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유니티 버전 : 2020.3.25f1
작업환경 : Mac (Monterey 12.3.1)
이전엔 쉐이더 노드를 이용해서 반사효과를 구현했는데이 이번에는 일반?에서 작성해보려합니다.
유튜브 영상은 이분 것을 참고하였습니다. https://www.youtube.com/watch?v=tdIv9lJghVg
ReflectionManager.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ReflectionManager : MonoBehaviour
{
Camera reflectionCam;
Camera mainCamera;
RenderTexture renderTarget;
public GameObject reflectionPlane;
public Material PlaneMaterial;
[Range(0.0f,1.0f)]
public float ReflectionFactor = 0.5f;
void Start()
{
GameObject reflectionCamObject = new GameObject("RefecteionCamObject");
reflectionCam = reflectionCamObject.AddComponent<Camera>();
reflectionCam.enabled = false;
mainCamera = Camera.main;
renderTarget = new RenderTexture(Screen.width, Screen.height, 24);
}
// Update is called once per frame
void Update()
{
Shader.SetGlobalFloat("_reflectionFactor", ReflectionFactor);
}
private void OnPostRender()
{
RenderReflection();
}
void RenderReflection()
{
reflectionCam.CopyFrom(mainCamera);
Vector3 cameraDirectionWorldSpace = mainCamera.transform.forward;
Vector3 cameraUpWorldSpace = mainCamera.transform.up;
Vector3 cameraPositionWorldSpace = mainCamera.transform.position;
Vector3 cameraDirectionPlaneSpace = reflectionPlane.transform.InverseTransformDirection(cameraDirectionWorldSpace);
Vector3 cameraUpPlaneSpace = reflectionPlane.transform.InverseTransformDirection(cameraUpWorldSpace);
Vector3 cameraPositionPlaneSpace = reflectionPlane.transform.InverseTransformPoint(cameraPositionWorldSpace);
cameraDirectionPlaneSpace.y *= -1.0f;
cameraUpPlaneSpace.y *= -1.0f;
cameraPositionPlaneSpace.y *= -1.0f;
cameraDirectionWorldSpace = reflectionPlane.transform.TransformDirection(cameraDirectionPlaneSpace);
cameraUpWorldSpace = reflectionPlane.transform.TransformDirection(cameraUpPlaneSpace);
cameraPositionWorldSpace = reflectionPlane.transform.TransformPoint(cameraPositionPlaneSpace);
reflectionCam.transform.position = cameraPositionWorldSpace;
reflectionCam.transform.LookAt(cameraPositionWorldSpace + cameraDirectionWorldSpace, cameraUpWorldSpace);
reflectionCam.targetTexture = renderTarget;
reflectionCam.Render();
DrawQuad();
}
void DrawQuad()
{
GL.PushMatrix();
PlaneMaterial.SetPass(0);
PlaneMaterial.SetTexture("_ReflectionTex", renderTarget);
GL.LoadOrtho();
GL.Begin(GL.QUADS);
GL.TexCoord2(1.0f, 0.0f);
GL.Vertex3(0.0f, 0.0f, 0.0f);
GL.TexCoord2(1.0f, 1.0f);
GL.Vertex3(0.0f, 1.0f, 0.0f);
GL.TexCoord2(0.0f, 1.0f);
GL.Vertex3(1.0f, 1.0f, 0.0f);
GL.TexCoord2(0.0f, 0.0f);
GL.Vertex3(1.0f, 0.0f, 0.0f);
GL.End();
GL.PopMatrix();
}
}
DrawQuad()의 내용은 OpenGL의 내용인데 이건 추후에 다뤄보도록 하겠습니다.
다음으론 Shader 코드를 작성해야합니다. URP에선 Shader Graph가 있었지만 URP가 아닌 일반환경에선 code로 작성해야 합니다.
