效果展示: ShaderLab Shader功能:图像变白+根据顶点的y值作透明裁剪; 才是可操作属性: IsDead: 控制像素变白,片元着色阶段IsDead小于0将颜色改为白色; Percent: 透明剔除分界线,也是图
效果展示:
ShaderLabShader功能:图像变白+根据顶点的y值作透明裁剪;
才是可操作属性:
IsDead: 控制像素变白,片元着色阶段IsDead小于0将颜色改为白色;
Percent: 透明剔除分界线,也是图片展示百分比;在顶点计算阶段,记录Percent - vertex.y值,传入片元着色器,直接裁剪;
Revert:反转percent结果;(粒子显示效果和图片遮挡效果正好相反)
调整shader中Percent得到如下结果:
使用该shader创建两个材质,spriterenderer和ParticalSystemRenderer分别使用,ParticalSystem勾选Revert;
完整shader:
Shader "PixelDisappear"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_IsDead("IsDead",float) = 1
_Percent("Percent",Range(-8,10))=0
_Revert("Revert",float) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float3 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Percent;
float _IsDead;
float _Revert;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
if(_Revert > 0)
o.uv.z = _Percent - v.vertex.y;
else
o.uv.z = -_Percent + v.vertex.y;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
clip(i.uv.z);
fixed4 col;
if(_IsDead < 0)
col = float4(1,1,1,1);
else
col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}
ParticalSystem
基础属性设置:
maxparticle控制最大粒子数量;
stopaction决定粒子非loop结束后是disable还是销毁;
gravitymodifier添加一点重力,负值向上移动粒子;
粒子添加shape组件;
选择SpriteRender,需要晶格化的gameobject赋值给Sprite;
Clip裁剪透明通道;
Emisson组件,选择随时间,或者Burst都可;
粒子数量不能高于MaxParicles的设置(高了也没用);
Noise组件设置固定滚动速度;
Quality选2D;
Renderer组件中,添加上面写好的shader材质;
size设置粒子大小;
使用时,代码控制两个材质的percent属性;
public class Test : MonoBehaviour
{
public SpriteRenderer SP;
public ParticleSystem PS;
private bool isDead;
private float curTime;
private float offset;
private float speed = 6.5f;
Material matPS;
[SerializeField]private float startVal = 10;
private void Start()
{
matPS = PS.GetComponent<Renderer>().sharedMaterial;
matPS.SetFloat("_Percent", startVal );
SP.sharedMaterial.SetFloat("_Percent", startVal );
SP.sharedMaterial.SetFloat("_IsDead",1);
}
void Update()
{
if (Input.GetKeyDown(KeyCode.P))
{
isDead = true;
matPS.SetFloat("_Percent", startVal );
SP.sharedMaterial.SetFloat("_Percent", startVal );
matPS.SetFloat("_IsDead",-1);
var mainModule = PS.main;
mainModule.loop = true;
PS.gameObject.SetActive(true);
offset = 0;
}
if (isDead)
{
offset += Time.deltaTime * speed;
matPS.SetFloat("_Percent", startVal - offset);
SP.sharedMaterial.SetFloat("_Percent", startVal - offset);
if (matPS.GetFloat("_Percent") < -10)
{
isDead = false;
var mainModule = PS.main;
mainModule.loop = false;
}
}
}
}
Life is too short for so much sorrow. 本博客所有文章除特别声明外,均采用 CC BY-NC-SA 4.0 许可协议。转载请注明来自 小紫苏!