Version: 2021.1

ParticleSystem.SetCustomParticleData

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public void SetCustomParticleData (List<Vector4> customData, ParticleSystemCustomData streamIndex);

参数

customData 每粒子数据的数组。
streamIndex 要将数据分配到的流。

描述

设置自定义每粒子数据流。

Note that if you enable the Custom Data module, it writes into the particle data buffer during the Particle System update. If you want to provide your own data using this function, disable the Custom Data module.

However, if you want to modify the data that the Custom Data module generates: 1. Use ParticleSystem.GetCustomParticleData to get the particle data. 2. Modify the particle data. 3. Use SetCustomParticleData to apply the modified particle data back to the Custom Data module.

using UnityEngine;
using UnityEditor;
using System.Collections.Generic;

public class ExampleClass : MonoBehaviour {

private ParticleSystem ps; private ParticleSystemRenderer psr; private List<Vector4> customData = new List<Vector4>(); public float minDist = 30.0f;

void Start() {

ps = GetComponent<ParticleSystem>(); psr = GetComponent<ParticleSystemRenderer>();

// emit in a sphere with no speed var main = ps.main; main.startSpeedMultiplier = 0.0f; main.simulationSpace = ParticleSystemSimulationSpace.World; // so our particle positions don't require any extra transformation, to compare with the mouse position var emission = ps.emission; emission.rateOverTimeMultiplier = 200.0f; var shape = ps.shape; shape.shapeType = ParticleSystemShapeType.Sphere; shape.radius = 4.0f; psr.sortMode = ParticleSystemSortMode.YoungestInFront;

// send custom data to the shader psr.EnableVertexStreams(ParticleSystemVertexStreams.Custom1); }

void Update() {

Camera mainCam = Camera.main;

ps.GetCustomParticleData(customData, ParticleSystemCustomData.Custom1);

int particleCount = ps.particleCount; ParticleSystem.Particle[] particles = new ParticleSystem.Particle[particleCount]; ps.GetParticles(particles);

for (int i = 0; i < particles.Length; i++) { Vector3 sPos = mainCam.WorldToScreenPoint(particles[i].position + ps.transform.position);

// set custom data to 1, if close enough to the mouse if (Vector2.Distance(sPos, Input.mousePosition) < minDist) { customData[i] = new Vector4(1, 0, 0, 0); } // otherwise, fade the custom data back to 0 else { float particleLife = particles[i].remainingLifetime / ps.main.startLifetimeMultiplier;

if (customData[i].x > 0) { float x = customData[i].x; x = Mathf.Max(x - Time.deltaTime, 0.0f); customData[i] = new Vector4(x, 0, 0, 0); } } }

ps.SetCustomParticleData(customData, ParticleSystemCustomData.Custom1); }

void OnGUI() {

minDist = GUI.HorizontalSlider(new Rect(25, 40, 100, 30), minDist, 0.0f, 100.0f); } }

下面是一个自定义着色器示例,可以与上面的脚本配合使用:

          Shader "Particles/CustomVertexStream" {
Properties {
    _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
    _MainTex ("Particle Texture", 2D) = "white" {}
    _OffsetValue("Offset Value", Range(0,1)) = 0.4
}

Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend SrcAlpha OneMinusSrcAlpha ColorMask RGB Cull Off Lighting Off ZWrite Off

SubShader { Pass {

CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_particles #pragma multi_compile_fog

#include "UnityCG.cginc"

sampler2D _MainTex; fixed4 _TintColor; float _OffsetValue;

struct appdata_t { float4 vertex : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float4 customData : TEXCOORD1; };

struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float4 customData : TEXCOORD1; UNITY_FOG_COORDS(2) };

float4 _MainTex_ST;

v2f vert (appdata_t v) { v.vertex.y = lerp(v.vertex.y, v.vertex.y + _OffsetValue, v.customData.x);

v2f o; o.vertex = UnityObjectToClipPos(v.vertex);

float4 offsetX = float4(-1, 1, 1, -1); float4 offsetY = float4(1, 1, -1, -1);

o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); o.customData = v.customData; UNITY_TRANSFER_FOG(o,o.vertex);

return o; }

fixed4 frag (v2f i) : SV_Target { fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord); fixed4 col2 = fixed4(i.customData.x, i.customData.y, i.customData.z, col.a); fixed4 final = lerp(col, col*col2, i.customData.x);

UNITY_APPLY_FOG(i.fogCoord, final); return final; } ENDCG } } } }

下面是一个脚本示例,它在每个粒子诞生时为其分配一个唯一的 ID:

using UnityEngine;
using UnityEditor;
using System.Collections.Generic;

public class ExampleClass : MonoBehaviour {

private ParticleSystem ps; private List<Vector4> customData = new List<Vector4>(); private int uniqueID;

void Start() {

ps = GetComponent<ParticleSystem>(); }

void Update() {

ps.GetCustomParticleData(customData, ParticleSystemCustomData.Custom1);

for (int i = 0; i < customData.Count; i++) { // set custom data to the next ID, if it is in the default 0 state if (customData[i].x == 0.0f) { customData[i] = new Vector4(++uniqueID, 0, 0, 0); } }

ps.SetCustomParticleData(customData, ParticleSystemCustomData.Custom1); } }