Unity镜子shader的应用

系列文章目录

unity工具



前言

有时候会使用到镜子的功能或者倒影的功能,看具体情况需要吧


一、镜子和倒影的效果图

镜子的效果
倒影的效果

二、shader实现

1.引入库

代码如下(示例):

Shader "Custom/JingZhi"
{
    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 = UnityObjectToClipPos (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
	    }
	}

}

2.调用代码如下

创建一个plane把下面脚本挂上去即可
代码如下(示例):

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[ExecuteInEditMode]
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.GetComponent <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;
	}
}

该处使用的url网络请求的数据。


三.脚本设置如下图

在这里插入图片描述


二.unity模型外轮廓线shader

效果图

2.1线的颜色可调,粗细可调

请添加图片描述

2.2参数设置

在这里插入图片描述

2.3 shader代码

Shader "WCL/Wireframe" {
Properties {
        _Color("Color",Color)=(1.0,1.0,1.0,1.0)
        _EdgeColor("Edge Color",Color)=(1.0,1.0,1.0,1.0)
        _Width("Width",Range(0,1))=0.2
    }
SubShader {
    Tags { 
    "Queue"="Transparent" 
    "IgnoreProjector"="True" 
    "RenderType"="Transparent" 
    }
    Blend SrcAlpha OneMinusSrcAlpha
    LOD 200
    Cull Front
    zWrite off
    Pass {
    CGPROGRAM
    #pragma vertex vert
    #pragma fragment frag
    #pragma target 3.0
    #include "UnityCG.cginc"

    struct a2v {
        half4 uv : TEXCOORD0 ;
        half4 vertex : POSITION ;
    };

    struct v2f{
        half4 pos : SV_POSITION ;
        half4 uv : TEXCOORD0  ;            
    };
    fixed4 _Color;
    fixed4 _EdgeColor;
    float _Width;
    
    v2f vert(a2v v)
    {
        v2f o;
        o.uv = v.uv;
        o.pos=UnityObjectToClipPos(v.vertex);
        return o;
    }


    fixed4 frag(v2f i) : COLOR
    {
        fixed4 col;
        float lx = step(_Width, i.uv.x);
        float ly = step(_Width, i.uv.y);
        float hx = step(i.uv.x, 1.0 - _Width);
        float hy = step(i.uv.y, 1.0 - _Width);
        col = lerp(_EdgeColor, _Color, lx*ly*hx*hy);
        return col;
    }
    ENDCG
    }
    Blend SrcAlpha OneMinusSrcAlpha
    LOD 200 
    Cull Back
    zWrite off
    Pass {
    CGPROGRAM
    #pragma vertex vert
    #pragma fragment frag
    #pragma target 3.0
    #include "UnityCG.cginc"

    struct a2v {
        half4 uv : TEXCOORD0 ;
        half4 vertex : POSITION ;
    };

    struct v2f{
        half4 pos : SV_POSITION ;
        half4 uv : TEXCOORD0  ;            
    };
    fixed4 _Color;
    fixed4 _EdgeColor;
    float _Width;
    
    v2f vert(a2v v)
    {
        v2f o;
        o.uv = v.uv;
        o.pos=UnityObjectToClipPos(v.vertex);
        return o;
    }


    fixed4 frag(v2f i) : COLOR
    {
        fixed4 col;
        float lx = step(_Width, i.uv.x);
        float ly = step(_Width, i.uv.y);
        float hx = step(i.uv.x, 1.0 - _Width);
        float hy = step(i.uv.y, 1.0 - _Width);
        col = lerp(_EdgeColor, _Color, lx*ly*hx*hy);
        return col;
    }
    ENDCG
    }
} 
    FallBack "Diffuse"
}

2.4 下载地址

shader下载地址

没有积分的可以私聊评论

总结

以上就是今天要讲的内容,本文仅仅简单介绍了镜子shader的应用.
有需要会在补充的,本次就这么多了

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Unity中实现镜子效果的方式有多种,其中一种常用的是使用Shader来进行渲染。下面是一个简单镜子Shader示例: ```c# Shader "Custom/Mirror" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 200 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag (v2f i) : SV_Target { // 计算镜子反射矩阵 float4x4 reflectionMatrix = float4x4( float4(-1, 0, 0, 0), float4(0, 1, 0, 0), float4(0, 0, 1, 0), float4(0, 0, 0, 1) ); // 将坐标通过反射矩阵进行镜像翻转 float2 reflectedUV = mul(reflectionMatrix, float4(i.uv, 0, 1)).xy; // 从反射纹理中采样颜色 fixed4 col = tex2D(_MainTex, reflectedUV); return col; } ENDCG } } } ``` 这个Shader的原理是通过计算反射矩阵来实现镜像效果。在顶点着色器中,我们对顶点坐标进行了变换,通过反射矩阵将原始UV坐标进行镜像翻转。然后在片段着色器中,我们从反射纹理中采样颜色,并返回该颜色作为最终结果。 你可以将以上代码保存为一个名为“Mirror.shader”的文件,并将其添加到Unity项目中的一个“Shaders”文件夹中。然后将镜子Shader应用到你想要渲染镜子效果的材质上即可。

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