forked from BilalY/Rasagar
95 lines
3.1 KiB
C#
95 lines
3.1 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class WaterReflection : MonoBehaviour
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{
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// referenses
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Camera mainCamera;
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Camera reflectionCamera;
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[Tooltip("The plane where the camera will be reflected, the water plane or any object with the same position and rotation")]
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public Transform reflectionPlane;
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[Tooltip("The texture used by the Water shader to display the reflection")]
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public RenderTexture outputTexture;
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// parameters
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public bool copyCameraParamerers;
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public float verticalOffset;
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private bool isReady;
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// cache
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private Transform mainCamTransform;
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private Transform reflectionCamTransform;
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public void Awake()
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{
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mainCamera = Camera.main;
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reflectionCamera = GetComponent<Camera>();
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Validate();
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}
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private void Update()
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{
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if (isReady)
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RenderReflection();
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}
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private void RenderReflection()
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{
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// take main camera directions and position world space
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Vector3 cameraDirectionWorldSpace = mainCamTransform.forward;
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Vector3 cameraUpWorldSpace = mainCamTransform.up;
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Vector3 cameraPositionWorldSpace = mainCamTransform.position;
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cameraPositionWorldSpace.y += verticalOffset;
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// transform direction and position by reflection plane
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Vector3 cameraDirectionPlaneSpace = reflectionPlane.InverseTransformDirection(cameraDirectionWorldSpace);
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Vector3 cameraUpPlaneSpace = reflectionPlane.InverseTransformDirection(cameraUpWorldSpace);
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Vector3 cameraPositionPlaneSpace = reflectionPlane.InverseTransformPoint(cameraPositionWorldSpace);
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// invert direction and position by reflection plane
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cameraDirectionPlaneSpace.y *= -1;
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cameraUpPlaneSpace.y *= -1;
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cameraPositionPlaneSpace.y *= -1;
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// transform direction and position from reflection plane local space to world space
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cameraDirectionWorldSpace = reflectionPlane.TransformDirection(cameraDirectionPlaneSpace);
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cameraUpWorldSpace = reflectionPlane.TransformDirection(cameraUpPlaneSpace);
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cameraPositionWorldSpace = reflectionPlane.TransformPoint(cameraPositionPlaneSpace);
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// apply direction and position to reflection camera
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reflectionCamTransform.position = cameraPositionWorldSpace;
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reflectionCamTransform.LookAt(cameraPositionWorldSpace + cameraDirectionWorldSpace, cameraUpWorldSpace);
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}
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private void Validate()
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{
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if (mainCamera != null)
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{
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mainCamTransform = mainCamera.transform;
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isReady = true;
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}
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else
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isReady = false;
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if (reflectionCamera != null)
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{
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reflectionCamTransform = reflectionCamera.transform;
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isReady = true;
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}
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else
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isReady = false;
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if (isReady && copyCameraParamerers)
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{
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copyCameraParamerers = !copyCameraParamerers;
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reflectionCamera.CopyFrom(mainCamera);
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reflectionCamera.targetTexture = outputTexture;
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}
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}
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}
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