.2f;

  }

  void Update()
  {
    if (!mbActive)
      return;
    mLife -= Time.deltaTime;
    if (mLife < 0)
    {
      mbActive = false;
      mMat.SetFloat(s_AllPower, 0);
    }
    float v = Mathf.Sin((1 - mLife) * 8 * Mathf.PI) + 2;
    mMat.SetFloat(s_AlphaPower, v);
  }

  void AddEffect()
  {
    Object mat = Resources.Load("Material/HittedMatEffect");
    mMat = GameObject.Instantiate(mat) as Material;
    foreach (var curMeshRender in transform.GetComponentsInChildren<Renderer>())
    {
      Material[] newMaterialArray = new Material[curMeshRender.materials.Length + 1];
      for (int i = 0; i < curMeshRender.materials.Length; i++)
      {
        if (curMeshRender.materials[i].name.Contains("HittedMatEffect"))
        {
          return;
        }
        else
        {
          newMaterialArray[i] = curMeshRender.materials[i];
        }
      }
      if (null != mMat)
        newMaterialArray[curMeshRender.materials.Length] = mMat;
      curMeshRender.materials = newMaterialArray;
    }
    mbInit = true;
  }

  void RemoveEffect()
  {
    foreach (var curMeshRender in transform.GetComponentsInChildren<Renderer>())
    {
      int newMaterialArrayCount = 0;
      for (int i = 0; i < curMeshRender.materials.Length; i++)
      {
        if (curMeshRender.materials[i].name.Contains("HittedMatEffect"))
        {
          newMaterialArrayCount++;
        }
      }

      if (newMaterialArrayCount > 0)
      {
        Material[] newMaterialArray = new Material[newMaterialArrayCount];
        int curMaterialIndex = 0;
        for (int i = 0; i < curMeshRender.materials.Length; i++)
        {
          if (curMaterialIndex >= newMaterialArrayCount)
          {
            break;
          }
          if (!curMeshRender.materials[i].name.Contains("HittedMatEffect"))
          {
            newMaterialArray[curMaterialIndex] = curMeshRender.materials[i];
            curMaterialIndex++;
          }
        }
        curMeshRender.materials = newMaterialArray;
      }

    }
  }
}

Runner.cs

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

public class Runner : MonoBehaviour
{
  // Use this for initialization
  void Start()
  {

  }

  // Update is called once per frame
  void Update()
  {
    if (Input.GetMouseButtonDown(0))
    {
      HittedMatEffect sc = gameObject.GetComponent<HittedMatEffect>();
      if (null == sc)
        sc = gameObject.AddComponent<HittedMatEffect>();
      sc.Active();
      sc.SetColor(Color.red);
    }
  }
}

看完上述內(nèi)容,是不是對(duì)Unity實(shí)現(xiàn)角色受擊身體邊緣發(fā)光特效的方法有進(jìn)一步的了解,如果還想學(xué)習(xí)更多內(nèi)容,歡迎關(guān)注億速云行業(yè)資訊頻道。

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