效果展示:

ShaderLab
Shader功能:图像变白+根据顶点的y值作透明裁剪;
才是可操作属性:

IsDead: 控制像素变白,片元着色阶段IsDead小于0将颜色改为白色;
Percent: 透明剔除分界线,也是图片展示百分比;在顶点计算阶段,记录Percent - vertex.y值,传入片元着色器,直接裁剪;
Revert:反转percent结果;(粒子显示效果和图片遮挡效果正好相反)
调整shader中Percent得到如下结果:

使用该shader创建两个材质,spriterenderer和ParticalSystemRenderer分别使用,ParticalSystem勾选Revert;
完整shader:
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| Shader "PixelDisappear" { Properties { _MainTex ("Texture", 2D) = "white" {} _IsDead("IsDead",float) = 1 _Percent("Percent",Range(-8,10))=0 _Revert("Revert",float) = 1 } SubShader { Tags { "RenderType"="Opaque" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc"
struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; };
struct v2f { float3 uv : TEXCOORD0; float4 vertex : SV_POSITION; };
sampler2D _MainTex; float4 _MainTex_ST; float _Percent; float _IsDead; float _Revert;
v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex); if(_Revert > 0) o.uv.z = _Percent - v.vertex.y; else o.uv.z = -_Percent + v.vertex.y; return o; }
fixed4 frag (v2f i) : SV_Target { clip(i.uv.z); fixed4 col; if(_IsDead < 0) col = float4(1,1,1,1); else col = tex2D(_MainTex, i.uv); return col; } ENDCG } } }
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ParticalSystem
基础属性设置:
maxparticle控制最大粒子数量;
stopaction决定粒子非loop结束后是disable还是销毁;
gravitymodifier添加一点重力,负值向上移动粒子;

粒子添加shape组件;
选择SpriteRender,需要晶格化的gameobject赋值给Sprite;
Clip裁剪透明通道;

Emisson组件,选择随时间,或者Burst都可;
粒子数量不能高于MaxParicles的设置(高了也没用);
Noise组件设置固定滚动速度;
Quality选2D;

Renderer组件中,添加上面写好的shader材质;
size设置粒子大小;
使用时,代码控制两个材质的percent属性;
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| public class Test : MonoBehaviour { public SpriteRenderer SP; public ParticleSystem PS; private bool isDead; private float curTime; private float offset; private float speed = 6.5f; Material matPS;
[SerializeField]private float startVal = 10; private void Start() { matPS = PS.GetComponent<Renderer>().sharedMaterial; matPS.SetFloat("_Percent", startVal ); SP.sharedMaterial.SetFloat("_Percent", startVal ); SP.sharedMaterial.SetFloat("_IsDead",1); } void Update() { if (Input.GetKeyDown(KeyCode.P)) { isDead = true; matPS.SetFloat("_Percent", startVal ); SP.sharedMaterial.SetFloat("_Percent", startVal ); matPS.SetFloat("_IsDead",-1); var mainModule = PS.main; mainModule.loop = true; PS.gameObject.SetActive(true); offset = 0; }
if (isDead) { offset += Time.deltaTime * speed; matPS.SetFloat("_Percent", startVal - offset); SP.sharedMaterial.SetFloat("_Percent", startVal - offset);
if (matPS.GetFloat("_Percent") < -10) { isDead = false; var mainModule = PS.main; mainModule.loop = false; } } } }
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