本组件仅实现A传送点到B传送的功能,是可以双向传送的,如果只要单向传送,可以另外改脚本实现;
先看效果:
unity组件传送点演示
1.传送组件shader是怎么写的:这种效果的实现方案
shader编辑器是这样的:
代码是这样的:
// Made with Amplify Shader Editor v1.9.1.5
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "INS/ChuangDian_CZ"
{
Properties
{
_Color("Color", Color) = (1,1,1,0)
_Texture("Texture", 2D) = "white" {}
_Desaturate("Desaturate", Range( 0 , 1)) = 0.5
_RuoHua("RuoHua", Range( 0 , 1)) = 1
_Metallic("Metallic", Range( 0 , 1)) = 0
_Smoothness("Smoothness", Range( 0 , 1)) = 0
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
Cull Back
CGPROGRAM
#pragma target 3.0
#pragma surface surf Standard keepalpha addshadow fullforwardshadows
struct Input
{
float2 uv_texcoord;
};
uniform sampler2D _Texture;
uniform float4 _Texture_ST;
uniform float _Desaturate;
uniform float4 _Color;
uniform float _RuoHua;
uniform float _Metallic;
uniform float _Smoothness;
void surf( Input i , inout SurfaceOutputStandard o )
{
float2 uv_Texture = i.uv_texcoord * _Texture_ST.xy + _Texture_ST.zw;
float3 desaturateInitialColor9 = tex2D( _Texture, uv_Texture ).rgb;
float desaturateDot9 = dot( desaturateInitialColor9, float3( 0.299, 0.587, 0.114 ));
float3 desaturateVar9 = lerp( desaturateInitialColor9, desaturateDot9.xxx, _Desaturate );
float4 lerpResult15 = lerp( ( float4( desaturateVar9 , 0.0 ) * _Color ) , _Color , _RuoHua);
o.Albedo = lerpResult15.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Smoothness;
o.Alpha = 1;
}
ENDCG
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
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//CHKSM=58E752AB348EAA75CF5226F291024A24776642B6
2.实现传送功能,需要的节点和脚本:poinA和pointB 对应子节点中的两个sphere
3.传送过程中的效果表现,shader怎么写:也就是Dissolve材质球
代码是这样的:
// Made with Amplify Shader Editor v1.9.1.5
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Dissolve"
{
Properties
{
_Albedo("Albedo", 2D) = "white" {}
_Normal("Normal", 2D) = "white" {}
_MetalAOSmooth("MetalAOSmooth", 2D) = "white" {}
_DissolveAmount("DissolveAmount", Float) = 0
_EmissColor("EmissColor", Color) = (0,0,0,0)
_EmissIntensity("EmissIntensity", Float) = 0
_DissolveRange("DissolveRange", Float) = 0
_NoiseTex("NoiseTex", 2D) = "white" {}
_T_Noise_dissolve("T_Noise_dissolve", 2D) = "white" {}
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" }
Cull Back
CGINCLUDE
#include "UnityShaderVariables.cginc"
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 3.0
#ifdef UNITY_PASS_SHADOWCASTER
#undef INTERNAL_DATA
#undef WorldReflectionVector
#undef WorldNormalVector
#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
#endif
struct Input
{
float3 worldPos;
float2 uv_texcoord;
float3 worldNormal;
INTERNAL_DATA
};
uniform sampler2D _NoiseTex;
uniform float4 _NoiseTex_ST;
uniform float _DissolveAmount;
uniform sampler2D _Normal;
uniform float4 _Normal_ST;
uniform sampler2D _Albedo;
uniform float4 _Albedo_ST;
uniform float4 _EmissColor;
uniform sampler2D _T_Noise_dissolve;
uniform float _EmissIntensity;
uniform sampler2D _MetalAOSmooth;
uniform float4 _MetalAOSmooth_ST;
uniform float _DissolveRange;
void vertexDataFunc( inout appdata_full v, out Input o )
{
UNITY_INITIALIZE_OUTPUT( Input, o );
float3 ase_worldPos = mul( unity_ObjectToWorld, v.vertex );
float3 worldToObj1 = mul( unity_WorldToObject, float4( ase_worldPos, 1 ) ).xyz;
float2 uv_NoiseTex = v.texcoord * _NoiseTex_ST.xy + _NoiseTex_ST.zw;
float temp_output_35_0 = pow( tex2Dlod( _NoiseTex, float4( uv_NoiseTex, 0, 0.0) ).r , 2.0 );
float temp_output_11_0 = abs( 0.25 );
float temp_output_9_0 = ( -( worldToObj1.y + temp_output_35_0 ) - temp_output_11_0 );
