Unity Shader案例篇-镜子(一)

发表于2018-06-12
评论0 3.6k浏览
本篇文章和大家介绍下使用shader实现镜子效果,先上效果图:


其中使用的Unity版本是在5.3.3。

一、原理

1、首先要准备的素材是三个,对没错,就是三个因为镜子里面的那个物体其实是实物的复制体而已;一个Plane作为镜子,还有一个实物和虚物体。

2、新建一个材质使用下面的Shader代码,并将此材质球赋给那个虚物体
Shader "Custom/Cg shader for virtual objects in mirrors" {  
        Properties{  
                _Color("Virtual Object's Color", Color) = (1, 1, 1, 1)  
        }  
                SubShader{  
                Tags{ "Queue" = "Transparent+20" }  
                Pass{  
                Blend OneMinusDstAlpha DstAlpha  
                CGPROGRAM  
#pragma vertex vert   
#pragma fragment frag  
#include "UnityCG.cginc"  
                uniform float4 _Color;  
        uniform float4x4 _WorldToMirror;  
        struct vertexInput {  
                float4 vertex : POSITION;  
        };  
        struct vertexOutput {  
                float4 pos : SV_POSITION;  
                float4 posInMirror : TEXCOORD0;  
        };  
        vertexOutput vert(vertexInput input)  
        {  
                vertexOutput output;  
                output.posInMirror = mul(_WorldToMirror,  
                        mul(_Object2World, input.vertex));  
                output.pos = mul(UNITY_MATRIX_MVP, input.vertex);  
                return output;  
        }  
        float4 frag(vertexOutput input) : COLOR  
        {  
                //如果镜子里的物体出来了就剔除掉  
                if (input.posInMirror.y > 0.0)  
                {  
                        discard;  
                }  
        return float4(_Color.rgb, 0.0);  
        }  
                ENDCG  
        }  
        }  
}  

3、另外在建一个材质使用下面的Shader代码,并将此材质球赋值给实物体
Shader "Unlit/Cg shader for Real objects"  
{  
        Properties{  
                _Color("Virtual Object's Color", Color) = (1, 1, 1, 1)  
        }  
   SubShader {  
      Pass {  
         CGPROGRAM  
         #pragma vertex vert   
         #pragma fragment frag  
                uniform float4 _Color;  
         float4 vert(float4 vertexPos : POSITION) : SV_POSITION   
         {  
            return mul(UNITY_MATRIX_MVP, vertexPos);  
         }  
         float4 frag(void) : COLOR  
         {  
            return float4(_Color.rgb, 1.0);  
         }  
         ENDCG  
      }  
   }  
}  

4、建立一个镜子的材质并将下面的Shader代码赋给作为镜子的那个面板
Shader "Unlit/Mirrors"  
{  
    Properties{  
        _Color("Mirrors's Color", Color) = (1, 1, 1, 1)  
    }  
        SubShader{  
        Tags{ "Queue" = "Transparent+10" }  
        // draw after all other geometry has been drawn   
        // because we mess with the depth buffer  
        //确保在所有的真实物体渲染之后再渲染  
        // 1st pass: mark mirror with alpha = 0  
        Pass{  
        CGPROGRAM  
#pragma vertex vert   
#pragma fragment frag  
        float4 vert(float4 vertexPos : POSITION) : SV_POSITION  
    {  
        return mul(UNITY_MATRIX_MVP, vertexPos);  
    }  
        float4 frag(void) : COLOR  
    {  
        return float4(1.0, 0.0, 0.0, 0.0);  
    // this color should never be visible,   
    // only alpha is important  
    }  
        ENDCG  
    }  
        // 2nd pass: set depth to far plane such that   
        // we can use the normal depth test for the reflected geometry  
        Pass{  
        ZTest Always  
        Blend OneMinusDstAlpha DstAlpha  
        //==float4 result = float4(1.0 - pixel_color.a) * fragment_output + float4(pixel_color.a) * pixel_color;  
        CGPROGRAM  
#pragma vertex vert   
#pragma fragment frag  
        uniform float4 _Color;  
    // user-specified background color in the mirror  
    float4 vert(float4 vertexPos : POSITION) : SV_POSITION  
    {  
        float4 pos = mul(UNITY_MATRIX_MVP, vertexPos);  
        pos.z = pos.w;  
        // the perspective division will divide pos.z   
        // by pos.w; thus, the depth is 1.0,   
        // which represents the far clipping plane  
        return pos;  
    }  
        float4 frag(void) : COLOR  
    {  
        return float4(_Color.rgb, 0.0);  
    // set alpha to 0.0 and   
    // the color to the user-specified background color  
    }  
        ENDCG  
    }  
    }  
}  

5、最后新建一个C#脚本,代码如下,将此代码赋给虚物体,并将Plane和虚物体拖动赋值给里面的对应两个变量
using UnityEngine;  
using System.Collections;  
[ExecuteInEditMode]  
public class PlacingTheVirtualObj : MonoBehaviour {  
    public GameObject objectInFrontOfMirror;  
    public GameObject mirrorPlane;  
    // Use this for initialization  
    void Start () {  
    }  
    // Update is called once per frame  
    void Update() {  
        if (null != mirrorPlane)  
        {  
            //这句话决定了镜子里的物体是否可见  
            GetComponent<Renderer>().sharedMaterial.SetMatrix("_WorldToMirror",mirrorPlane.GetComponent<Renderer>().worldToLocalMatrix);  
            if (null != objectInFrontOfMirror)  
            {  
                //将实物的颜色值赋给镜中的物体  
                Color realColor = objectInFrontOfMirror.GetComponent<Renderer>().material.GetColor("_Color");  
                GetComponent<Renderer>().material.SetColor("_Color", realColor);  
                transform.position = objectInFrontOfMirror.transform.position;  
                transform.rotation = objectInFrontOfMirror.transform.rotation;  
                transform.localScale =  
                   -objectInFrontOfMirror.transform.localScale;  
                //new Vector3(0.0f, 1.0f, 0.0f)为表面的法线方向  
                transform.RotateAround(objectInFrontOfMirror.transform.position,mirrorPlane.transform.TransformDirection( new Vector3(0.0f, 1.0f, 0.0f)), 180.0f);  
              Vector3  positionInMirrorSpace  =  
                   mirrorPlane.transform.InverseTransformPoint(objectInFrontOfMirror.transform.position);  
                positionInMirrorSpace.y = -positionInMirrorSpace.y;  
                transform.position = mirrorPlane.transform.TransformPoint(  
                   positionInMirrorSpace);  
            }  
        }  
    }  
} 

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