切换在计算最终光强度时,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)
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");
}
}