unity插件---车展特效

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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