Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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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<Renderer>();
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<Camera>();
//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;
}
}