核心实现原理

1. 轨迹追踪:记录鼠标移动轨迹点

2. 残影生成:在轨迹点上生成渐隐的何游幻影指针克隆体

3. 动态衰减:通过透明度和尺寸变化实现视觉残留

具体实现步骤

1. 准备素材

  • 准备带透明通道的指针贴图(PNG格式)
  • 创建空对象`MouseTrailController`并挂载脚本
  • 2. 核心C脚本

    csharp

    using UnityEngine;

    using System.Collections.Generic;

    public class MouseTrail : MonoBehaviour {

    [Header("Settings")]

    public GameObject cursorPrefab; // 指针预制体

    public float spawnInterval = 0.05f; // 生成间隔

    public int maxTrails = 8; // 最大残影数量

    public float fadeSpeed = 4f; // 淡出速度

    public float scaleDown = 0.9f; // 尺寸衰减

    private QueuetrailPool = new Queue;

    private Vector3 lastMousePos;

    private float timer;

    void Start {

    // 初始化对象池

    for(int i=0; i

    var obj = Instantiate(cursorPrefab);

    obj.SetActive(false);

    trailPool.Enqueue(obj);

    void Update {

    Vector3 currentPos = Input.mousePosition;

    // 生成条件:位置变化且达到时间间隔

    if(Vector3.Distance(currentPos, lastMousePos) >0.1f && timer >= spawnInterval){

    SpawnTrail(currentPos);

    timer = 0;

    timer += Time.deltaTime;

    lastMousePos = currentPos;

    void SpawnTrail(Vector3 position) {

    if(trailPool.Count >0){

    GameObject trail = trailPool.Dequeue;

    trail.transform.position = position;

    trail.SetActive(true);

    StartCoroutine(FadeTrail(trail));

    System.Collections.IEnumerator FadeTrail(GameObject trail) {

    SpriteRenderer renderer = trail.GetComponent;

    float alpha = 1f;

    Vector3 originalScale = trail.transform.localScale;

    while(alpha >0){

    alpha -= fadeSpeed Time.deltaTime;

    renderer.color = new Color(1,1,1, alpha);

    trail.transform.localScale = originalScale (1 + (1-alpha)scaleDown);

    yield return null;

    trail.SetActive(false);

    trailPool.Enqueue(trail);

    3. 参数配置建议

  • Spawn Interval: 0.03-0.07秒(值越小拖尾越密集)
  • Fade Speed: 2-5(控制残影持续时间)
  • Scale Down: 0.8-1.2(产生膨胀/收缩视觉效果)
  • 4. 高级优化技巧

    1. 屏幕空间渲染:将残影对象设为Canvas的子元素,使用`Screen Space

  • Overlay`模式
  • 2. 颜色变化:在淡出时添加颜色渐变(如蓝→青→透明)

    3. 运动预测:根据鼠标速度动态调整生成间隔

    csharp

    // 添加在Update中

    float mouseSpeed = (currentPos

  • lastMousePos).magnitude / Time.deltaTime;
  • spawnInterval = Mathf.Clamp(0.1f

  • mouseSpeed0.001f,戏中效果 0.01f, 0.1f);
  • 5. 材质优化

    创建自定义Shader实现发光效果:

    glsl

    // 残影Shader(Unlit/Transparent Additive)

    Shader "Custom/TrailFX" {

    Properties {

    _MainTex ("Texture", 2D) = "white" { }

    SubShader {

    Tags { "Queue"="Transparent" "RenderType"="Transparent"}

    Blend SrcAlpha One // 叠加混合

    ZWrite Off

    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;

    v2f vert (appdata v) {

    v2f o;

    o.vertex = UnityObjectToClipPos(v.vertex);

    o.uv = v.uv;

    return o;

    fixed4 frag (v2f i) : SV_Target {

    fixed4 col = tex2D(_MainTex, i.uv);

    col.rgb = col.a; // 颜色与透明度相乘

    return col;

    ENDCG

    注意事项

    1. 关闭系统默认光标:`Cursor.visible = false;`

    2. 主指针需要单独创建一个跟随鼠标的GameObject

    3. 在移动平台需要改用虚拟摇杆坐标输入

    4. 性能敏感场合建议使用GPU Instancing优化

    通过调整参数组合,可以实现不同风格的实现鼠标拖尾效果,比如:

  • 快速短尾:`spawnInterval=0.02`,魔兽 `fadeSpeed=8`
  • 长缓残影:`spawnInterval=0.1`, `fadeSpeed=2`
  • 魔法特效:结合粒子系统添加光点效果