unity烟雾粒子特效(unity烟雾效果)
unity3d粒子烟雾怎么制作
粒子在Unity中是用来制造烟雾、蒸汽、火及其它大气的效果。粒子系统通过使用一或两个纹理并多次绘制它们,以创造一个混沌的效果。
A Particle System included in the Standard Assets一个粒子系统包含在标准资源包中
A typical Particle System in Unity is an object that contains a Particle Emitter, a Particle Animator and a Particle Renderer. The Particle Emitter generates the particles, the Particle Animator moves them over time, and the Particle Renderer draws them on the screen.
If you want your particles to interact with the world, add a Particle Collider Component to the GameObject.
Unity中一个典型的粒子系统是一个对象,它包含了一个粒子发射器、一个粒子动画器和一个粒子渲染器。粒子发射器产生粒子,粒子动画器则随时间移动它们,粒子渲染器将它们绘制在屏幕上。
如果你想让你的粒子对世界有影响,添加一个粒子碰撞器组件到游戏对象中。
Ellipsoid Particle Emitter(椭球粒子发射器)
The Ellipsoid Particle Emitter spawns particles inside a sphere. Use the Ellipsoid property below to scale stretch the sphere.
椭球粒子发射器在一个球形范围内产生大量粒子,使用Ellipsoid属性来缩放和拉伸范围。
The Ellipsoid Particle Emitter Inspector椭球粒子发射器的检视视图
Properties(属性)
Emit 发射
If enabled, the emitter will emit particles. 如果启用,发射器将发射粒子
Min Size
最小尺寸
The minimum size each particle can be at the time when it is spawned. 在产生粒子时每个粒子可以达到的最小尺寸。
Max Size
最大尺寸
The maximum size each particle can be at the time when it is spawned. 在产生粒子时每个粒子可以达到的最大尺寸。
Min Energy
最小活力
The minimum lifetime of each particle, measured in seconds. 每个粒子的最短寿命,以秒为单位。
Max Energy
最大活力
The maximum lifetime of each particle, measured in seconds. 每个粒子的最长寿命,以秒为单位。
Min Emission
最小发射
The minimum number of particles that will be spawned every second. 每秒会产生的粒子的最小数目。
Max Emission
最大发射
The maximum number of particles that will be spawned every second. 每秒会产生的粒子的最大数目。
World Velocity
世界速度
The starting speed of particles in world space, along X, Y, and Z. 在世界空间中粒子的初始速度,沿X,Y和Z轴方向。
Local Velocity
相对速度
The starting speed of particles along X, Y, and Z, measured in the object's orientation. 粒子沿X,Y和Z轴方向的初始速度,以对象的定向为测量基准(意思就是粒子以某个对象为参照的相对速度)
Rnd Velocity
随机速度
A random speed along X, Y, and Z that is added to the velocity. 沿X,Y和Z的随机的加速度
Emitter Velocity Scale
发射器速度比例
The amount of the emitter's speed that the particles inherit. 粒子继承的发射器速度的总和
Tangent Velocity
切线速度
The starting speed of particles along X, Y, and Z, across the Emitter's surface. 粒子沿X,Y和Z跨越发射器表面的初始速度
Simulate In World Space
模拟世界空间
If enabled, the particles don't move when the emitter moves. If false, when you move the emitter, the particles follow it around. 如果启用,发射器移动时粒子不动;如果禁用,发射器移动时,粒子则跟随在周围
One Shot
单次发射
If enabled, the particle numbers specified by min max emission is spawned all at once. If disabled, the particles are generated in a long stream. 如果启用,粒子数是最小和最大数目之间的一个数(?)。如果禁用,这些粒子将产生一个粒子流。
Ellipsoid
椭球
Scale of the sphere along X, Y, and Z that the particles are spawned inside. 沿X,Y和Z产生粒子的球形范围
MinEmitterRange
最小发射器范围
Determines an empty area in the center of the sphere - use this to make particles appear on the edge of the sphere. 在球形的中心确定一个空白区域——用此来使粒子出现在该球形的边缘
Details(细节)
Ellipsoid Particle Emitters (EPEs) are the basic emitter, and are included when you choose to add a Particle System to your scene from Components-Particles-Particle System. You can define the boundaries for the particles to be spawned, and give the particles an initial velocity. From here, use the Particle Animator to manipulate how your particles will change over time to achieve interesting effects.
