?简单理解一下:
![](https://img-blog.csdnimg.cn/a25a9e33db60416bac018cb606eef12b.png?x-oss-process=image/watermark,type_d3F5LXplbmhlaQ,shadow_50,text_Q1NETiBAR0dfTQ==,size_20,color_FFFFFF,t_70,g_se,x_16)
![](https://img-blog.csdnimg.cn/a58acd0204db4cc0bfc9bf715f319a91.png?x-oss-process=image/watermark,type_d3F5LXplbmhlaQ,shadow_50,text_Q1NETiBAR0dfTQ==,size_12,color_FFFFFF,t_70,g_se,x_16)
?图示显示为particle和UI并不处于同一渲染队列中,整体是分开渲染的。
处理方案:让二者处于同一渲染队列中进行统一渲染管理
测试:
public class APIS : MaskableGraphic
{
Mesh mesh;
// Start is called before the first frame update
void OnEnable()
{
ParticleSystemRenderer render = GetComponent<ParticleSystemRenderer>();
render.enabled = false;
mesh = new Mesh();
var cam = canvas.worldCamera ?? Camera.main;
render.BakeMesh(mesh, cam, true);
Canvas.willRenderCanvases += UpdateMeshes;
}
// Update is called once per frame
void UpdateMeshes()
{
List<Vector3> s_Vertices = new List<Vector3>();
List<Color32> s_Colors = new List<Color32>();
s_Colors.Add(Color.blue);
mesh.GetColors(s_Colors);
mesh.GetVertices(s_Vertices);
mesh.SetVertices(s_Vertices);
mesh.RecalculateBounds();
canvasRenderer.SetTexture(mainTexture);
canvasRenderer.SetMesh(mesh);
}
}
最终结果:
![](https://img-blog.csdnimg.cn/aa5231738b4b4d02851ce0f7453a6485.png?x-oss-process=image/watermark,type_d3F5LXplbmhlaQ,shadow_50,text_Q1NETiBAR0dfTQ==,size_20,color_FFFFFF,t_70,g_se,x_16)
只要把UI和Particle的渲染合并成同一个渲染组之后,在渲染过程中就会按照Unity的渲染顺序进行渲染,此时渲染顺序也变成了我们可控的了。
Github有个不错的插件:GitHub - mob-sakai/ParticleEffectForUGUI: Render particle effect in UnityUI(uGUI). Maskable, sortable, and no extra Camera/RenderTexture/Canvas.
Over!?