두개를 작성해야하는데 스텐실 효과를 적용하기 때문이죠
ReflectShader.shader
Shader "Unlit/ReflectShader"
{
Properties
{
_ReflectionTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Transparent" }
LOD 100
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
Stencil{
Ref 1
Comp Equal
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _ReflectionTex;
float _reflectionFactor;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_ReflectionTex, i.uv);
col.a = (1.0 - _reflectionFactor);
return col;
}
ENDCG
}
}
}
ReflectStencilShader.shader
Shader "Custom/ReflectStencilShader"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Geometry+1"}
LOD 200
Stencil{
Ref 1
Comp always
Pass replace
}
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
float _reflectionFactor;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = (1.0 - _reflectionFactor);
}
ENDCG
}
FallBack "Diffuse"
}
위 작업을 다하셨다면 아래와 같은 결과가 나올겁니다.
하지만 이 방법은 Material을 2개 사용합니다. 이게 맘에 들지 않는다면 하나로 할 수 있습니다.
맨 위 유튜브를 하신 분께서 Extra Part로 올리신 영상의 내용입니다.
ReflectionManager2.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ReflectionManager2 : MonoBehaviour
{
Camera reflectionCam;
Camera mainCamera;
RenderTexture renderTarget;
public GameObject reflectionPlane;
public Material PlaneMaterial;
[Range(0.0f,1.0f)]
public float ReflectionFactor = 0.5f;
void Start()
{
GameObject reflectionCamObject = new GameObject("RefecteionCamObject");
reflectionCam = reflectionCamObject.AddComponent<Camera>();
reflectionCam.enabled = false;
mainCamera = Camera.main;
renderTarget = new RenderTexture(Screen.width, Screen.height, 24);
}
// Update is called once per frame
void Update()
{
Shader.SetGlobalFloat("_reflectionFactor", ReflectionFactor);
}
private void OnPreRender()
{
RenderReflection();
}
void RenderReflection()
{
reflectionCam.CopyFrom(mainCamera);
Vector3 cameraDirectionWorldSpace = mainCamera.transform.forward;
Vector3 cameraUpWorldSpace = mainCamera.transform.up;
Vector3 cameraPositionWorldSpace = mainCamera.transform.position;
Vector3 cameraDirectionPlaneSpace = reflectionPlane.transform.InverseTransformDirection(cameraDirectionWorldSpace);
Vector3 cameraUpPlaneSpace = reflectionPlane.transform.InverseTransformDirection(cameraUpWorldSpace);
Vector3 cameraPositionPlaneSpace = reflectionPlane.transform.InverseTransformPoint(cameraPositionWorldSpace);
cameraDirectionPlaneSpace.y *= -1.0f;
cameraUpPlaneSpace.y *= -1.0f;
cameraPositionPlaneSpace.y *= -1.0f;
cameraDirectionWorldSpace = reflectionPlane.transform.TransformDirection(cameraDirectionPlaneSpace);
cameraUpWorldSpace = reflectionPlane.transform.TransformDirection(cameraUpPlaneSpace);
cameraPositionWorldSpace = reflectionPlane.transform.TransformPoint(cameraPositionPlaneSpace);
reflectionCam.transform.position = cameraPositionWorldSpace;
reflectionCam.transform.LookAt(cameraPositionWorldSpace + cameraDirectionWorldSpace, cameraUpWorldSpace);
reflectionCam.targetTexture = renderTarget;
reflectionCam.Render();
PlaneMaterial.SetTexture("_ReflectionTex", renderTarget);
}
}
Reflect.shader
Shader "Custom/Reflect"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_ReflectionTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Geometry"}
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
sampler2D _ReflectionTex;
struct Input
{
float2 uv_MainTex;
float4 screenPos;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
float _reflectionFactor;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
float2 screenPos = IN.screenPos.xy / IN.screenPos.w;
screenPos.x = 1.0 - screenPos.x;
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color * (1.0 - _reflectionFactor) + tex2D(_ReflectionTex,screenPos) * _reflectionFactor;
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = (1.0 - _reflectionFactor);
}
ENDCG
}
FallBack "Diffuse"
}
잘못 된 점 혹은 보완점은 환영입니다.
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