• 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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  • 原文地址:https://www.cnblogs.com/lm3515/p/1828906.html
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