切换是否将粒子大小乘以光源范围,以确定最终光源范围。
这可用于在粒子消失的同时缩小光源影响,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 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");
}
}