写出在unity中实现离轴投影效果的代码
时间: 2023-05-30 11:06:15 浏览: 123
离轴投影需要在相机上设置一个裁剪平面,将场景分为两部分进行投影。在Unity中实现离轴投影效果的代码如下:
```csharp
using UnityEngine;
public class ObliqueProjection : MonoBehaviour
{
public float clippingPlaneDistance = 0.1f;
public Vector3 clippingPlaneNormal = Vector3.up;
private Camera cam;
private void Start()
{
cam = GetComponent<Camera>();
}
private void LateUpdate()
{
// Calculate the matrix for the oblique projection
Matrix4x4 matrix = cam.projectionMatrix;
Vector4 plane = new Vector4(clippingPlaneNormal.x, clippingPlaneNormal.y, clippingPlaneNormal.z, -clippingPlaneDistance);
Vector4 clipPlane = matrix.inverse * new Vector4(Mathf.Sign(plane.x), Mathf.Sign(plane.y), 1.0f, 1.0f);
matrix = CalculateObliqueMatrix(matrix, clipPlane);
// Apply the oblique projection matrix to the camera
cam.projectionMatrix = matrix;
}
private Matrix4x4 CalculateObliqueMatrix(Matrix4x4 projection, Vector4 clipPlane)
{
Vector4 q = projection.inverse * new Vector4(
Mathf.Sign(clipPlane.x),
Mathf.Sign(clipPlane.y),
1.0f,
1.0f
);
Vector4 c = clipPlane * (2.0f / Vector4.Dot(clipPlane, q));
projection[2] = c.x - projection[3];
projection[6] = c.y - projection[7];
projection[10] = c.z - projection[11];
projection[14] = c.w - projection[15];
return projection;
}
}
```
其中`clippingPlaneDistance`和`clippingPlaneNormal`是裁剪平面的距离和法向量。在`LateUpdate()`方法中计算出离轴投影的矩阵,并将其应用到相机上。`CalculateObliqueMatrix()`方法计算出用于进行离轴投影的矩阵。
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