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Unity-Demo游戲?qū)崿F(xiàn)桌面小寵物

 更新時間:2025年08月16日 15:53:30   作者:呆呆敲代碼的小Y  
看到網(wǎng)上有用Unity做的桌面小寵物,就自己搜了些資料自己做了一個小Demo,有一個腳本跟一個Shader,通過腳本和Shader負責將Unity運行時的背景調(diào)成透明色

看到網(wǎng)上有用Unity做的桌面小寵物,就自己搜了些資料自己做了一個小Demo。

核心功能實現(xiàn)

簡單說一下思路,有一個腳本跟一個Shader,通過腳本和Shader負責將Unity運行時的背景調(diào)成透明色。這個是通過調(diào)顏色來進行了。具體原理也不清楚,查了查資料大概是這樣

  • 窗口透明化與無邊框

    • 通過Windows API調(diào)用SetWindowLongDwmExtendFrameIntoClientArea實現(xiàn)透明背景和隱藏邊框,需在相機設(shè)置中將Clear Flags設(shè)為Solid Color且透明度為01。
    • 注意:背景色需與模型邊緣顏色相近以避免毛邊(如0x00BGR格式的COLORREF值)2。
  • 交互邏輯

    • 點擊穿透‌:通過檢測鼠標坐標與模型碰撞器實現(xiàn)交互(如點擊播放撓癢動畫)15。
    • 拖拽限制‌:動態(tài)計算模型碰撞器與屏幕邊緣距離,使用Mathf.Clamp限制移動范圍2。

代碼部分

shader

Shader "Custom/MakeTransparent" {
  Properties {
    _MainTex ("Base (RGB)", 2D) = "white" {}
    _TransparentColorKey ("Transparent Color Key", Color) = (0,1,0,1)
    _TransparencyMargin ("Transparency Margin", Float) = 0.01 
  }
  SubShader {
    Pass {
      Tags { "RenderType"="Opaque" }
      LOD 200
    
      CGPROGRAM

      #pragma vertex VertexShaderFunction
      #pragma fragment PixelShaderFunction
    
      #include "UnityCG.cginc"

      struct VertexData
      {
        float4 position : POSITION;
        float2 uv : TEXCOORD0;
      };

      struct VertexToPixelData
      {
        float4 position : SV_POSITION;
        float2 uv : TEXCOORD0;
      };

      VertexToPixelData VertexShaderFunction(VertexData input)
      {
        VertexToPixelData output;
        output.position = UnityObjectToClipPos (input.position);
        output.uv = input.uv;
        return output;
      }
    
      sampler2D _MainTex;
      float3 _TransparentColorKey;
      float _TransparencyMargin;

      float4 PixelShaderFunction(VertexToPixelData input) : SV_Target
      {
        float4 color = tex2D(_MainTex, input.uv);
      
        float deltaR = abs(color.r - _TransparentColorKey.r);
        float deltaG = abs(color.g - _TransparentColorKey.g);
        float deltaB = abs(color.b - _TransparentColorKey.b);

        if (deltaR < _TransparencyMargin && deltaG < _TransparencyMargin && deltaB < _TransparencyMargin)
        {
          return float4(0.0f, 0.0f, 0.0f, 0.0f);
        }

        return color;
      }
      ENDCG
    }
  }
}

C#

using System;
using System.Runtime.InteropServices;
using UnityEngine;

public class TransparentWindow : MonoBehaviour
{
    [SerializeField] private Material m_Material;

    private struct MARGINS
    {
        public int cxLeftWidth;
        public int cxRightWidth;
        public int cyTopHeight;
        public int cyBottomHeight;
    }

    [DllImport("user32.dll")]
    private static extern IntPtr GetActiveWindow();

    [DllImport("user32.dll")]
    private static extern int SetWindowLong(IntPtr hWnd, int nIndex, uint dwNewLong);

    [DllImport("Dwmapi.dll")]
    private static extern uint DwmExtendFrameIntoClientArea(IntPtr hWnd, ref MARGINS margins);

    [DllImport("user32.dll", EntryPoint = "SetWindowPos")]
    private static extern int SetWindowPos(IntPtr hwnd, IntPtr hwndInsertAfter, int x, int y, int cx, int cy,
        int uFlags);

    [DllImport("user32.dll")]
    static extern bool ShowWindowAsync(IntPtr hWnd, int nCmdShow);

    [DllImport("user32.dll", EntryPoint = "SetLayeredWindowAttributes")]
    static extern int SetLayeredWindowAttributes(IntPtr hwnd, int crKey, byte bAlpha, int dwFlags);

    [DllImport("User32.dll")]
    private static extern bool SetForegroundWindow(IntPtr hWnd);

    const int GWL_STYLE = -16;
    const int GWL_EXSTYLE = -20;
    const uint WS_POPUP = 0x80000000;
    const uint WS_VISIBLE = 0x10000000;

    const uint WS_EX_TOPMOST = 0x00000008;
    const uint WS_EX_LAYERED = 0x00080000;
    const uint WS_EX_TRANSPARENT = 0x00000020;

    const int SWP_FRAMECHANGED = 0x0020;
    const int SWP_SHOWWINDOW = 0x0040;
    const int LWA_ALPHA = 2;

    private IntPtr HWND_TOPMOST = new IntPtr(-1);

    private IntPtr _hwnd;

    void Start()
    {
#if !UNITY_EDITOR
    MARGINS margins = new MARGINS() { cxLeftWidth = -1 };
    _hwnd = GetActiveWindow();
    int fWidth = Screen.width;
    int fHeight = Screen.height;
        SetWindowLong(_hwnd, GWL_STYLE, WS_POPUP | WS_VISIBLE);
        //SetWindowLong(_hwnd, GWL_EXSTYLE, WS_EX_TOPMOST | WS_EX_LAYERED | WS_EX_TRANSPARENT);//若想鼠標穿透,則將這個注釋恢復即可
        DwmExtendFrameIntoClientArea(_hwnd, ref margins);
        SetWindowPos(_hwnd, HWND_TOPMOST, 0, 0, fWidth, fHeight, SWP_FRAMECHANGED | SWP_SHOWWINDOW); 
        ShowWindowAsync(_hwnd, 3); //Forces window to show in case of unresponsive app    // SW_SHOWMAXIMIZED(3)
#endif
    }

    void OnRenderImage(RenderTexture from, RenderTexture to)
    {
        Graphics.Blit(from, to, m_Material);
    }
}

具體步驟

1.新建一個material(材質(zhì)球),選擇剛建立的Shader:

2.將剛寫的C#腳本掛在攝像機上,攝像機的Clear Flags模式選擇Solod Color,并將剛建立的材質(zhì)球掛在腳本上。

3.攝像機的Background屬性要和材質(zhì)球的Transparent Color Key屬性一致:

4.這里要注意一個點,unity19以上的版本需要設(shè)置一個東西。在playerSetting中將這個UseDXGIFlipModelSwapchainforD3D11取消勾選。

這樣就可以實現(xiàn)窗口透明了,然后在場景里加一個模型跟動作就好啦

總結(jié)

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