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:
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; } } }