Hi, I post it again, with more detail: I would like to use the mirror reflection shader on an imported mesh from 3ds max. I was able to achieve with some rotation in Max (different axis system) to get work the shader from Unify, but it doesn’t work properly when the camera moves/rotates. Unity 3.5 Pro is the app version. Please help what could cause this error and how to fix it. I already tried to find where the axis of the reflection could be changed (no success), so I rotated the mesh.[10679-mirror+problem.jpg|10679]
I attached the codes I used and the scene, too. Thanks again.
Mirror script + shader:
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;
}
}
// Unlit shader. Simplest possible textured shader.
// - no lighting
// - no lightmap support
// - no per-material color
Shader "Mirror" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_ReflectionTex ("Reflection", 2D) = "white" { TexGen ObjectLinear }
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 100
Pass {
SetTexture[_MainTex] { combine texture }
SetTexture[_ReflectionTex] { matrix [_ProjMatrix] combine texture * previous }
}
}
// fallback: just main texture
Subshader {
Tags { "RenderType"="Opaque" }
LOD 100
Pass {
SetTexture [_MainTex] { combine`enter code here` texture }
}
}
}
[10680-mirror+error.zip|10680]
Don't post duplicate questions. - Read this page : http://answers.unity3d.com/page/newuser.html - Please watch : http://video.unity3d.com/video/7720450/tutorials-using-unity-answers If your other question doesn't contain enough information just edit it or post a comment.
– ExTheSeaJust edit your old question. You currently have two open/unanswered questions. Don't start another one just edit your old one with the same topic.Also please close or accept and answer on the questions which are solved.
– ExTheSeaNo questions solved or answered properly yet, I cannot edit them, I don't have the right I think. Please delete the old one with the same topic and let this new one go. Thanks. The old one: 'Imported plane with a hole in it - Mirror reflection doesn't work properly'
– Em_de_NemI can't do it yet i don't have enough karma. Not having the rights to edit your own question? That sounds weird? are you sure you can't press the button edit below your question? If you really for some reasons can't edit your own question you have to close it yourself by clicking the close button below your question and then giving a reason.
– ExTheSeaSorry, my bad, I found 'edit' finally, but not the 'close' button yet. I think that who planned/designed this 'forum-engine' had never seen a good one... Thanks for deleting the former one.
– Em_de_Nem