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,
本源码只涉及shader与cs部分,
Editor部分使用NGUI绘制的,
请自行下载NGUI
unity3d 版本:v4.3.1
ReflectionEffect.cs
using UnityEngine;
using System.Collections;
using System;
/// <summary>
/// 反射效果
/// </summary>
[AddComponentMenu("GameCore/SpecialEffect/Reflection")]
[ExecuteInEditMode]
public class ReflectionEffect : MonoBehaviour
{
public Camera MainCamera;
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 = MainCamera;
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;
}
}
}
ReflectionEffectEditor.cs
using System.Collections;
using System;
using UnityEditor;
using UnityEngine;
/// <summary>
/// 反射效果
/// </summary>
[CustomEditor(typeof(ReflectionEffect))]
public class ReflectionEffectEditor : Editor
{
string[] _renderTextureOptions = new string[8] { "16", "32", "64", "128", "256", "512", "1024", "2048" };
int _renderTextureWidthDefaultIndex = 5;
int _renderTextureWidthIndex = 5;
public override void OnInspectorGUI()
{
SerializedProperty sp = NGUIEditorTools.DrawProperty("Main Camera", this.serializedObject, "MainCamera");
SetMainCamera(sp);
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("Size:", GUILayout.Width(80));
_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;
}
void SetMainCamera(SerializedProperty sp)
{
if (sp.objectReferenceValue == null)
{
if (Camera.main != null)
{
sp.objectReferenceValue = Camera.main;
}
else
{
sp.objectReferenceValue = Camera.allCameras[0];
}
}
}
}
CoreTool.cs
using System.Collections;
using System;
using UnityEngine;
/// <summary>
/// 工具类
/// </summary>
public static class CoreTool
{
#region Config配置
/// <summary>
/// 验证当前文件是否为配置文件
/// </summary>
/// <param name="filePath">文件路径</param>
/// <returns></returns>
public static bool IsConfig(string filePath)
{
return true;
}
#endregion
#region Camera
/// <summary>
/// 将源摄像机状态克隆到目标相机
/// </summary>
/// <param name="src">源相机</param>
/// <param name="dest">目标相机</param>
public static void CloneCameraModes(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;
}
/// <summary>
/// 计算反射矩阵
/// </summary>
/// <param name="reflectionMat">原始矩阵</param>
/// <param name="plane">反射平面</param>
/// <returns>反射矩阵</returns>
public static Matrix4x4 CalculateReflectionMatrix(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;
return reflectionMat;
}
/// <summary>
/// 计算指定平面在摄像机中的空间位置
/// </summary>
/// <param name="cam">摄像机</param>
/// <param name="pos">平面上的点</param>
/// <param name="normal">平面法线</param>
/// <param name="sideSign">1:平面正面,-1:平面反面</param>
/// <param name="clipPlaneOffset">平面法线位置偏移量</param>
/// <returns></returns>
public static Vector4 CameraSpacePlane(Camera cam, Vector3 pos, Vector3 normal, float sideSign,float clipPlaneOffset)
{
Vector3 offsetPos = pos + normal * 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));
}
/// <summary>
/// 由剪裁面计算投影倾斜矩阵
/// </summary>
/// <param name="projection">投影矩阵</param>
/// <param name="clipPlane">剪裁面</param>
public static Matrix4x4 CalculateObliqueMatrix(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];
return projection;
}
private static float sgn(float a)
{
if (a > 0.0f) return 1.0f;
if (a < 0.0f) return -1.0f;
return 0.0f;
}
#endregion
}
Shader
Shader "GameCore/SpecialEffect/Reflection" {
Properties {
_ReflectionTex ("Reflection", 2D) = "white" { TexGen ObjectLinear }
_ReflectionColor("Color",Color) = (1,1,1,0.5)
}
SubShader {
Tags { "Queue"="Transparent" "RenderType"="Transparent"}
LOD 100
Blend SrcAlpha OneMinusSrcAlpha
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform float4x4 _ProjMatrix;
uniform sampler2D _ReflectionTex;
float4 _ReflectionColor;
struct v2f {
float4 pos : SV_POSITION;
float3 uv : TEXCOORD0;
};
v2f vert(appdata_tan v) {
v2f 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(v2f i) : COLOR {
half4 reflcol = tex2Dproj( _ReflectionTex,i.uv);
return reflcol*_ReflectionColor;
}
ENDCG
}
}
}
源码链接: http://pan.baidu.com/s/1i3HrY7b 密码: dupd
Unity3d 镜面反射 vertex and frag Shader源码,布布扣,bubuko.com
Unity3d 镜面反射 vertex and frag Shader源码
原文:http://blog.csdn.net/baozhenliang/article/details/25991125