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;
}
}
}

ReflectionMirrorEditor.cs

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

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源代码的更多相关文章

  1. Unity3d 镜面折射 vertex and frag Shader源代码

    Unity3d 镜面折射  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, 请自行下载NGUI  unity ...

  2. unity3D 涂涂乐使用shader实现上色效果

    unity3D 涂涂乐使用shader实现上色效果 之前我博文里面发过一个简单的通过截图方式来实现的模型上色方法,但是那个方法不合适商用,因为你需要对的很准确才可以把贴图完美截取下来,只要你手抖了一下 ...

  3. UnityShader之顶点片段着色器Vertex and Fragment Shader【Shader资料】

    顶点片段着色器 V&F Shader:英文全称Vertex and Fragment Shader,最强大的Shader类型,也是我们在使用ShaderLab中的重点部分,属于可编程管线,使用 ...

  4. Vertex And Fragment Shader(顶点和片段着色器)

    Vertex And Fragment Shader(顶点和片段着色器) Shader "Unlit/ Vertex­_And_Fragment_Shader " { Proper ...

  5. Unity3D之高级渲染-Shader Forge增强版

    笔者介绍:姜雪伟,IT公司技术合伙人,IT高级讲师,CSDN社区专家.特邀编辑.畅销书作者,国家专利发明人;已出版书籍:<手把手教你架构3D游戏引擎>电子工业出版社和<Unity3D ...

  6. ShaderLab中vertex fragment类Shader基础格式笔记

    //U3D用的shader语言叫ShaderLab,基础语法官方文档地址 //https://docs.unity3d.com/Manual/SL-Shader.html //开头指明名字,可以在别的 ...

  7. Unity3D学习笔记3——Unity Shader的初步使用

    目录 1. 概述 2. 详论 2.1. 创建材质 2.2. 着色器 2.2.1. 名称 2.2.2. 属性 2.2.3. SubShader 2.2.3.1. 标签(Tags) 2.2.3.2. 渲染 ...

  8. Vertex and Fragment Shader

    Semantics语义词: 定义:GPU工作时,数据通常暂存在寄存器,那么在Cg中,语义词就指定了输入/输出数据和图形硬件寄存器之间的映射关系. 原理:根据输入语义,图形处理器从某个寄存器取数据:然后 ...

  9. Unity3D 屏幕空间雪场景Shader渲染

    笔者介绍:姜雪伟,IT公司技术合伙人,IT高级讲师,CSDN社区专家,特邀编辑,畅销书作者,已出版书籍:<手把手教你架构3D游戏引擎>电子工业出版社和<Unity3D实战核心技术详解 ...

随机推荐

  1. windows phone (24) Canvas元素A

    原文:windows phone (24) Canvas元素A Canvas元素表示定制一个区域,并可以通过相对坐标定义子元素位置,在一下情况下Canvas是不可见的 Height 属性等于 0. W ...

  2. MySQL Windows ZIP 免费安装和启动设置

    MySQL Windows ZIP免安装版,设置和启动的过程事实上挺麻烦的.以下一步一步介绍使用的过程: 1.下载Windows (x86, 64-bit), ZIP Archive: 2.解压zip ...

  3. Cnblogs API

    http://wcf.open.cnblogs.com/news/help http://wcf.open.cnblogs.com/blog/help/ 不支持用户登陆

  4. [置顶] 最优间隔分类器、原始/对偶问题、SVM的对偶问题——斯坦福ML公开课笔记7

    转载请注明:http://blog.csdn.net/xinzhangyanxiang/article/details/9774135 本篇笔记针对ML公开课的第七个视频,主要内容包括最优间隔分类器( ...

  5. Linux学习记录--命名管道通信

    命名管道通信 什么是命名管道 一个主要的限制是,它是匿名管道的应用还没有名字,因此,只有它可以用于进程间通信的方式与亲缘关系.在命名管道(named pipe或FIFO)提出后,该限制得到了克服.FI ...

  6. CentOS 安装apache 及所需的 apr,apr-util,pcre

    安装apache前确定已安装 apr,apr-util,pcre 一.安装apr [root@xt test]# tar -zxf apr-1.4.5.tar.gz [root@xt test]# c ...

  7. MySQL 最经常使用的一千行

    /* 启动MySQL */ net start mysql /* 连接和断开server */ mysql -h 住址 -P port -u username -p password /* 跳过许可认 ...

  8. bzoj 1874 取石子游戏 题解 &amp; SG函数初探

    [原题] 1874: [BeiJing2009 WinterCamp]取石子游戏 Time Limit: 5 Sec  Memory Limit: 162 MB Submit: 334  Solved ...

  9. hdu 5101 Select(Bestcoder Round #17)

    Select                                                    Time Limit: 4000/2000 MS (Java/Others)     ...

  10. 在linux上创建nfs遇到的问题。

    我们部署程序时,图片server是单独的一台server,有自己独立的域名.而应用部署在还有一台server上,我们使用一些附件上传工具.比方ajaxfileupload上传附件时是无法跨域訪问的. ...