Unity實現(xiàn)粒子光效導出成png序列幀
本文為大家分享了Unity實現(xiàn)粒子光效導出成png序列幀的具體代碼,供大家參考,具體內(nèi)容如下
這個功能并不是很實用,不過美術同學有這樣的需求,那么就花了一點時間研究了下。
我們沒有使用Unity的引擎,但是做特效的同學找了一批Unity的粒子特效,希望導出成png序列幀的形式,然后我們的游戲來使用。這個就相當于拿Unity做了特效編輯器的工作。這個并不是很“邪門”,因為用幻影粒子,或者3dmax,差不多也是這個思路,只不過那些軟件提供了正規(guī)的導出功能,而Unity則沒有。
先上代碼
using UnityEngine;
using UnityEditor;
using System;
using System.IO;
using System.Collections;
using System.Collections.Generic;
public class ParticleExporter : MonoBehaviour
{
// Default folder name where you want the animations to be output
public string folder = "PNG_Animations";
// Framerate at which you want to play the animation
public int frameRate = 25; // export frame rate 導出幀率,設置Time.captureFramerate會忽略真實時間,直接使用此幀率
public float frameCount = 100; // export frame count 導出幀的數(shù)目,100幀則相當于導出5秒鐘的光效時間。由于導出每一幀的時間很長,所以導出時間會遠遠長于直觀的光效播放時間
public int screenWidth = 960; // not use 暫時沒用,希望可以直接設置屏幕的大?。垂庑М嫴嫉拇笮。?
public int screenHeight = 640;
public Vector3 cameraPosition = Vector3.zero;
public Vector3 cameraRotation = Vector3.zero;
private string realFolder = ""; // real folder where the output files will be
private float originaltimescaleTime; // track the original time scale so we can freeze the animation between frames
private float currentTime = 0;
private bool over = false;
private int currentIndex = 0;
private Camera exportCamera; // camera for export 導出光效的攝像機,使用RenderTexture
public void Start()
{
// set frame rate
Time.captureFramerate = frameRate;
// Create a folder that doesn't exist yet. Append number if necessary.
realFolder = Path.Combine(folder, name);
// Create the folder
if (!Directory.Exists(realFolder)) {
Directory.CreateDirectory(realFolder);
}
originaltimescaleTime = Time.timeScale;
GameObject goCamera = Camera.main.gameObject;
if (cameraPosition != Vector3.zero) {
goCamera.transform.position = cameraPosition;
}
if (cameraRotation != Vector3.zero) {
goCamera.transform.rotation = Quaternion.Euler(cameraRotation);
}
GameObject go = Instantiate(goCamera) as GameObject;
exportCamera = go.GetComponent<Camera>();
currentTime = 0;
}
void Update()
{
currentTime += Time.deltaTime;
if (!over && currentIndex >= frameCount) {
over = true;
Cleanup();
Debug.Log("Finish");
return;
}
// 每幀截屏
StartCoroutine(CaptureFrame());
}
void Cleanup()
{
DestroyImmediate(exportCamera);
DestroyImmediate(gameObject);
}
IEnumerator CaptureFrame()
{
// Stop time
Time.timeScale = 0;
// Yield to next frame and then start the rendering
// this is important, otherwise will have error
yield return new WaitForEndOfFrame();
string filename = String.Format("{0}/{1:D04}.png", realFolder, ++currentIndex);
Debug.Log(filename);
int width = Screen.width;
int height = Screen.height;
//Initialize and render textures
RenderTexture blackCamRenderTexture = new RenderTexture(width, height, 24, RenderTextureFormat.ARGB32);
RenderTexture whiteCamRenderTexture = new RenderTexture(width, height, 24, RenderTextureFormat.ARGB32);
exportCamera.targetTexture = blackCamRenderTexture;
exportCamera.backgroundColor = Color.black;
