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原文地址:https://alastaira.wordpress.com/2015/06/15/creating-windowless-unity-applications/
蛮牛地址:http://www.manew.com/thread-43230-1-1.html
该效果只针对Windows平台。结合摄像机的OnRenderImage事件和一些Windows底层API调用来实现该效果。
首先需要一个透明的Shader,我这直接使用系统的。
然后创建一个C#的脚本 TransparentWindow
1 using UnityEngine; 2 using System.Collections; 3 using System.Runtime.InteropServices; 4 using System; 5 6 public class TransparentWindow : MonoBehaviour 7 { 8 [SerializeField] 9 private Material m_Material; 10 private struct MARGINS 11 { 12 public int cxLeftWidth; 13 public int cxRightWidth; 14 public int cyTopHeight; 15 public int cyBottomHeight; 16 } 17 // Define function signatures to import from Windows APIs 18 [DllImport("user32.dll")] 19 private static extern IntPtr GetActiveWindow(); 20 [DllImport("user32.dll")] 21 private static extern int SetWindowLong(IntPtr hWnd, int nIndex, uint dwNewLong); 22 [DllImport("Dwmapi.dll")] 23 private static extern uint DwmExtendFrameIntoClientArea(IntPtr hWnd, ref MARGINS margins); 24 // Definitions of window styles 25 const int GWL_STYLE = -16; 26 const uint WS_POPUP = 0x80000000; 27 const uint WS_VISIBLE = 0x10000000; 28 void Start() 29 { 30 #if !UNITY_EDITOR 31 var margins =new MARGINS() { cxLeftWidth = -1 }; 32 // Get a handle to the window 33 var hwnd = GetActiveWindow(); 34 // Set properties of the window 35 // See: https://msdn.microsoft.com/en-us/library/windows/desktop/ms633591%28v=vs.85%29.aspx 36 SetWindowLong(hwnd, GWL_STYLE, WS_POPUP | WS_VISIBLE); 37 // Extend the window into the client area 38 //See: https://msdn.microsoft.com/en-us/library/windows/desktop/aa969512%28v=vs.85%29.aspx 39 DwmExtendFrameIntoClientArea(hwnd,ref margins); 40 #endif 41 } 42 // Pass the output of the camera to the custom material 43 // for chroma replacement 44 void OnRenderImage(RenderTexture from, RenderTexture to) 45 { 46 Graphics.Blit(from, to, m_Material); 47 } 48 49 }
上面的代码用到了InterOpServices命名空间,以便调用一些Windows底层API从而改变Unity应用在运行时的窗口属性。然后使用OnRenderImage事件将摄像机的输出应用到RenderTexture。将使用Shader的材质赋给脚本中的m_Material字段,这样我们就可以开始抠图了。
然后,重点来了:将摄像机的背景颜色改为与透明材质中_TransparentColourKey属性一样。
你可以随便设置该颜色,但两边必须一致。
最后就是生成和运行啦。因为用到了RenderTexture,所以如果使用Unity4.x必须为Pro版,而5.x任意版本均可。
效果:
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原文地址:http://www.cnblogs.com/shadow7/p/5979338.html