本文基于VDer的文章《Unity中利用材质自发光实现物体闪烁效果》延伸开发
在实现了具有一个Material的物体闪烁发光之后,延伸开发了具有多个Material的自闪烁效果,感谢VDer的技术分享!
使用方法:直接将该脚本挂到物体上,AutoStart为自动闪烁。具体功能看脚本。
2019.12.21更新: 若物体不闪烁,参照ViveFocus博客:链接
2019.05.21更新: 该脚本所挂物体Start时现在可以处于关闭状态啦(原先初始化时必须激活,否则不闪烁)
2018.11.28更新: 增加当前是否发光状态监测:isGlinting
Code:
代码语言:javascript复制using System.Collections;
using UnityEngine;
public class Skode_Glinting : MonoBehaviour
{
/// <summary>
/// 闪烁颜色
/// </summary>
public Color color = new Color(61 / 255f, 226 / 255f, 131 / 255, 1);
/// <summary>
/// 最低发光亮度,取值范围[0,1],需小于最高发光亮度。
/// </summary>
[Tooltip("最低发光亮度,取值范围[0,1],需小于最高发光亮度。")]
[Range(0.0f, 1.0f)]
public float minBrightness = 0.0f;
/// <summary>
/// 最高发光亮度,取值范围[0,1],需大于最低发光亮度。
/// </summary>
[Tooltip("最高发光亮度,取值范围[0,1],需大于最低发光亮度。")]
[Range(0.0f, 1)]
public float maxBrightness = 0.5f;
/// <summary>
/// 闪烁频率,取值范围[0.2,30.0]。
/// </summary>
[Tooltip("闪烁频率,取值范围[0.2,30.0]。")]
[Range(0.2f, 30.0f)]
public float rate = 1;
//是否闪烁
[HideInInspector]
public bool isGlinting = false;
[Tooltip("勾选此项则启动时自动开始闪烁")]
[SerializeField]
private bool _autoStart = false;
private float _h, _s, _v; // 色调,饱和度,亮度
private float _deltaBrightness; // 最低最高亮度差
private Renderer _renderer;
//private Material _material;
private Material[] _materials;
private readonly string _keyword = "_EMISSION";
private readonly string _colorName = "_EmissionColor";
private Coroutine _glinting;
private void OnEnable()
{
_renderer = gameObject.GetComponent<Renderer>();
//_material = _renderer.material;
_materials = _renderer.materials;
if (_autoStart)
{
StartGlinting();
}
}
/// <summary>
/// 校验数据,并保证运行时的修改能够得到应用。
/// 该方法只在编辑器模式中生效!!!
/// </summary>
private void OnValidate()
{
// 限制亮度范围
if (minBrightness < 0 || minBrightness > 1)
{
minBrightness = 0.0f;
Debug.LogError("最低亮度超出取值范围[0, 1],已重置为0。");
}
if (maxBrightness < 0 || maxBrightness > 1)
{
maxBrightness = 1.0f;
Debug.LogError("最高亮度超出取值范围[0, 1],已重置为1。");
}
if (minBrightness >= maxBrightness)
{
minBrightness = 0.0f;
maxBrightness = 1.0f;
Debug.LogError("最低亮度[MinBrightness]必须低于最高亮度[MaxBrightness],已分别重置为0/1!");
}
// 限制闪烁频率
if (rate < 0.2f || rate > 30.0f)
{
rate = 1;
Debug.LogError("闪烁频率超出取值范围[0.2, 30.0],已重置为1.0。");
}
// 更新亮度差
_deltaBrightness = maxBrightness - minBrightness;
// 更新颜色
// 注意不能使用 _v ,否则在运行时修改参数会导致亮度突变
float tempV = 0;
Color.RGBToHSV(color, out _h, out _s, out tempV);
}
/// <summary>
/// 开始闪烁。
/// </summary>
public void StartGlinting()
{
isGlinting = true;
if (_materials != null)
{
if (_materials.Length > 0)
{
//_material.EnableKeyword(_keyword);
for (int i = 0; i < _materials.Length; i )
{
_materials[i].EnableKeyword(_keyword);
}
if (_glinting != null)
{
StopCoroutine(_glinting);
}
_glinting = StartCoroutine(IEGlinting());
}
}
}
/// <summary>
/// 停止闪烁。
/// </summary>
public void StopGlinting()
{
isGlinting = false;
//_material.DisableKeyword(_keyword);
for (int i = 0; i < _materials.Length; i )
{
_materials[i].DisableKeyword(_keyword);
}
if (_glinting != null)
{
StopCoroutine(_glinting);
}
}
/// <summary>
/// 控制自发光强度。
/// </summary>
/// <returns></returns>
private IEnumerator IEGlinting()
{
Color.RGBToHSV(color, out _h, out _s, out _v);
_v = minBrightness;
_deltaBrightness = maxBrightness - minBrightness;
bool increase = true;
while (true)
{
if (increase)
{
_v = _deltaBrightness * Time.deltaTime * rate;
increase = _v <= maxBrightness;
}
else
{
_v -= _deltaBrightness * Time.deltaTime * rate;
increase = _v <= minBrightness;
}
//_material.SetColor(_colorName, Color.HSVToRGB(_h, _s, _v));
for (int i = 0; i < _materials.Length; i )
{
_materials[i].SetColor(_colorName, Color.HSVToRGB(_h, _s, _v));
}
//_renderer.UpdateGIMaterials();
yield return null;
}
}
}
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