はじめに
上記の「HelpfulScripts」に含まれている「SmearEffect.cs」と
「Smear.shader」を Unity プロジェクトに追加することで
Smear Frame Effect を使用できるようになります
使用例
使い方(ソースコードは引用)
SmearEffect.cs
using UnityEngine; using System.Collections; using System.Collections.Generic; public class SmearEffect : MonoBehaviour { Queue<Vector3> _recentPositions = new Queue<Vector3>(); [SerializeField] int _frameLag = 0; Material _smearMat = null; public Material smearMat { get { if (!_smearMat) _smearMat = GetComponent<Renderer>().material; if (!_smearMat.HasProperty("_PrevPosition")) _smearMat.shader = Shader.Find("Custom/Smear"); return _smearMat; } } void LateUpdate() { if(_recentPositions.Count > _frameLag) smearMat.SetVector("_PrevPosition", _recentPositions.Dequeue()); smearMat.SetVector("_Position", transform.position); _recentPositions.Enqueue(transform.position); } }
Smear.shader
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' Shader "Custom/Smear" { Properties { _Color("Color", Color) = (1,1,1,1) _MainTex("Albedo (RGB)", 2D) = "white" {} _Glossiness("Smoothness", Range(0,1)) = 0.5 _Metallic("Metallic", Range(0,1)) = 0.0 _Position("Position", Vector) = (0, 0, 0, 0) _PrevPosition("Prev Position", Vector) = (0, 0, 0, 0) _NoiseScale("Noise Scale", Float) = 15 _NoiseHeight("Noise Height", Float) = 1.3 } SubShader { Tags{ "RenderType" = "Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard vertex:vert addshadow #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; half _Glossiness; half _Metallic; fixed4 _Color; fixed4 _PrevPosition; fixed4 _Position; half _NoiseScale; half _NoiseHeight; float hash(float n) { return frac(sin(n)*43758.5453); } float noise(float3 x) { // The noise function returns a value in the range -1.0f -> 1.0f float3 p = floor(x); float3 f = frac(x); f = f*f*(3.0 - 2.0*f); float n = p.x + p.y*57.0 + 113.0*p.z; return lerp(lerp(lerp(hash(n + 0.0), hash(n + 1.0), f.x), lerp(hash(n + 57.0), hash(n + 58.0), f.x), f.y), lerp(lerp(hash(n + 113.0), hash(n + 114.0), f.x), lerp(hash(n + 170.0), hash(n + 171.0), f.x), f.y), f.z); } void vert(inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input, o); fixed4 worldPos = mul(unity_ObjectToWorld, v.vertex); fixed3 worldOffset = _Position.xyz - _PrevPosition.xyz; // -5 fixed3 localOffset = worldPos.xyz - _Position.xyz; // -5 // World offset should only be behind swing float dirDot = dot(normalize(worldOffset), normalize(localOffset)); fixed3 unitVec = fixed3(1, 1, 1) * _NoiseHeight; worldOffset = clamp(worldOffset, unitVec * -1, unitVec); worldOffset *= -clamp(dirDot, -1, 0) * lerp(1, 0, step(length(worldOffset), 0)); fixed3 smearOffset = -worldOffset.xyz * lerp(1, noise(worldPos * _NoiseScale), step(0, _NoiseScale)); worldPos.xyz += smearOffset; v.vertex = mul(unity_WorldToObject, worldPos); } void surf(Input IN, inout SurfaceOutputStandard o) { // Albedo comes from a texture tinted by color fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; // Metallic and smoothness come from slider variables o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }
上記の「SmearEffect.cs」と「Smear.shader」を Unity プロジェクトに追加します
そして、Smear Frame Effect を適用したいオブジェクトに
「SmearEffect.cs」をアタッチしてゲームを再生します
「Frame Lag」の入力欄で演出の表示時間を調整できます
参考ツイート
Remade the UE4 smear effect that's going around in Unity. Get it here: https://t.co/zhNn6l5XBS pic.twitter.com/bsOVlxhBdp
— 🌭Chris Wade (@chriswade__) 2016年6月29日