Unity引擎在UI上渲染粒子播放

大家好,我是阿赵。

在UI上面显示粒子特效,如果把粒子系统直接拖到Canvas里面,会存在很多问题,比如层级问题、裁剪问题等。这里分享一种用MaskableGraphic和UIVertex来显示粒子特效的方法。

一、 MaskableGraphic和UIVertex简单显示原理

1、简单例子

在介绍MaskableGraphic和UIVertex是什么之前,先来运行一段代码:

bash 复制代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(CanvasRenderer))]
[RequireComponent(typeof(RectTransform))]
public class UIVertexTest : MaskableGraphic
{
    private UIVertex[] _quad = new UIVertex[4];

    // Start is called before the first frame update
    private new IEnumerator Start()
    {
        _quad[0] = UIVertex.simpleVert;
        _quad[0].color = Color.green;
        _quad[0].uv0 = new Vector2(0, 0);
        _quad[0].position = new Vector3(-100, 0);

        _quad[1] = UIVertex.simpleVert;
        _quad[1].color = Color.red;
        _quad[1].uv0 = new Vector2(0, 1);
        _quad[1].position = new Vector3(-100, 200);

        _quad[2] = UIVertex.simpleVert;
        _quad[2].color = Color.black;
        _quad[2].uv0 = new Vector2(1, 1);
        _quad[2].position = new Vector3(100, 200);

        _quad[3] = UIVertex.simpleVert;
        _quad[3].color = Color.blue;
        _quad[3].uv0 = new Vector2(1, 0);
        _quad[3].position = new Vector3(100, 0);

        yield return null;
    }

    // Update is called once per frame
    void Update()
    {

    }

    protected override void OnPopulateMesh(VertexHelper vh)
    {
        vh.Clear();
        vh.AddUIVertexQuad(_quad);
    }

}

在Canvas里面新建一个空的GameObject,然后把脚本挂上去,运行,会得到这样的结果:

可以试试层叠或是用Mask做裁剪,发现都没有问题:

2、代码解释

这里用到了几个东西,是要说明一下的:

1. MaskableGraphic

可以留意到,上面的代码的类并不是继承MonoBehaviour,而是继承了MaskableGraphic。

MaskableGraphic 继承自 Graphic,并通过 RectMask2D 和 Mask 实现 "可遮罩的图形"。如果觉得复杂,可以简单这么理解,继承MaskableGraphic 的类,挂在Canvas下的对象上时,  这个对象会变成一个类似Image的对象,可以在上面绘制自己想要的东西。

继承了MaskableGraphic 之后,一般来说就会出现这些参数了,比如颜色、材质球、是否可以成为射线的目标、是否可遮罩等。是不是和Image很像?

2. UIVertex

在理解UIVertex之前,要先对Vertex有所了解。一个3D模型能显示出来,最基础需要2点:

(1) 顶点,比如一个三角形需要3个顶点,顶点包括一般包括坐标、颜色、UV坐标之类的信息。

(2) 索引,为什么三个点能构成一个三角形,是因为有索引,比如三个顶点1、2、3,组成了一个  三角形,那么如果是四个顶点1、2、3、4,可以组成2个三角形,可能是1、2、3一组,1、3、4一组。

这上面的顶点,就是Vertex了。那么UIVertex就很好理解了,它也是顶点,但只是用在UI上的顶点,更具体一点的,就是在MaskableGraphic这个"画纸"上面绘制图形的顶点。

具体看一下UIVertex这个类,里面包含的参数并不多,有顶点的位置、法线方向、切线方向、颜色,还有uv0-uv3这么4组UV坐标。

有了顶点信息,我们就可以自己绘制图形了。

3. OnPopulateMesh

这个方法是MaskableGraphic里面的方法,我们可以通过override重写它的逻辑。这个方法调用的时机是MaskableGraphic里面的顶点发生改变时,具体一点,比如OnEnable、需要重新生成顶点、改变顶点的颜色、改变MaskableGraphic使用的材质球,之类。

如果想在没有顶点改变的情况下也调用这个方法,可以通过调用SetAllDirty()方法,也会强制的执行OnPopulateMesh方法。

这个例子里面,由于我只是绘制一个矩形,也不需要修改,所以我并没有调用SetAllDirty方法,也就是说,除了在一开始的时候绘制了一次矩形,后面实际上这个方法是不会再次调用,除非我手动去修改颜色和材质球。

