Uinty3d 镜面反射代码

镜面反射代码

文件名MirrorReflection.cs

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*plane[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;

    }

}

文件名MirrorReflection.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 }

           }

     }

}

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