说明:创建两个代码文件
C#文件复制上MirrorReflection.CS带中文注释
创建Shader文件复制上MirrorReflection.Shader带中文注释
C#代码挂在unity平面片上,
建个材质球选择属性FX/Mirror,创建的Shader文件增加这个属性。
把材质赋予给平面片上,平面片就变成镜面反射了。
然后你在面片旁边加物体挪动,面片里面就会像一面镜子一样
面片背面是隐藏看不见的。 MirrorReflection.CS
代码 using UnityEngine;
using System.Collections;
// 这实际上是来自标准资产的水脚本,
// 只是用折射物去除。
[ExecuteInEditMode] // 即使不在播放模式,也可以进行镜像实时更新
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(); // 摄像机>摄像机表
private RenderTexture m_ReflectionTexture = null;
private int m_OldReflectionTextureSize = 0;
private static bool s_InsideRendering = false;
// 当知道对象将由一些人呈现时,这就被调用了。
// 相机。我们在这里渲染倒影并做其他的更新
// 因为脚本是在编辑模式下执行的,所以对场景视图进行了反射。
// 照相机就可以工作了!!
public void OnWillRenderObject()
{
if( !enabled || !GetComponent<Renderer>() || !GetComponent<Renderer>().sharedMaterial || !GetComponent<Renderer>().enabled )
return;
Camera cam = Camera.current;
if( !cam )
return;
// 从递归反射中得到保护
if( s_InsideRendering )
return;
s_InsideRendering = true;
Camera reflectionCamera;
CreateMirrorObjects( cam, out reflectionCamera );
// 找出反射平面:世界空间中的位置和法线
Vector3 pos = transform.position;
Vector3 normal = transform.up;
// 可选禁用反射像素灯
int oldPixelLightCount = QualitySettings.pixelLightCount;
if( m_DisablePixelLights )
QualitySettings.pixelLightCount = 0;
UpdateCameraModes( cam, reflectionCamera );
// 渲染反射
// 反射面反射照相机
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;
// 设置斜投影矩阵,使近平面成为我们的反射。
// 平面。这样我们就可以把所有的东西都放在下面/上面。
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; // 永不渲染水层
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 = GetComponent<Renderer>().sharedMaterials;
foreach( Material mat in materials ) {
if( mat.HasProperty("_ReflectionTex") )
mat.SetTexture( "_ReflectionTex", m_ReflectionTexture );
}
// 设置矩阵变换的UV从对象空间到屏幕材质
// 空间。我们只想在屏幕上投射反射纹理
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 );
}
// 恢复像素光计数
if( m_DisablePixelLights )
QualitySettings.pixelLightCount = oldPixelLightCount;
s_InsideRendering = false;
}
// 清理我们可能创建的所有对象
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;
// 设置相机以与当前相机相同的方式清除
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;
}
}
// 更新其他值以匹配当前相机。
// 即使我们提供定制的相机和投影矩阵
// 一些价值被用在其他地方(例如Skybox利用远平面)
dest.farClipPlane = src.farClipPlane;
dest.nearClipPlane = src.nearClipPlane;
dest.orthographic = src.orthographic;
dest.fieldOfView = src.fieldOfView;
dest.aspect = src.aspect;
dest.orthographicSize = src.orthographicSize;
}
// 按需创建任何我们需要的对象
private void CreateMirrorObjects( Camera currentCamera, out Camera reflectionCamera )
{
reflectionCamera = null;
// 反射的渲染纹理
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;
}
// 相机反射
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.GetComponent<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;
}
}
// 扩展符号:返回-基于符号的1, 0或1
private static float sgn(float a)
{
if (a > 0.0f) return 1.0f;
if (a < 0.0f) return -1.0f;
return 0.0f;
}
//给定平面的位置/法线,在相机空间中计算平面。
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) );
}
// 调整给定的投影矩阵,使近平面为给定的裁剪平面。
// 剪辑平面是在相机空间中给出的。参见游戏编程宝石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)));
// 第三行=剪辑平面-第四行
projection[2] = c.x - projection[3];
projection[6] = c.y - projection[7];
projection[10] = c.z - projection[11];
projection[14] = c.w - projection[15];
}
// 计算给定平面周围的反射矩阵。
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;
}
}
shader代码 Shader "FX/Mirror" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_ReflectionTex ("Reflection", 2D) = "white" { TexGen ObjectLinear }
}
// 两张纹理卡片:完整的东西
Subshader {
Pass {
SetTexture[_MainTex] { combine texture }
SetTexture[_ReflectionTex] { matrix [_ProjMatrix] combine texture * previous }
}
}
// 后退:只是主纹理
Subshader {
Pass {
SetTexture [_MainTex] { combine texture }
}
}
}
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