切换系统是否将粒子大小乘以灯光范围以确定最终灯光范围。
这对于在粒子消失的同时缩小灯光影响非常有用,以避免出现突兀现象。
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 hSliderValueSize = 1.0f; public bool sizeAffectsRange = 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.sizeAffectsRange = sizeAffectsRange;
var main = ps.main; main.startSize = hSliderValueSize; }
void OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "Size");
hSliderValueSize = GUI.HorizontalSlider(new Rect(95, 45, 100, 30), hSliderValueSize, 0.0f, 1.0f); sizeAffectsRange = GUI.Toggle(new Rect(25, 85, 200, 30), sizeAffectsRange, "Particle Size Affects Light Range"); } }