• Unity3d 怪物死亡燃烧掉效果


    效果

    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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  • 原文地址:https://www.cnblogs.com/mrblue/p/5190536.html
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