/* MIT License Copyright (c) 2022 Rafael Bordoni Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /////////////////////////////////////////////////////////////////////////////// // // // Planar Reflections Probe for Unity // // // // Author: Rafael Bordoni // // Date: January 25, 2022 // // Last Update: April 14, 2023 // // Email: rafaelbordoni00@gmail.com // // Repository: https://github.com/eldskald/planar-reflections-unity // // // /////////////////////////////////////////////////////////////////////////////// // https://www.youtube.com/watch?v=w84-l3IEhXM namespace Environment.PixelWater { using UnityEngine; public static class PlanarReflectionProbe { public static Vector3 GetPosition(Vector3 cameraPosition, Vector3 planePosition, Vector3 planeNormal) { // Debug.Log("Calcualating probe position with camera: " + cameraPosition + " plane " + planePosition + "normal" + planeNormal); var cameraToPlane = planeNormal * Vector3.Dot(planeNormal, cameraPosition - planePosition); return cameraPosition - 2 * cameraToPlane; } public static Matrix4x4 GetObliqueProjection(Camera probeCamera, Vector3 planePosition, Vector3 planeNormal) { var viewMatrix = probeCamera.worldToCameraMatrix; var viewPosition = viewMatrix.MultiplyPoint(planePosition); var viewNormal = viewMatrix.MultiplyVector(planeNormal); var plane = new Vector4(viewNormal.x, viewNormal.y, viewNormal.z, -Vector3.Dot(viewPosition, viewNormal)); return probeCamera.CalculateObliqueMatrix(plane); } } }