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