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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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[ExecuteInEditMode]
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[RequireComponent(typeof(WaterBase))]
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public class PlanarReflection : MonoBehaviour
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{
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// reflection
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public LayerMask reflectionMask;
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public bool reflectSkybox = false;
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public Color clearColor = Color.grey;
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public System.String reflectionSampler = "_ReflectionTex";
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// height
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public float clipPlaneOffset = 0.07F;
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private Vector3 oldpos = Vector3.zero;
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private Camera reflectionCamera;
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private Material sharedMaterial = null;
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private Dictionary<Camera, bool> helperCameras = null;
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public void Start ()
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{
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sharedMaterial = ((WaterBase)gameObject.GetComponent(typeof(WaterBase))).sharedMaterial;
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}
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private Camera CreateReflectionCameraFor(Camera cam)
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{
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System.String reflName = gameObject.name+"Reflection"+cam.name;
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GameObject go = GameObject.Find(reflName);
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if(!go)
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go = new GameObject(reflName, typeof(Camera));
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if(!go.GetComponent(typeof(Camera)))
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go.AddComponent(typeof(Camera));
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Camera reflectCamera = go.camera;
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reflectCamera.backgroundColor = clearColor;
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reflectCamera.clearFlags = reflectSkybox ? CameraClearFlags.Skybox : CameraClearFlags.SolidColor;
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SetStandardCameraParameter(reflectCamera,reflectionMask);
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if(!reflectCamera.targetTexture)
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reflectCamera.targetTexture = CreateTextureFor(cam);
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return reflectCamera;
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}
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private void SetStandardCameraParameter(Camera cam, LayerMask mask)
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{
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cam.cullingMask = mask & ~(1<<LayerMask.NameToLayer("Water"));
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cam.backgroundColor = Color.black;
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cam.enabled = false;
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}
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private RenderTexture CreateTextureFor(Camera cam)
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{
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RenderTexture rt = new RenderTexture(Mathf.FloorToInt(cam.pixelWidth*0.5F), Mathf.FloorToInt(cam.pixelHeight*0.5F), 24);
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rt.hideFlags = HideFlags.DontSave;
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return rt;
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}
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public void RenderHelpCameras (Camera currentCam)
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{
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if (null == helperCameras)
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helperCameras = new Dictionary<Camera, bool>();
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if(!helperCameras.ContainsKey(currentCam)) {
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helperCameras.Add(currentCam, false);
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}
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if(helperCameras[currentCam]) {
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return;
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}
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if(!reflectionCamera)
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reflectionCamera = CreateReflectionCameraFor(currentCam);
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RenderReflectionFor(currentCam, reflectionCamera);
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helperCameras[currentCam] = true;
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}
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public void LateUpdate ()
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{
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if (null != helperCameras)
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helperCameras.Clear();
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}
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public void WaterTileBeingRendered (Transform tr, Camera currentCam)
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{
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RenderHelpCameras(currentCam);
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if(reflectionCamera && sharedMaterial) {
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sharedMaterial.SetTexture(reflectionSampler, reflectionCamera.targetTexture);
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}
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}
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public void OnEnable()
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{
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Shader.EnableKeyword("WATER_REFLECTIVE");
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Shader.DisableKeyword("WATER_SIMPLE");
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}
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public void OnDisable()
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{
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Shader.EnableKeyword("WATER_SIMPLE");
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Shader.DisableKeyword("WATER_REFLECTIVE");
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}
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private void RenderReflectionFor (Camera cam, Camera reflectCamera)
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{
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if(!reflectCamera)
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return;
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if(sharedMaterial && !sharedMaterial.HasProperty(reflectionSampler)) {
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return;
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}
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reflectCamera.cullingMask = reflectionMask & ~(1<<LayerMask.NameToLayer("Water"));
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SaneCameraSettings(reflectCamera);
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reflectCamera.backgroundColor = clearColor;
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reflectCamera.clearFlags = reflectSkybox ? CameraClearFlags.Skybox : CameraClearFlags.SolidColor;
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if(reflectSkybox)
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{
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if(cam.gameObject.GetComponent(typeof(Skybox)))
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{
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Skybox sb = (Skybox)reflectCamera.gameObject.GetComponent(typeof(Skybox));
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if (!sb)
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sb = (Skybox)reflectCamera.gameObject.AddComponent(typeof(Skybox));
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sb.material = ((Skybox)cam.GetComponent(typeof(Skybox))).material;
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}
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}
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GL.SetRevertBackfacing(true);
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Transform reflectiveSurface = transform; //waterHeight;
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Vector3 eulerA = cam.transform.eulerAngles;
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reflectCamera.transform.eulerAngles = new Vector3(-eulerA.x, eulerA.y, eulerA.z);
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reflectCamera.transform.position = cam.transform.position;
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Vector3 pos = reflectiveSurface.transform.position;
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pos.y = reflectiveSurface.position.y;
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Vector3 normal = reflectiveSurface.transform.up;
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float d = -Vector3.Dot(normal, pos) - 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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reflection = CalculateReflectionMatrix(reflection, reflectionPlane);
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oldpos = cam.transform.position;
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Vector3 newpos = reflection.MultiplyPoint (oldpos);
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reflectCamera.worldToCameraMatrix = cam.worldToCameraMatrix * reflection;
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Vector4 clipPlane = CameraSpacePlane(reflectCamera, pos, normal, 1.0f);
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reflectCamera.projectionMatrix = cam.CalculateObliqueMatrix(clipPlane);
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reflectCamera.transform.position = newpos;
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Vector3 euler = cam.transform.eulerAngles;
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reflectCamera.transform.eulerAngles = new Vector3(-euler.x, euler.y, euler.z);
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reflectCamera.Render();
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GL.SetRevertBackfacing(false);
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}
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private void SaneCameraSettings(Camera helperCam)
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{
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helperCam.depthTextureMode = DepthTextureMode.None;
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helperCam.backgroundColor = Color.black;
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helperCam.clearFlags = CameraClearFlags.SolidColor;
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helperCam.renderingPath = RenderingPath.Forward;
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}
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static Matrix4x4 CalculateReflectionMatrix (Matrix4x4 reflectionMat, Vector4 plane)
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{
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reflectionMat.m00 = (1.0F - 2.0F*plane[0]*plane[0]);
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reflectionMat.m01 = ( - 2.0F*plane[0]*plane[1]);
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reflectionMat.m02 = ( - 2.0F*plane[0]*plane[2]);
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reflectionMat.m03 = ( - 2.0F*plane[3]*plane[0]);
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reflectionMat.m10 = ( - 2.0F*plane[1]*plane[0]);
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reflectionMat.m11 = (1.0F - 2.0F*plane[1]*plane[1]);
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reflectionMat.m12 = ( - 2.0F*plane[1]*plane[2]);
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reflectionMat.m13 = ( - 2.0F*plane[3]*plane[1]);
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reflectionMat.m20 = ( - 2.0F*plane[2]*plane[0]);
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reflectionMat.m21 = ( - 2.0F*plane[2]*plane[1]);
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reflectionMat.m22 = (1.0F - 2.0F*plane[2]*plane[2]);
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reflectionMat.m23 = ( - 2.0F*plane[3]*plane[2]);
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reflectionMat.m30 = 0.0F;
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reflectionMat.m31 = 0.0F;
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reflectionMat.m32 = 0.0F;
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reflectionMat.m33 = 1.0F;
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return reflectionMat;
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}
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static float sgn (float a) {
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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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private Vector4 CameraSpacePlane (Camera cam, Vector3 pos, Vector3 normal, float sideSign)
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{
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Vector3 offsetPos = pos + normal * 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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}
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