本文为大家分享了Unity实现粒子光效导出成png序列帧的具体代码,供大家参考,具体内容如下
这个功能并不是很实用,不过美术同学有这样的需求,那么就花了一点时间研究了下。
我们没有使用Unity的引擎,但是做特效的同学找了一批Unity的粒子特效,希望导出成png序列帧的形式,然后我们的游戏来使用。这个就相当于拿Unity做了特效编辑器的工作。这个并不是很“邪门”,因为用幻影粒子,或者3dmax,差不多也是这个思路,只不过那些软件提供了正规的导出功能,而Unity则没有。
先上代码
- 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 导出帧率,设置Time.captureFramerate会忽略真实时间,直接使用此帧率
- public float frameCount = 100; // export frame count 导出帧的数目,100帧则相当于导出5秒钟的光效时间。由于导出每一帧的时间很长,所以导出时间会远远长于直观的光效播放时间
- public int screenWidth = 960; // not use 暂时没用,希望可以直接设置屏幕的大小(即光效画布的大小)
- 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 导出光效的摄像机,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;
- }
-
- // 每帧截屏
- 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;
- }
- }
-
这里对几个关键的知识点来做说明:
1、整体思路是这样的,Unity中调整好摄像机,正常播放特效,然后每帧截屏,保存成我们需要的png序列帧。这个不仅仅是特效可以这么用,其实模型也可以。比如我们需要同屏显示几百上千人,或者是无关紧要的怪物、场景物件等等,就可以使用这个导出成2d的序列帧,可以大大提高效率,使一些不可能的情况变为可能。
2、关于时间和帧率的控制。由于截屏所需要的时间远远大于帧间隔,所以光效如果是播放1秒,则导出时间可能超过一分钟。Time.captureFrameRate可以设置帧率,设置后则忽略真实时间,光效、模型会按照帧率的时间来播放。这个接口恰好就是用在视频录制上的。
3、光效画布控制。这个暂时没有找到好的方法,由于是全屏幕截屏,所以Game窗口的大小就是光效画布的大小。
4、通过调整摄像机的位置、旋转,控制光效的显示信息。
5、截屏函数就是GetTex2D()。这里面最主要的是ReadPixels函数。需要注意,CaptureFrame函数必须要以协程的方式运行,因为里面有一句yield return new WaitForEndOfFrame();如果没有这一句,会报一个错误,大概意思就是ReadPixels不在DrawFrame里面运行。
6、截屏时间消耗很大,所以需要在截屏开始使用Time.timeScale=0暂停时间运行,截屏后再恢复
7、注意截屏操作完成后清理各种资源,并进行GC。否则内存很有可能就不够用了,截100帧图片,内存很有可能就两三G了。
8、截屏的时候使用了两个RenderTexture,分别绘制白底和黑底的图片,然后根据这两张图片计算出alpha。如果不是光效其实可以不这么麻烦,直接把Camera的backgroundColor中的alpha设置为0就可以了。但是光效使用了特殊的shader,比如Additive,这里涉及到alpha blend。绘制光效时如果也这样设置的话,导出的图片没有任何东西。所以必须要有实色背景。
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持w3xue。