<1>2种圈,1个场景,1个UI
<2>场景毒圈
美术制作圆柱形网格,上下剔除,圆柱侧面面越多越好(内存渲染会多占用点)
shader实现:UV动画(写得不好)
Shader "wk/Particles/AdditiveGas" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Particle Texture", 2D) = "white" {} _FlashTex ("Flash Texture", 2D) = "white" {} _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend SrcAlpha One AlphaTest Greater .01 ColorMask RGB Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) } BindChannels { Bind "Color", color Bind "Vertex", vertex Bind "TexCoord", texcoord } // ---- Fragment program cards SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_particles #include "UnityCG.cginc" sampler2D _MainTex; sampler2D _FlashTex; float4 _TintColor; struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; // #ifdef SOFTPARTICLES_ON // float4 projPos : TEXCOORD1; // #endif }; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); // #ifdef SOFTPARTICLES_ON // o.projPos = ComputeScreenPos (o.vertex); // COMPUTE_EYEDEPTH(o.projPos.z); // #endif o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); return o; } sampler2D _CameraDepthTexture; float _InvFade; fixed4 frag (v2f i) : COLOR { // #ifdef SOFTPARTICLES_ON // float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))); // float partZ = i.projPos.z; // float fade = saturate (_InvFade * (sceneZ-partZ)); // i.color.a *= fade; // #endif float2 uvs = i.texcoord * 100+_Time.x;//mian float2 uv = i.texcoord + _Time.x/2;//Flash float2 uv1 = float2(uv.x,uv.y);// float2(fract(uv.x),fract(uv.y)); float2 uv2 = float2(uvs.x,uvs.y); float4 col = tex2D(_FlashTex, uv1 ); col.a *= 4; col.g *= 4; return 4f * _TintColor * tex2D(_MainTex, uv2) * col; } ENDCG } } // ---- Dual texture cards SubShader { Pass { SetTexture [_MainTex] { constantColor [_TintColor] combine constant * primary } SetTexture [_MainTex] { combine texture * previous DOUBLE } } } // ---- Single texture cards (does not do color tint) SubShader { Pass { SetTexture [_MainTex] { combine texture * primary } } } } }
<3>UI毒圈
UI有一个毒圈范围和一个安全区范围显示在地图上
试了一些办法,还是用Shader实现
计算好半径,设置Shader属性
Shader "UI/UI-Circle" { Properties { //[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 _CircleWidth("Cull Radius",Float) = 0.49 _ColorMask ("Color Mask", Float) = 15 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] Fog { Mode Off } Blend SrcAlpha OneMinusSrcAlpha ColorMask [_ColorMask] Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; half2 texcoord : TEXCOORD0; }; fixed4 _Color; float _CircleWidth; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex); OUT.texcoord = IN.texcoord; #ifdef UNITY_HALF_TEXEL_OFFSET OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1); #endif OUT.color = IN.color * _Color; return OUT; } //sampler2D _MainTex; fixed4 frag(v2f IN) : SV_Target { float2 uv = IN.texcoord; half4 color = IN.color; float len = length(float2(0.5,0.5)-uv); if(len<_CircleWidth || len>0.5){ color.a = 0; } clip (color.a - 0.01); return color; } ENDCG } } }