Unity实现角色受击身体边缘发光特效的方法
这篇文章主要讲解了Unity实现角色受击身体边缘发光特效的方法,内容清晰明了,对此有兴趣的小伙伴可以学习一下,相信大家阅读完之后会有帮助。
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游戏中经常需要制作角色受击打的身体边缘光效果,本文使用的方法是,给Renderer叠加一个制作好的边缘光材质球,并通过脚本动态控制边缘光的渐变效果,表现出受击后的边缘光效果
工程结构如下
1 创建一个材质球HittedMatEffect.mat放在Assets/Resources/Material目录中,使用TransparentRim.shader
注意代码中用了Resources.Load,所以必须放在这个目录里,你可以改成别的方式
2 场景中创建一个Sphere(球体),挂上Runner脚本,运行,点击屏幕任意位置,球体就会表现出受击的边缘光效果了
运行效果
代码
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 ////// 设置材质颜色 /// /// 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()) { 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 ()) { 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(); if (null == sc) sc = gameObject.AddComponent (); sc.Active(); sc.SetColor(Color.red); } } }
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