Unity NGUI UIPanel下对粒子的剪裁

时间:2021-07-19 16:47:02

Unity NGUI UIPanel下对粒子的剪裁

使用 unity 做游戏开发时,有时需要在scroll view下使用粒子,但粒子是不会被 UIPanel 所裁剪的,本人提供了脚本 ParticleSystemClipper,用来处理这种情况。思路是,通过 UIPanel 的 finalClipRegion 换算成 unity3d 世界坐标系中的区域,然后传递到粒子的 shader 中进行裁剪。代码如下:

using System;
using UnityEngine; [RequireComponent(typeof(UIPanel))]
public class ParticleSystemClipper : MonoBehaviour
{
const string ShaderName = "Bleach/Particles Additive Area Clip";
const float ClipInterval = 0.5f; UIPanel m_targetPanel;
Shader m_shader; void Start()
{
// find panel
m_targetPanel = GetComponent<UIPanel>(); if (m_targetPanel == null)
throw new ArgumentNullException("Cann't find the right UIPanel");
if (m_targetPanel.clipping != UIDrawCall.Clipping.SoftClip)
throw new InvalidOperationException("Don't need to clip"); m_shader = Shader.Find(ShaderName); if (!IsInvoking("Clip"))
InvokeRepeating("Clip", , ClipInterval);
} Vector4 CalcClipArea()
{
var clipRegion = m_targetPanel.finalClipRegion;
Vector4 nguiArea = new Vector4()
{
x = clipRegion.x - clipRegion.z / ,
y = clipRegion.y - clipRegion.w / ,
z = clipRegion.x + clipRegion.z / ,
w = clipRegion.y + clipRegion.w /
}; var uiRoot = LuaUtils.UIRoot.GetComponent<UIRoot>();
var pos = m_targetPanel.transform.position - uiRoot.transform.position;
float h = ;
float temp = h / uiRoot.manualHeight; return new Vector4()
{
x = pos.x + nguiArea.x * temp,
y = pos.y + nguiArea.y * temp,
z = pos.x + nguiArea.z * temp,
w = pos.y + nguiArea.w * temp
};
} void Clip()
{
Vector4 clipArea = CalcClipArea();
var particleSystems = this.GetComponentsInChildren<ParticleSystem>(); for (int i = ; i < particleSystems.Length; i++)
{
var ps = particleSystems[i];
var mat = ps.renderer.material; if (mat.shader.name != ShaderName)
mat.shader = m_shader; mat.SetVector("_Area", clipArea);
}
} void OnDestroy()
{
CancelInvoke("Clip");
}
}

对应的shader 代码如下:

Shader "Bleach/Particles Additive Area Clip"
{
Properties
{
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D) = "white" {}
_Area ("Area", Vector) = (,,,)
} Category
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Blend SrcAlpha One
AlphaTest Greater .
ColorMask RGB
Cull Off
Lighting Off
ZWrite Off
Fog { Color (,,,) } SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles #include "UnityCG.cginc" sampler2D _MainTex;
fixed4 _TintColor;
float4 _Area; struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
}; struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 worldPos : TEXCOORD1;
}; float4 _MainTex_ST; v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
o.color = v.color;
o.worldPos = mul(_Object2World, v.vertex).xy;
return o;
} fixed4 frag (v2f i) : SV_Target
{
bool inArea = i.worldPos.x >= _Area.x && i.worldPos.x <= _Area.z && i.worldPos.y >= _Area.y && i.worldPos.y <= _Area.w;
return inArea? 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord) : fixed4(,,,);
}
ENDCG
}
}
}
}

转载请注明出处:http://www.cnblogs.com/jietian331/p/5075487.html