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u3d 镜面反射的效果

發(fā)布時間:2024/1/8 编程问答 36 豆豆
生活随笔 收集整理的這篇文章主要介紹了 u3d 镜面反射的效果 小編覺得挺不錯的,現(xiàn)在分享給大家,幫大家做個參考.

建議用ps新建一個rbg為106,106,107的淡黑色圖作為這個東東的材質(zhì),透明度為40%


Shader "Custom / newMirror " {

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 }
????}
}

}


、、、、、、、然后新建一個cs文件? 命名為newMirror.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;
????}
}


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