4. VertexHelper

作为OnPopulateMesh方法的传入参数VertexHelper是管理了当前MaskableGraphic 这张"画纸"上面的所有顶点。

看一下VertexHelper所提供的方法,可以看出,我们可以对MaskableGraphic 添加点、添加三角形、添加四边形、添加整个网格、清理等操作。

我这个例子,使用了AddUIVertexQuad方法,也就是添加一个四边形。一个四边形是由4个顶点组成2个三角形实现的。每次调用OnPopulateMesh方法的时候,需要先把VertexHelper调用Clear方法清空一下,再重新添加顶点或者三角形,不然会重复添加,越来越多。

二、 通过获取大小说明position的计算

上面的例子比较简单,赋予了四个顶点固定的UV坐标,不同的颜色,然后position是相对于GameObject自己的坐标的相对坐标,写死了宽度是-100到100,高度是0到200,所以整个矩形是往上偏的。

这次稍微做复杂一点点,我需要读取RectTransform里面的大小来改变四个顶点的位置,代码如下:

bash 复制代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(CanvasRenderer))]
[RequireComponent(typeof(RectTransform))]
public class UIVertexTest : MaskableGraphic
{
    private UIVertex[] _quad = new UIVertex[4];
    // Start is called before the first frame update
    private new IEnumerator Start()
    {

        UpdateQuad();
        yield return null;
    }


    private void UpdateQuad()
    {
        Rect rect = gameObject.GetComponent<RectTransform>().rect;
        _quad[0] = UIVertex.simpleVert;
        _quad[0].color = Color.green;
        _quad[0].uv0 = new Vector2(0, 0);
        _quad[0].position = new Vector3(rect.center.x - rect.width / 2, rect.center.y - rect.height / 2, 0);

        _quad[1] = UIVertex.simpleVert;
        _quad[1].color = Color.red;
        _quad[1].uv0 = new Vector2(0, 1);
        _quad[1].position = new Vector3(rect.center.x - rect.width / 2, rect.center.y + rect.height / 2, 0);

        _quad[2] = UIVertex.simpleVert;
        _quad[2].color = Color.black;
        _quad[2].uv0 = new Vector2(1, 1);
        _quad[2].position = new Vector3(rect.center.x + rect.width / 2, rect.center.y + rect.height / 2, 0);

        _quad[3] = UIVertex.simpleVert;
        _quad[3].color = Color.blue;
        _quad[3].uv0 = new Vector2(1, 0);
        _quad[3].position = new Vector3(rect.center.x + rect.width / 2, rect.center.y - rect.height / 2, 0);
    }
    // Update is called once per frame
    void Update()
    {

    }

    protected override void OnPopulateMesh(VertexHelper vh)
    {      
        vh.Clear();
        UpdateQuad();
        vh.AddUIVertexQuad(_quad);
    }
}

现在改变RectTransform里面的宽高

可以看到绘制出来的矩形也跟着变化了。

这次的代码修改主要有:

  1. 把组装顶点的方法从start里面提取出来,封了一个UpdateQuad方法
  2. 通过获取RectTransform的rect,来计算顶点的实际位置。

三、 材质贴图的应用

只是显示顶点颜色有点单调,这次试试绘制图片。由于之前组建四个顶点的时候,就已经设置了uv0,这个uv0是根据顶点的位置设置了从0,0到1,1四个角的uv坐标,所以把图片赋予进去,按道理是可以直接把图片完整铺满整个矩形的。

这里需要注意,由于是绘制在UI上的图片,所以需要配合着UI类型的Shader才能正确显示。这里我写了一个最简单的显示图片采用的UI类shader:

直接把材质球拖进去就行:

图片就能正常显示了。

当然,一般我们不会这样拖材质球去使用,所以我在代码里面暴露一个材质球参数,用于修改材质球。

bash 复制代码
public Material curMat;

然后在Update里面,调用一个CheckMatChange的方法,检查当前的MaskableGraphic的material如果不等于我指定的材质球,就会设置材质球。material是MaskableGraphic本身的变量,不需要额外声明的。

void Update()

{

CheckMatChange();

}

private void CheckMatChange()

{

if(material!=curMat)

{

material = curMat;

}

}

还有一个值得注意的地方是,我这里也没有调用SetAllDirty(),但只要修改材质球,就立刻生效了。这是因为,材质球改变,也是调用OnPopulateMesh方法的条件之一,所以不需要其他操作,单纯修改材质球,就已经会调用一次OnPopulateMesh了。

