Shader案例篇—《镜子1》

    废话不多说先上效果图,我使用的是在.3.3版本。

Mirror.gif

下载附件





一、原理

1、首先要准备的素材是三个,对没错,就是三个因为镜子里面的那个物体其实是实物的复制体而已;一个Plane作为镜子,还有一个实物和虚物体。

2、新建一个材质使用下面的Shader代码,并将此材质球赋给那个虚物体

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Shader "Custom/Cg shader for virtual objects in mirrors" {
         Properties{
                 _Color( "Virtual Object's Color" , Color) = (1, 1, 1, 1)
         }
                 SubShader{
                 Tags{ "Queue" = "Transparent+20" }
 
                 Pass{
                 Blend OneMinusDstAlpha DstAlpha
 
                 CGPROGRAM
 
#pragma vertex vert
#pragma fragment frag
 
#include "UnityCG.cginc"
 
                 uniform float4 _Color;
         uniform float4x4 _WorldToMirror;
 
         struct vertexInput {
                 float4 vertex : POSITION;
         };
         struct vertexOutput {
                 float4 pos : SV_POSITION;
                 float4 posInMirror : TEXCOORD0;
         };
 
         vertexOutput vert(vertexInput input)
         {
                 vertexOutput output;
 
                 output.posInMirror = mul(_WorldToMirror,
                         mul(_Object2World, input.vertex));
                 output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
                 return output;
         }
 
         float4 frag(vertexOutput input) : COLOR
         {
                 //如果镜子里的物体出来了就剔除掉
                 if (input.posInMirror.y > 0.0)
                 {
                         discard;
                 }
         return float4(_Color.rgb, 0.0);
         }
 
                 ENDCG
         }
         }
}


3、另外在建一个材质使用下面的Shader代码,并将此材质球赋值给实物体

/em>
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Shader "Unlit/Cg shader for Real objects"
{
         Properties{
                 _Color( "Virtual Object's Color" , Color) = (1, 1, 1, 1)
         }
    SubShader {
       Pass {
          CGPROGRAM
 
          #pragma vertex vert
          #pragma fragment frag
                 uniform float4 _Color;
          float4 vert(float4 vertexPos : POSITION) : SV_POSITION
          {
             return mul(UNITY_MATRIX_MVP, vertexPos);
          }
 
          float4 frag( void ) : COLOR
          {
             return float4(_Color.rgb, 1.0);
          }
 
          ENDCG
       }
    }
}
4、在建一个材质使用下面的Shader代码,并将这个材质赋值给作为镜子的面板
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Shader "Unlit/Mirrors"
{
         Properties{
                 _Color( "Mirrors's Color" , Color) = (1, 1, 1, 1)
         }
                 SubShader{
                 Tags{ "Queue" = "Transparent+10" }
                 // draw after all other geometry has been drawn
                 // because we mess with the depth buffer
                 //确保在所有的真实物体渲染之后再渲染
 
                 // 1st pass: mark mirror with alpha = 0
                 Pass{
                 CGPROGRAM
 
#pragma vertex vert
#pragma fragment frag
 
                 float4 vert(float4 vertexPos : POSITION) : SV_POSITION
         {
                 return mul(UNITY_MATRIX_MVP, vertexPos);
         }
 
                 float4 frag( void ) : COLOR
         {
                 return float4(1.0, 0.0, 0.0, 0.0);
         // this color should never be visible,
         // only alpha is important
         }
                 ENDCG
         }
 
                 // 2nd pass: set depth to far plane such that
                 // we can use the normal depth test for the reflected geometry
                 Pass{
                 ZTest Always
                 Blend OneMinusDstAlpha DstAlpha
                 //==float4 result = float4(1.0 - pixel_color.a) * fragment_output + float4(pixel_color.a) * pixel_color;
 
                 CGPROGRAM
 
#pragma vertex vert
#pragma fragment frag
 
                 uniform float4 _Color;
         // user-specified background color in the mirror
 
         float4 vert(float4 vertexPos : POSITION) : SV_POSITION
         {
                 float4 pos = mul(UNITY_MATRIX_MVP, vertexPos);
                 pos.z = pos.w;
                 // the perspective division will divide pos.z
                 // by pos.w; thus, the depth is 1.0,
                 // which represents the far clipping plane
                 return pos;
         }
 
                 float4 frag( void ) : COLOR
         {
                 return float4(_Color.rgb, 0.0);
         // set alpha to 0.0 and
         // the color to the user-specified background color
         }
                 ENDCG
         }
         }
}

5、最后新建一个C#脚本,代码如下,将此代码赋给虚物体,并将Plane和虚物体拖动赋值给里面的对应两个变量
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using UnityEngine;
using System.Collections;
 
[ExecuteInEditMode]
public class PlacingTheVirtualObj : MonoBehaviour {
 
     public GameObject objectInFrontOfMirror;
     public GameObject mirrorPlane;
 
     // Use this for initialization
     void Start () {
         
         }
 
     // Update is called once per frame
     void Update() {
         if ( null != mirrorPlane)
         {
             //这句话决定了镜子里的物体是否可见
             GetComponent<Renderer>().sharedMaterial.SetMatrix( "_WorldToMirror" ,mirrorPlane.GetComponent<Renderer>().worldToLocalMatrix);
             if ( null != objectInFrontOfMirror)
             {
                 //将实物的颜色值赋给镜中的物体
                 Color realColor = objectInFrontOfMirror.GetComponent<Renderer>().material.GetColor( "_Color" );
                 GetComponent<Renderer>().material.SetColor( "_Color" , realColor);
 
                 transform.position = objectInFrontOfMirror.transform.position;
                 transform.rotation = objectInFrontOfMirror.transform.rotation;
                 transform.localScale =
                    -objectInFrontOfMirror.transform.localScale;
                 //new Vector3(0.0f, 1.0f, 0.0f)为表面的法线方向
                 transform.RotateAround(objectInFrontOfMirror.transform.position,mirrorPlane.transform.TransformDirection( new Vector3(0.0f, 1.0f, 0.0f)), 180.0f);
               Vector3  positionInMirrorSpace  =
                    mirrorPlane.transform.InverseTransformPoint(objectInFrontOfMirror.transform.position);
                 positionInMirrorSpace.y = -positionInMirrorSpace.y;
                 transform.position = mirrorPlane.transform.TransformPoint(
                    positionInMirrorSpace);
             }
         }
     }
}


二、此方案的优劣

1、优点:性能开销比较小,镜子里的虚物体清晰

2、缺点:目前虚物体只能实时的同步实物体的颜色,贴图和其他纹理或者模型面数复杂的情况都没有响应的处理、并不是完全的实时反射物体,因为要实现创建好虚物体。

3、有待发现…..

三、后续待….
原贴地址 蛮牛网凯尔八阿哥转载请注明出处
之前有童鞋没有实现出来,是我太粗心了,一激动少说了一个Shader脚本,就是第四个,现在已经添加进来了,还是附上最后的工程文件吧,方便大家学习和参考。
工程文件下载地址 https://pan.baidu.com/s/1o84hcdO
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