float temp_output_8_0 = ( -( worldToObj1.y + temp_output_35_0 ) + temp_output_11_0 );
float smoothstepResult3 = smoothstep( temp_output_9_0 , temp_output_8_0 , _DissolveAmount);
v.vertex.xyz = ( ( smoothstepResult3 * float3(0,5,0) ) + worldToObj1 );
v.vertex.w = 1;
}
void surf( Input i , inout SurfaceOutputStandard o )
{
float2 uv_Normal = i.uv_texcoord * _Normal_ST.xy + _Normal_ST.zw;
o.Normal = UnpackNormal( tex2D( _Normal, uv_Normal ) );
float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw;
o.Albedo = tex2D( _Albedo, uv_Albedo ).rgb;
float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
float3 ase_vertexNormal = mul( unity_WorldToObject, float4( ase_worldNormal, 0 ) );
ase_vertexNormal = normalize( ase_vertexNormal );
float3 objToView22 = mul( UNITY_MATRIX_MV, float4( ase_vertexNormal, 1 ) ).xyz;
float mulTime25 = _Time.y * -0.02;
float2 appendResult26 = (float2(0.0 , mulTime25));
float4 tex2DNode17 = tex2D( _T_Noise_dissolve, ( ( objToView22 * float3( 0.13,0.3,0 ) ) + float3( appendResult26 , 0.0 ) ).xy );
float3 ase_worldPos = i.worldPos;
float3 worldToObj1 = mul( unity_WorldToObject, float4( ase_worldPos, 1 ) ).xyz;
float2 uv_NoiseTex = i.uv_texcoord * _NoiseTex_ST.xy + _NoiseTex_ST.zw;
float temp_output_35_0 = pow( tex2D( _NoiseTex, uv_NoiseTex ).r , 2.0 );
float temp_output_11_0 = abs( 0.25 );
float temp_output_9_0 = ( -( worldToObj1.y + temp_output_35_0 ) - temp_output_11_0 );
float temp_output_8_0 = ( -( worldToObj1.y + temp_output_35_0 ) + temp_output_11_0 );
float smoothstepResult3 = smoothstep( temp_output_9_0 , temp_output_8_0 , _DissolveAmount);
o.Emission = ( ( ( ( _EmissColor * tex2DNode17 ) + _EmissColor ) * _EmissIntensity ) * smoothstepResult3 ).rgb;
float2 uv_MetalAOSmooth = i.uv_texcoord * _MetalAOSmooth_ST.xy + _MetalAOSmooth_ST.zw;
float4 tex2DNode48 = tex2D( _MetalAOSmooth, uv_MetalAOSmooth );
o.Metallic = tex2DNode48.r;
o.Smoothness = tex2DNode48.a;
o.Occlusion = tex2DNode48.g;
float smoothstepResult32 = smoothstep( temp_output_9_0 , temp_output_8_0 , ( _DissolveAmount - ( _DissolveRange * ( 1.0 - temp_output_35_0 ) ) ));
o.Alpha = saturate( ( ( 1.0 - smoothstepResult3 ) + ( ( 1.0 - smoothstepResult32 ) * tex2DNode17.r ) ) );
}
ENDCG
CGPROGRAM
#pragma surface surf Standard alpha:fade keepalpha fullforwardshadows vertex:vertexDataFunc
ENDCG
Pass
{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
ZWrite On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile_shadowcaster
#pragma multi_compile UNITY_PASS_SHADOWCASTER
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#include "HLSLSupport.cginc"
#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
#define CAN_SKIP_VPOS
#endif
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
sampler3D _DitherMaskLOD;
struct v2f
{
V2F_SHADOW_CASTER;
float2 customPack1 : TEXCOORD1;
float4 tSpace0 : TEXCOORD2;
float4 tSpace1 : TEXCOORD3;
float4 tSpace2 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_full v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_INITIALIZE_OUTPUT( v2f, o );
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
UNITY_TRANSFER_INSTANCE_ID( v, o );
Input customInputData;
vertexDataFunc( v, customInputData );
float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
half3 worldNormal = UnityObjectToWorldNormal( v.normal );
half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
o.customPack1.xy = customInputData.uv_texcoord;
o.customPack1.xy = v.texcoord;
TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
return o;
}
half4 frag( v2f IN
#if !defined( CAN_SKIP_VPOS )
, UNITY_VPOS_TYPE vpos : VPOS
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