完整代码:

bash 复制代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(CanvasRenderer))]
[RequireComponent(typeof(RectTransform))]
public class UIVertexTest : MaskableGraphic
{
    private UIVertex[] _quad = new UIVertex[4];
    public Material curMat;
    // Start is called before the first frame update
    private new IEnumerator Start()
    {

        UpdateQuad();
        yield return null;
    }


    private void UpdateQuad()
    {
        Rect rect = gameObject.GetComponent<RectTransform>().rect;
        _quad[0] = UIVertex.simpleVert;
        _quad[0].color = Color.green;
        _quad[0].uv0 = new Vector2(0, 0);
        _quad[0].position = new Vector3(rect.center.x - rect.width / 2, rect.center.y - rect.height / 2, 0);

        _quad[1] = UIVertex.simpleVert;
        _quad[1].color = Color.red;
        _quad[1].uv0 = new Vector2(0, 1);
        _quad[1].position = new Vector3(rect.center.x - rect.width / 2, rect.center.y + rect.height / 2, 0);

        _quad[2] = UIVertex.simpleVert;
        _quad[2].color = Color.black;
        _quad[2].uv0 = new Vector2(1, 1);
        _quad[2].position = new Vector3(rect.center.x + rect.width / 2, rect.center.y + rect.height / 2, 0);

        _quad[3] = UIVertex.simpleVert;
        _quad[3].color = Color.blue;
        _quad[3].uv0 = new Vector2(1, 0);
        _quad[3].position = new Vector3(rect.center.x + rect.width / 2, rect.center.y - rect.height / 2, 0);
    }
    // Update is called once per frame
    void Update()
    {
        CheckMatChange();
    }

    private void CheckMatChange()
    {
        if(material!=curMat)
        {
            material = curMat;
        }
    }

    protected override void OnPopulateMesh(VertexHelper vh)
    {      
        vh.Clear();
        UpdateQuad();
        vh.AddUIVertexQuad(_quad);
    }
}

四、 模拟粒子

通过上面的说明,按道理应该大概了解了怎样通过UIVertex在MaskableGraphic上绘制图形了,接下来就进入主题:

1、 简单模拟粒子

先上代码:

bash 复制代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using static UnityEngine.ParticleSystem;

[RequireComponent(typeof(CanvasRenderer))]
[RequireComponent(typeof(RectTransform))]
public class UIVertexTest : MaskableGraphic
{
    private UIVertex[] _quad = new UIVertex[4];
    public Material curMat;
    public ParticleSystem particleSys;
    private ParticleSystemRenderer particleSysRender;
    private ParticleSystem.MainModule mainModule;
    private Particle[] particles;
    // Start is called before the first frame update
    private new IEnumerator Start()
    {
        if(particleSys == null)
        {
            particleSys = gameObject.GetComponent<ParticleSystem>();
            if(particleSys!=null)
            {
                particleSysRender = particleSys.GetComponent<ParticleSystemRenderer>();
                particleSysRender.enabled = false;
                mainModule = particleSys.main;
            }
        }
        
        yield return null;
    }
    


    private void UpdateQuad(ParticleSystem ps, Particle p)
    {
        Color curCol = p.GetCurrentColor(ps);
        float size = p.GetCurrentSize(ps) * 0.5f;
        Vector2 position = (mainModule.simulationSpace == ParticleSystemSimulationSpace.Local ? p.position : ps.transform.InverseTransformPoint(p.position));
        float scale = canvas.gameObject.GetComponent<RectTransform>().localScale.x;
        position /= scale;
        size /= scale;
        _quad[0] = UIVertex.simpleVert;
        _quad[0].color = curCol;
        _quad[0].uv0 = new Vector2(0, 0);
        _quad[0].position = new Vector3(position.x - size, position.y - size);

        _quad[1] = UIVertex.simpleVert;
        _quad[1].color = curCol;
        _quad[1].uv0 = new Vector2(0, 1);
        _quad[1].position = new Vector3(position.x - size, position.y + size);

        _quad[2] = UIVertex.simpleVert;
        _quad[2].color = curCol;
        _quad[2].uv0 = new Vector2(1, 1);
        _quad[2].position = new Vector3(position.x + size, position.y + size);

