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. AndroidUI的组成部分GridView

    java 代码例如以下(简单的知识点我会以凝视的形式解说): package com.gc.gridviewdemo; /** * @author Android将军 */ /** * 知识点解说: ...

  2. MVC Razor视图引擎控件

    0.日期转化

  3. PocketSphinx语音识别系统语言模型的训练和声学模型的改进

    PocketSphinx语音识别系统语言模型的训练和声学模型的改进 zouxy09@qq.com http://blog.csdn.net/zouxy09 关于语音识别的基础知识和sphinx的知识, ...

  4. win8.1 64位环境建设android开发环境

    1.下载JDK,http://www.oracle.com/technetwork/java/javase/downloads/index.html,选择版本号 2.安装刚刚下载的JDK 3.环境变量 ...

  5. Linux:闪光的宝石,智慧 (在)

    Linux:闪光的宝石,智慧的结晶(上) 老实说,这十几天以来.因为我违反了"家规",又被断网处罚(拔掉网线).没收手机与老年证(不许出家门). 因此.我平日里仅仅能面对一篇文章& ...

  6. effective c++ 条款23 perfer nonmember nonfreind function to member function

    主要的理由还是封装.nonmember nonfreind function 不能访问类private 成员变量. 这个场景是有一个类提供了一些基本功能,比如 class WebBrowser { p ...

  7. ZOJ 3635 Cinema in Akiba[ 大规模阵列 ]

    门户:problemCode=3635">ZOJ 3635 Cinema in Akiba Time Limit: 3 Seconds      Memory Limit: 65536 ...

  8. 经验19--C#大事

    以前学过C#大事.但我还没有搞懂怎么弄. 这一次,他们下进行了研究. 1.定义参数类,对于参数的传递活动.(可以省略) public class UserEventArgs     {         ...

  9. HTC M7日文版HTL22刷机包 毒蛇2.5.0 ART NFC Sense6.0

    ROM介绍 日文版的蝰蛇2.5.0简短的介绍: *根据最新的M8蝰蛇版本号2.5.0 *经过我的朋友和机器测试.功能是否正常,当然,并非所有的功能进行测试,以,假设遇到BUG请反馈 *删除国外社会.谷 ...

  10. 【Android进阶】Listview分页加载数据的实现

    Listview分页加载数据的实现 public class MainActivity extends Activity { protected static final int SUCCESS_GE ...