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Unity3d 镜面反射
网上能找到的基本上是固定管道或表面渲染的shader。
特此翻译为顶点、片段渲染的Shader,
本源代码仅仅涉及shader与cs部分。
Editor部分使用NGUI绘制的,
请自行下载NGUI
unity3d 版本号:v4.3.1
ReflectionMirror.cs
using UnityEngine; using System.Collections; using System; /// <summary> /// 反射效果 /// </summary> [AddComponentMenu("GameCore/SpecialEffect/Reflection Mirror")] [ExecuteInEditMode] public class ReflectionMirror : MonoBehaviour { public bool DisablePixelLights = true; public int TextureSize = 512; public float ClipPlaneOffset = 0; public LayerMask 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 (DisablePixelLights) QualitySettings.pixelLightCount = 0; CoreTool.CloneCameraModes(cam, reflectionCamera); // Render reflection // Reflect camera around reflection plane float d = -Vector3.Dot(normal, pos) - ClipPlaneOffset; Vector4 reflectionPlane = new Vector4(normal.x, normal.y, normal.z, d); Matrix4x4 reflection = CoreTool.CalculateReflectionMatrix(Matrix4x4.zero, 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 = CoreTool.CameraSpacePlane(reflectionCamera, pos, normal, 1.0f, ClipPlaneOffset); Matrix4x4 projection = cam.projectionMatrix; projection = CoreTool.CalculateObliqueMatrix(projection, clipPlane); reflectionCamera.projectionMatrix = projection; reflectionCamera.cullingMask = ~(1 << 4) & 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 (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(); } // 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 != TextureSize) { if (m_ReflectionTexture) DestroyImmediate(m_ReflectionTexture); m_ReflectionTexture = new RenderTexture(TextureSize, TextureSize,0); m_ReflectionTexture.name = "__MirrorReflection" + GetInstanceID(); m_ReflectionTexture.isPowerOfTwo = true; m_ReflectionTexture.hideFlags = HideFlags.DontSave; m_ReflectionTexture.antiAliasing = 4; m_ReflectionTexture.anisoLevel = 0; m_OldReflectionTextureSize = 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; } } }
using System.Collections; using System; using UnityEditor; using UnityEngine; /// <summary> /// 反射效果 /// </summary> [CustomEditor(typeof(ReflectionMirror))] public class ReflectionMirrorEditor : Editor { string[] _renderTextureOptions = new string[8] { "16", "32", "64", "128", "256", "512", "1024", "2048" }; int _renderTextureWidthDefaultIndex = 5; int _renderTextureWidthIndex = 5; SerializedProperty _sp; public override void OnInspectorGUI() { EditorGUILayout.HelpBox("This the reflection effect,it has mirror or sphere reflection!",MessageType.Info); if (NGUIEditorTools.DrawHeader("Reflection Settings")) { NGUIEditorTools.BeginContents(); { NGUIEditorTools.DrawProperty("Disable PixelLights", this.serializedObject, "DisablePixelLights"); NGUIEditorTools.DrawProperty("Reflect Layers", this.serializedObject, "ReflectLayers"); NGUIEditorTools.DrawProperty("ClipPlane Offset", this.serializedObject, "ClipPlaneOffset"); } NGUIEditorTools.EndContents(); } if (NGUIEditorTools.DrawHeader("Render Texture Settings")) { NGUIEditorTools.BeginContents(); { _sp = this.serializedObject.FindProperty("TextureSize"); _renderTextureWidthIndex = GetTextureOptionsIndex(_sp.intValue.ToString()); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("TexSize:", GUILayout.Width(100)); _renderTextureWidthIndex = EditorGUILayout.Popup(_renderTextureWidthIndex, _renderTextureOptions); EditorGUILayout.EndHorizontal(); if (GUILayout.Button("Make Default Value")) { _renderTextureWidthIndex = _renderTextureWidthDefaultIndex; } _sp.intValue = int.Parse(_renderTextureOptions[_renderTextureWidthIndex]); } NGUIEditorTools.EndContents(); } this.serializedObject.ApplyModifiedProperties(); } int GetTextureOptionsIndex(string value) { int index = 0; for (int i = 0; i < _renderTextureOptions.Length; i++) { if (_renderTextureOptions[i].Equals(value, StringComparison.OrdinalIgnoreCase)) { index = i; } } return index; } }
Shader "GameCore/SpecialEffect/Reflection Mirror" { Properties { _ReflectionTex ("Reflection", 2D) = "white" {TexGen ObjectLinear } _ReflectionColor("Color",Color) = (1,1,1,1) } //PC SubShader { Tags { "RenderType"="Opaque"} LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" uniform float4x4 _ProjMatrix; uniform sampler2D _ReflectionTex; float4 _ReflectionColor; struct outvertex { float4 pos : SV_POSITION; float3 uv : TEXCOORD0; }; outvertex vert(appdata_tan v) { outvertex o; o.pos = mul (UNITY_MATRIX_MVP,v.vertex); float3 viewDir = ObjSpaceViewDir(v.vertex); o.uv = mul(_ProjMatrix,float4(viewDir,0)); return o; } float4 frag(outvertex i) : COLOR { half4 reflcol = tex2Dproj(_ReflectionTex,i.uv); return reflcol*_ReflectionColor; } ENDCG } } //Mobile SubShader { Tags { "RenderType"="Opaque"} LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" uniform float4x4 _ProjMatrix; uniform sampler2D _ReflectionTex; float4 _ReflectionColor; struct outvertex { float4 pos : SV_POSITION; float3 uv : TEXCOORD0; float4 posProj; }; outvertex vert(appdata_tan v) { outvertex o; o.pos = mul (UNITY_MATRIX_MVP,v.vertex); o.posProj = mul(_ProjMatrix, v.vertex); return o; } float4 frag(outvertex i) : COLOR { half4 reflcol = tex2D(_ReflectionTex,float2(i.posProj) / i.posProj.w); return reflcol*_ReflectionColor; } ENDCG } } }
来源链接: http://pan.baidu.com/s/1gdyzyNL
Unity3d 镜面反射 vertex and frag Shader源代码
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原文地址:http://www.cnblogs.com/bhlsheji/p/4869383.html