实现轮胎印
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接到一个任务,实现一个轮胎印记。特效用粒子做的效果, 感觉不是很好。主程大哥说,那程序来实现吧。
关键词
- 主程大哥,给了一些关键词。
- TrailRender
- Decal
在项目使用的版本上,纹理贴图是被拉伸的,实际是要的纹理复制使用,看网格的效果如下,在SomeTips的skidmarksTest.sence
看到Unity5.6.2.f上,使用TrailRender可以实现想要的效果,demo 的SkidmarksTest.unity
网格控制-网络
- 看到一个解决方案,是网格动画,参考A skidmark effect for vehicles in Unity3D
- 从文章的中github看到案例。是在初始化一定数目的网格,然后根据位置来使用。
- 代码分析
using UnityEngine;using UnityEngine.Rendering;// Skidmarks controller. Put one of these in a scene somewhere. Call AddSkidMark.// Copyright 2017 Nition, BSD licence (see LICENCE file). http://nition.copublic class Skidmarks : MonoBehaviour { // INSPECTOR SETTINGS [SerializeField] Material skidmarksMaterial; // Material for the skidmarks to use // END INSPECTOR SETTINGS const int MAX_MARKS = 2048; // Max number of marks total for everyone together const float MARK_WIDTH = 0.35f; // Width of the skidmarks. Should match the width of the wheels const float GROUND_OFFSET = 0.02f; // Distance above surface in metres const float MIN_DISTANCE = 0.25f; // Distance between skid texture sections in metres. Bigger = better performance, less smooth const float MIN_SQR_DISTANCE = MIN_DISTANCE * MIN_DISTANCE; // Info for each mark created. Needed to generate the correct mesh class MarkSection { public Vector3 Pos = Vector3.zero; public Vector3 Normal = Vector3.zero; public Vector4 Tangent = Vector4.zero; public Vector3 Posl = Vector3.zero; public Vector3 Posr = Vector3.zero; public byte Intensity; public int LastIndex; }; int markIndex; MarkSection[] skidmarks; Mesh marksMesh; MeshRenderer mr; MeshFilter mf; Vector3[] vertices; Vector3[] normals; Vector4[] tangents; Color32[] colors; Vector2[] uvs; int[] triangles; bool meshUpdated; bool haveSetBounds; // #### UNITY INTERNAL METHODS #### protected void Start() { // Generate a fixed array of skidmarks skidmarks = new MarkSection[MAX_MARKS]; for (int i = 0; i < MAX_MARKS; i++) { skidmarks[i] = new MarkSection(); } mf = GetComponent<MeshFilter>(); mr = GetComponent<MeshRenderer>(); if (mr == null) { mr = gameObject.AddComponent<MeshRenderer>(); } marksMesh = new Mesh(); marksMesh.MarkDynamic(); if (mf == null) { mf = gameObject.AddComponent<MeshFilter>(); } mf.sharedMesh = marksMesh; vertices = new Vector3[MAX_MARKS * 4]; normals = new Vector3[MAX_MARKS * 4]; tangents = new Vector4[MAX_MARKS * 4]; colors = new Color32[MAX_MARKS * 4]; uvs = new Vector2[MAX_MARKS * 4]; triangles = new int[MAX_MARKS * 6]; mr.shadowCastingMode = ShadowCastingMode.Off; mr.receiveShadows = false; mr.material = skidmarksMaterial; mr.lightProbeUsage = LightProbeUsage.Off; } protected void LateUpdate() { if (!meshUpdated) return; meshUpdated = false; // Reassign the mesh if it's changed this frame marksMesh.vertices = vertices; marksMesh.normals = normals; marksMesh.tangents = tangents; marksMesh.triangles = triangles; marksMesh.colors32 = colors; marksMesh.uv = uvs; if (!haveSetBounds) { // Could use RecalculateBounds here each frame instead, but it uses about 0.1-0.2ms each time // Save time by just making the mesh bounds huge, so the skidmarks will always draw // Not sure why I only need to do this once, yet can't do it in Start (it resets to zero) marksMesh.bounds = new Bounds(new Vector3(0, 0, 0), new Vector3(10000, 10000, 10000)); haveSetBounds = true; } mf.sharedMesh = marksMesh; } // #### PUBLIC METHODS #### // Function called by the wheel that's skidding. Sets the intensity of the skidmark section // by setting the alpha of the vertex color public int AddSkidMark(Vector3 pos, Vector3 normal, float intensity, int lastIndex) { if (intensity > 1) intensity = 1.0f; else if (intensity < 0) return -1; if (lastIndex > 0) { float sqrDistance = (pos - skidmarks[lastIndex].Pos).sqrMagnitude; if (sqrDistance < MIN_SQR_DISTANCE) return lastIndex; } MarkSection curSection = skidmarks[markIndex]; curSection.Pos = pos + normal * GROUND_OFFSET; curSection.Normal = normal; curSection.Intensity = (byte)(intensity * 255f); curSection.LastIndex = lastIndex; if (lastIndex != -1) { MarkSection lastSection = skidmarks[lastIndex]; Vector3 dir = (curSection.Pos - lastSection.Pos); Vector3 xDir = Vector3.Cross(dir, normal).normalized; curSection.Posl = curSection.Pos + xDir * MARK_WIDTH * 0.5f; curSection.Posr = curSection.Pos - xDir * MARK_WIDTH * 0.5f; curSection.Tangent = new Vector4(xDir.x, xDir.y, xDir.z, 1); if (lastSection.LastIndex == -1) { lastSection.Tangent = curSection.Tangent; lastSection.Posl = curSection.Pos + xDir * MARK_WIDTH * 0.5f; lastSection.Posr = curSection.Pos - xDir * MARK_WIDTH * 0.5f; } } UpdateSkidmarksMesh(); int curIndex = markIndex; // Update circular index markIndex = ++markIndex % MAX_MARKS; return curIndex; } // #### PROTECTED/PRIVATE METHODS #### // Update part of the mesh for the current markIndex void UpdateSkidmarksMesh() { MarkSection curr = skidmarks[markIndex]; // Nothing to connect to yet if (curr.LastIndex == -1) return; MarkSection last = skidmarks[curr.LastIndex]; vertices[markIndex * 4 + 0] = last.Posl; vertices[markIndex * 4 + 1] = last.Posr; vertices[markIndex * 4 + 2] = curr.Posl; vertices[markIndex * 4 + 3] = curr.Posr; normals[markIndex * 4 + 0] = last.Normal; normals[markIndex * 4 + 1] = last.Normal; normals[markIndex * 4 + 2] = curr.Normal; normals[markIndex * 4 + 3] = curr.Normal; tangents[markIndex * 4 + 0] = last.Tangent; tangents[markIndex * 4 + 1] = last.Tangent; tangents[markIndex * 4 + 2] = curr.Tangent; tangents[markIndex * 4 + 3] = curr.Tangent; colors[markIndex * 4 + 0] = new Color32(0, 0, 0, last.Intensity); colors[markIndex * 4 + 1] = new Color32(0, 0, 0, last.Intensity); colors[markIndex * 4 + 2] = new Color32(0, 0, 0, curr.Intensity); colors[markIndex * 4 + 3] = new Color32(0, 0, 0, curr.Intensity); uvs[markIndex * 4 + 0] = new Vector2(0, 0); uvs[markIndex * 4 + 1] = new Vector2(1, 0); uvs[markIndex * 4 + 2] = new Vector2(0, 1); uvs[markIndex * 4 + 3] = new Vector2(1, 1); triangles[markIndex * 6 + 0] = markIndex * 4 + 0; triangles[markIndex * 6 + 2] = markIndex * 4 + 1; triangles[markIndex * 6 + 1] = markIndex * 4 + 2; triangles[markIndex * 6 + 3] = markIndex * 4 + 2; triangles[markIndex * 6 + 5] = markIndex * 4 + 1; triangles[markIndex * 6 + 4] = markIndex * 4 + 3; meshUpdated = true; }}
- 在LateUpdate()对位置做处理。
- 在理解了demo中用使用WheelCollider,rigidbody。其实是针对速度有每帧计算,速度大于0.5f有了颜色深浅的变化。还有在Y方向上,给予了(0,1,0)* 0.02f偏移值,和地面有一点间距。
- 针对项目中具体使用,加速度部分是可以不用的,但是从效率的角度考虑,mesh的数量不要太多,可以复用。同时可以随着时间渐渐隐藏。
- 不断使用回收,像对象池一样的。在原来的基础上,对代码做了二次开发。
- 在渲染角度上,只增加了一个DrawCall。
- 网络长度上和渐隐时间可以在预制件上修改,让美术调整出最好的效果。
- 当然发现自己计算的把运动物体本身的位移忽视了。
因为公司原因,最终的代码不能分享。
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