Unity3D激光灯碰撞特效

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1 需求描述

​ 本文将模拟激光灯(或碰撞)特效,详细需求如下:

  • 从鼠标位置发射屏幕射线,检测是否与物体发生碰撞
  • 当与物体发生碰撞时,在物体表面覆盖一层激光灯(或碰撞)特效

​ 本文代码见→激光灯、碰撞特效

2 原理

​ 获取屏幕射线与物体的碰撞点,并在 shader 中计算顶点与碰撞点的距离(记为 dist),通过以下衰减函数计算顶点对应的透明度,透明度随碰撞点的距离增大逐渐减小,激光灯(或碰撞)效果逐渐减弱。

alpha = pow(exp(-dist), 4)

​ 为使特效更加逼真,激光灯(或碰撞)特效的红色分量由以下漫反射公式控制。其中,red 为红色分量值,λ 为漫反射因子,值越大,漫反射效果越强,本文 λ = 0.1;lightDir 为顶点光源向量,normalDir 为顶点法线向量。

red = λ * dot(lightDir, normalDir) + (1 - λ)

3 需求实现

​ SelectController.cs

using UnityEngine;
 
public class SelectController : MonoBehaviour  // 单击选中控制
    private Transform target; // 选中的目标
    private RaycastHit hit; // 碰撞信息
 
    private void Update() 
        if (Input.GetMouseButtonUp(0)) 
            Transform temp = GetHitTrans();
            if (temp != target) 
                DrawEffect(target, temp);
                target = temp;
            
        
    

    private void DrawEffect(Transform old, Transform now)  // 绘制特效
        DrawEffect(old, false);
        DrawEffect(now, true);
    

    private void DrawEffect(Transform trans, bool enable)  // 绘制特效
        if (trans != null) 
            foreach(Transform child in trans.transform.GetComponents<Transform>()) 
                if (child.GetComponent<ColliderEffect>() == null) 
                    if (enable) 
                        child.gameObject.AddComponent<ColliderEffect>();
                    
                
                else 
                    child.GetComponent<ColliderEffect>().enabled = enable;
                
            
        
    
 
    private Transform GetHitTrans()  // 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.transform;
        
        return null;
    

​ ColliderEffect.cs

using System.Collections.Generic;
using System.Linq;
using UnityEngine;

[DisallowMultipleComponent]
public class ColliderEffect : MonoBehaviour  // 激光灯(或碰撞)特效
    private Renderer[] renderers; // 当前对象及其子对象的渲染器
    private Material colliderMaterial; // 激光灯(碰撞)材质
    private Vector4 hitPos; // 碰撞点
    private RaycastHit hit; // 碰撞信息

    private void Awake() 
        renderers = GetComponentsInChildren<Renderer>();
        colliderMaterial = new Material(Shader.Find("MyShader/ColliderEffect"));
        hitPos = Vector4.zero;
        CombineSubmeshes();
    

    private void OnEnable() 
        hitPos = GetHitPoint();
        colliderMaterial.SetVector("_HitPos", hitPos);
        foreach (var renderer in renderers) 
            List<Material> materials = renderer.sharedMaterials.ToList();
            materials.Add(colliderMaterial);
            renderer.sharedMaterials = materials.ToArray();
        
    

    private void Update() 
        hitPos = GetHitPoint();
        if (!hitPos.Equals(Vector4.zero)) 
            colliderMaterial.SetInt("_Enable", 1);
            colliderMaterial.SetVector("_HitPos", hitPos);
         else 
            colliderMaterial.SetInt("_Enable", 0);
        
    

    private void OnDisable() 
        foreach (var renderer in renderers) 
            List<Material> materials = renderer.sharedMaterials.ToList();
            materials.Remove(colliderMaterial);
            renderer.sharedMaterials = materials.ToArray();
        
    

    private Vector4 GetHitPoint() 
        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        if (Physics.Raycast(ray, out hit, 1000) && hit.transform == transform) 
            return hit.point;
        
        return Vector4.zero;
    

    private void CombineSubmeshes()  // 绑定子网格
        foreach (var meshFilter in GetComponentsInChildren<MeshFilter>()) 
            var renderer = meshFilter.GetComponent<Renderer>();
            if (renderer != null) 
                CombineSubmeshes(meshFilter.sharedMesh, renderer.sharedMaterials.Length);
            
        
        foreach (var skinnedMeshRenderer in GetComponentsInChildren<SkinnedMeshRenderer>()) 
            CombineSubmeshes(skinnedMeshRenderer.sharedMesh, skinnedMeshRenderer.sharedMaterials.Length);
        
    

    private void CombineSubmeshes(Mesh mesh, int materialsLength)  // 绑定子网格
        if (mesh.subMeshCount == 1) 
            return;
        
        if (mesh.subMeshCount > materialsLength) 
            return;
        
        mesh.subMeshCount++;
        mesh.SetTriangles(mesh.triangles, mesh.subMeshCount - 1);
    

​ ColliderEffect.shader

Shader "MyShader/ColliderEffect" 
    Properties 
        _HitPos ("HitPos", Vector) = (0, 0, 0, 0) // 屏幕射线碰撞位置
        _Enable ("Enable", Int) = 0 // 是否开启特效
    

    SubShader 
        Tags 
            // 渲染队列: Background(1000, 后台)、Geometry(2000, 几何体, 默认)、Transparent(3000, 透明)、Overlay(4000, 覆盖)
            "Queue" = "Transparent+110"
            "RenderType" = "Transparent"
            "DisableBatching" = "True"
        

        Pass 
            Blend SrcAlpha OneMinusSrcAlpha // 混合测试, 与背后的物体颜色混合

            CGPROGRAM
            #include "UnityCG.cginc"

            #pragma vertex vert
            #pragma fragment frag

            uniform int _Enable;
            uniform float4 _HitPos;
   
            struct appdata 
                float4 vertex : POSITION;
                float3 normal : NORMAL;
            ;

            struct v2f 
                float4 worldPos : TEXCOORD0;
                float3 worldNormal : Normal;
                float4 clipPos : SV_POSITION;
            ;

            v2f vert(appdata input) 
                v2f output;
                output.worldPos = mul(unity_ObjectToWorld, input.vertex); // 世界坐标系下顶点坐标
                output.worldNormal = UnityObjectToWorldNormal(input.normal); // 世界坐标系下顶点法线向量
                output.clipPos = UnityObjectToClipPos(input.vertex); // 裁剪坐标系下顶点坐标
                return output;
            

            fixed4 frag(v2f input) : SV_Target 
                if(_Enable == 1)
				
                    float3 worldLightDir = normalize(UnityWorldSpaceLightDir(input.worldPos)); // 世界坐标系下由顶点指向光源的方向向量
                    float diffuse = (0.1 * dot(worldLightDir, input.worldNormal.xyz) + 0.9); // 漫反射颜色强度
                    float dist = distance(input.worldPos.xyz, _HitPos);
                    float alpha = pow(exp(-dist), 4); // 透明度(随距离衰减)
                    return float4(diffuse , 0, 0, alpha);
				
				else
				
					return float4(0, 0, 0, 0);
				
            

            ENDCG
        
    

4 运行效果

5 推荐阅读

​ 声明:本文转自【Unity3D】激光灯、碰撞特效

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