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Unity實(shí)現(xiàn)粒子光效導(dǎo)出成png序列幀-創(chuàng)新互聯(lián)

本文為大家分享了Unity實(shí)現(xiàn)粒子光效導(dǎo)出成png序列幀的具體代碼,供大家參考,具體內(nèi)容如下

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這個(gè)功能并不是很實(shí)用,不過美術(shù)同學(xué)有這樣的需求,那么就花了一點(diǎn)時(shí)間研究了下。

我們沒有使用Unity的引擎,但是做特效的同學(xué)找了一批Unity的粒子特效,希望導(dǎo)出成png序列幀的形式,然后我們的游戲來使用。這個(gè)就相當(dāng)于拿Unity做了特效編輯器的工作。這個(gè)并不是很“邪門”,因?yàn)橛没糜傲W?,或?dmax,差不多也是這個(gè)思路,只不過那些軟件提供了正規(guī)的導(dǎo)出功能,而Unity則沒有。

先上代碼

using UnityEngine;
using UnityEditor;
using System;
using System.IO;
using System.Collections;
using System.Collections.Generic;
 
public class ParticleExporter : MonoBehaviour
{
 // Default folder name where you want the animations to be output
 public string folder = "PNG_Animations";
 
 // Framerate at which you want to play the animation
 public int frameRate = 25;     // export frame rate 導(dǎo)出幀率,設(shè)置Time.captureFramerate會(huì)忽略真實(shí)時(shí)間,直接使用此幀率
 public float frameCount = 100;    // export frame count 導(dǎo)出幀的數(shù)目,100幀則相當(dāng)于導(dǎo)出5秒鐘的光效時(shí)間。由于導(dǎo)出每一幀的時(shí)間很長,所以導(dǎo)出時(shí)間會(huì)遠(yuǎn)遠(yuǎn)長于直觀的光效播放時(shí)間
 public int screenWidth = 960;    // not use 暫時(shí)沒用,希望可以直接設(shè)置屏幕的大小(即光效畫布的大?。? public int screenHeight = 640;
 public Vector3 cameraPosition = Vector3.zero;
 public Vector3 cameraRotation = Vector3.zero;
 
 private string realFolder = ""; // real folder where the output files will be
 private float originaltimescaleTime; // track the original time scale so we can freeze the animation between frames
 private float currentTime = 0;
 private bool over = false;
 private int currentIndex = 0;
 private Camera exportCamera; // camera for export 導(dǎo)出光效的攝像機(jī),使用RenderTexture
 
 public void Start()
 {
  // set frame rate
  Time.captureFramerate = frameRate;
 
  // Create a folder that doesn't exist yet. Append number if necessary.
  realFolder = Path.Combine(folder, name);
 
  // Create the folder
  if (!Directory.Exists(realFolder)) {
   Directory.CreateDirectory(realFolder);
  }
 
  originaltimescaleTime = Time.timeScale;
 
  GameObject goCamera = Camera.main.gameObject;
  if (cameraPosition != Vector3.zero) {
   goCamera.transform.position = cameraPosition;
  }
 
  if (cameraRotation != Vector3.zero) {
   goCamera.transform.rotation = Quaternion.Euler(cameraRotation);
  }
 
  GameObject go = Instantiate(goCamera) as GameObject;
  exportCamera = go.GetComponent();
 
  currentTime = 0;
 
  
 }
 
 void Update()
 {
  currentTime += Time.deltaTime;
  if (!over && currentIndex >= frameCount) {
   over = true;
   Cleanup();
   Debug.Log("Finish");
   return;
  }
 
  // 每幀截屏
  StartCoroutine(CaptureFrame());
 }
 
 void Cleanup()
 {
  DestroyImmediate(exportCamera);
  DestroyImmediate(gameObject);
 }
 
 IEnumerator CaptureFrame()
 {
  // Stop time
  Time.timeScale = 0;
  // Yield to next frame and then start the rendering
  // this is important, otherwise will have error
  yield return new WaitForEndOfFrame();
 
  string filename = String.Format("{0}/{1:D04}.png", realFolder, ++currentIndex);
  Debug.Log(filename);
 
  int width = Screen.width;
  int height = Screen.height;
 
  //Initialize and render textures
  RenderTexture blackCamRenderTexture = new RenderTexture(width, height, 24, RenderTextureFormat.ARGB32);
  RenderTexture whiteCamRenderTexture = new RenderTexture(width, height, 24, RenderTextureFormat.ARGB32);
 
  exportCamera.targetTexture = blackCamRenderTexture;
  exportCamera.backgroundColor = Color.black;
  exportCamera.Render();
  RenderTexture.active = blackCamRenderTexture;
  Texture2D texb = GetTex2D();
 
  //Now do it for Alpha Camera
  exportCamera.targetTexture = whiteCamRenderTexture;
  exportCamera.backgroundColor = Color.white;
  exportCamera.Render();
  RenderTexture.active = whiteCamRenderTexture;
  Texture2D texw = GetTex2D();
 
  // If we have both textures then create final output texture
  if (texw && texb) {
   Texture2D outputtex = new Texture2D(width, height, TextureFormat.ARGB32, false);
 
   // we need to check alpha ourselves,because particle use additive shader
   // Create Alpha from the difference between black and white camera renders
   for (int y = 0; y < outputtex.height; ++y) { // each row
    for (int x = 0; x < outputtex.width; ++x) { // each column
     float alpha;
     alpha = texw.GetPixel(x, y).r - texb.GetPixel(x, y).r;
     alpha = 1.0f - alpha;
     Color color;
     if (alpha == 0) {
      color = Color.clear;
     } else {
      color = texb.GetPixel(x, y);
     }
     color.a = alpha;
     outputtex.SetPixel(x, y, color);
    }
   }
 
 
   // Encode the resulting output texture to a byte array then write to the file
   byte[] pngShot = outputtex.EncodeToPNG();
   File.WriteAllBytes(filename, pngShot);
 
   // cleanup, otherwise will memory leak
   pngShot = null;
   RenderTexture.active = null;
   DestroyImmediate(outputtex);
   outputtex = null;
   DestroyImmediate(blackCamRenderTexture);
   blackCamRenderTexture = null;
   DestroyImmediate(whiteCamRenderTexture);
   whiteCamRenderTexture = null;
   DestroyImmediate(texb);
   texb = null;
   DestroyImmediate(texw);
   texb = null;
 
   System.GC.Collect();
 
   // Reset the time scale, then move on to the next frame.
   Time.timeScale = originaltimescaleTime;
  }
 }
 
 // Get the texture from the screen, render all or only half of the camera
 private Texture2D GetTex2D()
 {
  // Create a texture the size of the screen, RGB24 format
  int width = Screen.width;
  int height = Screen.height;
  Texture2D tex = new Texture2D(width, height, TextureFormat.ARGB32, false);
  // Read screen contents into the texture
  tex.ReadPixels(new Rect(0, 0, width, height), 0, 0);
  tex.Apply();
  return tex;
 }
}

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