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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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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