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