小彬彬 发表于 2012-8-11 11:13

Unity3D一个镜面反射的材质


Shader:


Shader "FX/Mirror Reflection" {
Properties {
    _MainTex ("Base (RGB)", 2D) = "white" {}
    _ReflectionTex ("Reflection", 2D) = "white" { TexGen ObjectLinear }
}

// two texture cards: full thing
Subshader {
    Pass {
      SetTexture[_MainTex] { combine texture }
      SetTexture[_ReflectionTex] { matrix [_ProjMatrix] combine texture * previous }
    }
}

// fallback: just main texture
Subshader {
    Pass {
      SetTexture [_MainTex] { combine texture }
    }
}

}C#


using UnityEngine;
using System.Collections;

// This is in fact just the Water script from Pro Standard Assets,
// just with refraction stuff removed.

[ExecuteInEditMode] // Make mirror live-update even when not in play mode
public class MirrorReflection : MonoBehaviour
{
    public bool m_DisablePixelLights = true;
    public int m_TextureSize = 256;
    public float m_ClipPlaneOffset = 0.07f;
   
    public LayerMask m_ReflectLayers = -1;
      
    private Hashtable m_ReflectionCameras = new Hashtable(); // Camera -> Camera table
   
    private RenderTexture m_ReflectionTexture = null;
    private int m_OldReflectionTextureSize = 0;
   
    private static bool s_InsideRendering = false;

    // This is called when it's known that the object will be rendered by some
    // camera. We render reflections and do other updates here.
    // Because the script executes in edit mode, reflections for the scene view
    // camera will just work!
    public void OnWillRenderObject()
    {
      if( !enabled || !renderer || !renderer.sharedMaterial || !renderer.enabled )
            return;
            
      Camera cam = Camera.current;
      if( !cam )
            return;
   
      // Safeguard from recursive reflections.      
      if( s_InsideRendering )
            return;
      s_InsideRendering = true;
      
      Camera reflectionCamera;
      CreateMirrorObjects( cam, out reflectionCamera );
      
      // find out the reflection plane: position and normal in world space
      Vector3 pos = transform.position;
      Vector3 normal = transform.up;
      
      // Optionally disable pixel lights for reflection
      int oldPixelLightCount = QualitySettings.pixelLightCount;
      if( m_DisablePixelLights )
            QualitySettings.pixelLightCount = 0;
      
      UpdateCameraModes( cam, reflectionCamera );
      
      // Render reflection
      // Reflect camera around reflection plane
      float d = -Vector3.Dot (normal, pos) - m_ClipPlaneOffset;
      Vector4 reflectionPlane = new Vector4 (normal.x, normal.y, normal.z, d);
   
      Matrix4x4 reflection = Matrix4x4.zero;
      CalculateReflectionMatrix (ref reflection, reflectionPlane);
      Vector3 oldpos = cam.transform.position;
      Vector3 newpos = reflection.MultiplyPoint( oldpos );
      reflectionCamera.worldToCameraMatrix = cam.worldToCameraMatrix * reflection;
   
      // Setup oblique projection matrix so that near plane is our reflection
      // plane. This way we clip everything below/above it for free.
      Vector4 clipPlane = CameraSpacePlane( reflectionCamera, pos, normal, 1.0f );
      Matrix4x4 projection = cam.projectionMatrix;
      CalculateObliqueMatrix (ref projection, clipPlane);
      reflectionCamera.projectionMatrix = projection;
      
      reflectionCamera.cullingMask = ~(1<<4) & m_ReflectLayers.value; // never render water layer
      reflectionCamera.targetTexture = m_ReflectionTexture;
      GL.SetRevertBackfacing (true);
      reflectionCamera.transform.position = newpos;
      Vector3 euler = cam.transform.eulerAngles;
      reflectionCamera.transform.eulerAngles = new Vector3(0, euler.y, euler.z);
      reflectionCamera.Render();
      reflectionCamera.transform.position = oldpos;
      GL.SetRevertBackfacing (false);
      Material&#91;&#93; materials = renderer.sharedMaterials;
      foreach( Material mat in materials ) {
            if( mat.HasProperty("_ReflectionTex") )
                mat.SetTexture( "_ReflectionTex", m_ReflectionTexture );
      }
      
