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【Unity3D】消融特效

【Unity3D】消融特效

作者: LittleFatSheep | 来源:发表于2023-10-14 12:47 被阅读0次

    1 前言

    选中物体消融特效中基于 Shader 实现了消融特效,本文将基于 Shader Graph 实现消融特效,两者原理一样,只是表达方式不同,另外,选中物体消融特效中通过 discard 丢弃片元,本文通过 alpha 测试丢弃片元。

    Shader Graph环境搭建、简单应用详见→Shader Graph简介

    本文完整资源见→Unity3D消融特效

    2 消融特效实现

    创建 Unlit Shader Graph,重命名为 DissolveEffect,编辑如下。

    其中,Alpha 测试需要在 Graph Settings 中开启,如下。

    为实现点击消失效果,需要编写脚本如下。

    DieController.cs

    using UnityEngine;
     
    public class DieController : MonoBehaviour {
        private RaycastHit hit; // 碰撞信息
     
        private void Start() {
            hit = new RaycastHit();
        }
    
        private void Update() {
            if (Input.GetMouseButtonUp(0)) {
                GameObject hitObj = GetHitObj();
                if (hitObj != null) {
                    GameObject rootObj = GetRootObj(hitObj);
                    rootObj.AddComponent<DissolveEffect>();
                }
            }
        }
    
        private GameObject GetHitObj() { // 获取屏幕射线碰撞的物体
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            if (Physics.Raycast(ray, out hit)) {
                return hit.collider.gameObject;
            }
            return null;
        }
    
        private GameObject GetRootObj(GameObject obj) { // 获取根对象
            while (obj.transform.parent != null && obj.layer == obj.transform.parent.gameObject.layer) {
                obj = obj.transform.parent.gameObject;
            }
            return obj;
        }
    }
    

    DissolveEffect.cs

    using UnityEngine;
     
    [DisallowMultipleComponent] // 不允许在同一对象上挂载多个该组件
    public class DissolveEffect : MonoBehaviour {
        private Renderer[] renderers; // 渲染器
        private Material dissolveMat; // 消融材质
        private float burnSpeed = 0.25f; // 燃烧速度
        private float burnAmount = 0; // 燃烧量, 值越大模型镂空的越多
     
        private void Awake() {
            dissolveMat = Resources.Load<Material>("DissolveMat");
            renderers = GetComponentsInChildren<Renderer>();
        }
    
        private void OnEnable() {
            foreach (Renderer renderer in renderers) {
                Material[] materials = renderer.sharedMaterials;
                Material[] dissolveMaterials = new Material[materials.Length];
                for (int i = 0; i < materials.Length; i++) {
                    Material newMaterial = new Material(dissolveMat);
                    SetTexture(materials[i], newMaterial);
                    SetColor(materials[i], newMaterial);
                    newMaterial.SetFloat("_BurnAmount", 0);
                    dissolveMaterials[i] = newMaterial;
                }
                renderer.sharedMaterials = dissolveMaterials;
            }
        }
    
        private void Update() {
            burnAmount += Time.deltaTime * burnSpeed;
            foreach (Renderer renderer in renderers) {
                Material[] materials = renderer.sharedMaterials;
                foreach (Material material in materials) {
                    material.SetFloat("_BurnAmount", burnAmount);
                }
            }
            if (burnAmount >= 1f) {
                Destroy(gameObject);
            }
        }
    
        private void SetTexture(Material oldMaterial, Material newMaterial) { // 设置材质
            if (oldMaterial.HasTexture("_MainTex")) {
                Texture texture = oldMaterial.GetTexture("_MainTex");
                newMaterial.SetTexture("_MainTex", texture);
            }
        }
    
        private void SetColor(Material oldMaterial, Material newMaterial) { // 设置颜色
            Color color = Color.white;
            if (oldMaterial.HasColor("_Color")) {
                color = oldMaterial.GetColor("_Color");
            }
            newMaterial.SetColor("_Color", color);
        }
    }
    

    运行效果如下。

    声明:本文转自【Unity3D】消融特效

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