Unity-Demo游戏实现桌面小宠物
目录
- 核心功能实现
- 代码部分
- shader
- C#
- 具体步骤
- 总结
看到网上有用Unity做的桌面小宠物,就自己搜了些资料自己做了一个小Demo。
核心功能实现
简单说一下思路,有一个脚本跟一个Shader,通过脚本和Shader负责将Unity运行时的背景调成透明色。这个是通过调颜色来进行了。具体原理也不清楚,查了查资料大概是这样
窗口透明化与无边框
- 通过Windows API调用
SetWindowLong和dwmExtendFrameIntoClientArea实现透明背景和隐藏边框,需在相机设置中将Clear Flags设为Solid Color且透明度为01。 - 注意:背景色需与模型边缘颜色相近以避免毛边(如0x00BGR格式的COLORREF值)2。
- 通过Windows API调用
交互逻辑
- 点击穿透:通过检测鼠标坐标与模型碰撞器实现交互(如点击播放挠痒动画)编程客栈15。
- 拖拽限制:动态计算模型碰撞器与屏幕边缘距离,使用
Mathf.Clamp限制移动范围2。
代码部分
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
CGPROGRA编程客栈M
#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);
编程 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);//若想鼠标穿透,则将这个注释恢复即可
DwmExtendFrameIntoClientArea(_hwnd, ref margins);
S编程客栈etWindowPos(_hwnd, HWND_TOPMOST, 0, 0, fWidth, fHeight, SWP编程客栈_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);
}
}
具体步骤
1.新建一个material(材质球),选择刚建立的Shader:

2.将刚写的C#脚本挂在摄像机上,摄像机的Clear Flags模式选择Solod Color,并将刚建立的材质球挂在脚本上。

3.摄像机的Background属性要和材质球的Transparent Color Key属性一致:

4.这里要注意一个点,unity19以上的版本需要设置一个东西。在playerSetting中将这个UseDXGIFlipModelSwapchainforD3D11取消勾选。

这样就可以实现窗口透明了,然后在场景里加一个模型跟动作就好啦
总结
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