zoukankan      html  css  js  c++  java
  • Uinty3d 镜面反射代码

    镜面反射代码

    文件名MirrorReflection.cs

    1
    2
    3
    4
    5
    6
    7
    8
    9
    10
    11
    12
    13
    14
    15
    16
    17
    18
    19
    20
    21
    22
    23
    24
    25
    26
    27
    28
    29
    30
    31
    32
    33
    34
    35
    36
    37
    38
    39
    40
    41
    42
    43
    44
    45
    46
    47
    48
    49
    50
    51
    52
    53
    54
    55
    56
    57
    58
    59
    60
    61
    62
    63
    64
    65
    66
    67
    68
    69
    70
    71
    72
    73
    74
    75
    76
    77
    78
    79
    80
    81
    82
    83
    84
    85
    86
    87
    88
    89
    90
    91
    92
    93
    94
    95
    96
    97
    98
    99
    100
    101
    102
    103
    104
    105
    106
    107
    108
    109
    110
    111
    112
    113
    114
    115
    116
    117
    118
    119
    120
    121
    122
    123
    124
    125
    126
    127
    128
    129
    130
    131
    132
    133
    134
    135
    136
    137
    138
    139
    140
    141
    142
    143
    144
    145
    146
    147
    148
    149
    150
    151
    152
    153
    154
    155
    156
    157
    158
    159
    160
    161
    162
    163
    164
    165
    166
    167
    168
    169
    170
    171
    172
    173
    174
    175
    176
    177
    178
    179
    180
    181
    182
    183
    184
    185
    186
    187
    188
    189
    190
    191
    192
    193
    194
    195
    196
    197
    198
    199
    200
    201
    202
    203
    204
    205
    206
    207
    208
    209
    210
    211
    212
    213
    214
    215
    216
    217
    218
    219
    220
    221
    222
    223
    224
    225
    226
    227
    228
    229
    230
    231
    232
    233
    234
    235
    236
    237
    238
    239
    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

    1
    2
    3
    4
    5
    6
    7
    8
    9
    10
    11
    12
    13
    14
    15
    16
    17
    18
    19
    20
    21
    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 }
               }
         }
    }
  • 相关阅读:
    /bin/bash^M:损坏的解释器: 没有那个文件或目录
    QT槽函数处理线程
    Strategy策略模式
    Proxy代理模式
    Ubuntu系统修改BIOS时间问题
    Ubuntu下安装Goldendict(翻译软件)
    自定义QMenu
    C connect实现Timeout效果(Windows)
    059 Python计算生态概览
    058 程序设计方法学小结
  • 原文地址:https://www.cnblogs.com/android-blogs/p/6038222.html
Copyright © 2011-2022 走看看