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258 lines
8.9 KiB
258 lines
8.9 KiB
using UnityEngine; |
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using System.Collections; |
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[AddComponentMenu("AQUAS/Reflection")] |
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[ExecuteInEditMode] // Make mirror live-update even when not in play mode |
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public class LakesReflection : MonoBehaviour |
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{ |
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#region Variables |
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public bool m_DisablePixelLights = true; |
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public int m_TextureSize = 256; |
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public float m_ClipPlaneOffset = 0.07f; |
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public LayerMask m_ReflectLayers = -1; |
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private Hashtable m_ReflectionCameras = new Hashtable(); // Camera -> Camera table |
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private RenderTexture m_ReflectionTexture = null; |
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private int m_OldReflectionTextureSize = 0; |
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private static bool s_InsideRendering = false; |
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public void OnWillRenderObject() |
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{ |
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if( !enabled || !GetComponent<Renderer>() || !GetComponent<Renderer>().sharedMaterial || !GetComponent<Renderer>().enabled ) |
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return; |
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Camera cam = Camera.current; |
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if( !cam ) |
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return; |
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// Safeguard from recursive reflections. |
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if( s_InsideRendering ) |
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return; |
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s_InsideRendering = true; |
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Camera reflectionCamera; |
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CreateMirrorObjects( cam, out reflectionCamera ); |
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// find out the reflection plane: position and normal in world space |
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Vector3 pos = transform.position; |
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Vector3 normal = transform.up; |
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// Optionally disable pixel lights for reflection |
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int oldPixelLightCount = QualitySettings.pixelLightCount; |
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if( m_DisablePixelLights ) |
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QualitySettings.pixelLightCount = 0; |
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UpdateCameraModes( cam, reflectionCamera ); |
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// Render reflection |
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// Reflect camera around reflection plane |
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float d = -Vector3.Dot (normal, pos) - m_ClipPlaneOffset; |
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Vector4 reflectionPlane = new Vector4 (normal.x, normal.y, normal.z, d); |
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Matrix4x4 reflection = Matrix4x4.zero; |
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CalculateReflectionMatrix (ref reflection, reflectionPlane); |
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Vector3 oldpos = cam.transform.position; |
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Vector3 newpos = reflection.MultiplyPoint( oldpos ); |
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reflectionCamera.worldToCameraMatrix = cam.worldToCameraMatrix * reflection; |
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// Setup oblique projection matrix so that near plane is our reflection |
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// plane. This way we clip everything below/above it for free. |
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Vector4 clipPlane = CameraSpacePlane( reflectionCamera, pos, normal, 1.0f ); |
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Matrix4x4 projection = cam.projectionMatrix; |
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CalculateObliqueMatrix (ref projection, clipPlane); |
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reflectionCamera.projectionMatrix = projection; |
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reflectionCamera.cullingMask = ~(1<<4) & m_ReflectLayers.value; // never render water layer |
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reflectionCamera.targetTexture = m_ReflectionTexture; |
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//GL.invertCulling = true; //should be used but inverts the faces of the terrain |
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GL.SetRevertBackfacing (true); //obsolete |
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reflectionCamera.transform.position = newpos; |
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Vector3 euler = cam.transform.eulerAngles; |
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reflectionCamera.transform.eulerAngles = new Vector3(0, euler.y, euler.z); |
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//reflectionCamera.Render(); |
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reflectionCamera.transform.position = oldpos; |
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//GL.invertCulling = true; //should be used but inverts the faces of the terrain |
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GL.SetRevertBackfacing (false); //obsolete |
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Material[] materials = GetComponent<Renderer>().sharedMaterials; |
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foreach( Material mat in materials ) { |
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if( mat.HasProperty("_ReflectionTex") ) |
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mat.SetTexture( "_ReflectionTex", m_ReflectionTexture ); |
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} |
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// Set matrix on the shader that transforms UVs from object space into screen |
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// space. We want to just project reflection texture on screen. |
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Matrix4x4 scaleOffset = Matrix4x4.TRS( |
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new Vector3(0.5f,0.5f,0.5f), Quaternion.identity, new Vector3(0.5f,0.5f,0.5f) ); |
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Vector3 scale = transform.lossyScale; |
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Matrix4x4 mtx = transform.localToWorldMatrix * Matrix4x4.Scale( new Vector3(1.0f/scale.x, 1.0f/scale.y, 1.0f/scale.z) ); |
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mtx = scaleOffset * cam.projectionMatrix * cam.worldToCameraMatrix * mtx; |
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foreach( Material mat in materials ) { |
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mat.SetMatrix( "_ProjMatrix", mtx ); |
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} |
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// Restore pixel light count |
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if( m_DisablePixelLights ) |
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QualitySettings.pixelLightCount = oldPixelLightCount; |
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s_InsideRendering = false; |
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} |
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#endregion |
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//<summary> |
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// Cleans up all the objects that were possibly created |
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//</summary> |
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void OnDisable() |
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{ |
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if( m_ReflectionTexture ) { |
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DestroyImmediate( m_ReflectionTexture ); |
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m_ReflectionTexture = null; |
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} |
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foreach( DictionaryEntry kvp in m_ReflectionCameras ) |
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DestroyImmediate( ((Camera)kvp.Value).gameObject ); |
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m_ReflectionCameras.Clear(); |
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} |
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private void UpdateCameraModes( Camera src, Camera dest ) |
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{ |
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if( dest == null ) |
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return; |
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//sets camera to clear the same way as current camera |
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dest.clearFlags = src.clearFlags; |
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dest.backgroundColor = src.backgroundColor; |
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if( src.clearFlags == CameraClearFlags.Skybox ) |
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{ |
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Skybox sky = src.GetComponent(typeof(Skybox)) as Skybox; |
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Skybox mysky = dest.GetComponent(typeof(Skybox)) as Skybox; |
