Unity Shader Example 16 (水面反射)

主要参考Standard Asset 的水的镜面反射的思路

private static bool s_InsideWater = false;
    private RenderTexture m_ReflectionTexture;
    private Dictionary<Camera, Camera> m_ReflectionCameras = new Dictionary<Camera, Camera>(); // Camera -> Camera table
    public float clipPlaneOffset = 0.07f;
    public int textureSize = 256;
    public LayerMask reflectLayers = -1;

    public void OnWillRenderObject()
    {
        Camera currentCamera = Camera.current;
        //Camera currentCamera = Camera.main;
        if (!currentCamera)
        {
            return;
        }

        if (s_InsideWater)
        {
            return;
        }
        s_InsideWater = true;
        

        if (!m_ReflectionTexture)
        {
            m_ReflectionTexture = new RenderTexture(textureSize, textureSize, 16);
            m_ReflectionTexture.name = "__WaterReflection" + GetInstanceID();
            m_ReflectionTexture.isPowerOfTwo = true;
            m_ReflectionTexture.hideFlags = HideFlags.DontSave;
            
        }

        Camera reflectionCamera;
        // Camera for reflection
        m_ReflectionCameras.TryGetValue(currentCamera, out reflectionCamera);
        if (!reflectionCamera) // catch both not-in-dictionary and in-dictionary-but-deleted-GO
        {
            //GameObject go = new GameObject("Water Refl Camera id" + GetInstanceID() + " for &
  • 0
    点赞
  • 3
    收藏
    觉得还不错? 一键收藏
  • 1
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论 1
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值