        _quad[3] = UIVertex.simpleVert;
        _quad[3].color = curCol; 
        _quad[3].uv0 = new Vector2(1, 0);
        _quad[3].position = new Vector3(position.x + size, position.y - size);
    }
    // Update is called once per frame
    void Update()
    {
        CheckMatChange();
CheckParticle();
    }

    private void CheckMatChange()
    {
        if(material!=curMat)
        {
            material = curMat;
        }
    }
    private void CheckParticle()
    {
        if (particleSys != null)
        {
            SetAllDirty();
        }
    }
    protected override void OnPopulateMesh(VertexHelper vh)
    {      
        vh.Clear();
        if (particleSys == null)
        {
            return;
        }

        if(particles == null)
        {
            particles = new Particle[500];
        }
        int count = particleSys.GetParticles(particles);
        if(count == 0)
        {
            return;
        }
        for(int i = 0;i<count;i++)
        {
            Particle p = particles[i];
            UpdateQuad(particleSys, p);
            vh.AddUIVertexQuad(_quad);
        }
        
    }
}

现在把一个简单的粒子系统放在Canvas下面,然后把脚本挂到粒子系统上。给它赋予一个UI类的shader。这时候运行,可以看到粒子系统上面的renderer是关闭状态的:

但UI上面却看到了粒子效果:

而且这个粒子可以裁剪、可以随意重叠:

接下来说一下原理:

  1. 从粒子系统里面,获取粒子的数量,然后做一个循环,每一个粒子绘制一个四边形,然后计算粒子的大小和位置。
  2. 为了怕绘制得太多,所以获取粒子的时候,数组最大值只设置了500:
    particles = new Particle[500];
    当然,这样做可能也不太好,因为如果粒子系统本身发射的粒子太多,只获取500个可能表现会有问题,所以在设计粒子的时候,可以在粒子系统上面设置一下粒子的最大发射数量,保证粒子在有限数量内,效果是正常的。
  3. 计算粒子四个顶点的位置
    每个粒子的位置和当前大小是可以获得的,但位置需要乘以自身的Transform的逆矩阵来计算
bash 复制代码
Vector2 position = (mainModule.simulationSpace == ParticleSystemSimulationSpace.Local ? p.position : ps.transform.InverseTransformPoint(p.position));
  1. 粒子的大小问题
    由于粒子是放在Canvas里面的,所以实际上它是经过了Canvas的缩放的。所以需要获取Canvas的缩放,然后给计算的顶点做一个缩放

2、 模拟粒子高级效果

刚才的粒子模拟,是最基础的,每个粒子都是只计算了位移和缩放,没有计算旋转,还有,没有支持粒子系统本身的一些特殊效果,比如序列帧的播放功能。下面补全一下:

1. 考虑旋转

修改UpdateQuad方法,把position的设置放在最后面,判断一下旋转,并做一个偏移:

bash 复制代码
    private void UpdateQuad(ParticleSystem ps, Particle p)
    {
        Color curCol = p.GetCurrentColor(ps);
        float size = p.GetCurrentSize(ps) * 0.5f;
        float rotation = -p.rotation * Mathf.Deg2Rad;
        float rotation90 = rotation + Mathf.PI / 2;
        Vector2 position = (mainModule.simulationSpace == ParticleSystemSimulationSpace.Local ? p.position : ps.transform.InverseTransformPoint(p.position));
        float scale = canvas.gameObject.GetComponent<RectTransform>().localScale.x;
        position /= scale;
        size /= scale;
        _quad[0] = UIVertex.simpleVert;
        _quad[0].color = curCol;
        _quad[0].uv0 = new Vector2(0, 0);
        

        _quad[1] = UIVertex.simpleVert;
        _quad[1].color = curCol;
        _quad[1].uv0 = new Vector2(0, 1);
        

        _quad[2] = UIVertex.simpleVert;
        _quad[2].color = curCol;
        _quad[2].uv0 = new Vector2(1, 1);
        

        _quad[3] = UIVertex.simpleVert;
        _quad[3].color = curCol;
        _quad[3].uv0 = new Vector2(1, 0);


        if (rotation == 0)
        {
            Vector4 posOffset = new Vector4();
            posOffset.x = position.x - size;
            posOffset.y = position.y - size;
            posOffset.z = position.x + size;
            posOffset.w = position.y + size;
            _quad[0].position = new Vector3(posOffset.x,posOffset.y);
            _quad[1].position = new Vector3(posOffset.x, posOffset.w);
            _quad[2].position = new Vector3(posOffset.z, posOffset.w);
            _quad[3].position = new Vector3(posOffset.z, posOffset.y);
        }
        else
        {
            Vector2 right = new Vector2(Mathf.Cos(rotation), Mathf.Sin(rotation)) * size;
            Vector2 up = new Vector2(Mathf.Cos(rotation90), Mathf.Sin(rotation90)) * size;
            _quad[0].position = position - right - up;
            _quad[1].position = position - right + up;
            _quad[2].position = position + right + up;
            _quad[3].position = position + right - up;
        }
}

