Unity物体自发光
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Unity物体自发光
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///自發(fā)光//
//提示:要遮蔽光源使用,否則沒(méi)毛用
using System.Collections;
using UnityEngine;public class Glinting : MonoBehaviour
{/// <summary>/// 閃爍顏色/// </summary>public Color color = new Color(1, 0, 1, 1);/// <summary>/// 最低發(fā)光亮度,取值范圍[0,1],需小于最高發(fā)光亮度。/// </summary>[Range(0.0f, 1.0f)]public float minBrightness = 0.0f;/// <summary>/// 最高發(fā)光亮度,取值范圍[0,1],需大于最低發(fā)光亮度。/// </summary>[Range(0.0f, 1)]public float maxBrightness = 0.5f;/// <summary>/// 閃爍頻率,取值范圍[0.2,30.0]。/// </summary>[Range(0.2f, 30.0f)]public float rate = 1;[Tooltip("勾選此項(xiàng)則啟動(dòng)時(shí)自動(dòng)開始閃爍")][SerializeField]public bool _autoStart = true;private float _h, _s, _v; // 色調(diào),飽和度,亮度private float _deltaBrightness; // 最低最高亮度差private Renderer _renderer;private Material _material;private readonly string _keyword = "_EMISSION";private readonly string _colorName = "_EmissionColor";private Coroutine _glinting;private void OnEnable(){_renderer = gameObject.GetComponent<Renderer>();_material = _renderer.material;if (_autoStart){StartGlinting();}}/// <summary>/// 校驗(yàn)數(shù)據(jù),并保證運(yùn)行時(shí)的修改能夠得到應(yīng)用。/// 該方法只在編輯器模式中生效!!!/// </summary>private void OnValidate(){// 限制亮度范圍if (minBrightness < 0 || minBrightness > 1){minBrightness = 0.0f;Debug.LogError("最低亮度超出取值范圍[0, 1],已重置為0。");}if (maxBrightness < 0 || maxBrightness > 1){maxBrightness = 1.0f;Debug.LogError("最高亮度超出取值范圍[0, 1],已重置為1。");}if (minBrightness >= maxBrightness){minBrightness = 0.0f;maxBrightness = 1.0f;Debug.LogError("最低亮度[MinBrightness]必須低于最高亮度[MaxBrightness],已分別重置為0/1!");}// 限制閃爍頻率if (rate < 0.2f || rate > 30.0f){rate = 1;Debug.LogError("閃爍頻率超出取值范圍[0.2, 30.0],已重置為1.0。");}// 更新亮度差_deltaBrightness = maxBrightness - minBrightness;// 更新顏色// 注意不能使用 _v ,否則在運(yùn)行時(shí)修改參數(shù)會(huì)導(dǎo)致亮度突變float tempV = 0;Color.RGBToHSV(color, out _h, out _s, out tempV);}/// <summary>/// 開始閃爍。/// </summary>public void StartGlinting(){_material.EnableKeyword(_keyword);if (_glinting != null){StopCoroutine(_glinting);}_glinting = StartCoroutine(IEGlinting());}/// <summary>/// 停止閃爍。/// </summary>public void StopGlinting(){_material.DisableKeyword(_keyword);if (_glinting != null){StopCoroutine(_glinting);}}/// <summary>/// 控制自發(fā)光強(qiáng)度。/// </summary>/// <returns></returns>private IEnumerator IEGlinting(){Color.RGBToHSV(color, out _h, out _s, out _v);_v = minBrightness;_deltaBrightness = maxBrightness - minBrightness;bool increase = true;while (true){if (increase){_v += _deltaBrightness * Time.deltaTime * rate;increase = _v <= maxBrightness;}else{_v -= _deltaBrightness * Time.deltaTime * rate;increase = _v <= minBrightness;}_material.SetColor(_colorName, Color.HSVToRGB(_h, _s, _v));//_renderer.UpdateGIMaterials();yield return null;}}
}
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