      // Set matrix on the shader that transforms UVs from object space into screen
      // space. We want to just project reflection texture on screen.
      Matrix4x4 scaleOffset = Matrix4x4.TRS(
            new Vector3(0.5f,0.5f,0.5f), Quaternion.identity, new Vector3(0.5f,0.5f,0.5f) );
      Vector3 scale = transform.lossyScale;
      Matrix4x4 mtx = transform.localToWorldMatrix * Matrix4x4.Scale( new Vector3(1.0f/scale.x, 1.0f/scale.y, 1.0f/scale.z) );
      mtx = scaleOffset * cam.projectionMatrix * cam.worldToCameraMatrix * mtx;
      foreach( Material mat in materials ) {
            mat.SetMatrix( "_ProjMatrix", mtx );
      }
      
      // Restore pixel light count
      if( m_DisablePixelLights )
            QualitySettings.pixelLightCount = oldPixelLightCount;
      
      s_InsideRendering = false;
    }
   
   
    // Cleanup all the objects we possibly have created
    void OnDisable()
    {
      if( m_ReflectionTexture ) {
            DestroyImmediate( m_ReflectionTexture );
            m_ReflectionTexture = null;
      }
      foreach( DictionaryEntry kvp in m_ReflectionCameras )
            DestroyImmediate( ((Camera)kvp.Value).gameObject );
      m_ReflectionCameras.Clear();
    }
   
   
    private void UpdateCameraModes( Camera src, Camera dest )
    {
      if( dest == null )
            return;
      // set camera to clear the same way as current camera
      dest.clearFlags = src.clearFlags;
      dest.backgroundColor = src.backgroundColor;      
      if( src.clearFlags == CameraClearFlags.Skybox )
      {
            Skybox sky = src.GetComponent(typeof(Skybox)) as Skybox;
            Skybox mysky = dest.GetComponent(typeof(Skybox)) as Skybox;
            if( !sky || !sky.material )
            {
                mysky.enabled = false;
            }
            else
            {
                mysky.enabled = true;
                mysky.material = sky.material;
            }
      }
      // update other values to match current camera.
      // even if we are supplying custom camera&projection matrices,
      // some of values are used elsewhere (e.g. skybox uses far plane)
      dest.farClipPlane = src.farClipPlane;
      dest.nearClipPlane = src.nearClipPlane;
      dest.orthographic = src.orthographic;
      dest.fieldOfView = src.fieldOfView;
      dest.aspect = src.aspect;
      dest.orthographicSize = src.orthographicSize;
    }
   
    // On-demand create any objects we need
    private void CreateMirrorObjects( Camera currentCamera, out Camera reflectionCamera )
    {
      reflectionCamera = null;
      
      // Reflection render texture
      if( !m_ReflectionTexture || m_OldReflectionTextureSize != m_TextureSize )
      {
            if( m_ReflectionTexture )
                DestroyImmediate( m_ReflectionTexture );
            m_ReflectionTexture = new RenderTexture( m_TextureSize, m_TextureSize, 16 );
            m_ReflectionTexture.name = "__MirrorReflection" + GetInstanceID();
            m_ReflectionTexture.isPowerOfTwo = true;
            m_ReflectionTexture.hideFlags = HideFlags.DontSave;
            m_OldReflectionTextureSize = m_TextureSize;
      }
      
      // Camera for reflection
      reflectionCamera = m_ReflectionCameras&#91;currentCamera&#93; as Camera;
      if( !reflectionCamera ) // catch both not-in-dictionary and in-dictionary-but-deleted-GO
      {
            GameObject go = new GameObject( "Mirror Refl Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(), typeof(Camera), typeof(Skybox) );
            reflectionCamera = go.camera;
            reflectionCamera.enabled = false;
            reflectionCamera.transform.position = transform.position;
            reflectionCamera.transform.rotation = transform.rotation;
            reflectionCamera.gameObject.AddComponent("FlareLayer");
            go.hideFlags = HideFlags.HideAndDontSave;
            m_ReflectionCameras&#91;currentCamera&#93; = reflectionCamera;
      }      
    }
   