椭球粒子发射器(EPEs)是基本的发射器,当你选择添加一个粒子系统到场景时,通过菜单Components-Particles-Particle System。你可以定义产生粒子的边界,并给出粒子的初速度。从这里,使用粒子动画器操纵你的粒子随时间实现有趣的效果。
Particle Emitters work in conjunction with Particle Animators and Particle Renderers to create, manipulate, and display Particle Systems. All three Components must be present on an object before the particles will behave correctly. When particles are being emitted, all different velocities are added together to create the final velocity.
粒子发射器与粒子动画器和粒子渲染器一起工作来创建、处理和显示粒子系统。在粒子正确表现之前这三个组成部分都必须呈现在对象上。当粒子被发射,所有不同的速度相加成为最终的速度。
Spawning Properties(属性)
Spawning properties like Size, Energy, Emission, and Velocity will give your particle system distinct personality when trying to achieve different effects. Having a small Size could simulate fireflies or stars in the sky. A large Size could simulate dust clouds in a musky old building.
产生粒子的属性,如尺寸、活力、发射、和速度将在你试图达到不同的效果时,给你的粒子系统鲜明的个性。用一个小的尺寸可以模拟萤火虫或天空中的星星,大尺寸的可以模拟尘埃云。
Energy and Emission will control how long your particles remain onscreen and how many particles can appear at any one time. For example, a rocket might have high Emission to simulate density of smoke, and high Energy to simulate the slow dispersion of smoke into the air.
活力和发射将控制你的屏幕上粒子将保留多久以及一次可以产生多少粒子。例如,火箭可能有较高的发射来模拟浓烟,较高的活力来模拟烟雾在空气中缓慢扩散。
Velocity will control how your particles move. You might want to change your Velocity in scripting to achieve interesting effects, or if you want to simulate a constant effect like wind, set your X and Z Velocity to make your particles blow away.
速度将控制你的粒子如何运动。你可能希望通过脚本来改变速度以实现有趣的效果,或者如果你要模拟一个持续效果,比如风,设定你的X和Z的速度,使你的粒子被吹走。
参考
cnblogs.com/sevenyuan/archive/2012/08/07/2626771.html
U3d烟雾闪烁
创建Unity 3D项目,在Project视图中右键,Create Scene,命名为Smoke。创建烟雾材质1.导入贴图,将前期准备的烟雾贴图导入到unity,可以直接拖拽进Assets目录中,最好自己创建一个Textures目录便于分类管理。2.修改贴图的属性,使其适合作为烟雾的材质。选中Smoke_0039贴图,在右侧的Inspector窗口中按照如下图设置,其中最主要的就是Texture Type属性,务必设置为Sprite(2D and UI),以便能够显示透明通道。修改完成之后记得点击Apply以便应用修改。3.创建材质。先创建一个Materials目录便于管理材质,然后在目录中右键,Create Material,并命名为Smoke。
4.为材质设置Shader。将Smoke的shader属性设置为如下图所示,Particles/Standard Surface,这个是专用于粒子系统的Shader。给材质赋予贴图,在Shader的Maps中有一个属性叫做Albedo,这个是基础颜色,将刚刚导入的Smoke_0039贴图拖拽到其中。到此,粒子系统的材质就创建完成了,根据自己需要改变粒子系统就行了。
unity2d场景有烟雾,游戏没有
unity2d场景有烟雾,游戏的原因:游戏bug。项目使用fairygui做的2D项目,美术做的粒子特效,通过GoWrapper的方式挂在特效节点上。有一个特效下有若干个粒子发射器,在美术工程中单独运行这个特效,Scene视图和Game视图下所有的粒子发射器都工作正常。