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做项目的时候要用到镜子,折腾了一下午,发现做镜子还是蛮快的,总结了一下网上的教程,大致有这么几种做法:
1、使用反射探针(Reflection Probe)
2、使用Render Texture
3、使用Shader着色器,我发现这种方法步骤比较少,而且重复使用起来也方便
下面就介绍一下这个方法,以及期间我踩过的坑;官方的教程在这里:MirrorReflection4
(我之所以说比较简单,是因为Shader方法可以用网上现成的代码,基本不用改
话不多说进入正题:
首先利用Shader做镜子,需要两段代码,一个是.shader着色器代码,另一个是C#脚本代码
着色器代码如下:
- Shader "FX/MirrorReflection"
- {
- Properties
- {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- [HideInInspector] _ReflectionTex ("", 2D) = "white" {}
- }
- SubShader
- {
- Tags { "RenderType"="Opaque" }
- LOD 100
-
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 refl : TEXCOORD1;
- float4 pos : SV_POSITION;
- };
- float4 _MainTex_ST;
- v2f vert(float4 pos : POSITION, float2 uv : TEXCOORD0)
- {
- v2f o;
- o.pos = mul (UNITY_MATRIX_MVP, pos);
- o.uv = TRANSFORM_TEX(uv, _MainTex);
- o.refl = ComputeScreenPos (o.pos);
- return o;
- }
- sampler2D _MainTex;
- sampler2D _ReflectionTex;
- fixed4 frag(v2f i) : SV_Target
- {
- fixed4 tex = tex2D(_MainTex, i.uv);
- fixed4 refl = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(i.refl));
- return tex * refl;
- }
- ENDCG
- }
- }
- }
C#脚本代码如下:
- 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()
- {
- var rend = GetComponent<Renderer>();
- if (!enabled || !rend || !rend.sharedMaterial || !rend.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;
- Matrix4x4 projection = cam.CalculateObliqueMatrix(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 = rend.sharedMaterials;
- foreach( Material mat in materials ) {
- if( mat.HasProperty("_ReflectionTex") )
- mat.SetTexture( "_ReflectionTex", m_ReflectionTexture );
- }
-
- // 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) );
- }
-
- // 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;
- }
- }
1、首先我们搭建一个简单的场景,这里我放了一些小方块和球之类的
然后再创建一个平面,一会儿用来做镜子
2、在Project中创建一个Shader
然后重命名一下并打开,原来的代码可以全删掉,把上面的Mirror.Shader代码复制进去
保存,回到Unity
接下来新建一个脚本MirrorReflection,将上面MirrorReflection.cs中的脚本复制进去
注意:因为版本问题,脚本可能会有一些错误,我用的版本是2018.2.14,
这些错误多半是因为版本的更新导致的API改动,根据相应的修改提示,改用新的API,问题解决;
以下时候我改过后的截图:
3、在Project中新建一个材质Material,将这个材质的Shader设置成FX/MirrorReflection
4、将MirrorMaterial材质、MirrorReflection脚本 挂在Mirror也就是刚刚用来做镜子的平面上
完成以后的属性视图:
5、回到场景视图:
效果有了,就是镜子很模糊?
别急,刚刚的脚本里给我们提供了一个分辨率的设置参数,我们把它调大一点就好了
这里我设置了1024,这样一面清晰的镜子就完成了!
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