效果
移动物体时,墙上的“镜子”里的物体一起移动
思路
1、新建RenderTexture和相机,相机中赋值改renderTexture,进行渲染
2、在shader中对renderTexture的ui取样,因为是镜子,镜子是反的,所以对x坐标取 1-x
3、将“镜子”物体竖立在合适的位置
实现
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unity Shaders Book/Chapter 10/Mirror" {
Properties {
//renderTexture渲染图
_MainTex ("Main Tex", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" "Queue"="Geometry"}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D _MainTex;
struct a2v {
float4 vertex : POSITION;
float3 texcoord : TEXCOORD0;
};
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
// Mirror needs to filp x
o.uv.x = 1 - o.uv.x; //因为是镜子,镜子里的是反的,所以需要对坐标也取反
return o;
}
fixed4 frag(v2f i) : SV_Target {
return tex2D(_MainTex, i.uv);//对renderTexture进行取样,并返回
}
ENDCG
}
}
FallBack Off
}