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unity插件---车展特效

unity插件---车展特效

作者: ZZ曾帅 | 来源:发表于2017-08-15 15:01 被阅读78次

    这是我在蛮牛上找到的一个插件,里面有一些非常炫酷的特效,问我怎么用?来看看下面:

    • 首先第一个特效是地面与物体发生的镜面反射

    作为一个初学unity的男人,我才看不懂源码,所以,直接来一发使用教程

    1. 写一个镜面反射的脚本(MirrorReflectionScript)挂在一个plane上面,不跟你多逼逼,直接上代码:
        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 MirrorReflectionScript : MonoBehaviour
    {
        public bool m_DisablePixelLights = true;
        public int m_TextureSize = 256;
        public float m_ClipPlaneOffset = 0.07f;
        
        public LayerMask m_ReflectLayers = -1;
        
        private Hashtable m_ReflectionCameras = new Hashtable(); // Camera -> Camera table
        
        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.sharedMaterial || !rend.enabled)
                return;
            
            Camera cam = Camera.current;
            if( !cam )
                return;
            
            // Safeguard from recursive reflections.        
            if( s_InsideRendering )
                return;
            s_InsideRendering = true;
            
            Camera reflectionCamera;
            CreateMirrorObjects( cam, out reflectionCamera );
            
            // find out the reflection plane: position and normal in world space
            Vector3 pos = transform.position;
            Vector3 normal = transform.up;
            
            // Optionally disable pixel lights for reflection
            int oldPixelLightCount = QualitySettings.pixelLightCount;
            if( m_DisablePixelLights )
                QualitySettings.pixelLightCount = 0;
            
            UpdateCameraModes( cam, reflectionCamera );
            
            // 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.zero;
            CalculateReflectionMatrix (ref reflection, reflectionPlane);
            Vector3 oldpos = cam.transform.position;
            Vector3 newpos = reflection.MultiplyPoint( oldpos );
            reflectionCamera.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( reflectionCamera, pos, normal, 1.0f );
            //Matrix4x4 projection = cam.projectionMatrix;
            Matrix4x4 projection = cam.CalculateObliqueMatrix(clipPlane);
            reflectionCamera.projectionMatrix = projection;
            
            reflectionCamera.cullingMask = ~(1<<4) & m_ReflectLayers.value; // never render water layer
            reflectionCamera.targetTexture = m_ReflectionTexture;
            GL.SetRevertBackfacing (true);
            reflectionCamera.transform.position = newpos;
            Vector3 euler = cam.transform.eulerAngles;
            reflectionCamera.transform.eulerAngles = new Vector3(0, euler.y, euler.z);
            reflectionCamera.Render();
            reflectionCamera.transform.position = oldpos;
            GL.SetRevertBackfacing (false);
            Material[] materials = rend.sharedMaterials;
            foreach( Material mat in materials ) {
                if( mat.HasProperty("_ReflectionTex") )
                    mat.SetTexture( "_ReflectionTex", m_ReflectionTexture );
            }
            
            // Restore pixel light count
            if( m_DisablePixelLights )
                QualitySettings.pixelLightCount = oldPixelLightCount;
            
            s_InsideRendering = false;
        }
        
        
        // Cleanup all the objects we possibly have created
        void OnDisable()
        {
            if( m_ReflectionTexture ) {
                DestroyImmediate( m_ReflectionTexture );
                m_ReflectionTexture = null;
            }
            foreach( DictionaryEntry kvp in m_ReflectionCameras )
                DestroyImmediate( ((Camera)kvp.Value).gameObject );
            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;        
            if( src.clearFlags == CameraClearFlags.Skybox )
            {
                Skybox sky = src.GetComponent(typeof(Skybox)) as Skybox;
                Skybox mysky = dest.GetComponent(typeof(Skybox)) as Skybox;
                if( !sky || !sky.material )
                {
                    mysky.enabled = false;
                }
                else
                {
                    mysky.enabled = true;
                    mysky.material = sky.material;
                }
            }
            // 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.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, 16 );
                m_ReflectionTexture.name = "__MirrorReflection" + GetInstanceID();
                m_ReflectionTexture.isPowerOfTwo = true;
                m_ReflectionTexture.hideFlags = HideFlags.DontSave;
                m_OldReflectionTextureSize = m_TextureSize;
            }
            
            // Camera for reflection
            reflectionCamera = m_ReflectionCameras[currentCamera] as Camera;
            if( !reflectionCamera ) // catch both not-in-dictionary and in-dictionary-but-deleted-GO
            {
                GameObject go = new GameObject( "Mirror 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.gameObject.AddComponent<FlareLayer>();
                go.hideFlags = HideFlags.HideAndDontSave;
                m_ReflectionCameras[currentCamera] = reflectionCamera;
            }        
        }
        
        // 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;
        }
    }
    
    1. 再写一个shader名为(MirrorReflection):
    Shader "FX/MirrorReflection"
    {
        Properties
        {
            _MainTex ("Base (RGB)", 2D) = "white" {}
            [HideInInspector] _ReflectionTex ("", 2D) = "white" {}
        }
        SubShader
        {
            Tags { "RenderType"="Opaque" }
            LOD 100
     
