无标题文章

如何自由制作车展插作

1.制作镜面效果的操作

车展怎能没有镜面效果呢?!有了这个,大家就能更好了解汽车,感受汽车全方面的魅力。今天让小编我露下干货!

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;
    }
}

这样我们就得到了这样的车展



亲眼看到自己亲手做的是不是很有成就感嘿。

2.Camera跟随旋转的操作

对着汽车,大家应该是全方面了解、评价汽车的好坏再决定,但我们车展怎能没有这样的吗?所以小编认为应该对Camera进行操作以实现跟随旋转,这样更好评价汽车了。

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);
    }
}

这样大家通过Camera旋转发来的画面进行了解并评价了,而且还可以放大缩小画面更好观察车内局面!

3.制作车灯的操作


小编认为应该加入Lens Flare,再挂上相关的动画,这样你会得到图上的传说的车灯哦!-

最后编辑于
©著作权归作者所有,转载或内容合作请联系作者
  • 序言:七十年代末,一起剥皮案震惊了整个滨河市,随后出现的几起案子,更是在滨河造成了极大的恐慌,老刑警刘岩,带你破解...
    沈念sama阅读 214,717评论 6 496
  • 序言:滨河连续发生了三起死亡事件,死亡现场离奇诡异,居然都是意外死亡,警方通过查阅死者的电脑和手机,发现死者居然都...
    沈念sama阅读 91,501评论 3 389
  • 文/潘晓璐 我一进店门,熙熙楼的掌柜王于贵愁眉苦脸地迎上来,“玉大人,你说我怎么就摊上这事。” “怎么了?”我有些...
    开封第一讲书人阅读 160,311评论 0 350
  • 文/不坏的土叔 我叫张陵,是天一观的道长。 经常有香客问我,道长,这世上最难降的妖魔是什么? 我笑而不...
    开封第一讲书人阅读 57,417评论 1 288
  • 正文 为了忘掉前任,我火速办了婚礼,结果婚礼上,老公的妹妹穿的比我还像新娘。我一直安慰自己,他们只是感情好,可当我...
    茶点故事阅读 66,500评论 6 386
  • 文/花漫 我一把揭开白布。 她就那样静静地躺着,像睡着了一般。 火红的嫁衣衬着肌肤如雪。 梳的纹丝不乱的头发上,一...
    开封第一讲书人阅读 50,538评论 1 293
  • 那天,我揣着相机与录音,去河边找鬼。 笑死,一个胖子当着我的面吹牛,可吹牛的内容都是我干的。 我是一名探鬼主播,决...
    沈念sama阅读 39,557评论 3 414
  • 文/苍兰香墨 我猛地睁开眼,长吁一口气:“原来是场噩梦啊……” “哼!你这毒妇竟也来了?” 一声冷哼从身侧响起,我...
    开封第一讲书人阅读 38,310评论 0 270
  • 序言:老挝万荣一对情侣失踪,失踪者是张志新(化名)和其女友刘颖,没想到半个月后,有当地人在树林里发现了一具尸体,经...
    沈念sama阅读 44,759评论 1 307
  • 正文 独居荒郊野岭守林人离奇死亡,尸身上长有42处带血的脓包…… 初始之章·张勋 以下内容为张勋视角 年9月15日...
    茶点故事阅读 37,065评论 2 330
  • 正文 我和宋清朗相恋三年,在试婚纱的时候发现自己被绿了。 大学时的朋友给我发了我未婚夫和他白月光在一起吃饭的照片。...
    茶点故事阅读 39,233评论 1 343
  • 序言:一个原本活蹦乱跳的男人离奇死亡,死状恐怖,灵堂内的尸体忽然破棺而出,到底是诈尸还是另有隐情,我是刑警宁泽,带...
    沈念sama阅读 34,909评论 5 338
  • 正文 年R本政府宣布,位于F岛的核电站,受9级特大地震影响,放射性物质发生泄漏。R本人自食恶果不足惜,却给世界环境...
    茶点故事阅读 40,548评论 3 322
  • 文/蒙蒙 一、第九天 我趴在偏房一处隐蔽的房顶上张望。 院中可真热闹,春花似锦、人声如沸。这庄子的主人今日做“春日...
    开封第一讲书人阅读 31,172评论 0 21
  • 文/苍兰香墨 我抬头看了看天上的太阳。三九已至,却和暖如春,着一层夹袄步出监牢的瞬间,已是汗流浃背。 一阵脚步声响...
    开封第一讲书人阅读 32,420评论 1 268
  • 我被黑心中介骗来泰国打工, 没想到刚下飞机就差点儿被人妖公主榨干…… 1. 我叫王不留,地道东北人。 一个月前我还...
    沈念sama阅读 47,103评论 2 365
  • 正文 我出身青楼,却偏偏与公主长得像,于是被迫代替她去往敌国和亲。 传闻我的和亲对象是个残疾皇子,可洞房花烛夜当晚...
    茶点故事阅读 44,098评论 2 352

推荐阅读更多精彩内容