查看: 3233|回复: 1
打印 上一主题 下一主题

[Unity 组件参考手册]组件:效果之拖尾渲染器

[复制链接]
.    

3797

主题

11

听众

5万

积分

首席设计师

Rank: 8Rank: 8

纳金币
32328
精华
41

活跃会员 优秀版主 荣誉管理 论坛元老

跳转到指定楼层
楼主
发表于 2013-2-4 16:52:49 |只看该作者 |倒序浏览
The Trail Renderer is used to make trails behind objects in the scene as they move about.

拖尾渲染器(Trail Renderer)用于制作跟在场景中的物体后面的拖尾效果来代表它们在到处移动。


The Trail Renderer Inspector 拖尾渲染器检视面板
[Properties 属性]
-----------------------------------------------------------------------
    Materials 材质
    An array of materials used for rendering the trail. Particle shaders work the best for trails.
    用于渲染拖尾的材质数组。对于拖尾效果粒子着色器工作的最好。
    Size 大小
    The total number of elements in the Material array.
    在材质数组中总共有多少元素。
    Element 0 元素
    Reference to the Material used to render the trail. The total number of elements is determined by the Size property.
    用于渲染拖尾的材质的引用。总共的元素个数由Size参数指定。
    Time 时间
    Length of the trail, measured in seconds.
    拖尾的长度,以秒为单位
    Start Width 开始宽度
    Width of the trail at the object's position.
    物体位置的拖尾宽度
    End Width 结束宽度
    Width of the trail at the end.
    结束位置的拖尾宽度
    Colors 颜色
    Array of colors to use over the length of the trail. You can also set alpha transparency with the colors.
    使用拖尾长度渐变的颜色数组,你也可以在这些颜色中使用alpha透明
    Color0 to Color4
    The trail's colors, initial to final.
    拖尾的颜色,从初始到结束
    Min Vertex Distance 最小顶点距离
    The minimum distance between anchor points of the trail.
    拖尾锚点之间的最小距离
    AutoDes***ct 自动销毁
    Enable this to make the object be destroyed when the object has been idle for Time seconds.
    将这一项设置为允许来使物体在静止Time秒后被销毁

[Details 细节]
-----------------------------------------------------------------------
The Trail Renderer is great for a trail behind a projectile, or contrails from the tip of a plane's wings. It is good when trying to add a general feeling of speed.

拖尾渲染器(Trail Renderer)用于炮弹后面的拖尾,或是飞机机翼尖端产生的凝结尾的效果非常棒。当尝试添加一个速度的通用感觉时也很好。

When using a Trail Renderer, no other renderers on the GameObject are used. It is best to create an empty GameObject, and attach a Trail Renderer as the only renderer. You can then parent the Trail Renderer to whatever object you would like it to follow.

当使用一个拖尾渲染器(Trail Renderer)时,不能在游戏物体(GameObject)上使用其他的渲染器。最好是创建一个空的游戏物体(GameObject),并附加一个拖尾渲染器作为唯一的渲染器。然后你可以将你想要跟随的物体设置为拖尾渲染器的父物体。
Materials 材质

Trail Renderers should use a material that has a Particle Shader. The Texture used for the Material should be of square dimensions (e.g. 256x256 or 512x512).

拖尾渲染器(Trail Renderer)将使用一个包含粒子着色器(Paricle Shader)的材质。材质使用的贴图必需是平方尺寸(例如:256×256或512×512)。
Trail Width 拖尾宽度

By setting the Trail's Start and End Width, along with the Time property, you can tune the way it is displayed and behaves. For example, you could create the wake behind a boat by setting the Start Width to 1, and the End Width to 2. These values would probably need to be fine-tuned for your game.

通过设置拖尾的开始和结束宽度(Width),配合时间(Time)属性,你可以调节它显示和表现的方式。例如,你可以创建一个船后面的浪花(wake? Or wave?),设置开始宽度为1,结束宽度为2。这些值大概需要为你的游戏进行适当的调节。
Trail Colors 拖尾颜色

You can cycle your trail through 5 different color/opacity combinations. Using colors could make a bright green plasma trail gradually dim down to a dull grey dissipation, or cycle through the other colors of the rainbow. If you don't want to change the color, it can be very effective to change only the opacity of each color to make your trail fade in and out at the head and/or tail.

你可以通过5种不同的颜色/透明度组合循环变化你的拖尾。使用颜色能使一个亮绿色的等离子体拖尾渐渐变暗到一个灰色耗散结构,或是使彩虹循环变为其他颜色。如果你不想改变颜色,它可以非常有效的仅仅改变每一个颜色的透明度来使你的拖尾在头部和/或尾部之间进行渐变。
Min Vertex Distance 最小顶点距离

The Min Vertex Distance value determines how far the object that contains the trail must travel before a segment of the trail is solidified. Low values like 0.1 will create trail segments more often, creating smoother trails. Higher values like 1.5 will create segments that are more jagged in appearance. There is a slight performance trade off when using lower values/smoother trails, so try to use the largest possible value to achieve the effect you are trying to create.

最小顶点距离(Min Vertex Distance)决定了包含拖尾的物体在一个拖尾的段实体化之前必需经过的距离。较小的值如0.1将更频繁的创建拖尾段,生成更平滑的拖尾。较大的值如1.5将创建显示有更多锯齿的段。当使用较低的值/更平滑的拖尾时有一点点性能损失,所以应该尝试使用尽可能大的值来达到你想要创建的效果。
[Hints 提示]
-----------------------------------------------------------------------
    Use Particle Materials with the Trail Renderer.
    在拖尾渲染器(TrailRender)中使用粒子材质(Particle Material)。
    Trail Renderers must be laid out over a sequence of frames, they can't appear instantaneously.
    拖尾渲染器(TrailRender)必需在一些连续帧之后显现,它不能突然出现。
    Trail Renderers rotate to display the face toward the camera, similar to other Particle Systems.
    拖尾渲染器(TrailRender)将旋转为面向摄像机显示,就像其他的粒子系统(Particle Systems)。

【来源:互联网】
更多精彩教程,尽在web3D纳金网http://www.narkii.com/college/
分享到: QQ好友和群QQ好友和群 腾讯微博腾讯微博 腾讯朋友腾讯朋友 微信微信
转播转播0 分享淘帖0 收藏收藏0 支持支持0 反对反对0
回复

使用道具 举报

nts    

3

主题

1

听众

743

积分

初级设计师

Rank: 3Rank: 3

纳金币
7
精华
0

最佳新人 活跃会员 热心会员 灌水之王 突出贡献

沙发
发表于 2013-10-20 12:52:03 |只看该作者
拖尾渲染器(TrailRender)
回复

使用道具 举报

您需要登录后才可以回帖 登录 | 立即注册

手机版|纳金网 ( 闽ICP备2021016425号-2/3

GMT+8, 2024-11-24 16:12 , Processed in 0.093505 second(s), 32 queries .

Powered by Discuz!-创意设计 X2.5

© 2008-2019 Narkii Inc.

回顶部