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新建一个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 }
- }
- }
- }
复制代码 新建一个脚本- 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[] 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[currentCamera] 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[currentCamera] = 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[2] = c.x - projection[3];
- projection[6] = c.y - projection[7];
- projection[10] = c.z - projection[11];
- projection[14] = c.w - projection[15];
- }
- // Calculates reflection matrix around the given plane
- private static void CalculateReflectionMatrix(ref Matrix4x4 reflectionMat, Vector4 plane)
- {
- reflectionMat.m00 = (1F - 2F * pla
-
- ne[0] * plane[0]);
- reflectionMat.m01 = (-2F * plane[0] * plane[1]);
- reflectionMat.m02 = (-2F * plane[0] * plane[2]);
- reflectionMat.m03 = (-2F * plane[3] * plane[0]);
- reflectionMat.m10 = (-2F * plane[1] * plane[0]);
- reflectionMat.m11 = (1F - 2F * plane[1] * plane[1]);
- reflectionMat.m12 = (-2F * plane[1] * plane[2]);
- reflectionMat.m13 = (-2F * plane[3] * plane[1]);
- reflectionMat.m20 = (-2F * plane[2] * plane[0]);
- reflectionMat.m21 = (-2F * plane[2] * plane[1]);
- reflectionMat.m22 = (1F - 2F * plane[2] * plane[2]);
- reflectionMat.m23 = (-2F * plane[3] * plane[2]);
- reflectionMat.m30 = 0F;
- reflectionMat.m31 = 0F;
- reflectionMat.m32 = 0F;
- reflectionMat.m33 = 1F;
- }
- }
复制代码 如图把这两个赋在物体身上
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