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
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 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); 1. 屏幕空间渲染:将残影对象设为Canvas的子元素,使用`Screen Space 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 spawnInterval = Mathf.Clamp(0.1f 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 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: 魔法特效:结合粒子系统添加光点效果3. 参数配置建议
4. 高级优化技巧
5. 材质优化
注意事项