unity3d 镜面反射代码(Unity3d specular reflection code).doc

unity3d 镜面反射代码(Unity3d specular reflection code).doc

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unity3d 镜面反射代码(Unity3d specular reflection code)

unity3d 镜面反射代码(Unity3d specular reflection code) Uinty3d mirror code Specular reflection code The file name MirrorReflection.cs Using UnityEngine; Using System.Collections; This is in fact just the / Water script from Pro Standard Assets, With refraction stuff removed. / / just [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 its known / that the object will be rendered by some Camera. We render reflections and do / other updates here. The script executes in edit / Because mode, reflections for the scene view Will just work / / camera! Public void (OnWillRenderObject) { If (enabled renderer || ||!!! Renderer.sharedMaterial renderer.enabled ||!) Return; Camera cam = Camera.current; If (cam!) Return; From recursive reflections. / / Safeguard 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; Disable pixel lights for reflection / / Optionally Int oldPixelLightCount = QualitySettings.pixelLightCount; If (m_DisablePixelLights) QualitySettings.pixelLightCount = 0; UpdateCameraModes (CAM, reflectionCamera); Render / / reflection Camera around reflection plane / / Reflect 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 o

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