using UnityEngine; using UnityEditor; using System.Collections; public class RenderCubeMap : ScriptableWizard { public Transform renderPosition; public Cubemap cubemap; void OnWizardUpdate() { isValid = (renderPosition != null) && (cubemap != null); } void OnWizardCreate() { // 建立一個用來渲染的相機 GameObject go = new GameObject("CubemapCam"); go.AddComponent<Camera>(); go.transform.position = renderPosition.position; // 將相機觀察到的圖像渲染到cubemap go.GetComponent<Camera>().RenderToCubemap(cubemap); // 銷燬相機 DestroyImmediate(go); } [MenuItem("GameObject/RenderCubemap")] static void RenderCubemap() { ScriptableWizard.DisplayWizard<RenderCubemapWizard>( "RenderCubemap", "當即渲染"); } }
Shader "yzpShader/Reflecte" { Properties { _Color ("Color Tint", Color) = (1, 1, 1, 1) _ReflectColor ("Reflection Color", Color) = (1, 1, 1, 1) _ReflectAmount ("Reflect Amount", Range(0, 1)) = 1 _Cubemap ("Reflection Cubemap", Cube) = "_Skybox" {} } SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry"} Pass { Tags { "LightMode"="ForwardBase" } CGPROGRAM #pragma multi_compile_fwdbase #pragma vertex vert #pragma fragment frag #include "Lighting.cginc" #include "AutoLight.cginc" fixed4 _Color; fixed4 _ReflectColor; fixed _ReflectAmount; samplerCUBE _Cubemap; struct a2v { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : SV_POSITION; float3 worldPos : TEXCOORD0; fixed3 worldNormal : TEXCOORD1; fixed3 worldViewDir : TEXCOORD2; fixed3 worldRefl : TEXCOORD3; SHADOW_COORDS(4) }; v2f vert(a2v v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; o.worldViewDir = UnityWorldSpaceViewDir(o.worldPos); // 計算世界座標空間下的反射方向 o.worldRefl = reflect(-o.worldViewDir, o.worldNormal); TRANSFER_SHADOW(o); return o; } fixed4 frag(v2f i) : SV_Target { //歸一化 fixed3 worldNormal = normalize(i.worldNormal); fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos)); fixed3 worldViewDir = normalize(i.worldViewDir); //環境光 fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz; //漫反射 fixed3 diffuse = _LightColor0.rgb * _Color.rgb * max(0, dot(worldNormal, worldLightDir)); //使用世界空間下的反射方向對cubemap採樣 fixed3 reflection = texCUBE(_Cubemap, i.worldRefl).rgb * _ReflectColor.rgb; UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos); //混合獲得最終顏色 fixed3 color = ambient + lerp(diffuse, reflection, _ReflectAmount) * atten; return fixed4(color, 1.0); } ENDCG } } FallBack "Reflective/VertexLit" }