Input surfIN;
UNITY_INITIALIZE_OUTPUT( Input, surfIN );
surfIN.uv_texcoord = IN.customPack1.xy;
float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
surfIN.worldPos = worldPos;
surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
SurfaceOutputStandard o;
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
surf( surfIN, o );
#if defined( CAN_SKIP_VPOS )
float2 vpos = IN.pos;
#endif
half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
clip( alphaRef - 0.01 );
SHADOW_CASTER_FRAGMENT( IN )
}
ENDCG
}
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
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//CHKSM=598FD4007CD3F6F672F5FCA5BC8282E86A7E4D50
需要两张资源图片:
4.好了,一切准备就绪,就进入传送的逻辑代码:
using DG.Tweening;
using System;
using System.Collections;
using TMPro;
using UnityEngine;
public class TranslationCom : MonoBehaviour {
public Transform pointA;
public Transform pointB;
private bool canTeleport = true;
private float teleportDistance = 1f;
private Sequence sequence;
public Material material;
private GameObject cloneAvatar;
private bool isTeleporting = false;
void Start () {
//HudPanel.Instance.ShowText(pointA.gameObject,"进入传送阵",new Vector3(0,1f,0));
//HudPanel.Instance.ShowText(pointB.gameObject,"进入传送阵",new Vector3(0,1f,0));
}
void DoTranslation(Vector3 targetPosition) {
//PlayerController.Instance.transform.position = targetPosition;
StartCoroutine(waitShowTranslation(targetPosition));
}
IEnumerator waitShowTranslation(Vector3 targetPosition) {
float duration = 0.5f;
cloneAvatar = GameObject.Instantiate(PlayerController.Instance.animator.gameObject, PlayerController.Instance.transform);
cloneAvatar.transform.localPosition = PlayerController.Instance.animator.transform.localPosition;
cloneAvatar.transform.localRotation = PlayerController.Instance.animator.transform.localRotation;
EventManager.Instance.TriggerEvent(EventName.StartTranslation);
var renders = cloneAvatar.GetComponentsInChildren();
PlayerController.Instance.animator.gameObject.SetActive(false);
foreach (Renderer r in renders) {
var tex = r.material.GetTexture("baseColorTexture");
r.material = new Material(material);
r.material.SetTexture("_Albedo", tex);
}
isTeleporting = true;
yield return new WaitForSeconds(duration);
PlayerController.Instance.animator.gameObject.SetActive(true);
EventManager.Instance.TriggerEvent(EventName.EndTranslation);
PlayerController.Instance.transform.position = targetPosition;
isTeleporting = false;
GameObject.Destroy(cloneAvatar);
}
void UpadateTranslationShow() {
if (cloneAvatar) {
//Debug.Log("UpadateTranslationShow");
var renders = cloneAvatar.GetComponentsInChildren();
foreach (Renderer r in renders) {
r.material.SetFloat("_DissolveAmount",UnityEngine.Random.Range(0,1f));
}
}
}
void Update() {
if (PlayerData.Instance.State == (int)PlayerState.DRIVEING) {
return;
}
float distanceToA = Vector3.Distance(PlayerController.Instance.transform.position, pointA.position);
float distanceToB = Vector3.Distance(PlayerController.Instance.transform.position, pointB.position);
if (canTeleport && (distanceToA <= teleportDistance || distanceToB <= teleportDistance)) {
Transform targetPoint = distanceToA < distanceToB ? pointB : pointA;
float distanceToTarget = Vector3.Distance(PlayerController.Instance.transform.position, targetPoint.position);
if (distanceToTarget > teleportDistance) {
canTeleport = false;
DoTranslation(targetPoint.position);
}
}
else if (!canTeleport && distanceToA > teleportDistance && distanceToB > teleportDistance) {
canTeleport = true;
}
if (isTeleporting) {
UpadateTranslationShow();
}
}
}