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

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

  1. 1、本文档共16页,可阅读全部内容。
  2. 2、原创力文档(book118)网站文档一经付费(服务费),不意味着购买了该文档的版权,仅供个人/单位学习、研究之用,不得用于商业用途,未经授权,严禁复制、发行、汇编、翻译或者网络传播等,侵权必究。
  3. 3、本站所有内容均由合作方或网友上传,本站不对文档的完整性、权威性及其观点立场正确性做任何保证或承诺!文档内容仅供研究参考,付费前请自行鉴别。如您付费,意味着您自己接受本站规则且自行承担风险,本站不退款、不进行额外附加服务;查看《如何避免下载的几个坑》。如果您已付费下载过本站文档,您可以点击 这里二次下载
  4. 4、如文档侵犯商业秘密、侵犯著作权、侵犯人身权等,请点击“版权申诉”(推荐),也可以打举报电话:400-050-0827(电话支持时间:9:00-18:30)。
查看更多
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

您可能关注的文档

文档评论(0)

f8r9t5c + 关注
实名认证
内容提供者

该用户很懒,什么也没介绍

版权声明书
用户编号:8000054077000003

1亿VIP精品文档

相关文档