
控制脚本
using UnityEngine;
[ExecuteAlways]
[RequireComponent( typeof( MeshFilter ), typeof( MeshRenderer ) )]
public class QuadTilingLine : MonoBehaviour
{
[Header( "Settings" )]
public Vector3 targetPosition; // 目标点
public float lineWidth = 0.5f;
// 内部缓存
private Transform _t;
private Renderer _ren;
private MaterialPropertyBlock _block;
private MeshFilter _mf;
private static readonly int LengthId = Shader.PropertyToID( "_TotalLength" );
private void Awake( )
{
Init( );
// 核心:生成一个轴心在左边的Mesh,彻底解决位置偏移问题
GenerateLeftPivotMesh( );
}
private void Init( )
{
if ( _t == null ) _t = transform;
if ( _ren == null ) _ren = GetComponent<Renderer>( );
if ( _mf == null ) _mf = GetComponent<MeshFilter>( );
if ( _block == null ) _block = new MaterialPropertyBlock( );
}
private void OnValidate( )
{
Init( );
// 编辑器下如果Mesh丢了,重新生成
if ( _mf.sharedMesh == null || _mf.sharedMesh.name != "LeftPivotQuad" )
{
GenerateLeftPivotMesh( );
}
UpdateTransform( );
}
// 【代码接口】只传目标坐标
public void SetTarget( Vector3 targetPos )
{
targetPosition = targetPos;
UpdateTransform( );
}
// 真正的逻辑:只转、只缩、不移位
private void UpdateTransform( )
{
if ( _ren == null ) return;
// 1. 计算向量 (相对于父节点/当前节点的位置)
// 既然是子物体,起点就是我当前的位置 (_t.position)
Vector3 dir = targetPosition - _t.position;
float dist = dir.magnitude;
if ( dist < 0.001f )
{
_ren.enabled = false;
return;
}
_ren.enabled = true;
// 2. 旋转:Z轴指向目标
float angle = Mathf.Atan2( dir.y, dir.x ) * Mathf.Rad2Deg;
_t.rotation = Quaternion.Euler( 0, 0, angle );
// 3. 缩放:X轴变长 (因为Mesh轴心在左边,所以它只向右长,不用修位置!)
_t.localScale = new Vector3( dist, lineWidth, 1f );
// 4. Shader Tiling 修正
_ren.GetPropertyBlock( _block );
_block.SetFloat( LengthId, dist );
_ren.SetPropertyBlock( _block );
}
// 【一劳永逸】生成左轴心 Mesh
private void GenerateLeftPivotMesh( )
{
Mesh mesh = new Mesh( );
mesh.name = "LeftPivotQuad";
// 顶点:X从 0 到 1 (关键!原点在左边),Y从 -0.5 到 0.5 (居中)
Vector3[] vertices = new Vector3[]
{
new Vector3(0, -0.5f, 0),
new Vector3(1, -0.5f, 0),
new Vector3(0, 0.5f, 0),
new Vector3(1, 0.5f, 0)
};
// UV
Vector2[] uv = new Vector2[]
{
new Vector2(0, 0),
new Vector2(1, 0),
new Vector2(0, 1),
new Vector2(1, 1)
};
// 三角形索引
int[] triangles = new int[] { 0, 2, 1, 2, 3, 1 };
mesh.vertices = vertices;
mesh.uv = uv;
mesh.triangles = triangles;
mesh.RecalculateBounds( );
_mf.mesh = mesh;
}
}
Shader
Shader "Unlit/QuadTilingLine"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
_Density ("Density", Float) = 1.0
_ScrollSpeed ("Scroll Speed", Float) = -1.0
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Off // 双面渲染,防止旋转消失
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; };
struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; };
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
float _Density;
float _TotalLength; // 由脚本传入
float _ScrollSpeed;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
float2 uv = TRANSFORM_TEX(v.uv, _MainTex);
uv.x *= _TotalLength * _Density;
uv.x += _Time.y * _ScrollSpeed;
o.uv = uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return tex2D(_MainTex, i.uv) * _Color;
}
ENDCG
}
}
}
