选择接收动态光的粒子比例。
使用 0 到 1 之间的数值,其中 0 表示不将灯光附加到任何粒子,而 1 表示将灯光附加到每个粒子。
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 public float hSliderValueRatio = 1.0f; public float hSliderValueMax = 1000.0f; public bool randomDistribution = 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;
// 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.ratio = hSliderValueRatio; lights.maxLights = (int)hSliderValueMax; lights.useRandomDistribution = randomDistribution; }
void OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "Ratio"); GUI.Label(new Rect(25, 80, 100, 30), "Max Lights");
hSliderValueRatio = GUI.HorizontalSlider(new Rect(95, 45, 100, 30), hSliderValueRatio, 0.0f, 1.0f); hSliderValueMax = GUI.HorizontalSlider(new Rect(95, 85, 100, 30), hSliderValueMax, 0.0f, 500.0f);
randomDistribution = GUI.Toggle(new Rect(25, 125, 400, 30), randomDistribution, "Randomly assign Lights to Particles instead of evenly distributing them."); } }