模型逐渐透明shader
Shader "Unlit/GrabGlass" {
Properties{
_Color("Main Tint", Color) = (1,1,1,1)
_MainTex("Main Tex", 2D) = "white" {}
// 用于在透明纹理的基础上控制整体的透明度
_Alpha("_Alpha", Range(0,1)) = 1
}
SubShader{
// RenderType标签可以让Unity
// 把这个Shader归入到提前定义的组(Transparent)
// 用于指明该Shader是一个使用了透明度混合的Shader
// IgnoreProjector=True这意味着该Shader
// 不会受到投影器(Projectors)的影响
// 为了使用透明度混合的Shader一般都应该在SubShader
// 中设置这三个标签
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Pass{
// 向前渲染路径的方式
Tags{ "LightMode" = "ForwardBase" }
// 深度写入设置为关闭状态
ZWrite Off
// 这是混合模式
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _Alpha;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct v2f {
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float2 uv : TEXCOORD2;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed4 texColor = tex2D(_MainTex, i.uv);
fixed3 albedo = texColor.rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(worldNormal, worldLightDir));
// 设置透明度通道的值
return fixed4(ambient + diffuse ,texColor.a * _Alpha);
}
ENDCG
}
}
FallBack "Transparent/VertexLit"
}ShowShadowTail.cs
from:https://blog.csdn.net/cjb_king/article/details/52268432
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ShowShadowTail : MonoBehaviour
{
public float fadeSpeed = 0.6f;
public float createSpeed =3.2f;
public bool isOpen = false;
private float previousTime = 0;
private SkinnedMeshRenderer[] meshRender;
private MeshFilter[] meshFilter;
bool isInit = false;
public ShowShadowTail Init()
{
if(isInit == false)
{
meshRender = this.GetComponentsInChildren<SkinnedMeshRenderer>();
meshFilter = this.GetComponentsInChildren<MeshFilter>();
isInit = true;
}
return this;
}
void Awake()
{
Init();
}
struct MeshInfo
{
public Mesh mesh;
public Matrix4x4 _matrix_PR; //存儲位置和旋转角度;
public Material material;
};
List<MeshInfo> meshInfoList = new List<MeshInfo>();
void Update()
{
if(isOpen)
{ //创建模型
if (Time.time - previousTime > createSpeed * Time.deltaTime)
{
previousTime = Time.time;
foreach (SkinnedMeshRenderer meshRender in meshRender)
{
Mesh mesh = new Mesh();
meshRender.BakeMesh(mesh);
MeshInfo meshInfo = new MeshInfo();
meshInfo.mesh = mesh;
meshInfo._matrix_PR = meshRender.localToWorldMatrix;
meshInfo.material = new Material(meshRender.material);
meshInfo.material.shader = Shader.Find("Unlit/GrabGlass");
meshInfoList.Add(meshInfo);
}
foreach (MeshFilter filter in meshFilter)
{
MeshInfo meshInfo = new MeshInfo();
meshInfo.mesh = filter.mesh;
meshInfo._matrix_PR = filter.transform.localToWorldMatrix;
meshInfo.material = new Material(Shader.Find("Unlit/GrabGlass"));
meshInfoList.Add(meshInfo);
}
}
}
//显示模型
if (meshInfoList.Count > 1)
{
foreach (MeshInfo meshInfo in meshInfoList)
{
Graphics.DrawMesh(meshInfo.mesh, meshInfo._matrix_PR, meshInfo.material, gameObject.layer);
float timer = meshInfo.material.GetFloat("_Alpha") - Time.deltaTime * fadeSpeed;
meshInfo.material.SetFloat("_Alpha", timer > 0 ? timer : 0);
if (meshInfo.material.GetFloat("_Alpha") < 0)
{
meshInfoList.Remove(meshInfo);
}
}
}
}
}
调用方法
gameObject.AddComponent<ShowShadowTail>().Init().isOpen = true;