2. 考虑序列帧动画

粒子系统本身自带播放序列帧的功能的,比如我做了这么一张序列帧图:

然后在Texture Sheet Animation里面指定一下横竖列的格子数量,按道理粒子系统就会从1到16那样按顺序播放序列帧动画:

在代码里面,要这样模拟:

bash 复制代码
    private void UpdateQuad(ParticleSystem ps, Particle p)
    {
        Color curCol = p.GetCurrentColor(ps);
        float size = p.GetCurrentSize(ps) * 0.5f;
        float rotation = -p.rotation * Mathf.Deg2Rad;
        float rotation90 = rotation + Mathf.PI / 2;
        Vector2 position = (mainModule.simulationSpace == ParticleSystemSimulationSpace.Local ? p.position : ps.transform.InverseTransformPoint(p.position));
        float scale = canvas.gameObject.GetComponent<RectTransform>().localScale.x;
        position /= scale;
        size /= scale;


        Vector4 particleUV = imageUV;

        //计算序列帧动画每一个粒子的uv
        if(ps.textureSheetAnimation.enabled == true)
        {
            TextureSheetAnimationModule textureSheetAnimation = ps.textureSheetAnimation;
            float frameProgress = 1 - (p.remainingLifetime / p.startLifetime);

            if (textureSheetAnimation.frameOverTime.curveMin != null)
            {
                frameProgress = textureSheetAnimation.frameOverTime.curveMin.Evaluate(1 - (p.remainingLifetime / p.startLifetime));
            }
            else if (textureSheetAnimation.frameOverTime.curve != null)
            {
                frameProgress = textureSheetAnimation.frameOverTime.curve.Evaluate(1 - (p.remainingLifetime / p.startLifetime));
            }
            else if (textureSheetAnimation.frameOverTime.constant > 0)
            {
                frameProgress = textureSheetAnimation.frameOverTime.constant - (p.remainingLifetime / p.startLifetime);
            }

            frameProgress = Mathf.Repeat(frameProgress * textureSheetAnimation.cycleCount, 1);
            int frame = 0;
            int textureSheetAnimationFrames = textureSheetAnimation.numTilesX * textureSheetAnimation.numTilesY;
            Vector2 textureSheetAnimationFrameSize = new Vector2(1f / textureSheetAnimation.numTilesX, 1f / textureSheetAnimation.numTilesY);
            switch (textureSheetAnimation.animation)
            {

                case ParticleSystemAnimationType.WholeSheet:
                    frame = Mathf.FloorToInt(frameProgress * textureSheetAnimationFrames);
                    break;

                case ParticleSystemAnimationType.SingleRow:
                    frame = Mathf.FloorToInt(frameProgress * textureSheetAnimation.numTilesX);

                    int row = textureSheetAnimation.rowIndex;
                    //                    if (textureSheetAnimation.useRandomRow) { // FIXME - is this handled internally by rowIndex?
                    //                        row = Random.Range(0, textureSheetAnimation.numTilesY, using: particle.randomSeed);
                    //                    }
                    frame += row * textureSheetAnimation.numTilesX;
                    break;

            }

            frame %= textureSheetAnimationFrames;

            particleUV.x = (frame % textureSheetAnimation.numTilesX) * textureSheetAnimationFrameSize.x;
            particleUV.y = 1-Mathf.FloorToInt(frame / textureSheetAnimation.numTilesX) * textureSheetAnimationFrameSize.y- textureSheetAnimationFrameSize.y;
            particleUV.z = particleUV.x + textureSheetAnimationFrameSize.x;
            particleUV.w = particleUV.y + textureSheetAnimationFrameSize.y;
        }

        _quad[0] = UIVertex.simpleVert;
        _quad[0].color = curCol;
        _quad[0].uv0 = new Vector2(particleUV.x, particleUV.y);
        

        _quad[1] = UIVertex.simpleVert;
        _quad[1].color = curCol;
        _quad[1].uv0 = new Vector2(particleUV.x, particleUV.w);
        