    // Extended sign: returns -1, 0 or 1 based on sign of a
    private static float sgn(float a)
    {
      if (a > 0.0f) return 1.0f;
      if (a < 0.0f) return -1.0f;
      return 0.0f;
    }
   
    // Given position/normal of the plane, calculates plane in camera space.
    private Vector4 CameraSpacePlane (Camera cam, Vector3 pos, Vector3 normal, float sideSign)
    {
      Vector3 offsetPos = pos + normal * m_ClipPlaneOffset;
      Matrix4x4 m = cam.worldToCameraMatrix;
      Vector3 cpos = m.MultiplyPoint( offsetPos );
      Vector3 cnormal = m.MultiplyVector( normal ).normalized * sideSign;
      return new Vector4( cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos,cnormal) );
    }
   
    // Adjusts the given projection matrix so that near plane is the given clipPlane
    // clipPlane is given in camera space. See article in Game Programming Gems 5.
    private static void CalculateObliqueMatrix (ref Matrix4x4 projection, Vector4 clipPlane)
    {
      Vector4 q = projection.inverse * new Vector4(
            sgn(clipPlane.x),
            sgn(clipPlane.y),
            1.0f,
            1.0f
      );
      Vector4 c = clipPlane * (2.0F / (Vector4.Dot (clipPlane, q)));
      // third row = clip plane - fourth row
      projection&#91;2&#93; = c.x - projection&#91;3&#93;;
      projection&#91;6&#93; = c.y - projection&#91;7&#93;;
      projection&#91;10&#93; = c.z - projection&#91;11&#93;;
      projection&#91;14&#93; = c.w - projection&#91;15&#93;;
    }

    // Calculates reflection matrix around the given plane
    private static void CalculateReflectionMatrix (ref Matrix4x4 reflectionMat, Vector4 plane)
    {
      reflectionMat.m00 = (1F - 2F*plane&#91;0&#93;*plane&#91;0&#93;);
      reflectionMat.m01 = (   - 2F*plane&#91;0&#93;*plane&#91;1&#93;);
      reflectionMat.m02 = (   - 2F*plane&#91;0&#93;*plane&#91;2&#93;);
      reflectionMat.m03 = (   - 2F*plane&#91;3&#93;*plane&#91;0&#93;);

      reflectionMat.m10 = (   - 2F*plane&#91;1&#93;*plane&#91;0&#93;);
      reflectionMat.m11 = (1F - 2F*plane&#91;1&#93;*plane&#91;1&#93;);
      reflectionMat.m12 = (   - 2F*plane&#91;1&#93;*plane&#91;2&#93;);
      reflectionMat.m13 = (   - 2F*plane&#91;3&#93;*plane&#91;1&#93;);
   
      reflectionMat.m20 = (   - 2F*plane&#91;2&#93;*plane&#91;0&#93;);
      reflectionMat.m21 = (   - 2F*plane&#91;2&#93;*plane&#91;1&#93;);
      reflectionMat.m22 = (1F - 2F*plane&#91;2&#93;*plane&#91;2&#93;);
      reflectionMat.m23 = (   - 2F*plane&#91;3&#93;*plane&#91;2&#93;);

      reflectionMat.m30 = 0F;
      reflectionMat.m31 = 0F;
      reflectionMat.m32 = 0F;
      reflectionMat.m33 = 1F;
    }
}

go369 发表于 2017-2-28 19:44

很不错

你微笑时好美丶 发表于 2017-2-28 19:46

楼主是超人

fangguanya 发表于 2017-2-28 19:03

顶顶多好

fangguanya 发表于 2017-2-28 19:33

真心顶

枫叶飘零 发表于 2017-2-28 18:57

难得一见的好帖

jstones 发表于 2017-3-1 09:45

很不错

xw12369 发表于 2017-3-1 10:09

顶顶多好

小宝宝/ht 发表于 2017-3-1 09:23

难得一见的好帖

jixing130 发表于 2017-3-1 10:00

说的非常好
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