惯例先上效果图,本文不只是简单的绘制雨滴,同时处理了摄像机不同朝向看到的雨滴下落的方向也不一样。
1、绘制雨线:绘制雨使用的是C#脚本绘制的,脚本为:
using UnityEngine; using System.Collections; public class Debris : MonoBehaviour { const int POINT_MAX = 4096; private Vector3[] vertices_; private int[] indices_; private Color[] colors_; private Vector2[] uvs_; private float range_; private float rangeR_; private float move_ = 0f; private Matrix4x4 prev_view_matrix_; void Start () { range_ = 32f; rangeR_ = 1.0f/range_; vertices_ = new Vector3[POINT_MAX*3]; //先制作随机的点 for (var i = 0; i < POINT_MAX; ++i) { float x = Random.Range (-range_, range_); float y = Random.Range (-range_, range_); float z = Random.Range (-range_, range_); var point = new Vector3(x, y, z); vertices_ [i*3+0] = point; vertices_ [i*3+1] = point; vertices_ [i*3+2] = point; } indices_ = new int[POINT_MAX*3]; for (var i = 0; i < POINT_MAX*3; ++i) { indices_ [i] = i; } colors_ = new Color[POINT_MAX*3]; for (var i = 0; i < POINT_MAX; ++i) { //线的间隔之间有透明部分,使得看起来不是完整的连线 colors_ [i*3+0] = new Color (1f, 1f, 1f, 0f); colors_ [i*3+1] = new Color (1f, 1f, 1f, 1f); colors_ [i*3+2] = new Color (1f, 1f, 1f, 0f); } uvs_ = new Vector2[POINT_MAX*3]; //将随机的点进行连线 for (var i = 0; i < POINT_MAX; ++i) { //使得线保持弯折 uvs_ [i*3+0] = new Vector2 (1f, 0f); uvs_ [i*3+1] = new Vector2 (1f, 0f); uvs_ [i*3+2] = new Vector2 (0f, 1f); } Mesh mesh = new Mesh (); mesh.name = "debris"; mesh.vertices = vertices_; mesh.colors = colors_; mesh.uv = uvs_; mesh.bounds = new Bounds(Vector3.zero, Vector3.one * ); var mf = GetComponent<MeshFilter> (); mf.sharedMesh = mesh; mf.mesh.SetIndices (indices_, MeshTopology.Lines, 0); prev_view_matrix_ = Camera.main.worldToCameraMatrix; } // Update is called once per frame void Update () { var target_position = Camera.main.transform.TransformPoint(Vector3.forward * range_); var matrix = prev_view_matrix_ * Camera.main.cameraToWorldMatrix; // prev-view * inverted-cur-view var mr = GetComponent<Renderer> (); const float raindrop_speed = -1f; mr.material.SetFloat ("_Range", range_); mr.material.SetFloat ("_RangeR", rangeR_); mr.material.SetFloat ("_MoveTotal", move_); mr.material.SetFloat ("_Move", raindrop_speed); mr.material.SetVector ("_TargetPosition", target_position); mr.material.SetMatrix ("_PrevInvMatrix", matrix); move_ += raindrop_speed; move_ = Mathf.Repeat(move_, range_ * 2f); prev_view_matrix_ = Camera.main.worldToCameraMatrix; } }
在Start()方法中先绘制随机的点,然后再将点进行弯折连接,并保证连接的两条线间隔透明,如图所示
然后在Update()函数里更新着色器的渲染状态。通过计算实际雨线轨迹的着色,并始终保持雨线出现在镜头前面
2、渲染:渲染的Shader脚本为
Shader "Custom/debris" { SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } ZWrite Off Blend SrcAlpha OneMinusSrcAlpha // alpha blending // Blend SrcAlpha One // alpha additive Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #include "UnityCG.cginc" struct appdata_custom { float4 vertex : POSITION; fixed4 color : COLOR; float4 texcoord : TEXCOORD0; }; struct v2f { float4 pos:SV_POSITION; fixed4 color:COLOR; }; float4x4 _PrevInvMatrix; float3 _TargetPosition; float _Range;//雨滴的范围 float _RangeR;//_Range的倒数 float _MoveTotal;//整体雨滴的移动位移 float _Move;//每一帧的整体雨滴的移动位移 v2f vert(appdata_custom v) { v.vertex.y += _MoveTotal; float3 target = _TargetPosition; float3 trip; trip = floor( ((target - v.vertex.xyz)*_RangeR + 1) * 0.5 ); trip *= (_Range * 2); v.vertex.xyz += trip; float4 tv0 = v.vertex * v.texcoord.x; tv0 = mul (UNITY_MATRIX_MVP, tv0); v.vertex.y -= _Move; float4 tv1 = v.vertex * v.texcoord.y; tv1 = mul (UNITY_MATRIX_MV, tv1); tv1 = mul (_PrevInvMatrix, tv1); tv1 = mul (UNITY_MATRIX_P, tv1); v2f o; o.pos = tv0 + tv1; float depth = o.pos.z * 0.02; float normalized_depth = (1 - depth); o.color = v.color; o.color.a *= (normalized_depth); return o; } fixed4 frag(v2f i) : SV_Target { return i.color; } ENDCG } } }
3、最后:创建一个新的空物体,给空物体一个MeshRender组件。最后,将上面的C#脚本和附有上面的Shader的材质球赋给这个物体。
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