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Reflective Floors and Mirrors and Stuff

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  • Reflective Floors and Mirrors and Stuff

    1) Create a new Shader and call it: Mirror Reflection Additive
    2) Double-click the shader and in monodevelop paste the following code:
    Code:
    Shader "FX/Mirror Reflection Additive" { 
    
    Properties {
    
        _Color("Color", Color) = (1,1,1,1)
    
        _ReflectionTex ("Reflection", 2D) = "white" { TexGen ObjectLinear }
    
    }
    
    Subshader { 
    
        Blend One One
    
        ZWrite Off
    
        Pass {
    
            SetTexture[_ReflectionTex] {
    
                matrix [_ProjMatrix]
    
                constantColor [_Color]
    
                combine texture * constant
    
            }
    
        }
    
    } 
    
    }

  • #2
    3) Create a new C# script and call it: MirrorReflection
    4) Double-click it and in Monodevelop paste the following code:
    Code:
    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 MirrorReflection : 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()
    	{
    		if( !enabled || !renderer || !renderer.sharedMaterial || !renderer.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;
    		CalculateObliqueMatrix (ref projection, 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 = renderer.sharedMaterials;
    		foreach( Material mat in materials ) {
    			if( mat.HasProperty("_ReflectionTex") )
    				mat.SetTexture( "_ReflectionTex", m_ReflectionTexture );
    		}
    		
    		// Set matrix on the shader that transforms UVs from object space into screen
    		// space. We want to just project reflection texture on screen.
    		Matrix4x4 scaleOffset = Matrix4x4.TRS(
    			new Vector3(0.5f,0.5f,0.5f), Quaternion.identity, new Vector3(0.5f,0.5f,0.5f) );
    		Vector3 scale = transform.lossyScale;
    		Matrix4x4 mtx = transform.localToWorldMatrix * Matrix4x4.Scale( new Vector3(1.0f/scale.x, 1.0f/scale.y, 1.0f/scale.z) );
    		mtx = scaleOffset * cam.projectionMatrix * cam.worldToCameraMatrix * mtx;
    		foreach( Material mat in materials ) {
    			mat.SetMatrix( "_ProjMatrix", mtx );
    		}
    		
    		// 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.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) );
    	}
    	
    	// Adjusts the given projection matrix so that near plane is the given clipPlane
    	// clipPlane is given in camera space. See article in Game Programming Gems 5 and
    	// http://aras-p.info/texts/obliqueortho.html
    	private static void CalculateObliqueMatrix (ref Matrix4x4 projection, Vector4 clipPlane)
    	{
    		Vector4 q = projection.inverse * new Vector4(
    			sgn(clipPlane.x),
    			sgn(clipPlane.y),
    			1.0f,
    			1.0f
    			);
    		Vector4 c = clipPlane * (2.0F / (Vector4.Dot (clipPlane, q)));
    		// third row = clip plane - fourth row
    		projection[2] = c.x - projection[3];
    		projection[6] = c.y - projection[7];
    		projection[10] = c.z - projection[11];
    		projection[14] = c.w - projection[15];
    	}
    	
    	// 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;
    	}
    }
    5) Create a new material called: MirrorMaterial
    6) Change the MirrorMaterial to use shader FX/Mirror Reflection Additive
    7) For the surface you want reflective, under the Mesh Renderer component, change the Materials to read 2.
    8) For Element 0 (the first material), use the material you had originally created for the surface.
    9) For Element 1 (the second material), use MirrorMaterial
    10) Add the MirrorReflection script to the mesh.
    11) Make mesh part of layer Water.
    9) Then adjust the Reflection Color to adjust amount of reflection
    Last edited by Professor Watkins; March 25, 2014, 08:12.

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