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Unity VR黑屏

picosdk里面的,有修改

using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class ScreenFade : MonoBehaviour
{[Tooltip("颜色")]public Color fadeColor = new Color(0.0f, 0.0f, 0.0f, 1.0f);private int renderQueue = 4000;private MeshRenderer gradientMeshRenderer;private MeshFilter gradientMeshFilter;private Material gradientMaterial = null;private bool isGradient = false;private float currentAlpha;private float nowFadeAlpha;private List<Vector3> verts;private List<int> indices;private int N = 5;void Awake(){CreateFadeMesh();SetNowFadeAlpha(0f);}void OnDestroy(){DestoryGradientMesh();}private void CreateFadeMesh(){verts = new List<Vector3>();indices = new List<int>();gradientMaterial = new Material(Shader.Find("HappyMaster/ScreenFade"));gradientMeshFilter = gameObject.AddComponent<MeshFilter>();gradientMeshRenderer = gameObject.AddComponent<MeshRenderer>();CreateModel();}public void SetNowFadeAlpha(float alpha){nowFadeAlpha = alpha;SetAlpha();}/// <summary>/// 渐显/// </summary>public void FadeIn(float gradientTime = 5f){StartCoroutine(ScreenFadeIn(gradientTime));}/// <summary>/// 渐隐/// </summary>public void FadeOut(float gradientTime = 5f){StartCoroutine(ScreenFadeOut(gradientTime));}IEnumerator ScreenFadeIn(float gradientTime = 5f){float nowTime = 0.0f;while (nowTime < gradientTime){nowTime += Time.deltaTime;nowFadeAlpha = Mathf.Lerp(1.0f, 0, Mathf.Clamp01(nowTime / gradientTime));SetAlpha();yield return null;}}IEnumerator ScreenFadeOut(float gradientTime = 5f){float nowTime = 0.0f;while (nowTime < gradientTime){nowTime += Time.deltaTime;nowFadeAlpha = Mathf.Lerp(0, 1f, Mathf.Clamp01(nowTime / gradientTime));SetAlpha();yield return null;}}private void SetAlpha(){Color color = fadeColor;color.a = Mathf.Max(currentAlpha, nowFadeAlpha);isGradient = color.a > 0;if (gradientMaterial != null){gradientMaterial.color = color;gradientMaterial.renderQueue = renderQueue;gradientMeshRenderer.material = gradientMaterial;gradientMeshRenderer.enabled = isGradient;}}void CreateModel(){for (float i = -N / 2f; i <= N / 2f; i++){for (float j = -N / 2f; j <= N / 2f; j++){verts.Add(new Vector3(i, j, -N / 2f));}}for (float i = -N / 2f; i <= N / 2f; i++){for (float j = -N / 2f; j <= N / 2f; j++){verts.Add(new Vector3(N / 2f, j, i));}}for (float i = -N / 2f; i <= N / 2f; i++){for (float j = -N / 2f; j <= N / 2f; j++){verts.Add(new Vector3(i, N / 2f, j));}}for (float i = -N / 2f; i <= N / 2f; i++){for (float j = -N / 2f; j <= N / 2f; j++){verts.Add(new Vector3(-N / 2f, j, i));}}for (float i = -N / 2f; i <= N / 2f; i++){for (float j = -N / 2f; j <= N / 2f; j++){verts.Add(new Vector3(i, j, N / 2f));}}for (float i = -N / 2f; i <= N / 2f; i++){for (float j = -N / 2f; j <= N / 2f; j++){verts.Add(new Vector3(i, -N / 2f, j));}}for (int i = 0; i < verts.Count; i++){verts[i] = verts[i].normalized * 0.7f;}CreateMakePos(0);CreateMakePos(1);CreateMakePos(2);OtherMakePos(3);OtherMakePos(4);OtherMakePos(5);Mesh mesh = new Mesh();mesh.vertices = verts.ToArray();mesh.triangles = indices.ToArray();mesh.RecalculateNormals();mesh.RecalculateBounds();Vector3[] normals = mesh.normals;for (int i = 0; i < normals.Length; i++){normals[i] = -normals[i];}mesh.normals = normals;int[] triangles = mesh.triangles;for (int i = 0; i < triangles.Length; i += 3){int t = triangles[i];triangles[i] = triangles[i + 2];triangles[i + 2] = t;}mesh.triangles = triangles;gradientMeshFilter.mesh = mesh;}public void CreateMakePos(int num){for (int i = 0; i < N; i++){for (int j = 0; j < N; j++){int index = j * (N + 1) + (N + 1) * (N + 1) * num + i;int up = (j + 1) * (N + 1) + (N + 1) * (N + 1) * num + i;indices.AddRange(new int[] { index, index + 1, up + 1 });indices.AddRange(new int[] { index, up + 1, up });}}}public void OtherMakePos(int num){for (int i = 0; i < N + 1; i++){for (int j = 0; j < N + 1; j++){if (i != N && j != N){int index = j * (N + 1) + (N + 1) * (N + 1) * num + i;int up = (j + 1) * (N + 1) + (N + 1) * (N + 1) * num + i;indices.AddRange(new int[] { index, up + 1, index + 1 });indices.AddRange(new int[] { index, up, up + 1 });}}}}private void DestoryGradientMesh(){if (gradientMeshRenderer != null)Destroy(gradientMeshRenderer);if (gradientMaterial != null)Destroy(gradientMaterial);if (gradientMeshFilter != null)Destroy(gradientMeshFilter);}
}
Shader "HappyMaster/ScreenFade" {Properties{_Color("Color", Color) = (0,0,0,1)}SubShader{Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }LOD 100ZWrite OffZTest AlwaysBlend SrcAlpha OneMinusSrcAlphaColor[_Color]Pass{}}
}
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