【Unity3D】地面网格特效
1 前言
本文实现了地面网格特效,包含以下两种模式:
- 实时模式:网格线宽度和间距随相机的高度实时变化;
- 分段模式:将相机高度分段,网格线宽度和间距在每段中对应一个值。

本文完整资源见→Unity3D地面网格特效。
2 地面网格实现
SceneController.cs
using System;
using UnityEngine;public class SceneController : MonoBehaviour {private static SceneController instance; // 单例private Action cameraChangedHandler; // 相机状态改变处理器private Transform cam; // 相机public static SceneController Instance() { // 获取实例return instance;}public void AddHandler(Action handler) { // 添加处理器cameraChangedHandler += handler;}private void Awake() {instance = this;cam = Camera.main.transform;}private void Update() { // 更新场景(Scroll: 缩放场景, Ctrl+Drag: 平移场景, Alt+Drag: 旋转场景)float scroll = Input.GetAxis("Mouse ScrollWheel");ScaleScene(scroll);if ((Input.GetMouseButton(0))) {if (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl)) {float hor = Input.GetAxis("Mouse X");float ver = Input.GetAxis("Mouse Y");MoveScene(hor, ver);}if (Input.GetKey(KeyCode.LeftAlt) || Input.GetKey(KeyCode.RightAlt)) {float hor = Input.GetAxis("Mouse X");float ver = Input.GetAxis("Mouse Y");RotateScene(hor, ver);}}}private void ScaleScene(float scroll) { // 缩放场景if (Mathf.Abs(scroll) > Mathf.Epsilon) {cam.position += cam.forward * scroll * 50;cameraChangedHandler?.Invoke();}}private void MoveScene(float hor, float ver) { // 平移场景if (Mathf.Abs(hor) > Mathf.Epsilon || Mathf.Abs(ver) > Mathf.Epsilon) {cam.position -= (cam.right * hor * 3 + cam.up * ver * 3);cameraChangedHandler?.Invoke();}}private void RotateScene(float hor, float ver) { // 旋转场景if (Mathf.Abs(hor) > Mathf.Epsilon || Mathf.Abs(ver) > Mathf.Epsilon) {cam.RotateAround(Vector3.zero, Vector3.up, hor * 3);cam.RotateAround(Vector3.zero, -cam.right, ver * 3);cameraChangedHandler?.Invoke();}}
}
说明:SceneController 脚本组件挂在相机对象上,这里旋转中心是固定的,如果想设置为随相机焦点自动变化,可以参考 缩放、平移、旋转场景。
GridPlane.cs
using UnityEngine;public class GridPlane : MonoBehaviour {public GridType gridType = GridType.REALTIME; // 网格类型private const float lineGapFactor = 0.2f; // 线段间距因子(相机距离单位长度变化时线段间距的变化量)private const float lineWidthFactor = 0.01f; // 线段宽度因子(相机距离单位长度变化时线段宽度的变化量)private const int segmentFactor = 100; // 分段因子(每隔多远分一段)private Transform cam; // 相机private float camDist; // 相机距离private float lineGap = 1; // 线段间距private float lineWidth = 0.05f; // 线段宽度private Vector4 planeCenter = Vector4.zero; // 地面中心private Material material; // 网格材质private void Start() {SceneController.Instance().AddHandler(UpdateGrid);cam = Camera.main.transform;material = Resources.Load("GridPlaneMat");material.SetVector("_PlaneCenter", planeCenter);UpdateGrid();}private void UpdateGrid() { // 更新网格camDist = Mathf.Abs(cam.position.y - planeCenter.y);if (gridType == GridType.REALTIME) {RealtimeUpdateGrid();} else if (gridType == GridType.SEGMENTED) {SegmentedUpdateGrid();}}private void RealtimeUpdateGrid() { // 实时更新网格lineGap = camDist * lineGapFactor;lineWidth = camDist * lineWidthFactor;UpdateMatProperties();}private void SegmentedUpdateGrid() { // 分段更新网格int dist = (((int) camDist) / segmentFactor + 1) * segmentFactor;lineGap = dist * lineGapFactor;lineWidth = dist * lineWidthFactor;UpdateMatProperties();}private void UpdateMatProperties() { // 更新材质属性lineGap = Mathf.Max(lineGap, lineGapFactor);lineWidth = Mathf.Max(lineWidth, lineWidthFactor);material.SetFloat("_LineGap", lineGap);material.SetFloat("_LineWidth", lineWidth);}
}public enum GridType { // 网格类型REALTIME, // 实时模式(网格随相机高度实时变化)SEGMENTED // 分段模式(网格随相机高度分段变化)
}
说明:GridPlane 脚本组件挂在地面对象上。
GridPlane.shader
Shader "MyShader/GridPlane" { // 路径上的节点移动特效Properties {_PlaneColor("Plane Color", Color) = (1, 1, 1, 1) // 地面颜色_LineColor("Line Color", Color) = (1, 1, 1, 1) // 线条颜色_LineGap("Line Gap", Int) = 1 // 线段间距_LineWidth("Line Width", Range(0, 1)) = 0.1 // 线段宽度_PlaneCenter("Plane Center", Vector) = (0, 0, 0, 0) // 地面中心}SubShader {Pass {cull offCGPROGRAM#include "UnityCG.cginc"#pragma vertex vert#pragma fragment fragfloat4 _PlaneColor; // 地面颜色float4 _LineColor; // 线条颜色int _LineGap; // 线段间距float _LineWidth; // 线段宽度float4 _PlaneCenter; // 地面中心struct v2f {float4 pos : SV_POSITION; // 裁剪空间顶点坐标float2 worldPos : TEXCOORD0; // 世界空间顶点坐标(只包含xz)};v2f vert(float4 vertex: POSITION) {v2f o;o.pos = UnityObjectToClipPos(vertex); // 模型空间顶点坐标变换到裁剪空间, 等价于: mul(UNITY_MATRIX_MVP, vertex)o.worldPos = mul(unity_ObjectToWorld, vertex).xz; // 将模型空间顶点坐标变换到世界空间return o;}fixed4 frag(v2f i) : SV_Target {float2 vec = abs(i.worldPos - _PlaneCenter.xz);float2 mod = fmod(vec, _LineGap);float2 xz = min(mod, _LineGap - mod);float dist = min(xz.x, xz.y);float factor = 1 - smoothstep(0, _LineWidth, dist);fixed4 color = lerp(_PlaneColor, _LineColor, factor);return fixed4(color.xyz, 1);}ENDCG}}
}
说明:在 Assets 窗口新建 Resources 目录,接着在 Resources 目录下面创建材质,重命名为 GridPlaneMat,将 GridPlane.shader 与 GridPlaneMat 材质绑定。
3 运行效果
1)实时模式

2)分段模式

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