        _quad[2] = UIVertex.simpleVert;
        _quad[2].color = curCol;
        _quad[2].uv0 = new Vector2(particleUV.z, particleUV.w);
        

        _quad[3] = UIVertex.simpleVert;
        _quad[3].color = curCol;
        _quad[3].uv0 = new Vector2(particleUV.z, particleUV.y);


        if (rotation == 0)
        {
            Vector4 posOffset = new Vector4();
            posOffset.x = position.x - size;
            posOffset.y = position.y - size;
            posOffset.z = position.x + size;
            posOffset.w = position.y + size;
            _quad[0].position = new Vector3(posOffset.x,posOffset.y);
            _quad[1].position = new Vector3(posOffset.x, posOffset.w);
            _quad[2].position = new Vector3(posOffset.z, posOffset.w);
            _quad[3].position = new Vector3(posOffset.z, posOffset.y);
        }
        else
        {
            Vector2 right = new Vector2(Mathf.Cos(rotation), Mathf.Sin(rotation)) * size;
            Vector2 up = new Vector2(Mathf.Cos(rotation90), Mathf.Sin(rotation90)) * size;
            _quad[0].position = position - right - up;
            _quad[1].position = position - right + up;
            _quad[2].position = position + right + up;
            _quad[3].position = position + right - up;
        }
   }

同样是修改UpdateQuad方法。这次要修改的是设置顶点的UV0的过程。每一个粒子,都可以通过获得它的生命周期,然后计算应该播放到序列图的第几帧的图片,然后根据这个第几帧,再计算出当前的例子的UV坐标应该是什么。

这里有个规则的问题,uv坐标从左下角开始是(0,0),右上角是(1,1),但我的序列图四左上角开始是1,右下角是16,所以在计算y坐标的时候,我做了一个反转的操作:

particleUV.y = 1-Mathf.FloorToInt(frame / textureSheetAnimation.numTilesX) * textureSheetAnimationFrameSize.y- textureSheetAnimationFrameSize.y;

这时候播放,会看到序列帧的图片正常的播放了:

同样是可以任意重叠和裁剪的。

完整:

bash 复制代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using static UnityEngine.ParticleSystem;

[RequireComponent(typeof(CanvasRenderer))]
[RequireComponent(typeof(RectTransform))]
public class UIVertexTest : MaskableGraphic
{
    private UIVertex[] _quad = new UIVertex[4];
    public Material curMat;
    public ParticleSystem particleSys;
    private ParticleSystemRenderer particleSysRender;
    private ParticleSystem.MainModule mainModule;
    private Particle[] particles;
    private Vector4 imageUV = new Vector4(0, 0, 1, 1);
    // Start is called before the first frame update
    private new IEnumerator Start()
    {
        if(particleSys == null)
        {
            particleSys = gameObject.GetComponent<ParticleSystem>();
            if(particleSys!=null)
            {
                particleSysRender = particleSys.GetComponent<ParticleSystemRenderer>();
                particleSysRender.enabled = false;
                mainModule = particleSys.main;
            }
        }
        
        yield return null;
    }



    private void UpdateQuad(ParticleSystem ps, Particle p)
    {
        Color curCol = p.GetCurrentColor(ps);
        float size = p.GetCurrentSize(ps) * 0.5f;
        float rotation = -p.rotation * Mathf.Deg2Rad;
        float rotation90 = rotation + Mathf.PI / 2;
        Vector2 position = (mainModule.simulationSpace == ParticleSystemSimulationSpace.Local ? p.position : ps.transform.InverseTransformPoint(p.position));
        float scale = canvas.gameObject.GetComponent<RectTransform>().localScale.x;
        position /= scale;
        size /= scale;


        Vector4 particleUV = imageUV;

        //计算序列帧动画每一个粒子的uv
        if(ps.textureSheetAnimation.enabled == true)
        {
            TextureSheetAnimationModule textureSheetAnimation = ps.textureSheetAnimation;
            float frameProgress = 1 - (p.remainingLifetime / p.startLifetime);

            if (textureSheetAnimation.frameOverTime.curveMin != null)
            {
                frameProgress = textureSheetAnimation.frameOverTime.curveMin.Evaluate(1 - (p.remainingLifetime / p.startLifetime));
            }
            else if (textureSheetAnimation.frameOverTime.curve != null)
            {
                frameProgress = textureSheetAnimation.frameOverTime.curve.Evaluate(1 - (p.remainingLifetime / p.startLifetime));
            }
            else if (textureSheetAnimation.frameOverTime.constant > 0)
            {
                frameProgress = textureSheetAnimation.frameOverTime.constant - (p.remainingLifetime / p.startLifetime);
            }

