Version: 2023.2
public bool alphaAffectsIntensity ;

描述

切换在计算最终光强度时,系统是否将粒子 Alpha 乘以光强度。

可用于使光源与粒子同时淡出,以避免弹出。

using UnityEngine;
using System.Collections;

// For best results, use Deferred Rendering (see Camera settings) [RequireComponent(typeof(ParticleSystem))] public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public Light lightPrefab; // Provide a light Prefab in the inspector (eg a default Point Light) public float hSliderValueA = 1.0f; public bool alphaAffectsIntensity = true;

void Start() { ps = GetComponent<ParticleSystem>(); ps.transform.localRotation = Quaternion.Euler(0.0f, 0.0f, 45.0f);

var shape = ps.shape; shape.shapeType = ParticleSystemShapeType.Circle;

var lights = ps.lights; lights.enabled = true; lights.light = lightPrefab; lights.ratio = 1.0f; lights.maxLights = 1000;

// plane to receive lights var plane = GameObject.CreatePrimitive(PrimitiveType.Plane); plane.transform.parent = ps.transform; plane.transform.localPosition = new Vector3(0.0f, 0.0f, 3.0f); plane.transform.localScale = new Vector3(20.0f, 20.0f, 20.0f); plane.transform.localRotation = Quaternion.Euler(-90.0f, 0.0f, 0.0f);

var material = new Material(Shader.Find("Standard")); material.color = new Color(0.1f, 0.1f, 0.1f, 1.0f); plane.GetComponent<MeshRenderer>().material = material; }

void Update() { var lights = ps.lights; lights.alphaAffectsIntensity = alphaAffectsIntensity;

var main = ps.main; main.startColor = new Color(1.0f, 1.0f, 1.0f, hSliderValueA); }

void OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "Alpha");

hSliderValueA = GUI.HorizontalSlider(new Rect(95, 45, 100, 30), hSliderValueA, 0.0f, 1.0f); alphaAffectsIntensity = GUI.Toggle(new Rect(25, 85, 200, 30), alphaAffectsIntensity, "Particle Alpha Affects Light Intensity"); } }