using UnityEngine; using System.Collections; // This is in fact just the Water script from Pro Standard Assets, // just with refraction stuff removed. [ExecuteInEditMode] // Make mirror live-update even when not in play mode public class PlanarReflection : MonoBehaviour { public int m_TextureSize = 256; public float m_ClipPlaneOffset = 0.07f; public LayerMask m_ReflectLayers = -1; private Camera _refCamera; 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(); if (!enabled || !rend || !rend.enabled) return; Camera cam = Camera.current; if (!cam) cam = Camera.main; if (!cam) return; // Safeguard from recursive reflections. if (s_InsideRendering) return; s_InsideRendering = true; //Camera reflectionCamera; if(!_refCamera) CreateMirrorObjects(cam, out _refCamera); // find out the reflection plane: position and normal in world space Vector3 pos = transform.position; Vector3 normal = transform.up; UpdateCameraModes(cam, _refCamera); // 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.identity; reflection *= Matrix4x4.Scale(new Vector3(1, -1, 1)); //CalculateReflectionMatrix(ref reflection, reflectionPlane); Vector3 oldpos = cam.transform.position - new Vector3(0, transform.position.y * 2, 0); Vector3 newpos = ReflectPosition(oldpos); //reflection.MultiplyPoint(oldpos); _refCamera.transform.forward = Vector3.Scale(cam.transform.forward, new Vector3(1, -1, 1)); //_refCamera.transform.Rotate(_refCamera.transform.forward, 360f-cam.transform.localEulerAngles.z, Space.Self); //_refCamera.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(_refCamera, pos, normal, 1.0f); //Matrix4x4 projection = cam.projectionMatrix; Matrix4x4 projection = cam.CalculateObliqueMatrix(clipPlane); _refCamera.projectionMatrix = projection; _refCamera.cullingMask = ~(1 << 4) & m_ReflectLayers.value; // never render water layer //GL.invertCulling = true; _refCamera.transform.position = newpos; //Vector3 euler = cam.transform.eulerAngles; //_refCamera.transform.eulerAngles = new Vector3(0, euler.y, euler.z); //_refCamera.Render(); //_refCamera.transform.position = oldpos; //GL.invertCulling = false; Shader.SetGlobalTexture("_PlanarReflectionTexture", m_ReflectionTexture); s_InsideRendering = false; } // Cleanup all the objects we possibly have created void OnDisable() { if(_refCamera) { _refCamera.targetTexture = null; DestroyImmediate(_refCamera.gameObject); } if (m_ReflectionTexture) { DestroyImmediate(m_ReflectionTexture); } //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; // 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.allowHDR = src.allowHDR; 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 / 2, 16, RenderTextureFormat.ARGBHalf); m_ReflectionTexture.useMipMap = true; m_ReflectionTexture.autoGenerateMips = true; m_ReflectionTexture.name = "_PlanarReflection" + GetInstanceID(); m_ReflectionTexture.isPowerOfTwo = true; m_ReflectionTexture.hideFlags = HideFlags.DontSave; m_OldReflectionTextureSize = m_TextureSize; } // Camera for reflection //reflectionCamera = Camera.current;// as Camera; if (!reflectionCamera) // catch both not-in-dictionary and in-dictionary-but-deleted-GO { GameObject go = new GameObject("Planar Refl Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(), typeof(Camera), typeof(Skybox)); reflectionCamera = go.GetComponent(); //reflectionCamera.enabled = false; reflectionCamera.transform.position = transform.position; reflectionCamera.transform.rotation = transform.rotation; reflectionCamera.targetTexture = m_ReflectionTexture; reflectionCamera.allowMSAA = false; //reflectionCamera.clearFlags = CameraClearFlags.Depth; go.hideFlags = HideFlags.HideAndDontSave; } } // 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; } private static Vector3 ReflectPosition(Vector3 pos) { Vector3 newPos = new Vector3(pos.x, -pos.y, pos.z); return newPos; } }