NGUIPanel裁剪粒子特效

2019-01-12 18:03

NGUIPanel裁剪粒子特效

问题:项目遇到在选择角色列表 当我选中一个

表,特效出panel裁剪区域不被裁剪.

item时 显示外发光粒子特效,这时滑动列

解决方案:通过 UIPanel 的 finalClipRegion 换算成 unity3d 世界坐标系中的区域,然后

传递到粒子的 shader 中进行裁剪。代码如下:

//C#脚本 using System; using UnityEngine;

[RequireComponent(typeof(UIPanel))]

public class ParticleSystemClipper : MonoBehaviour {

const string ShaderName = \放在自己项目shader目录下

const float ClipInterval = 0.5f;

UIPanel m_targetPanel; Shader m_shader;

void Start() {

// find panel

m_targetPanel = GetComponent();

if (m_targetPanel == null)

throw new ArgumentNullException(\ if (m_targetPanel.clipping != UIDrawCall.Clipping.SoftClip)

throw new InvalidOperationException(\

m_shader = Shader.Find(ShaderName);

if (!IsInvoking(\

InvokeRepeating(\ }

Vector4 CalcClipArea() {

var clipRegion = m_targetPanel.finalClipRegion;

Vector4 nguiArea = new Vector4() {

x = clipRegion.x - clipRegion.z / 2, y = clipRegion.y - clipRegion.w / 2, z = clipRegion.x + clipRegion.z / 2, w = clipRegion.y + clipRegion.w / 2 };

var uiRoot = LuaUtils.UIRoot.GetComponent();//找到自己的UIRoot var pos = m_targetPanel.transform.position - uiRoot.transform.position; float h = 2;

float temp = h / uiRoot.manualHeight;

return new Vector4() {

x = pos.x + nguiArea.x * temp, y = pos.y + nguiArea.y * temp, z = pos.x + nguiArea.z * temp, w = pos.y + nguiArea.w * temp }; }

void Clip() {

Vector4 clipArea = CalcClipArea();

var particleSystems = this.GetComponentsInChildren();

for (int i = 0; i < particleSystems.Length; i++) {

var ps = particleSystems[i]; var mat = ps.renderer.material;

if (mat.shader.name != ShaderName) mat.shader = m_shader;

mat.SetVector(\ } }

void OnDestroy() {

CancelInvoke(\ } }

//Shader脚本

Shader \{

Properties {

_TintColor (\ _MainTex (\ _Area (\ }

Category {

Tags { \ Blend SrcAlpha One AlphaTest Greater .01 ColorMask RGB Cull Off Lighting Off ZWrite Off

Fog { Color (0,0,0,0) }

SubShader {

Pass {

CGPROGRAM

#pragma vertex vert #pragma fragment frag

#pragma multi_compile_particles

#include \

sampler2D _MainTex; fixed4 _TintColor; float4 _Area;

struct appdata_t {

float4 vertex : POSITION; fixed4 color : COLOR;

float2 texcoord : TEXCOORD0; };

struct v2f {

float4 vertex : SV_POSITION; fixed4 color : COLOR;

float2 texcoord : TEXCOORD0; float2 worldPos : TEXCOORD1; };

float4 _MainTex_ST;

v2f vert (appdata_t v) {

v2f o;

o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);

o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); o.color = v.color;

o.worldPos = mul(_Object2World, v.vertex).xy; return o; }

fixed4 frag (v2f i) : SV_Target {

bool inArea = i.worldPos.x >= _Area.x && i.worldPos.x <= _Area.z && i.worldPos.y >= _Area.y && i.worldPos.y <= _Area.w;

return inArea? 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord) : fixed4(0,0,0,0);

}

ENDCG } } } }


NGUIPanel裁剪粒子特效.doc 将本文的Word文档下载到电脑 下载失败或者文档不完整,请联系客服人员解决!

下一篇:星级酒店服务培训--第十章、酒店安全管理技能培训1

相关阅读
本类排行
× 注册会员免费下载(下载后可以自由复制和排版)

马上注册会员

注:下载文档有可能“只有目录或者内容不全”等情况,请下载之前注意辨别,如果您已付费且无法下载或内容有问题,请联系我们协助你处理。
微信: QQ: