画线代码V1.0.0
画线代码:
最终效果图:
优点:
1.效果还行,计算量也不大(就一点2维直线一般式能有多少运算量)。
缺点:
1.每条线怎么也是建模,可能会有点开销。
2.编辑起来很是麻烦。
代码部分:
/*************************************** Editor: Tason Version: v1.0 Last Edit Date: 2018-XX-XX Tel: 328791554@qq.com Function Doc: 1.自建Mesh划线 ***************************************/ using UnityEngine; using System.Collections; namespace ZQFY { public class JWDrawLineManager_ZQFY : MonoBehaviour { //y = ax + b 2维直线一般式 public class JWLineA { public float m_a; public float m_b; //无参构造 public JWLineA() { } //带参构造 public JWLineA(float _a, float _b) { m_a = _a; m_b = _b; } //传入一个点 & 一个向量 public void SetLine(Vector2 _dot, Vector2 _dir) { m_a = _dir.y / _dir.x; m_b = _dot.y - _dot.x * m_a; } //传入2根线 计算交点 (参数3 ; 如果平行返回的默认值) public static Vector3 GetIntersectionPoint(JWLineA _a, JWLineA _b, Vector3 _default) { Vector3 r = _default; if (_a.m_a != _b.m_a) { r.x = (_a.m_b - _b.m_b) / (_b.m_a - _a.m_a); r.y = r.x * _a.m_a + _a.m_b; } return r; } } //单例 private static JWDrawLineManager_ZQFY m_instance; public static JWDrawLineManager_ZQFY Instance { get { return m_instance; } } private void Awake() { m_instance = this; } //创建Mesh public static Mesh CreateMesh(Vector3[] _v3, float _width) { Mesh r = new Mesh(); r.name = "JWLine"; r.vertices = GetPoints(_v3, _width); r.triangles = GetTri(r.vertices.Length); r.normals = GetNor(r.vertices.Length); r.uv = GetUV(r.vertices.Length); return r; } //得到顶点 private static Vector3[] GetPoints(Vector3[] _v, float _width) { Vector3 tempN = new Vector3(0, 0, -1); //安全校验 if (_v.Length < 2) return null; //开堆 Vector3[] r = new Vector3[_v.Length * 2]; //第一个点 Vector3 temp0 = Vector3.Cross(tempN, _v[1] - _v[0]).normalized * _width; r[0] = temp0 + _v[0]; r[1] = r[0] - 2 * temp0; //后面(除最后一个)的点 JWLineA lineA = new JWLineA(); JWLineA lineB = new JWLineA(); for (int i = 1; i < _v.Length - 1; ++i) { //第一根线 lineA.SetLine(r[2 * (i - 1)], _v[i] - _v[i - 1]); //第二根线 Vector3 temp1 = _v[i + 1] - _v[i]; Vector3 dot = _v[i] + Vector3.Cross(tempN, temp1).normalized * _width; lineB.SetLine(dot, temp1); //计算交点 r[i * 2] = JWLineA.GetIntersectionPoint(lineA, lineB, dot); r[i * 2 + 1] = r[i * 2] + 2 * (_v[i] - r[i * 2]); } //最后一个点 Vector3 temp2 = Vector3.Cross(tempN, _v[_v.Length - 1] - _v[_v.Length - 2]).normalized * _width; r[(_v.Length - 1) * 2] = temp2 + _v[_v.Length - 1]; r[(_v.Length - 1) * 2 + 1] = -temp2 + _v[_v.Length - 1]; return r; } //得到三角面 private static int[] GetTri(int _vc) { //计算三角面个数 int tc = (_vc - 2) * 3 * 2; int[] r = new int[tc]; for (int i = 0,j = 0 ; i < _vc - 2; i += 2, j += 6) { r[j + 0] = i + 0; r[j + 1] = i + 1; r[j + 2] = i + 3; r[j + 3] = i + 0; r[j + 4] = i + 3; r[j + 5] = i + 2; } return r; } //得到顶点法线 private static Vector3[] GetNor(int _vc) { Vector3[] r = new Vector3[_vc]; for (int i = 0; i < r.Length; ++i) r[i] = new Vector3(0, 0, -1); return r; } //得到UV private static Vector2[] GetUV(int _vc) { Vector2[] r = new Vector2[_vc]; for (int i = 0; i < _vc; ++i) { r[i].x = 1.0f / _vc * 2 * (i / 2) ; r[i].y = i % 2; } return r; } //绘制Mesh public GameObject CreatObject(string _name, Mesh _mesh, Material _material, float _z = 0, Transform _parent = null) { GameObject r = null; //安全校验 if (_material == null) return null; GameObject obj = new GameObject(); obj.name = _name; if (_parent == null) obj.transform.parent = transform; else obj.transform.parent = _parent; if (_z == 0) obj.transform.localPosition = Vector3.zero; else obj.transform.localPosition = new Vector3(0, 0, _z); obj.transform.localScale = Vector3.one; MeshFilter mf = obj.AddComponent<MeshFilter>(); MeshRenderer mr = obj.AddComponent<MeshRenderer>(); mr.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; mr.receiveShadows = false; mf.mesh = _mesh; mr.material = _material; r = obj; return r; } static void getAB(Vector3 A, Vector3 B, Vector3 C, float w, out Vector3 r1, out Vector3 r2, int num) { Vector3 BA = A - B; //把 A 平移到 B为原点处 Vector3 BC = C - B; if (num % 2 == 0) { num = -1; } else { num = 1; } BA.Normalize(); //只是使两个向量同长,方便求角平分线向量 BC.Normalize(); Vector3 BB = (BA + BC) / 2; //角平分线向量 BB.Normalize(); //长度变1 int q = getQuadrant(A, B, C); //通过三个点的分布,知道r1 r2哪一个在内角,哪一个是外折角 if (q == 3 || q == 4) { r2 = BB * (w / 2); //折角处的一个点 r1 = -r2; //原点对面的对称折点 r1 *= num; r2 *= num; //平移回原坐标系 r1 += B; r2 += B; } else { r1 = BB * (w / 2); //折角处的一个点 r2 = -r1; //原点对面的对称折点 r1 *= num; r2 *= num; //平移回原坐标系 r1 += B; r2 += B; } } //ABC是全局空间中的坐标, 如果以B为新原点 ,A为X负方向,那 返回C反在的象限数 static int getQuadrant(Vector3 A, Vector3 B, Vector3 C) { float ang; //先算出BA的旋转角度 以B为原点 BA 与负轴的夹角 //1像限 if (A.x >= B.x && A.y >= B.y) { //AB直线相对世界转了 ang 角度 ang = Vector3.Angle(A - B, Vector3.left); ang = ang / 180 * Mathf.PI; } //2像限 else if (A.x <= B.x && A.y >= B.y) { ang = Vector3.Angle(A - B, Vector3.left); ang = ang / 180 * Mathf.PI; } else if (A.x <= B.x && A.y <= B.y) { ang = Vector3.Angle(A - B, Vector3.left); ang = (360 - ang) / 180 * Mathf.PI; } //4像限 else { ang = Vector3.Angle(A - B, Vector3.left); ang = (360 - ang) / 180 * Mathf.PI; } //新坐标 xy float x = (C.x - B.x) * Mathf.Cos(ang) - (C.y - B.y) * Mathf.Sin(ang);// + B.x; //不加就是以B为原点时的坐标,加就是以原始原点的坐标 float y = (C.x - B.x) * Mathf.Sin(ang) + (C.y - B.y) * Mathf.Cos(ang);// + B.y; if (x >= 0 && y >= 0) return 1; if (x <= 0 && y >= 0) return 2; if (x <= 0 && y <= 0) return 3; return 4; } } }
/*************************************** Editor: Tason Version: v1.0 Last Edit Date: 2018-XX-XX Tel: 328791554@qq.com Function Doc: ***************************************/ using UnityEngine; using System.Collections; using System.Collections.Generic; namespace ZQFY { public class LineManager_ZQFY : MonoBehaviour { public Material[] m_materials; public MyLine[] m_mylines; public Material[] m_mylinesMaterials; public GameObject[] m_leftLights; public UISprite[] m_leftLightsSprites; public GameObject[] m_rightLights; public UISprite[] m_rightLightsSprites; private Color c0; private Color c1; private Color c2; private Color c3; //线宽 private float m_width = 30f; void Start() { ColorUtility.TryParseHtmlString("#87FDFFFF", out c0); ColorUtility.TryParseHtmlString("#3D00FFFF", out c1); ColorUtility.TryParseHtmlString("#7F7F7F7F", out c2); ColorUtility.TryParseHtmlString("#87FDFFFF", out c3); //30条连线的数据 Vector3[] ps2 = new Vector3[7]; GameObject[] m_linesObjs = new GameObject[30]; m_mylines = new MyLine[30]; for (int i = 0; i < m_mylines.Length; ++i) m_mylines[i] = new MyLine(); // ----- 第一条线 ----- ps2[0].x = -399; ps2[0].y = 0; ps2[1].x = -315; ps2[1].y = 0; ps2[2].x = -157.5f; ps2[2].y = 0; ps2[3].x = 0; ps2[3].y = 0; ps2[4].x = 157.5f; ps2[4].y = 0; ps2[5].x = 315; ps2[5].y = 0; ps2[6].x = 399; ps2[6].y = 0; //创建模型 Mesh mesh0 = JWDrawLineManager_ZQFY.CreateMesh(ps2, m_width); //创建GameObjects m_linesObjs[0] = JWDrawLineManager_ZQFY.Instance.CreatObject("Line0", mesh0, m_materials[0], 0, transform); m_linesObjs[0].layer = Const_ZQFY.Layer_Line; m_mylines[0].m_line = m_linesObjs[0]; m_mylines[0].m_leftLight = m_leftLights[15]; m_mylines[0].m_rightLight = m_rightLights[15]; // ----- 第二条线 ----- ps2[0].x = -399; ps2[0].y = 95f; ps2[1].x = -315; ps2[1].y = 95f; ps2[2].x = -157.5f; ps2[2].y = 95f; ps2[3].x = 0; ps2[3].y = 95f; ps2[4].x = 157.5f; ps2[4].y = 95f; ps2[5].x = 315; ps2[5].y = 95f; ps2[6].x = 399; ps2[6].y = 95f; //创建模型 Mesh mesh1 = JWDrawLineManager_ZQFY.CreateMesh(ps2, m_width); //创建GameObjects m_linesObjs[1] = JWDrawLineManager_ZQFY.Instance.CreatObject("Line1", mesh1, m_materials[1], 0, transform); m_linesObjs[1].layer = Const_ZQFY.Layer_Line; m_mylines[1].m_line = m_linesObjs[1]; m_mylines[1].m_leftLight = m_leftLights[5]; m_mylines[1].m_rightLight = m_rightLights[5]; // ----- 第三条线 ----- ps2[0].x = -399; ps2[0].y = -95f; ps2[1].x = -315; ps2[1].y = -95f; ps2[2].x = -157.5f; ps2[2].y = -95f; ps2[3].x = 0; ps2[3].y = -95f; ps2[4].x = 157.5f; ps2[4].y = -95f; ps2[5].x = 315; ps2[5].y = -95f; ps2[6].x = 399; ps2[6].y = -95f; //创建模型 Mesh mesh2 = JWDrawLineManager_ZQFY.CreateMesh(ps2, m_width); //创建GameObjects m_linesObjs[2] = JWDrawLineManager_ZQFY.Instance.CreatObject("Line2", mesh2, m_materials[2], 0, transform); m_linesObjs[2].layer = Const_ZQFY.Layer_Line; m_mylines[2].m_line = m_linesObjs[2]; m_mylines[2].m_leftLight = m_leftLights[25]; m_mylines[2].m_rightLight = m_rightLights[25]; // ----- 第四条线 ----- ps2[0].x = -399; ps2[0].y = 104.5f; ps2[1].x = -315; ps2[1].y = 104.5f; ps2[2].x = -157.5f; ps2[2].y = 0f; ps2[3].x = 0; ps2[3].y = -104.5f; ps2[4].x = 157.5f; ps2[4].y = 0f; ps2[5].x = 315; ps2[5].y = 104.5f; ps2[6].x = 399; ps2[6].y = 104.5f; //创建模型 Mesh mesh3 = JWDrawLineManager_ZQFY.CreateMesh(ps2, m_width); //创建GameObjects m_linesObjs[3] = JWDrawLineManager_ZQFY.Instance.CreatObject("Line3", mesh3, m_materials[3], 0, transform); m_linesObjs[3].layer = Const_ZQFY.Layer_Line; m_mylines[3].m_line = m_linesObjs[3]; m_mylines[3].m_leftLight = m_leftLights[4]; m_mylines[3].m_rightLight = m_rightLights[4]; // ----- 第五条线 ----- ps2[0].x = -399; ps2[0].y = -104.5f; ps2[1].x = -315; ps2[1].y = -104.5f; ps2[2].x = -157.5f; ps2[2].y = 0f; ps2[3].x = 0; ps2[3].y = 104.5f; ps2[4].x = 157.5f; ps2[4].y = 0f; ps2[5].x = 315; ps2[5].y = -104.5f; ps2[6].x = 399; ps2[6].y = -104.4f; //创建模型 Mesh mesh4 = JWDrawLineManager_ZQFY.CreateMesh(ps2, m_width); //创建GameObjects m_linesObjs[4] = JWDrawLineManager_ZQFY.Instance.CreatObject("Line4", mesh4, m_materials[4], 0, transform); m_linesObjs[4].layer = Const_ZQFY.Layer_Line; m_mylines[4].m_line = m_linesObjs[4]; m_mylines[4].m_leftLight = m_leftLights[26]; m_mylines[4].m_rightLight = m_rightLights[26]; // ----- 第六条线 ----- ps2[0].x = -399; ps2[0].y = 38f; ps2[1].x = -315; ps2[1].y = 38f; ps2[2].x = -157.5f; ps2[2].y = 123.5f; ps2[3].x = 0; ps2[3].y = 123.5f; ps2[4].x = 157.5f; ps2[4].y = 123.5f; ps2[5].x = 315; ps2[5].y = 38f; ps2[6].x = 399; ps2[6].y = 38f; //创建模型 Mesh mesh5 = JWDrawLineManager_ZQFY.CreateMesh(ps2, m_width); //创建GameObjects m_linesObjs[5] = JWDrawLineManager_ZQFY.Instance.CreatObject("Line5", mesh5, m_materials[5], 0, transform); m_linesObjs[5].layer = Const_ZQFY.Layer_Line; m_mylines[5].m_line = m_linesObjs[5]; m_mylines[5].m_leftLight = m_leftLights[11]; m_mylines[5].m_rightLight = m_rightLights[11]; // ----- 第七条线 ----- ps2[0].x = -399; ps2[0].y = -38f; ps2[1].x = -315; ps2[1].y = -38f; ps2[2].x = -157.5f; ps2[2].y = -123.5f; ps2[3].x = 0; ps2[3].y = -123.5f; ps2[4].x = 157.5f; ps2[4].y = -123.5f; ps2[5].x = 315; ps2[5].y = -38f; ps2[6].x = 399; ps2[6].y = -38f; //创建模型 Mesh mesh6 = JWDrawLineManager_ZQFY.CreateMesh(ps2, m_width); //创建GameObjects m_linesObjs[6] = JWDrawLineManager_ZQFY.Instance.CreatObject("Line6", mesh6, m_materials[6], 0, transform); m_linesObjs[6].layer = Const_ZQFY.Layer_Line; m_mylines[6].m_line = m_linesObjs[6]; m_mylines[6].m_leftLight = m_leftLights[19]; m_mylines[6].m_rightLight = m_rightLights[19]; // ----- 第八条线 ----- ps2[0].x = -399; ps2[0].y = 142.5f; ps2[1].x = -315; ps2[1].y = 142.5f; ps2[2].x = -157.5f; ps2[2].y = 142.5f; ps2[3].x = 0; ps2[3].y = 0f; ps2[4].x = 157.5f; ps2[4].y = -142.5f; ps2[5].x = 315; ps2[5].y = -142.5f; ps2[6].x = 399; ps2[6].y = -142.5f; //创建模型 Mesh mesh7 = JWDrawLineManager_ZQFY.CreateMesh(ps2, m_width); //创建GameObjects m_linesObjs[7] = JWDrawLineManager_ZQFY.Instance.CreatObject("Line7", mesh7, m_materials[7], 0, transform); m_linesObjs[7].layer = Const_ZQFY.Layer_Line; m_mylines[7].m_line = m_linesObjs[7]; m_mylines[7].m_leftLight = m_leftLights[0]; m_mylines[7].m_rightLight = m_rightLights[30]; // ----- 第九条线 ----- ps2[0].x = -399; ps2[0].y = -142.5f; ps2[1].x = -315; ps2[1].y = -142.5f; ps2[2].x = -157.5f; ps2[2].y = -142.5f; ps2[3].x = 0; ps2[3].y = 0f; ps2[4].x = 157.5f; ps2[4].y = 142.5f; ps2[5].x = 315; ps2[5].y = 142.5f; ps2[6].x = 399; ps2[6].y = 142.5f; //创建模型 Mesh mesh8 = JWDrawLineManager_ZQFY.CreateMesh(ps2, m_width); //创建GameObjects m_linesObjs[8] = JWDrawLineManager_ZQFY.Instance.CreatObject("Line8", mesh8, m_materials[8], 0, transform); m_linesObjs[8].layer = Const_ZQFY.Layer_Line; m_mylines[8].m_line = m_linesObjs[8]; m_mylines[8].m_leftLight = m_leftLights[30]; m_mylines[8].m_rightLight = m_rightLights[0]; // ----- 第十条线 ----- ps2[0].x = -399; ps2[0].y = -28.5f; ps2[1].x = -315; ps2[1].y = -28.5f; ps2[2].x = -157.5f; ps2[2].y = -114f; ps2[3].x = 0; ps2[3].y = 0f; ps2[4].x = 157.5f; ps2[4].y = 114f; ps2[5].x = 315; ps2[5].y = -28.5f; ps2[6].x = 399; ps2[6].y = -28.5f; //创建模型 Mesh mesh9 = JWDrawLineManager_ZQFY.CreateMesh(ps2, m_width); //创建GameObjects m_linesObjs[9] = JWDrawLineManager_ZQFY.Instance.CreatObject("Line9", mesh9, m_materials[9], 0, transform); m_linesObjs[9].layer = Const_ZQFY.Layer_Line; m_mylines[9].m_line = m_linesObjs[9]; m_mylines[9].m_leftLight = m_leftLights[18]; m_mylines[9].m_rightLight = m_rightLights[18]; // ----- 第十一条线 ----- ps2[0].x = -399; ps2[0].y = 28.5f; ps2[1].x = -315; ps2[1].y = 28.5f; ps2[2].x = -157.5f; ps2[2].y = 114f; ps2[3].x = 0; ps2[3].y = 0; ps2[4].x = 157.5f; ps2[4].y = -114f; ps2[5].x = 315; ps2[5].y = 28.5f; ps2[6].x = 399; ps2[6].y = 28.5f; //创建模型 Mesh mesh10 = JWDrawLineManager_ZQFY.CreateMesh(ps2, m_width); //创建GameObjects m_linesObjs[10] = JWDrawLineManager_ZQFY.Instance.CreatObject("Line10", mesh10, m_materials[10], 0, transform); m_linesObjs[10].layer = Const_ZQFY.Layer_Line; m_mylines[10].m_line = m_linesObjs[10]; m_mylines[10].m_leftLight = m_leftLights[12]; m_mylines[10].m_rightLight = m_rightLights[12]; // ----- 第十二条线 ----- ps2[0].x = -399; ps2[0].y = 123.5f; ps2[1].x = -315; ps2[1].y = 123.5f; ps2[2].x = -157.5f; ps2[2].y = 38f; ps2[3].x = 0; ps2[3].y = 38f; ps2[4].x = 157.5f; ps2[4].y = 38f; ps2[5].x = 315; ps2[5].y = 123.5f; ps2[6].x = 399; ps2[6].y = 123.5f; //创建模型 Mesh mesh11 = JWDrawLineManager_ZQFY.CreateMesh(ps2, m_width); //创建GameObjects m_linesObjs[11] = JWDrawLineManager_ZQFY.Instance.CreatObject("Line11", mesh11, m_materials[11], 0, transform); m_linesObjs[11].layer = Const_ZQFY.Layer_Line; m_mylines[11].m_line = m_linesObjs[11]; m_mylines[11].m_leftLight = m_leftLights[2]; m_mylines[11].m_rightLight = m_rightLights[2]; // ----- 第十三条线 ----- ps2[0].x = -399; ps2[0].y = -123.5f; ps2[1].x = -315; ps2[1].y = -123.5f; ps2[2].x = -157.5f; ps2[2].y = -38f; ps2[3].x = 0; ps2[3].y = -38f; ps2[4].x = 157.5f; ps2[4].y = -38f; ps2[5].x = 315; ps2[5].y = -123.5f; ps2[6].x = 399; ps2[6].y = -123.5f; //创建模型 Mesh mesh12 = JWDrawLineManager_ZQFY.CreateMesh(ps2, m_width); //创建GameObjects m_linesObjs[12] = JWDrawLineManager_ZQFY.Instance.CreatObject("Line12", mesh12, m_materials[12], 0, transform); m_linesObjs[12].layer = Const_ZQFY.Layer_Line; m_mylines[12].m_line = m_linesObjs[12]; m_mylines[12].m_leftLight = m_leftLights[28]; m_mylines[12].m_rightLight = m_rightLights[28]; // ----- 第十四条线 ----- ps2[0].x = -399; ps2[0].y = 114f; ps2[1].x = -315; ps2[1].y = 114f; ps2[2].x = -157.5f; ps2[2].y = 28.5f; ps2[3].x = 0; ps2[3].y = 114f; ps2[4].x = 157.5f; ps2[4].y = 28.5f; ps2[5].x = 315; ps2[5].y = 114f; ps2[6].x = 399; ps2[6].y = 114f; //创建模型 Mesh mesh13 = JWDrawLineManager_ZQFY.CreateMesh(ps2, m_width); //创建GameObjects m_linesObjs[13] = JWDrawLineManager_ZQFY.Instance.CreatObject("Line13", mesh13, m_materials[13], 0, transform); m_linesObjs[13].layer = Const_ZQFY.Layer_Line; m_mylines[13].m_line = m_linesObjs[13]; m_mylines[13].m_leftLight = m_leftLights[3]; m_mylines[13].m_rightLight = m_rightLights[3]; // ----- 第十五条线 ----- ps2[0].x = -399; ps2[0].y = -114f; ps2[1].x = -315; ps2[1].y = -114f; ps2[2].x = -157.5f; ps2[2].y = -28.5f; ps2[3].x = 0; ps2[3].y = -114f; ps2[4].x = 157.5f; ps2[4].y = -28.5f; ps2[5].x = 315; ps2[5].y = -114f; ps2[6].x = 399; ps2[6].y = -114f; //创建模型 Mesh mesh14 = JWDrawLineManager_ZQFY.CreateMesh(ps2, m_width); //创建GameObjects m_linesObjs[14] = JWDrawLineManager_ZQFY.Instance.CreatObject("Line14", mesh14, m_materials[14], 0, transform); m_linesObjs[14].layer = Const_ZQFY.Layer_Line; m_mylines[14].m_line = m_linesObjs[14]; m_mylines[14].m_leftLight = m_leftLights[27]; m_mylines[14].m_rightLight = m_rightLights[27]; // ----- 第十六条线 ----- ps2[0].x = -399; ps2[0].y = 19f; ps2[1].x = -315; ps2[1].y = 19f; ps2[2].x = -157.5f; ps2[2].y = 19f; ps2[3].x = 0; ps2[3].y = 66.5f; ps2[4].x = 157.5f; ps2[4].y = 19f; ps2[5].x = 315; ps2[5].y = 19f; ps2[6].x = 399; ps2[6].y = 19f; //创建模型 Mesh mesh15 = JWDrawLineManager_ZQFY.CreateMesh(ps2, m_width); //创建GameObjects m_linesObjs[15] = JWDrawLineManager_ZQFY.Instance.CreatObject("Line15", mesh15, m_materials[15], 0, transform); m_linesObjs[15].layer = Const_ZQFY.Layer_Line; m_mylines[15].m_line = m_linesObjs[15]; m_mylines[15].m_leftLight = m_leftLights[13]; m_mylines[15].m_rightLight = m_rightLights[13]; // ----- 第十七条线 ----- ps2[0].x = -399; ps2[0].y = -19f; ps2[1].x = -315; ps2[1].y = -19f; ps2[2].x = -157.5f; ps2[2].y = -19f; ps2[3].x = 0; ps2[3].y = -66.5f; ps2[4].x = 157.5f; ps2[4].y = -19f; ps2[5].x = 315; ps2[5].y = -19f; ps2[6].x = 399; ps2[6].y = -19f; //创建模型 Mesh mesh16 = JWDrawLineManager_ZQFY.CreateMesh(ps2, m_width); //创建GameObjects m_linesObjs[16] = JWDrawLineManager_ZQFY.Instance.CreatObject("Line16", mesh16, m_materials[16], 0, transform); m_linesObjs[16].layer = Const_ZQFY.Layer_Line; m_mylines[16].m_line = m_linesObjs[16]; m_mylines[16].m_leftLight = m_leftLights[17]; m_mylines[16].m_rightLight = m_rightLights[17]; // ----- 第十八条线 ----- ps2[0].x = -399; ps2[0].y = 133f; ps2[1].x = -315; ps2[1].y = 133f; ps2[2].x = -157.5f; ps2[2].y = 133f; ps2[3].x = 0; ps2[3].y = -133f; ps2[4].x = 157.5f; ps2[4].y = 133f; ps2[5].x = 315; ps2[5].y = 133f; ps2[6].x = 399; ps2[6].y = 133f; //创建模型 Mesh mesh17 = JWDrawLineManager_ZQFY.CreateMesh(ps2, m_width); //创建GameObjects m_linesObjs[17] = JWDrawLineManager_ZQFY.Instance.CreatObject("Line17", mesh17, m_materials[17], 0, transform); m_linesObjs[17].layer = Const_ZQFY.Layer_Line; m_mylines[17].m_line = m_linesObjs[17]; m_mylines[17].m_leftLight = m_leftLights[1]; m_mylines[17].m_rightLight = m_rightLights[1]; // ----- 第十九条线 ----- ps2[0].x = -399; ps2[0].y = -133f; ps2[1].x = -315; ps2[1].y = -133f; ps2[2].x = -157.5f; ps2[2].y = -133f; ps2[3].x = 0; ps2[3].y = 133f; ps2[4].x = 157.5f; ps2[4].y = -133f; ps2[5].x = 315; ps2[5].y = -133f; ps2[6].x = 399; ps2[6].y = -133f; //创建模型 Mesh mesh18 = JWDrawLineManager_ZQFY.CreateMesh(ps2, m_width); //创建GameObjects m_linesObjs[18] = JWDrawLineManager_ZQFY.Instance.CreatObject("Line18", mesh18, m_materials[18], 0, transform); m_linesObjs[18].layer = Const_ZQFY.Layer_Line; m_mylines[18].m_line = m_linesObjs[18]; m_mylines[18].m_leftLight = m_leftLights[29]; m_mylines[18].m_rightLight = m_rightLights[29]; // ----- 第二十条线 ----- ps2[0].x = -399; ps2[0].y = 85.5f; ps2[1].x = -315; ps2[1].y = 85.5f; ps2[2].x = -157.5f; ps2[2].y = -57.5f; ps2[3].x = 0; ps2[3].y = -57.5f; ps2[4].x = 157.5f; ps2[4].y = -57.5f; ps2[5].x = 315; ps2[5].y = 85.5f; ps2[6].x = 399; ps2[6].y = 85.5f; //创建模型 Mesh mesh19 = JWDrawLineManager_ZQFY.CreateMesh(ps2, m_width); //创建GameObjects m_linesObjs[19] = JWDrawLineManager_ZQFY.Instance.CreatObject("Line19", mesh19, m_materials[19], 0, transform); m_linesObjs[19].layer = Const_ZQFY.Layer_Line; m_mylines[19].m_line = m_linesObjs[19]; m_mylines[19].m_leftLight = m_leftLights[6]; m_mylines[19].m_rightLight = m_rightLights[6]; // ----- 第二十一条线 ----- ps2[0].x = -399; ps2[0].y = -85.5f; ps2[1].x = -315; ps2[1].y = -85.5f; ps2[2].x = -157.5f; ps2[2].y = 57.5f; ps2[3].x = 0; ps2[3].y = 57.5f; ps2[4].x = 157.5f; ps2[4].y = 57.5f; ps2[5].x = 315; ps2[5].y = -85.5f; ps2[6].x = 399; ps2[6].y = -85.5f; //创建模型 Mesh mesh20 = JWDrawLineManager_ZQFY.CreateMesh(ps2, m_width); //创建GameObjects m_linesObjs[20] = JWDrawLineManager_ZQFY.Instance.CreatObject("Line20", mesh20, m_materials[20], 0, transform); m_linesObjs[20].layer = Const_ZQFY.Layer_Line; m_mylines[20].m_line = m_linesObjs[20]; m_mylines[20].m_leftLight = m_leftLights[24]; m_mylines[20].m_rightLight = m_rightLights[24]; // ----- 第二十二条线 ----- ps2[0].x = -399; ps2[0].y = -9.5f; ps2[1].x = -315; ps2[1].y = -9.5f; ps2[2].x = -157.5f; ps2[2].y = -104.5f; ps2[3].x = 0; ps2[3].y = 142.5f; ps2[4].x = 157.5f; ps2[4].y = -104.5f; ps2[5].x = 315; ps2[5].y = -9.5f; ps2[6].x = 399; ps2[6].y = -9.5f; //创建模型 Mesh mesh21 = JWDrawLineManager_ZQFY.CreateMesh(ps2, m_width); //创建GameObjects m_linesObjs[21] = JWDrawLineManager_ZQFY.Instance.CreatObject("Line21", mesh21, m_materials[21], 0, transform); m_linesObjs[21].layer = Const_ZQFY.Layer_Line; m_mylines[21].m_line = m_linesObjs[21]; m_mylines[21].m_leftLight = m_leftLights[16]; m_mylines[21].m_rightLight = m_rightLights[16]; // ----- 第二十三条线 ----- ps2[0].x = -399; ps2[0].y = 9.5f; ps2[1].x = -315; ps2[1].y = 9.5f; ps2[2].x = -157.5f; ps2[2].y = 104.5f; ps2[3].x = 0; ps2[3].y = -142.5f; ps2[4].x = 157.5f; ps2[4].y = 104.5f; ps2[5].x = 315; ps2[5].y = 9.5f; ps2[6].x = 399; ps2[6].y = 9.5f; //创建模型 Mesh mesh22 = JWDrawLineManager_ZQFY.CreateMesh(ps2, m_width); //创建GameObjects m_linesObjs[22] = JWDrawLineManager_ZQFY.Instance.CreatObject("Line22", mesh22, m_materials[22], 0, transform); m_linesObjs[22].layer = Const_ZQFY.Layer_Line; m_mylines[22].m_line = m_linesObjs[22]; m_mylines[22].m_leftLight = m_leftLights[14]; m_mylines[22].m_rightLight = m_rightLights[14]; // ----- 第二十四条线 ----- ps2[0].x = -399; ps2[0].y = 76f; ps2[1].x = -315; ps2[1].y = 76f; ps2[2].x = -157.5f; ps2[2].y = -76f; ps2[3].x = 0; ps2[3].y = 76f; ps2[4].x = 157.5f; ps2[4].y = -76f; ps2[5].x = 315; ps2[5].y = 76f; ps2[6].x = 399; ps2[6].y = 76f; //创建模型 Mesh mesh23 = JWDrawLineManager_ZQFY.CreateMesh(ps2, m_width); //创建GameObjects m_linesObjs[23] = JWDrawLineManager_ZQFY.Instance.CreatObject("Line23", mesh23, m_materials[23], 0, transform); m_linesObjs[23].layer = Const_ZQFY.Layer_Line; m_mylines[23].m_line = m_linesObjs[23]; m_mylines[23].m_leftLight = m_leftLights[7]; m_mylines[23].m_rightLight = m_rightLights[7]; // ----- 第二十五条线 ----- ps2[0].x = -399; ps2[0].y = -76f; ps2[1].x = -315; ps2[1].y = -76f; ps2[2].x = -157.5f; ps2[2].y = 76f; ps2[3].x = 0; ps2[3].y = -76f; ps2[4].x = 157.5f; ps2[4].y = 76f; ps2[5].x = 315; ps2[5].y = -76f; ps2[6].x = 399; ps2[6].y = -76f; //创建模型 Mesh mesh24 = JWDrawLineManager_ZQFY.CreateMesh(ps2, m_width); //创建GameObjects m_linesObjs[24] = JWDrawLineManager_ZQFY.Instance.CreatObject("Line24", mesh24, m_materials[24], 0, transform); m_linesObjs[24].layer = Const_ZQFY.Layer_Line; m_mylines[24].m_line = m_linesObjs[24]; m_mylines[24].m_leftLight = m_leftLights[23]; m_mylines[24].m_rightLight = m_rightLights[23]; // ----- 第二十六条线 ----- ps2[0].x = -399; ps2[0].y = -66.5f; ps2[1].x = -315; ps2[1].y = -66.5f; ps2[2].x = -157.5f; ps2[2].y = 66.5f; ps2[3].x = 0; ps2[3].y = 0f; ps2[4].x = 157.5f; ps2[4].y = -66.5f; ps2[5].x = 315; ps2[5].y = 66.5f; ps2[6].x = 399; ps2[6].y = 66.5f; //创建模型 Mesh mesh25 = JWDrawLineManager_ZQFY.CreateMesh(ps2, m_width); //创建GameObjects m_linesObjs[25] = JWDrawLineManager_ZQFY.Instance.CreatObject("Line25", mesh25, m_materials[25], 0, transform); m_linesObjs[25].layer = Const_ZQFY.Layer_Line; m_mylines[25].m_line = m_linesObjs[25]; m_mylines[25].m_leftLight = m_leftLights[22]; m_mylines[25].m_rightLight = m_rightLights[8]; // ----- 第二十七条线 ----- ps2[0].x = -399; ps2[0].y = 66.5f; ps2[1].x = -315; ps2[1].y = 66.5f; ps2[2].x = -157.5f; ps2[2].y = -66.5f; ps2[3].x = 0; ps2[3].y = 0f; ps2[4].x = 157.5f; ps2[4].y = 66.5f; ps2[5].x = 315; ps2[5].y = -66.5f; ps2[6].x = 399; ps2[6].y = -66.5f; //创建模型 Mesh mesh26 = JWDrawLineManager_ZQFY.CreateMesh(ps2, m_width); //创建GameObjects m_linesObjs[26] = JWDrawLineManager_ZQFY.Instance.CreatObject("Line26", mesh26, m_materials[26], 0, transform); m_linesObjs[26].layer = Const_ZQFY.Layer_Line; m_mylines[26].m_line = m_linesObjs[26]; m_mylines[26].m_leftLight = m_leftLights[8]; m_mylines[26].m_rightLight = m_rightLights[22]; // ----- 第二十八条线 ----- ps2[0].x = -399; ps2[0].y = 57f; ps2[1].x = -315; ps2[1].y = 57f; ps2[2].x = -157.5f; ps2[2].y = -85.5f; ps2[3].x = 0; ps2[3].y = -9.5f; ps2[4].x = 157.5f; ps2[4].y = -85.5f; ps2[5].x = 315; ps2[5].y = 57f; ps2[6].x = 399; ps2[6].y = 57f; //创建模型 Mesh mesh27 = JWDrawLineManager_ZQFY.CreateMesh(ps2, m_width); //创建GameObjects m_linesObjs[27] = JWDrawLineManager_ZQFY.Instance.CreatObject("Line27", mesh27, m_materials[27], 0, transform); m_linesObjs[27].layer = Const_ZQFY.Layer_Line; m_mylines[27].m_line = m_linesObjs[27]; m_mylines[27].m_leftLight = m_leftLights[9]; m_mylines[27].m_rightLight = m_rightLights[9]; // ----- 第二十九条线 ----- ps2[0].x = -399; ps2[0].y = -57f; ps2[1].x = -315; ps2[1].y = -57f; ps2[2].x = -157.5f; ps2[2].y = 85.5f; ps2[3].x = 0; ps2[3].y = 9.5f; ps2[4].x = 157.5f; ps2[4].y = 85.5f; ps2[5].x = 315; ps2[5].y = -57f; ps2[6].x = 399; ps2[6].y = -57f; //创建模型 Mesh mesh28 = JWDrawLineManager_ZQFY.CreateMesh(ps2, m_width); //创建GameObjects m_linesObjs[28] = JWDrawLineManager_ZQFY.Instance.CreatObject("Line28", mesh28, m_materials[28], 0, transform); m_linesObjs[28].layer = Const_ZQFY.Layer_Line; m_mylines[28].m_line = m_linesObjs[28]; m_mylines[28].m_leftLight = m_leftLights[21]; m_mylines[28].m_rightLight = m_rightLights[21]; // ----- 第三十条线 ----- ps2[0].x = -399; ps2[0].y = -152f; ps2[1].x = -315; ps2[1].y = -152f; ps2[2].x = -157.5f; ps2[2].y = 0f; ps2[3].x = 0; ps2[3].y = 152f; ps2[4].x = 157.5f; ps2[4].y = 152f; ps2[5].x = 315; ps2[5].y = 0f; ps2[6].x = 399; ps2[6].y = 0f; //创建模型 Mesh mesh29 = JWDrawLineManager_ZQFY.CreateMesh(ps2, m_width); //创建GameObjects m_linesObjs[29] = JWDrawLineManager_ZQFY.Instance.CreatObject("Line29", mesh29, m_materials[29], 0, transform); m_linesObjs[29].layer = Const_ZQFY.Layer_Line; m_mylines[29].m_line = m_linesObjs[29]; m_mylines[29].m_leftLight = m_leftLights[31]; m_mylines[29].m_rightLight = m_rightLights[15]; // 绑定Shader for (int i = 0; i < m_materials.Length; ++i) m_materials[i].shader = Shader.Find("Custom/CutLineShader"); // 全部隐藏 FadeLines(); } private void Update() { if (m_showLineSwitch) { if (m_timer + Time.deltaTime > m_totalTime) { m_timer = 0; //灰化当前 ShowLineGrey(DataManager_ZQFY.Instance.m_awardLinesList[m_index % DataManager_ZQFY.Instance.m_awardLinesList.Count]); AppFacade_ZQFY.Instance.SendNotification(Const_ZQFY.SHOWELEMENTS); int NextIndex = ++m_index % DataManager_ZQFY.Instance.m_awardLinesList.Count; //彩化下一根 ShowLineColor(DataManager_ZQFY.Instance.m_awardLinesList[NextIndex]); DataManager_ZQFY.Instance.m_hideElements.Clear(); for (int i = 0; i < DataManager_ZQFY.Instance.m_awardLines[DataManager_ZQFY.Instance.m_awardLinesList[NextIndex]].Count; ++i) DataManager_ZQFY.Instance.m_hideElements.Add(DataManager_ZQFY.Instance.m_awardLines[DataManager_ZQFY.Instance.m_awardLinesList[NextIndex]][i]); AppFacade_ZQFY.Instance.SendNotification(Const_ZQFY.HIDEELEMENTS); AppFacade_ZQFY.Instance.SendNotification(Const_ZQFY.SPAWNELEMENT); } else { m_timer += Time.deltaTime; } } } //彩化需要显示的线 public void ShowLinesColor() { foreach (var a in DataManager_ZQFY.Instance.m_awardLines) ShowLineColor(a.Key); } //显示多少根线(EndAnimation阶段) public void ShowLines() { FadeLines(); foreach (var a in DataManager_ZQFY.Instance.m_awardLines) ShowLine(a.Key, true); } public void ShowLineGrey() { ShowLines(); for (int i = 0; i < DataManager_ZQFY.Instance.m_awardLinesList.Count; ++i) { ShowLineGrey(DataManager_ZQFY.Instance.m_awardLinesList[i]); } } //隐藏所有线段 public void FadeLines() { for (int i = 0; i < m_mylines.Length; ++i) { ShowLine(i, false); } } //线和灯的对应结构体 public class MyLine { public GameObject m_leftLight; public GameObject m_rightLight; public GameObject m_line; //public MyLine(); //public MyLine(GameObject _l, GameObject _r, GameObject _line) //{ m_leftLight = _l; m_rightLight = _r; m_line = _line; } } //显示灯&线 private void ShowLine(int _index, bool _switch) { if (_index < 0 || _index > m_mylines.Length) return; m_mylines[_index].m_leftLight.SetActive(_switch); m_mylines[_index].m_rightLight.SetActive(_switch); m_mylines[_index].m_line.SetActive(_switch); } //显示灯& 线 原色 private void ShowLineColor(int _index) { if (_index < 0 || _index > m_mylines.Length) return; m_mylinesMaterials[_index].SetColor("_MainColor", c0); m_mylinesMaterials[_index].SetColor("_OutSideColor", c1); m_leftLightsSprites[_index].color = c3; m_rightLightsSprites[_index].color = c3; } //显示灯 & 线 灰色 private void ShowLineGrey(int _index) { if (_index < 0 || _index > m_mylines.Length) return; m_mylinesMaterials[_index].SetColor("_MainColor", c2); m_mylinesMaterials[_index].SetColor("_OutSideColor", c2); m_leftLightsSprites[_index].color = c2; m_rightLightsSprites[_index].color = c2; } //最后的线轮播动画 private bool m_showLineSwitch = false; private int m_index = 0; private float m_timer; public float m_totalTime = 1; //开始轮播 public void StartShowLines() { if (DataManager_ZQFY.Instance.m_awardLinesList.Count > 0 && DataManager_ZQFY.Instance.m_freeCount == 0 && DataManager_ZQFY.Instance.m_autoCount == 0) { m_showLineSwitch = true; m_index = 0; m_timer = 0; //第一根线显示颜色 ShowLineColor(DataManager_ZQFY.Instance.m_awardLinesList[m_index]); DataManager_ZQFY.Instance.m_hideElements.Clear(); for (int i = 0; i < DataManager_ZQFY.Instance.m_awardLines[DataManager_ZQFY.Instance.m_awardLinesList[m_index]].Count; ++i) DataManager_ZQFY.Instance.m_hideElements.Add(DataManager_ZQFY.Instance.m_awardLines[DataManager_ZQFY.Instance.m_awardLinesList[m_index]][i]); AppFacade_ZQFY.Instance.SendNotification(Const_ZQFY.HIDEELEMENTS); AppFacade_ZQFY.Instance.SendNotification(Const_ZQFY.SPAWNELEMENT); } } //关闭轮播 public void StopShowLines() { m_showLineSwitch = false; if (DataManager_ZQFY.Instance.m_awardLinesList.Count > 0) { for (int i = 0; i < DataManager_ZQFY.Instance.m_awardLinesList.Count; ++i) ShowLine(DataManager_ZQFY.Instance.m_awardLinesList[i], false); AppFacade_ZQFY.Instance.SendNotification(Const_ZQFY.SHOWELEMENTS); } } } }
下面这段代码还是放弃吧,太恶心了~ 为了让线好看点,我也是蛮拼的,这个东西就很难给资源包了~丢了shader资源包吧!
资源包:
链接:https://pan.baidu.com/s/1lbbAR_nuHfBC5L0Of9lDEA 密码:1hi8
Shader图:
Shader代码:
// Shader created with Shader Forge v1.26 // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ // Note: Manually altering this data may prevent you from opening it in Shader Forge /*SF_DATA;ver:1.26;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:0,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:3,bdst:7,dpts:2,wrdp:False,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:7195,x:34219,y:32540,varname:node_7195,prsc:2|custl-7247-OUT,alpha-4367-OUT,clip-6377-OUT;n:type:ShaderForge.SFN_Color,id:1107,x:32898,y:32351,ptovrint:False,ptlb:MainColor,ptin:_MainColor,varname:node_1107,prsc:2,glob:False,taghide:False,taghdr:True,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5,c2:0.5,c3:1,c4:1;n:type:ShaderForge.SFN_TexCoord,id:1357,x:32304,y:33056,varname:node_1357,prsc:2,uv:0;n:type:ShaderForge.SFN_Slider,id:5069,x:32320,y:33369,ptovrint:False,ptlb:CutValue,ptin:_CutValue,varname:node_5069,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:1;n:type:ShaderForge.SFN_OneMinus,id:6516,x:32508,y:33076,varname:node_6516,prsc:2|IN-1357-U;n:type:ShaderForge.SFN_Tex2d,id:8166,x:33074,y:32767,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:node_8166,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False|UVIN-8480-OUT;n:type:ShaderForge.SFN_Add,id:3737,x:32929,y:33172,varname:node_3737,prsc:2|A-9539-OUT,B-5069-OUT;n:type:ShaderForge.SFN_Clamp01,id:6377,x:33081,y:33092,varname:node_6377,prsc:2|IN-3737-OUT;n:type:ShaderForge.SFN_Subtract,id:9539,x:32747,y:33032,varname:node_9539,prsc:2|A-6516-OUT,B-7751-OUT;n:type:ShaderForge.SFN_Vector1,id:7751,x:32508,y:33215,varname:node_7751,prsc:2,v1:0.5;n:type:ShaderForge.SFN_TexCoord,id:1556,x:31933,y:32693,varname:node_1556,prsc:2,uv:0;n:type:ShaderForge.SFN_Add,id:8480,x:32649,y:32726,varname:node_8480,prsc:2|A-2132-OUT,B-915-OUT;n:type:ShaderForge.SFN_Slider,id:1546,x:32038,y:32504,ptovrint:False,ptlb:SecondScale,ptin:_SecondScale,varname:node_1546,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.3931624,max:1;n:type:ShaderForge.SFN_Multiply,id:8057,x:32403,y:32500,varname:node_8057,prsc:2|A-476-OUT,B-1546-OUT;n:type:ShaderForge.SFN_Vector1,id:476,x:32315,y:32429,varname:node_476,prsc:2,v1:0.5;n:type:ShaderForge.SFN_Subtract,id:915,x:32607,y:32483,varname:node_915,prsc:2|A-476-OUT,B-8057-OUT;n:type:ShaderForge.SFN_Multiply,id:2132,x:32283,y:32718,varname:node_2132,prsc:2|A-1556-UVOUT,B-1546-OUT;n:type:ShaderForge.SFN_Color,id:6611,x:32912,y:32160,ptovrint:False,ptlb:OutSideColor,ptin:_OutSideColor,varname:node_6611,prsc:2,glob:False,taghide:False,taghdr:True,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Lerp,id:7247,x:33186,y:32306,varname:node_7247,prsc:2|A-6611-RGB,B-1107-RGB,T-8166-R;n:type:ShaderForge.SFN_Multiply,id:4367,x:33532,y:32796,varname:node_4367,prsc:2|A-1107-A,B-8166-R;proporder:8166-1107-5069-1546-6611;pass:END;sub:END;*/ Shader "Custom/CutLineShader" { Properties { _MainTex ("MainTex", 2D) = "white" {} [HDR]_MainColor ("MainColor", Color) = (0.5,0.5,1,1) _CutValue ("CutValue", Range(0, 1)) = 1 _SecondScale ("SecondScale", Range(0, 1)) = 0.3931624 [HDR]_OutSideColor ("OutSideColor", Color) = (1,1,1,1) [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags { "IgnoreProjector"="True" "Queue"="Transparent" "RenderType"="Transparent" } LOD 200 Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } Blend SrcAlpha OneMinusSrcAlpha ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #include "UnityCG.cginc" #pragma multi_compile_fwdbase #pragma multi_compile_fog #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 #pragma target 3.0 uniform float4 _MainColor; uniform float _CutValue; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float _SecondScale; uniform float4 _OutSideColor; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; UNITY_FOG_COORDS(1) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.pos = mul(UNITY_MATRIX_MVP, v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); return o; } float4 frag(VertexOutput i) : COLOR { clip(saturate((((1.0 - i.uv0.r)-0.5)+_CutValue)) - 0.5); ////// Lighting: float node_476 = 0.5; float2 node_8480 = ((i.uv0*_SecondScale)+(node_476-(node_476*_SecondScale))); float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(node_8480, _MainTex)); float3 finalColor = lerp(_OutSideColor.rgb,_MainColor.rgb,_MainTex_var.r); fixed4 finalRGBA = fixed4(finalColor,(_MainColor.a*_MainTex_var.r)); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } Offset 1, 1 CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_SHADOWCASTER #include "UnityCG.cginc" #include "Lighting.cginc" #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_shadowcaster #pragma multi_compile_fog #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 #pragma target 3.0 uniform float _CutValue; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { V2F_SHADOW_CASTER; float2 uv0 : TEXCOORD1; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.pos = mul(UNITY_MATRIX_MVP, v.vertex ); TRANSFER_SHADOW_CASTER(o) return o; } float4 frag(VertexOutput i) : COLOR { clip(saturate((((1.0 - i.uv0.r)-0.5)+_CutValue)) - 0.5); SHADOW_CASTER_FRAGMENT(i) } ENDCG } } FallBack "Diffuse" CustomEditor "ShaderForgeMaterialInspector" }
杂谈:
这个画线我还是花了点心血的~(T.T因为公司的项目核心就是这个鬼东西)。
最开始画线想的比较简单,直接用UISprite摆就好,结果摆出来的断面太明显了。而且一旦角度越***钻断面就越明显。
后来采用建模的方式来创建线段,开头一切顺利,包括三角面创建,单面渲染等等,第一版本出来是这样的:
脚大马爹,这是什么鬼,为啥线又粗有细,经过我的仔细分析:
可以很明显的看书 1 和 2线长度完全不相同,当然横向的线比斜向的线粗很多咯,所以我后来引入了2维直线一般式,用直线2元一次方程求解的方式计算交点,完美的解决了线的问题,最后出来的效果就是效果图的效果了。
这里为了排线也是很花了点功夫,见下图:
不要问这是什么!我是不会说的。End!