            Pass {
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #include "UnityCG.cginc"
                struct v2f
                {
                    float2 uv : TEXCOORD0;
                    float4 refl : TEXCOORD1;
                    float4 pos : SV_POSITION;
                };
                float4 _MainTex_ST;
                v2f vert(float4 pos : POSITION, float2 uv : TEXCOORD0)
                {
                    v2f o;
                    o.pos = mul (UNITY_MATRIX_MVP, pos);
                    o.uv = TRANSFORM_TEX(uv, _MainTex);
                    o.refl = ComputeScreenPos (o.pos);
                    return o;
                }
                sampler2D _MainTex;
                sampler2D _ReflectionTex;
                fixed4 frag(v2f i) : SV_Target
                {
                    fixed4 tex = tex2D(_MainTex, i.uv);
                    fixed4 refl = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(i.refl));
                    return tex * refl;
                }
                ENDCG
            }
        }
    }
    
    

    好啦,有了这些就可以做到反射的效果了,哈哈啊哈哈哈,因为小编很懒,效果没调,大家凑合看咯,附个图

    1. 接下来就是想电影里面那样的车展效果了,摄像机的各种操作(移动,旋转)
    • 摄像机的旋转(CameraRotate)
    using UnityEngine;
    using System.Collections;
    
    public class CameraRotate : MonoBehaviour
    {
        public Transform targetObject;
        public Vector3 targetOffset;
        public float averageDistance = 5.0f;
        public float maxDistance = 20;
        public float minDistance = .6f;
        public float xSpeed = 200.0f;
        public float ySpeed = 200.0f;
        public int yMinLimit = -80;
        public int yMaxLimit = 80;
        public int zoomSpeed = 40;
        public float panSpeed = 0.3f;
        public float zoomDampening = 5.0f;
        public float rotateOnOff = 1;
    
        private float xDeg = 0.0f;
        private float yDeg = 0.0f;
        private float currentDistance;
        private float desiredDistance;
        private Quaternion currentRotation;
        private Quaternion desiredRotation;
        private Quaternion rotation;
        private Vector3 position;
        private float idleTimer = 0.0f;
        private float idleSmooth = 0.0f;
        
        void Start() { Init(); }
        void OnEnable() { Init(); }
    
        public void Init()
        {
            if (!targetObject)
            {
                GameObject go = new GameObject("Cam Target");
                go.transform.position = transform.position + (transform.forward * averageDistance);
                targetObject = go.transform;
            }
    
            currentDistance = averageDistance;
            desiredDistance = averageDistance;
            
            position = transform.position;
            rotation = transform.rotation;
            currentRotation = transform.rotation;
            desiredRotation = transform.rotation;
           
            xDeg = Vector3.Angle(Vector3.right, transform.right );
            yDeg = Vector3.Angle(Vector3.up, transform.up );
            position = targetObject.position - (rotation * Vector3.forward * currentDistance + targetOffset);
        }
    
        void LateUpdate()
        {  
            if (Input.GetMouseButton(2) && Input.GetKey(KeyCode.LeftAlt) && Input.GetKey(KeyCode.LeftControl))
            {
                desiredDistance -= Input.GetAxis("Mouse Y") * 0.02f  * zoomSpeed*0.125f * Mathf.Abs(desiredDistance);
            }
            else if (Input.GetMouseButton(0) )
            {
                xDeg += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
                yDeg -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
                yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
                
                desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);
                currentRotation = transform.rotation;
                rotation = Quaternion.Lerp(currentRotation, desiredRotation, 0.02f  * zoomDampening);
                transform.rotation = rotation;
                idleTimer=0;
                idleSmooth=0;
           
            }else{
                idleTimer+=0.02f ;
                if(idleTimer > rotateOnOff && rotateOnOff > 0){
                    idleSmooth+=(0.02f +idleSmooth)*0.005f;
                    idleSmooth = Mathf.Clamp(idleSmooth, 0, 1);
                    xDeg += xSpeed * 0.001f * idleSmooth;
                }
    
                yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
                desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);
                currentRotation = transform.rotation;
                rotation = Quaternion.Lerp(currentRotation, desiredRotation, 0.02f  * zoomDampening*2);
                transform.rotation = rotation;
            }
        
            desiredDistance -= Input.GetAxis("Mouse ScrollWheel") * 0.02f  * zoomSpeed * Mathf.Abs(desiredDistance);
            desiredDistance = Mathf.Clamp(desiredDistance, minDistance, maxDistance);
            currentDistance = Mathf.Lerp(currentDistance, desiredDistance, 0.02f  * zoomDampening);
            position = targetObject.position - (rotation * Vector3.forward * currentDistance + targetOffset);
            transform.position = position;
        }
    
        private static float ClampAngle(float angle, float min, float max)
        {
            if (angle < -360)
                angle += 360;
            if (angle > 360)
                angle -= 360;
            return Mathf.Clamp(angle, min, max);
        }
    }
    
    

    这里要注意,挂上代码之后需要把目标物体拖入哦:如图

    看完之后是不是想动手试一下,哈哈,喜欢的点个赞哦~

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