用unity2D请问如何让粒子在sprite上面不被遮住

Posted

tags:

篇首语:本文由小常识网(cha138.com)小编为大家整理,主要介绍了用unity2D请问如何让粒子在sprite上面不被遮住相关的知识,希望对你有一定的参考价值。

参考技术A 5.0以后在particle system中的Render面板属性修改层级

5.0前自己写个层级脚本挂上去:

public int order;
public string layerName;
void Start ()
GetComponent<Renderer> ().sortingLayerName = layerName;
GetComponent<Renderer> ().sortingOrder = order;

Three.js开发指南---粒子和粒子系统(第七章)

使用粒子可以很容易的创建很多细小的物体,例如雨滴雪花等

本章主要内容:

  1 使用ParticleBasicMaterial(基础粒子材质)来创建和设计粒子

  2 使用ParticleSystem来创建一个粒子集合

  3 使用已有的几何体来创建一个粒子系统

  4 让粒子和粒子系统动起来

  5 用纹理给粒子造型

  6 使用ParticleCanvasMaterial在画布上为粒子造型

名称 描述
Sprite粒子

参数是material,生成的sprite可以设置position和scale等属性直接添加到场景中

  var sprite = new THREE.Sprite(material);
  sprite.position.set(x * 10, y * 10, 0);
  scene.add(sprite);
SpriteMaterial粒子的基本材质

粒子的基本材质,将在本章第7部分重点讲解其参数

 var material = new THREE.SpriteMaterial();
PointCloud粒子系统

参数几何体和材质

var cloud = new THREE.PointCloud(geom, material);

scene.add(cloud);

PointCloudMaterial粒子系统的材质

 设置所有粒子的大小,颜色,顶点颜色,透明度,是否根据相机距离的远近改变大小等属性

var material = new THREE.PointCloudMaterial({size: 4, vertexColors: true, color: 0xffffff});

SpriteCanvasMaterial  专门为CanvasRenderer渲染器创建的材质,该材质的program属性输出的是粒子的纹理

1 粒子-----THREE.Particle

  注意:新的THREE.js已经定义了Sprite对象,即THREE.Sprite,向后兼容THREE.Particle = THREE.Sprite;粒子Particle已经更名为精灵Sprite

  THREE.js源码中有这样一行代码

 

  THREE.Sprite跟THREE.Mesh一样,都是THREE.Object3D对象的扩展,Sprite的参数是材质material,

  另外CanvasRenderer对象已经不存在了,只有WebGLRenderer(已经找到原因,three.js中只有WebGLRenderer,要引入CanvasRenderer.js才可以)

<!DOCTYPE html>

<html>

<head>
    <title>Example 07.01 - Particles - Only works in CanvasRenderer</title>
    <script type="text/javascript" src="../libs/three.js"></script>

    <script type="text/javascript" src="../libs/stats.js"></script>
    <script type="text/javascript" src="../libs/dat.gui.js"></script>
    <style>
        body {
            /* set margin to 0 and overflow to hidden, to go fullscreen */
            margin: 0;
            overflow: hidden;
            background-color: #000000;
        }
    </style>
</head>
<body>

<div id="Stats-output">
</div>
<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div>

<!-- Javascript code that runs our Three.js examples -->
<script type="text/javascript">

    // once everything is loaded, we run our Three.js stuff.
    function init() {

        var stats = initStats();

        // create a scene, that will hold all our elements such as objects, cameras and lights.
        var scene = new THREE.Scene();

        // create a camera, which defines where we\'re looking at.
        var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);

        // create a render and set the size
        //THREE.CanvasRenderer虽然书中介绍的CanvasRenderer,但是THREE.CanvasRenderer的值是undefined,还没有找到原因
        //var canvasRenderer = new THREE.CanvasRenderer();
        var canvasRenderer = new THREE.WebGLRenderer();
        canvasRenderer.setClearColor(new THREE.Color(0x000000, 1.0));
        canvasRenderer.setSize(window.innerWidth, window.innerHeight);

        // position and point the camera to the center of the scene
        camera.position.x = 0;
        camera.position.y = 0;
        camera.position.z = 150;

        // add the output of the renderer to the html element
        document.getElementById("WebGL-output").appendChild(canvasRenderer.domElement);


        createSprites();
        render();

        function createSprites() {
            var material = new THREE.SpriteMaterial();
            //var material = new THREE.ParticleBasicMaterial();

            for (var x = -5; x < 5; x++) {
                for (var y = -5; y < 5; y++) {
                    //var sprite = new THREE.Particle(material);
                    var sprite = new THREE.Sprite(material);
                    sprite.position.set(x * 10, y * 10, 0);
                    scene.add(sprite);
                }
            }
        }


        function render() {
            stats.update();


            requestAnimationFrame(render);
            canvasRenderer.render(scene, camera);
        }

        function initStats() {

            var stats = new Stats();
            stats.setMode(0); // 0: fps, 1: ms

            // Align top-left
            stats.domElement.style.position = \'absolute\';
            stats.domElement.style.left = \'0px\';
            stats.domElement.style.top = \'0px\';

            document.getElementById("Stats-output").appendChild(stats.domElement);

            return stats;
        }
    }
    window.onload = init;
</script>
</body>
</html>
console.warn( \'THREE.ParticleBasicMaterial has been renamed to THREE.PointCloudMaterial.\' );
//ParticleBasicMaterial已经更名为PointCloudMaterial 
console.warn( \'THREE.ParticleSystemMaterial has been renamed to THREE.PointCloudMaterial.\' );//THREE.ParticleSystemMaterial已经更名为THREE.PointCloudMaterial 
console.warn( \'THREE.ParticleSystem has been renamed to THREE.PointCloud.\' ); 
<!DOCTYPE html>

