Unity3d 怪物死亡燃烧掉效果

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效果

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BurnToFadeOut.shader代码

Shader "BurnToFadeOut" {
Properties {
	_StartColor ("Start Color", Color) = (1,1,1,1)
	_EndColor ("End Color", Color) = (1,1,1,1)
	_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
	_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
	_Emit ("Emit level", Range(1,100)) = 0
	_Range ("Range", Range(0,1)) = 0
}
SubShader {
	Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
	LOD 100

	Lighting Off

	Pass {  
		CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			
			#include "UnityCG.cginc"

			struct appdata_t {
				float4 vertex : POSITION;
				float2 texcoord : TEXCOORD0;
			};

			struct v2f {
				float4 vertex : SV_POSITION;
				half2 texcoord : TEXCOORD0;
			};

			sampler2D _MainTex;
			float4 _MainTex_ST;
			fixed4 _StartColor;
			fixed4 _EndColor;
			fixed _Cutoff;
			half _Emit;
			half _Range;

			v2f vert (appdata_t v)
			{
				v2f o;
				o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
				o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
				return o;
			}
			
			fixed4 frag (v2f i) : COLOR
			{
				fixed4 col = tex2D(_MainTex, i.texcoord);
				fixed a = dot(col.xyz, fixed3(0.3, 0.59, 0.11));
				col.a = a;
				clip(a - _Cutoff);
				if(a < _Cutoff + _Range)
					col.xyz = lerp(_StartColor.xyz, _EndColor.xyz, (saturate(a - _Cutoff) / _Range)) * _Emit;
				return col;
			}
		ENDCG
	}
}

SubShader {
	Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
	LOD 100
	
	Pass {
		Lighting Off
		Alphatest Greater [_Cutoff]
		SetTexture [_MainTex] { combine texture } 
	}
}
}

  

光晕效果需要把摄像机HDR打开并挂上这个脚本(Pro版导入Standard Asset里的)

//Bloom.js

#pragma strict

@script ExecuteInEditMode
@script RequireComponent (Camera)
@script AddComponentMenu ("Image Effects/Bloom and Glow/Bloom (Optimized)")

class FastBloom extends PostEffectsBase {

	public enum Resolution {
		Low = 0,
		High = 1,
	}

	public enum BlurType {
		Standard = 0,
		Sgx = 1,
	}

	@Range(0.0f, 1.5f)
	public var threshhold : float = 0.25f;
	@Range(0.0f, 2.5f)
	public var intensity : float = 0.75f;

	@Range(0.25f, 5.5f)
	public var blurSize : float = 1.0f;
	
	var resolution : Resolution = Resolution.Low;
	@Range(1, 4)
	public var blurIterations : int = 1;

	public var blurType = BlurType.Standard;

	public var fastBloomShader : Shader;
	private var fastBloomMaterial : Material = null;
	
	function CheckResources () : boolean {	
		CheckSupport (false);	
	
		fastBloomMaterial = CheckShaderAndCreateMaterial (fastBloomShader, fastBloomMaterial);
		
		if(!isSupported)
			ReportAutoDisable ();
		return isSupported;				
	}

	function OnDisable() {
		if(fastBloomMaterial)
			DestroyImmediate (fastBloomMaterial);
	}
	
	function OnRenderImage (source : RenderTexture, destination : RenderTexture) {	
		if(CheckResources() == false) {
			Graphics.Blit (source, destination);
			return;
		}

		var divider : int = resolution == Resolution.Low ? 4 : 2;
		var widthMod : float = resolution == Resolution.Low ? 0.5f : 1.0f;

		fastBloomMaterial.SetVector ("_Parameter", Vector4 (blurSize * widthMod, 0.0f, threshhold, intensity));
		source.filterMode = FilterMode.Bilinear;

		var rtW = source.width/divider;
		var rtH = source.height/divider;

		// downsample
		var rt : RenderTexture = RenderTexture.GetTemporary (rtW, rtH, 0, source.format);
		rt.filterMode = FilterMode.Bilinear;
		Graphics.Blit (source, rt, fastBloomMaterial, 1);

		var passOffs = blurType == BlurType.Standard ? 0 : 2;
		
		for(var i : int = 0; i < blurIterations; i++) {
			fastBloomMaterial.SetVector ("_Parameter", Vector4 (blurSize * widthMod + (i*1.0f), 0.0f, threshhold, intensity));

			// vertical blur
			var rt2 : RenderTexture = RenderTexture.GetTemporary (rtW, rtH, 0, source.format);
			rt2.filterMode = FilterMode.Bilinear;
			Graphics.Blit (rt, rt2, fastBloomMaterial, 2 + passOffs);
			RenderTexture.ReleaseTemporary (rt);
			rt = rt2;

			// horizontal blur
			rt2 = RenderTexture.GetTemporary (rtW, rtH, 0, source.format);
			rt2.filterMode = FilterMode.Bilinear;
			Graphics.Blit (rt, rt2, fastBloomMaterial, 3 + passOffs);
			RenderTexture.ReleaseTemporary (rt);
			rt = rt2;
		}
		
		fastBloomMaterial.SetTexture ("_Bloom", rt);

		Graphics.Blit (source, destination, fastBloomMaterial, 0);

		RenderTexture.ReleaseTemporary (rt);
	}	
}

  

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