            frameProgress = Mathf.Repeat(frameProgress * textureSheetAnimation.cycleCount, 1);
            int frame = 0;
            int textureSheetAnimationFrames = textureSheetAnimation.numTilesX * textureSheetAnimation.numTilesY;
            Vector2 textureSheetAnimationFrameSize = new Vector2(1f / textureSheetAnimation.numTilesX, 1f / textureSheetAnimation.numTilesY);
            switch (textureSheetAnimation.animation)
            {

                case ParticleSystemAnimationType.WholeSheet:
                    frame = Mathf.FloorToInt(frameProgress * textureSheetAnimationFrames);
                    break;

                case ParticleSystemAnimationType.SingleRow:
                    frame = Mathf.FloorToInt(frameProgress * textureSheetAnimation.numTilesX);

                    int row = textureSheetAnimation.rowIndex;
                    //                    if (textureSheetAnimation.useRandomRow) { // FIXME - is this handled internally by rowIndex?
                    //                        row = Random.Range(0, textureSheetAnimation.numTilesY, using: particle.randomSeed);
                    //                    }
                    frame += row * textureSheetAnimation.numTilesX;
                    break;

            }

            frame %= textureSheetAnimationFrames;

            particleUV.x = (frame % textureSheetAnimation.numTilesX) * textureSheetAnimationFrameSize.x;
            particleUV.y = 1-Mathf.FloorToInt(frame / textureSheetAnimation.numTilesX) * textureSheetAnimationFrameSize.y- textureSheetAnimationFrameSize.y;
            particleUV.z = particleUV.x + textureSheetAnimationFrameSize.x;
            particleUV.w = particleUV.y + textureSheetAnimationFrameSize.y;
        }

        _quad[0] = UIVertex.simpleVert;
        _quad[0].color = curCol;
        _quad[0].uv0 = new Vector2(particleUV.x, particleUV.y);
        

        _quad[1] = UIVertex.simpleVert;
        _quad[1].color = curCol;
        _quad[1].uv0 = new Vector2(particleUV.x, particleUV.w);
        

        _quad[2] = UIVertex.simpleVert;
        _quad[2].color = curCol;
        _quad[2].uv0 = new Vector2(particleUV.z, particleUV.w);
        

        _quad[3] = UIVertex.simpleVert;
        _quad[3].color = curCol;
        _quad[3].uv0 = new Vector2(particleUV.z, particleUV.y);


        if (rotation == 0)
        {
            Vector4 posOffset = new Vector4();
            posOffset.x = position.x - size;
            posOffset.y = position.y - size;
            posOffset.z = position.x + size;
            posOffset.w = position.y + size;
            _quad[0].position = new Vector3(posOffset.x,posOffset.y);
            _quad[1].position = new Vector3(posOffset.x, posOffset.w);
            _quad[2].position = new Vector3(posOffset.z, posOffset.w);
            _quad[3].position = new Vector3(posOffset.z, posOffset.y);
        }
        else
        {
            Vector2 right = new Vector2(Mathf.Cos(rotation), Mathf.Sin(rotation)) * size;
            Vector2 up = new Vector2(Mathf.Cos(rotation90), Mathf.Sin(rotation90)) * size;
            _quad[0].position = position - right - up;
            _quad[1].position = position - right + up;
            _quad[2].position = position + right + up;
            _quad[3].position = position + right - up;
        }
    }
    // Update is called once per frame
    void Update()
    {
        CheckMatChange();
CheckParticle();
    }

    private void CheckMatChange()
    {
        if(material!=curMat)
        {
            material = curMat;
        }
    }
    private void CheckParticle()
    {
        if (particleSys != null)
        {
            SetAllDirty();
        }
    }
    protected override void OnPopulateMesh(VertexHelper vh)
    {      
        vh.Clear();
        if (particleSys == null)
        {
            return;
        }

        if(particles == null)
        {
            particles = new Particle[500];
        }
        int count = particleSys.GetParticles(particles);
        if(count == 0)
        {
            return;
        }
        for(int i = 0;i<count;i++)
        {
            Particle p = particles[i];
            UpdateQuad(particleSys, p);
            vh.AddUIVertexQuad(_quad);
        }
        
    }
}

五、存在问题

这个方案也不是完美无缺的,暂时来说,我发现一些问题,比如:

