Unity制作自适应透明背景(PC端)

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实现步骤:

1.设置MainCamera

2.添加C#脚本

一、设置MainCamera里的Camera组件,以下图为例子

关键点在于 :

MainCamera->Camera->Clear Flags:Solid Color

MainCamera->Camera->Background:black

二、新建C#脚本,编写代码如下(HyalineBackground.cs)

using UnityEngine;
using System;
using System.Runtime.InteropServices;
//MainCamera->Camera->Clear Flags:Solid Color
//MainCamera->Camera->Background:black
public class HyalineBackground : MonoBehaviour
{
    public string strProduct;//项目名称
    private int currentX;
    private int currentY;
    #region Win函数常量
    private struct MARGINS
    {
        public int cxLeftWidth;
        public int cxRightWidth;
        public int cyTopHeight;
        public int cyBottomHeight;
    }
    [DllImport("user32.dll")]
    private static extern IntPtr GetActiveWindow();

    [DllImport("user32.dll")]
    static extern IntPtr FindWindow(string lpClassName, string lpWindowName);
    [DllImport("user32.dll")]
    static extern int SetWindowLong(IntPtr hWnd, int nIndex, int dwNewLong);

    [DllImport("user32.dll")]
    static extern int GetWindowLong(IntPtr hWnd, int nIndex);

    [DllImport("user32.dll")]
    static extern int SetWindowPos(IntPtr hWnd, int hWndInsertAfter, int X, int Y, int cx, int cy, int uFlags);

    [DllImport("user32.dll")]
    static extern int SetLayeredWindowAttributes(IntPtr hwnd, int crKey, int bAlpha, int dwFlags);

    [DllImport("Dwmapi.dll")]
    static extern uint DwmExtendFrameIntoClientArea(IntPtr hWnd, ref MARGINS margins);
    [DllImport("user32.dll")]
    private static extern int SetWindowLong(IntPtr hWnd, int nIndex, uint dwNewLong);
    //private const int WS_POPUP = 0x800000;
    private const int GWL_EXSTYLE = -20;
    private const int GWL_STYLE = -16;
    private const int WS_EX_LAYERED = 0x00080000;
    private const int WS_BORDER = 0x00800000;
    private const int WS_CAPTION = 0x00C00000;
    private const int SWP_SHOWWINDOW = 0x0040;
    private const int LWA_COLORKEY = 0x00000001;
    private const int LWA_ALPHA = 0x00000002;
    private const int WS_EX_TRANSPARENT = 0x20;
    #endregion

    IntPtr hwnd;
    void Awake()
    {

#if UNITY_EDITOR
        print("unity内运行程序");
#else
        hwnd = FindWindow(null, strProduct);
        int intExTemp = GetWindowLong(hwnd, GWL_EXSTYLE);
        SetWindowLong(hwnd, GWL_EXSTYLE, intExTemp | WS_EX_TRANSPARENT | WS_EX_LAYERED);
        SetWindowLong(hwnd, GWL_STYLE, GetWindowLong(hwnd, GWL_STYLE) & ~WS_BORDER & ~WS_CAPTION);
        currentX = 0;
        currentY = 0;
        SetWindowPos(hwnd, -1, currentX, currentY, Screen.currentResolution.width, Screen.currentResolution.height, SWP_SHOWWINDOW);
        var margins = new MARGINS() { cxLeftWidth = -1 };
        DwmExtendFrameIntoClientArea(hwnd, ref margins);     
#endif
    }
}

在Hierarchy视图新建空物体,添加上面建立的脚本组件即可

三、注意代码设置效果无法体现在编译器模式,将代码打包查看效果

注意Player Setting->Resolution and Presentation->Standalone Player Options->Use DXGI Filp Model Swapchain for D3D1为false

此文参考过多篇博客,可以说取其精华,实验过许多次

最后,如若项目有任何问题,欢迎批评指正或讨论。

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