汽車展示插件可學(xué)習(xí)的地方

  1. 車燈的炫光添加的主鍵,帶有光暈效果:


  2. 鏡面反射:創(chuàng)建一個Plane在上面掛上一個腳本就行级遭,代碼如下:

    using UnityEngine;
    using System.Collections;
    [ExecuteInEditMode]     
    public class MirrorReflectionScript :MonoBehaviour
    {
    
    public bool m_DisablePixelLights = true;
    
    public int m_TextureSize = 1024;
    
    public float m_ClipPlaneOffset = 0.07f;
    
    
    public LayerMask m_ReflectLayers = -1;
    
    private Hashtable m_ReflectionCameras = new Hashtable(); 
    
    private RenderTexture m_ReflectionTexture = null;
    private int m_OldReflectionTextureSize = 0;
    
    private static bool s_InsideRendering = false;
    
    public void OnWillRenderObject()
    {
        var rend = GetComponent<Renderer>();
        if (!enabled || !rend || !rend.sharedMaterial || !rend.enabled)
            return;
        
        Camera cam = Camera.current;
        if( !cam )
            return;
        
                
        if( s_InsideRendering )
            return;
        s_InsideRendering = true;
        
        Camera reflectionCamera;
        CreateMirrorObjects( cam, out reflectionCamera );
        
        
        Vector3 pos = transform.position;
        Vector3 normal = transform.up;
        
        
        int oldPixelLightCount = QualitySettings.pixelLightCount;
        if( m_DisablePixelLights )
            QualitySettings.pixelLightCount = 0;
        
        UpdateCameraModes( cam, reflectionCamera );
        
        
        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;
        
        
        Vector4 clipPlane = CameraSpacePlane( reflectionCamera, pos, normal, 1.0f );
        Matrix4x4 projection = cam.CalculateObliqueMatrix(clipPlane);
        reflectionCamera.projectionMatrix = projection;
        
        reflectionCamera.cullingMask = ~(1<<4) & m_ReflectLayers.value; 
        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 );
        }
        
        if( m_DisablePixelLights )
            QualitySettings.pixelLightCount = oldPixelLightCount;
        
        s_InsideRendering = false;
    }
    
    
    
    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;
        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;
            }
        }
        dest.farClipPlane = src.farClipPlane;
        dest.nearClipPlane = src.nearClipPlane;
        dest.orthographic = src.orthographic;
        dest.fieldOfView = src.fieldOfView;
        dest.aspect = src.aspect;
        dest.orthographicSize = src.orthographicSize;
    }
    
    private void CreateMirrorObjects( Camera currentCamera, out Camera reflectionCamera )
    {
        reflectionCamera = null;
        
        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;
        }
        
        reflectionCamera = m_ReflectionCameras[currentCamera] as Camera;
        if( !reflectionCamera ) 
        {
            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;
        }        
    }
    
    private static float sgn(float a)
    {
        if (a > 0.0f) return 1.0f;
        if (a < 0.0f) return -1.0f;
        return 0.0f;
    }
    
    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) );
    }
    
    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;
    }
    }
    
  3. 攝像機(jī)隨著鼠標(biāo)的拖動和中間滑輪的放大縮小,腳本放在攝像機(jī)上面:

     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);
     }
     }
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