<html>

<head>
    <title>Example 07.02 - Particles - Only works in WebGLRenderer</title>
    <script type="text/javascript" src="../libs/three.js"></script>

    <script type="text/javascript" src="../libs/stats.js"></script>
    <script type="text/javascript" src="../libs/dat.gui.js"></script>
    <style>
        body {
            /* set margin to 0 and overflow to hidden, to go fullscreen */
            margin: 0;
            overflow: hidden;
            background-color: #000000;
        }
    </style>
</head>
<body>

<div id="Stats-output">
</div>
<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div>

<!-- Javascript code that runs our Three.js examples -->
<script type="text/javascript">

    // once everything is loaded, we run our Three.js stuff.
    function init() {

        var stats = initStats();

        // create a scene, that will hold all our elements such as objects, cameras and lights.
        var scene = new THREE.Scene();

        // create a camera, which defines where we\'re looking at.
        var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);

        // create a render and set the size
        var webGLRenderer = new THREE.WebGLRenderer();
        webGLRenderer.setClearColor(new THREE.Color(0x000000, 1.0));
        webGLRenderer.setSize(window.innerWidth, window.innerHeight);

        // position and point the camera to the center of the scene
        camera.position.x = 0;
        camera.position.y = 0;
        camera.position.z = 150;

        // add the output of the renderer to the html element
        document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement);


        createParticles();
        render();

        function createParticles() {


            var geom = new THREE.Geometry();
            console.warn( \'THREE.ParticleBasicMaterial has been renamed to THREE.PointCloudMaterial.\' );
            console.warn( \'THREE.ParticleSystemMaterial has been renamed to THREE.PointCloudMaterial.\' );
            
            //创建一个点云材质
            //PointCloudMaterial==ParticleBasicMaterial
            var material = new THREE.PointCloudMaterial({size: 4, vertexColors: true, color: 0xffffff});

            for (var x = -5; x < 5; x++) {
                for (var y = -5; y < 5; y++) {
                    var particle = new THREE.Vector3(x * 10, y * 10, 0);
                    geom.vertices.push(particle);
                    geom.colors.push(new THREE.Color(Math.random() * 0x00ffff));
                }
            }
            //console.warn( \'THREE.ParticleSystem has been renamed to THREE.PointCloud.\' );
            //PointCloud==ParticleSystem
            var cloud = new THREE.PointCloud(geom, material);
            scene.add(cloud);
        }


        function render() {
            stats.update();


            requestAnimationFrame(render);
            webGLRenderer.render(scene, camera);
        }

        function initStats() {

            var stats = new Stats();
            stats.setMode(0); // 0: fps, 1: ms

            // Align top-left
            stats.domElement.style.position = \'absolute\';
            stats.domElement.style.left = \'0px\';
            stats.domElement.style.top = \'0px\';

            document.getElementById("Stats-output").appendChild(stats.domElement);

            return stats;
        }
    }
    window.onload = init;
</script>
</body>
</html>

 

   2 粒子材质PointCloudMaterial和粒子系统PointCloud

 

PointCloudMaterial的属性 描述
color

PointCloud中所有的粒子的颜色都相同,

除非设置了vertexColors且该几何体的colors属性不为空,才会使用colors颜色,否则都使用该属性

map 在粒子上应用某种材质
size 粒子的大小
sizeAnnutation

false:无论相机的位置,所有的粒子大小一致;

true:离相机近的粒子更大一些,离相机越远越小

vetexColors true:且该几何体的colors属性有值,则该粒子会舍弃第一个属性--color,而应用该几何体的colors属性的颜色
opacity 透明度
transparent 是否透明
blending 渲染粒子时的融合模式
fog 是否受场景的雾化影响

 

<!DOCTYPE html>

<html>

<head>
    <title>Example 07.03 - Particle Basic Material</title>
    <script type="text/javascript" src="../libs/three.js"></script>

    <script type="text/javascript" src="../libs/stats.js"></script>
    <script type="text/javascript" src="../libs/dat.gui.js"></script>
    <style>
        body {
            /* set margin to 0 and overflow to hidden, to go fullscreen */
            margin: 0;
            overflow: hidden;
            background-color: #000000;
        }
    </style>
</head>
<body>

<div id="Stats-output">
</div>
<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div>

<!-- Javascript code that runs our Three.js examples -->
<script type="text/javascript">

    // once everything is loaded, we run our Three.js stuff.
    function init() {

        var stats = initStats();

        // create a scene, that will hold all our elements such as objects, cameras and lights.
        var scene = new THREE.Scene();

        // create a camera, which defines where we\'re looking at.
        var camera = Unity2D 为啥sprite在scene中显示而game界面中没有?

Unity2D修改Sprite颜色和透明度

[Unity2D/3D]Particle System粒子系统/以实现烟雾效果为例

Sprite Kit 中的单个粒子和物理

unity2d sprite sheet 和 sprite packer 有啥区别?

在 Unity2D Sprite 中使用 Animator 将动画添加到游戏对象时无法翻译游戏对象