Unity组件开发--传送点

        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

Unity组件开发--传送点_第1张图片Unity组件开发--传送点_第2张图片

shader编辑器是这样的:

Unity组件开发--传送点_第3张图片

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

Unity组件开发--传送点_第4张图片

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:

Unity组件开发--传送点_第5张图片

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();
        }
    }
}

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