exportCamera.Render();
RenderTexture.active = blackCamRenderTexture;
Texture2D texb = GetTex2D();
//Now do it for Alpha Camera
exportCamera.targetTexture = whiteCamRenderTexture;
exportCamera.backgroundColor = Color.white;
exportCamera.Render();
RenderTexture.active = whiteCamRenderTexture;
Texture2D texw = GetTex2D();
// If we have both textures then create final output texture
if (texw && texb) {
Texture2D outputtex = new Texture2D(width, height, TextureFormat.ARGB32, false);
// we need to check alpha ourselves,because particle use additive shader
// Create Alpha from the difference between black and white camera renders
for (int y = 0; y < outputtex.height; ++y) { // each row
for (int x = 0; x < outputtex.width; ++x) { // each column
float alpha;
alpha = texw.GetPixel(x, y).r - texb.GetPixel(x, y).r;
alpha = 1.0f - alpha;
Color color;
if (alpha == 0) {
color = Color.clear;
} else {
color = texb.GetPixel(x, y);
}
color.a = alpha;
outputtex.SetPixel(x, y, color);
}
}
// Encode the resulting output texture to a byte array then write to the file
byte[] pngShot = outputtex.EncodeToPNG();
File.WriteAllBytes(filename, pngShot);
// cleanup, otherwise will memory leak
pngShot = null;
RenderTexture.active = null;
DestroyImmediate(outputtex);
outputtex = null;
DestroyImmediate(blackCamRenderTexture);
blackCamRenderTexture = null;
DestroyImmediate(whiteCamRenderTexture);
whiteCamRenderTexture = null;
DestroyImmediate(texb);
texb = null;
DestroyImmediate(texw);
texb = null;
System.GC.Collect();
// Reset the time scale, then move on to the next frame.
Time.timeScale = originaltimescaleTime;
}
}
// Get the texture from the screen, render all or only half of the camera
private Texture2D GetTex2D()
{
// Create a texture the size of the screen, RGB24 format
int width = Screen.width;
int height = Screen.height;
Texture2D tex = new Texture2D(width, height, TextureFormat.ARGB32, false);
// Read screen contents into the texture
tex.ReadPixels(new Rect(0, 0, width, height), 0, 0);
tex.Apply();
return tex;
}
}
這里對幾個關鍵的知識點來做說明:
1、整體思路是這樣的,Unity中調(diào)整好攝像機,正常播放特效,然后每幀截屏,保存成我們需要的png序列幀。這個不僅僅是特效可以這么用,其實模型也可以。比如我們需要同屏顯示幾百上千人,或者是無關緊要的怪物、場景物件等等,就可以使用這個導出成2d的序列幀,可以大大提高效率,使一些不可能的情況變?yōu)榭赡堋?/p>
2、關于時間和幀率的控制。由于截屏所需要的時間遠遠大于幀間隔,所以光效如果是播放1秒,則導出時間可能超過一分鐘。Time.captureFrameRate可以設置幀率,設置后則忽略真實時間,光效、模型會按照幀率的時間來播放。這個接口恰好就是用在視頻錄制上的。
3、光效畫布控制。這個暫時沒有找到好的方法,由于是全屏幕截屏,所以Game窗口的大小就是光效畫布的大小。
4、通過調(diào)整攝像機的位置、旋轉,控制光效的顯示信息。
5、截屏函數(shù)就是GetTex2D()。這里面最主要的是ReadPixels函數(shù)。需要注意,CaptureFrame函數(shù)必須要以協(xié)程的方式運行,因為里面有一句yield return new WaitForEndOfFrame();如果沒有這一句,會報一個錯誤,大概意思就是ReadPixels不在DrawFrame里面運行。
6、截屏時間消耗很大,所以需要在截屏開始使用Time.timeScale=0暫停時間運行,截屏后再恢復
7、注意截屏操作完成后清理各種資源,并進行GC。否則內(nèi)存很有可能就不夠用了,截100幀圖片,內(nèi)存很有可能就兩三G了。
8、截屏的時候使用了兩個RenderTexture,分別繪制白底和黑底的圖片,然后根據(jù)這兩張圖片計算出alpha。如果不是光效其實可以不這么麻煩,直接把Camera的backgroundColor中的alpha設置為0就可以了。但是光效使用了特殊的shader,比如Additive,這里涉及到alpha blend。繪制光效時如果也這樣設置的話,導出的圖片沒有任何東西。所以必須要有實色背景。
以上就是本文的全部內(nèi)容,希望對大家的學習有所幫助,也希望大家多多支持腳本之家。
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