NGUI中的ScrollView中的UIPanel的cliping模式为SoftClip,也就是会将区域外的东西剪裁掉然后看不到,但是却剪裁不掉粒子特效从而会造成穿层。解决方案,思路就是计算出这个滑动的可见区域,然后设置到自定义的粒子Shader中,在Shader中计算渲染的粒子是否在可见的区域内,通过透明度测试把不在区域的剔除掉。
using System; using UnityEngine; [RequireComponent(typeof(UIPanel))] public class ParticleSystemClipper : MonoBehaviour { const string ShaderName = "Bleach/Particles Additive Area Clip"; UIPanel m_targetPanel; Shader m_shader; public UIRoot uiRoot; void Start() { m_targetPanel = GetComponent<UIPanel>(); if (m_targetPanel == null) //确保UIPanel不为空 throw new ArgumentNullException("Cann't find the right UIPanel"); if (m_targetPanel.clipping != UIDrawCall.Clipping.SoftClip)//确保是剪裁模式的 throw new InvalidOperationException("Don't need to clip"); m_shader = Shader.Find(ShaderName); //根据世界坐标区域 通过透明度测试剔除区域外粒子 Clip();//如果Scroll的可见区域不变的话,设置一次就行了 } Vector4 CalcClipArea() { var clipRegion = m_targetPanel.finalClipRegion; Vector4 nguiArea = new Vector4() { x = clipRegion.x - clipRegion.z / 2, y = clipRegion.y - clipRegion.w / 2, z = clipRegion.x + clipRegion.z / 2, w = clipRegion.y + clipRegion.w / 2 }; //中心到四周的像素偏移 var pos = m_targetPanel.transform.position; //起始位置 在整个区域的中间 float h = 2;//NGUI的Camera的Size为1,是可见区域的一半,也就是整个NGUI可见区域世界高度为2 float temp = h / uiRoot.manualHeight;//计算一个比例 每个像素对应的世界高度 return new Vector4() { x = pos.x + nguiArea.x * temp, y = pos.y + nguiArea.y * temp, z = pos.x + nguiArea.z * temp, w = pos.y + nguiArea.w * temp }; //像素转变为世界坐标区域 } void Clip() { Vector4 clipArea = CalcClipArea(); var particleSystems = this.GetComponentsInChildren<ParticleSystem>();//获取到左右的粒子 for (int i = 0; i < particleSystems.Length; i++) { var ps = particleSystems[i]; var mat = ps.GetComponent<Renderer>().material; if (mat.shader.name != ShaderName) mat.shader = m_shader; //设置Shader mat.SetVector("_Area", clipArea);//设置剪裁区域四个角的世界坐标 } } }
Shader "Bleach/Particles Additive Area Clip" { Properties { _TintColor("Tint Color", Color) = (0.5,0.5,0.5,0.5) //粒子颜色,会保留原Shader的使用 _MainTex("Particle Texture", 2D) = "white" {} //粒子的贴图,会保留原Shader的使用 _Area("Area", Vector) = (0,0,1,1) //滑动区域的可见区域,世界坐标系 } Category { Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } Blend SrcAlpha One //开启透明度混合,粒子贴图是有透明的 AlphaTest Greater .01 //开启透明度测试,低于0.1的剔除 ColorMask RGB //透明通道不写入到Buffer中 Cull Off Lighting Off ZWrite Off Fog{ Color(0,0,0,0) } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_particles #include "UnityCG.cginc" sampler2D _MainTex; fixed4 _TintColor; float4 _Area; struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float2 worldPos : TEXCOORD1; }; float4 _MainTex_ST; v2f vert(appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); o.color = v.color; o.worldPos = mul(unity_ObjectToWorld, v.vertex).xy;//世界坐标 return o; } fixed4 frag(v2f i) : SV_Target { //判断是否在区域内 bool inArea = i.worldPos.x >= _Area.x && i.worldPos.x <= _Area.z && i.worldPos.y >= _Area.y && i.worldPos.y <= _Area.w; return inArea ? 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord) : fixed4(0,0,0,0);//前面那个估计是粒子的计算公式 } ENDCG } } } }