1、一般特效里面除了粒子系统,还有拖尾等效果,我这个例子里面没有对拖尾进行计算,其实方法相同,也是获得它当前的拖尾的网格,然后绘制就行

2、粒子系统里面存在很多不同的参数设置,我上面的计算不一定很完整,可能会漏一些东西,需要发现的时候再补充

3、MaskableGraphic里面只设置一个材质球,这个材质球必须是用UI类型的Shader才能正常显示,所以粒子自带的shader不能直接使用,要经过改造。所谓的UI类型shader,比如是这样的:

bash 复制代码
Shader "UIVertexTex"
{
	Properties
	{
		[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
		_Color ("Tint", Color) = (1,1,1,1)
		
		_StencilComp ("Stencil Comparison", Float) = 8
		_Stencil ("Stencil ID", Float) = 0
		_StencilOp ("Stencil Operation", Float) = 0
		_StencilWriteMask ("Stencil Write Mask", Float) = 255
		_StencilReadMask ("Stencil Read Mask", Float) = 255

		_ColorMask ("Color Mask", Float) = 15

		[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
		_TextureSample0("Texture Sample 0", 2D) = "white" {}
		[HideInInspector] _texcoord( "", 2D ) = "white" {}

	}

	SubShader
	{
		LOD 0

		Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
		
		Stencil
		{
			Ref [_Stencil]
			ReadMask [_StencilReadMask]
			WriteMask [_StencilWriteMask]
			CompFront [_StencilComp]
			PassFront [_StencilOp]
			FailFront Keep
			ZFailFront Keep
			CompBack Always
			PassBack Keep
			FailBack Keep
			ZFailBack Keep
		}


		Cull Off
		Lighting Off
		ZWrite Off
		ZTest [unity_GUIZTestMode]
		Blend SrcAlpha OneMinusSrcAlpha
		ColorMask [_ColorMask]

		
		Pass
		{
			Name "Default"
		CGPROGRAM
			
			#pragma vertex vert
			#pragma fragment frag
			#pragma target 3.0

			#include "UnityCG.cginc"
			#include "UnityUI.cginc"

			#pragma multi_compile __ UNITY_UI_CLIP_RECT
			#pragma multi_compile __ UNITY_UI_ALPHACLIP
			
			
			
			struct appdata_t
			{
				float4 vertex   : POSITION;
				float4 color    : COLOR;
				float2 texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				
			};

			struct v2f
			{
				float4 vertex   : SV_POSITION;
				fixed4 color    : COLOR;
				half2 texcoord  : TEXCOORD0;
				float4 worldPosition : TEXCOORD1;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
				
			};
			
			uniform fixed4 _Color;
			uniform fixed4 _TextureSampleAdd;
			uniform float4 _ClipRect;
			uniform sampler2D _MainTex;
			uniform sampler2D _TextureSample0;
			uniform float4 _TextureSample0_ST;
			SamplerState sampler_TextureSample0;

			
			v2f vert( appdata_t IN  )
			{
				v2f OUT;
				UNITY_SETUP_INSTANCE_ID( IN );
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
				UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
				OUT.worldPosition = IN.vertex;
				
				
				OUT.worldPosition.xyz +=  float3( 0, 0, 0 ) ;
				OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);

				OUT.texcoord = IN.texcoord;
				
				OUT.color = IN.color * _Color;
				return OUT;
			}

			fixed4 frag(v2f IN  ) : SV_Target
			{
				float2 uv_TextureSample0 = IN.texcoord.xy * _TextureSample0_ST.xy + _TextureSample0_ST.zw;
				float4 tex2DNode1 = tex2D( _TextureSample0, uv_TextureSample0 );
				clip( 0.0 );
				float4 appendResult3 = (float4(( tex2DNode1 + tex2DNode1 ).rgb , tex2DNode1.a));
				
				half4 color = appendResult3;
				
				#ifdef UNITY_UI_CLIP_RECT
                color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
                #endif
				
				#ifdef UNITY_UI_ALPHACLIP
				clip (color.a - 0.001);
				#endif

				return color;
			}
		ENDCG
		}
	}

它要包含UI的蒙版设置,包含UnityUI.cginc,并且做了Rect和Alpha的裁剪

所以并没有像想象中那么简单,美术特效随便做一个粒子特效,然后挂个脚本,就能随便用在UI上面,最起码,要对Shader进行一定的改造,才能在UI上面正常显示的。

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