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if( !sky || !sky.material ) |
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{ |
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mysky.enabled = false; |
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} |
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else |
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{ |
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mysky.enabled = true; |
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mysky.material = sky.material; |
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} |
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} |
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///<summary> |
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///Updates other values to match current camera. |
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///Even if camera&projection matrices are supplied, some of values are used elsewhere (e.g. skybox uses far plane) |
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/// </summary> |
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dest.farClipPlane = src.farClipPlane; |
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dest.nearClipPlane = src.nearClipPlane; |
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dest.orthographic = src.orthographic; |
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dest.fieldOfView = src.fieldOfView; |
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dest.aspect = src.aspect; |
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dest.orthographicSize = src.orthographicSize; |
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} |
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//<summary> |
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//Creates any objects needed on demand |
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//</summary> |
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private void CreateMirrorObjects( Camera currentCamera, out Camera reflectionCamera ) |
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{ |
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reflectionCamera = null; |
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//Reflection render texture |
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if( !m_ReflectionTexture || m_OldReflectionTextureSize != m_TextureSize ) |
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{ |
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if( m_ReflectionTexture ) |
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DestroyImmediate( m_ReflectionTexture ); |
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m_ReflectionTexture = new RenderTexture( m_TextureSize, m_TextureSize, 16 ); |
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m_ReflectionTexture.name = "__MirrorReflection" + GetInstanceID(); |
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m_ReflectionTexture.isPowerOfTwo = true; |
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m_ReflectionTexture.hideFlags = HideFlags.DontSave; |
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m_OldReflectionTextureSize = m_TextureSize; |
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} |
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//Camera for reflection |
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reflectionCamera = m_ReflectionCameras[currentCamera] as Camera; |
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if( !reflectionCamera ) // catch both not-in-dictionary and in-dictionary-but-deleted-GO |
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{ |
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GameObject go = new GameObject( "Mirror Refl Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(), typeof(Camera), typeof(Skybox) ); |
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reflectionCamera = go.GetComponent<Camera>(); |
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reflectionCamera.enabled = false; |
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reflectionCamera.transform.position = transform.position; |
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reflectionCamera.transform.rotation = transform.rotation; |
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reflectionCamera.gameObject.AddComponent<FlareLayer>(); |
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go.hideFlags = HideFlags.HideAndDontSave; |
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m_ReflectionCameras[currentCamera] = reflectionCamera; |
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} |
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} |
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//<summary> |
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//Extended sign: returns -1, 0 or 1 based on sign of a |
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//</summary> |
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private static float sgn(float a) |
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{ |
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if (a > 0.0f) return 1.0f; |
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if (a < 0.0f) return -1.0f; |
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return 0.0f; |
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} |
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//<summary> |
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//Given position/normal of the plane, calculates plane in camera space. |
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//</summary> |
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private Vector4 CameraSpacePlane (Camera cam, Vector3 pos, Vector3 normal, float sideSign) |
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{ |
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Vector3 offsetPos = pos + normal * m_ClipPlaneOffset; |
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Matrix4x4 m = cam.worldToCameraMatrix; |
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Vector3 cpos = m.MultiplyPoint( offsetPos ); |
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Vector3 cnormal = m.MultiplyVector( normal ).normalized * sideSign; |
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return new Vector4( cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos,cnormal) ); |
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} |
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//<summary> |
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//Adjusts the given projection matrix so that near plane is the given clipPlane |
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//clipPlane is given in camera space |
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//</summary> |
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private static void CalculateObliqueMatrix (ref Matrix4x4 projection, Vector4 clipPlane) |
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{ |
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Vector4 q = projection.inverse * new Vector4( |
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sgn(clipPlane.x), |
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sgn(clipPlane.y), |
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1.0f, |
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1.0f |
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); |
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Vector4 c = clipPlane * (2.0F / (Vector4.Dot (clipPlane, q))); |
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// third row = clip plane - fourth row |
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projection[2] = c.x - projection[3]; |
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projection[6] = c.y - projection[7]; |
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projection[10] = c.z - projection[11]; |
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projection[14] = c.w - projection[15]; |
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} |
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//<summary> |
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//Calculates reflection matrix around the given plane |
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//</summary> |
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private static void CalculateReflectionMatrix (ref Matrix4x4 reflectionMat, Vector4 plane) |
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{ |
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reflectionMat.m00 = (1F - 2F*plane[0]*plane[0]); |
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reflectionMat.m01 = ( - 2F*plane[0]*plane[1]); |
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reflectionMat.m02 = ( - 2F*plane[0]*plane[2]); |
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reflectionMat.m03 = ( - 2F*plane[3]*plane[0]); |
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reflectionMat.m10 = ( - 2F*plane[1]*plane[0]); |
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reflectionMat.m11 = (1F - 2F*plane[1]*plane[1]); |
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reflectionMat.m12 = ( - 2F*plane[1]*plane[2]); |
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reflectionMat.m13 = ( - 2F*plane[3]*plane[1]); |
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reflectionMat.m20 = ( - 2F*plane[2]*plane[0]); |
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reflectionMat.m21 = ( - 2F*plane[2]*plane[1]); |
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reflectionMat.m22 = (1F - 2F*plane[2]*plane[2]); |
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reflectionMat.m23 = ( - 2F*plane[3]*plane[2]); |
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reflectionMat.m30 = 0F; |
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reflectionMat.m31 = 0F; |
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reflectionMat.m32 = 0F; |
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reflectionMat.m33 = 1F; |
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} |
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}
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