├── Assets ├── Materials.meta ├── Materials │ ├── MineDepthMat.mat │ ├── MineDepthMat.mat.meta │ ├── Textures.meta │ └── Textures │ │ ├── Shadow.psd │ │ ├── Shadow.psd.meta │ │ ├── timg.jpg │ │ └── timg.jpg.meta ├── Scenes.meta ├── Scenes │ ├── MineDepthProjectorScene.unity │ └── MineDepthProjectorScene.unity.meta ├── Scripts.meta └── Scripts │ ├── MineDepth.meta │ └── MineDepth │ ├── CubeProjector.cs │ ├── CubeProjector.cs.meta │ ├── MineDepthShader.shader │ └── MineDepthShader.shader.meta ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset └── UnityConnectSettings.asset ├── README.md └── ReadMe └── customerProjector.gif /Assets/Materials.meta: 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-------------------------------------------------------------------------------- /Assets/Scripts/MineDepth.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2a10bd9c3714c4e48ae5ac0225c08a8d 3 | folderAsset: yes 4 | timeCreated: 1542532029 5 | licenseType: Pro 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Scripts/MineDepth/CubeProjector.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.Rendering; 5 | 6 | [ExecuteInEditMode] 7 | public class CubeProjector : MonoBehaviour { 8 | 9 | private Mesh m_mineMesh; 10 | private Material m_mineMat; 11 | 12 | private float m_size; 13 | private float m_nearClip; 14 | private float m_farClip; 15 | private float m_aspect; 16 | 17 | private Matrix4x4 m_worldToProjector; 18 | private MaterialPropertyBlock m_block; 19 | 20 | // Use this for initialization 21 | void Start () { 22 | Camera.main.depthTextureMode |= DepthTextureMode.Depth; 23 | } 24 | 25 | // Update is called once per frame 26 | void Update () { 27 | BoxCollider collider = this.GetComponent(); 28 | this.m_size = collider.size.x / 2; 29 | this.m_nearClip = -collider.size.x / 2; 30 | this.m_farClip = collider.size.x / 2; 31 | this.m_aspect = 1; 32 | 33 | Matrix4x4 projector = default(Matrix4x4); 34 | projector = Matrix4x4.Ortho(-m_aspect * m_size, m_aspect * m_size, -m_size, m_size, m_nearClip, m_farClip); 35 | 36 | m_worldToProjector = projector * this.transform.worldToLocalMatrix; 37 | 38 | MeshRenderer mr = this.GetComponent(); 39 | if (null == m_block) 40 | { 41 | m_block = new MaterialPropertyBlock(); 42 | } 43 | m_block.SetMatrix("_WorldToProjector", m_worldToProjector); 44 | 45 | MeshRenderer mr = this.GetComponent(); 46 | mr.SetPropertyBlock(m_block); 47 | } 48 | } 49 | -------------------------------------------------------------------------------- /Assets/Scripts/MineDepth/CubeProjector.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c886e251e0704bb46a442363bfb27621 3 | timeCreated: 1542640904 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Scripts/MineDepth/MineDepthShader.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/MineDepthShader" 2 | { 3 | Properties 4 | { 5 | _DepthScale("DepthScale", float) = 1 6 | _ProjectorTex ("ProjectorTex", 2D) = "white" {} 7 | _ProjectorTexMask("FallOffTex", 2D) = "white" {} 8 | } 9 | SubShader 10 | { 11 | Tags { "RenderType"="Transparent" "Queue"="Transparent" "IgnoreProjector"="true" "DisableBatching"="true" } 12 | LOD 100 13 | ZWrite Off 14 | ColorMask RGB 15 | Blend DstColor Zero 16 | Offset -1, -1 17 | 18 | Pass 19 | { 20 | CGPROGRAM 21 | #pragma vertex vert 22 | #pragma fragment frag 23 | 24 | #include "UnityCG.cginc" 25 | 26 | struct appdata 27 | { 28 | float4 vertex : POSITION; 29 | }; 30 | 31 | struct v2f 32 | { 33 | float4 vertex : SV_POSITION; 34 | float4 screenPos : TEXCOORD1; 35 | }; 36 | 37 | float4x4 _WorldToProjector; 38 | float4x4 _WorldToProjectorClip; 39 | sampler2D _ProjectorTexMask; 40 | sampler2D _ProjectorTex; 41 | sampler2D _CameraDepthTexture; 42 | float _DepthScale; 43 | 44 | v2f vert (appdata v) 45 | { 46 | v2f o; 47 | o.vertex = UnityObjectToClipPos(v.vertex); 48 | o.screenPos = ComputeScreenPos(o.vertex); 49 | return o; 50 | } 51 | 52 | fixed4 frag (v2f i) : SV_Target 53 | { 54 | fixed4 screenPos = i.screenPos; 55 | screenPos.xy = screenPos.xy / screenPos.w; 56 | 57 | float depth = tex2D(_CameraDepthTexture, screenPos).r; 58 | float displayDepth = Linear01Depth(depth) * _DepthScale; 59 | 60 | //还原回-1 ,1 的clip控件坐标 inv ComputeScreenPos 61 | fixed4 clipPos = fixed4(screenPos.x * 2 - 1, screenPos.y * 2 - 1, -depth * 2 + 1, 1); 62 | 63 | //还原回相机空间 64 | fixed4 cameraSpacePos = mul(unity_CameraInvProjection, clipPos); 65 | //还原回世界空间 66 | fixed4 worldSpacePos = mul(unity_MatrixInvV, cameraSpacePos); 67 | 68 | //变换到自定义投影器投影空间 69 | fixed4 projectorPos = mul(_WorldToProjector, worldSpacePos); 70 | projectorPos /= projectorPos.w; 71 | 72 | fixed2 projUV = projectorPos.xy * 0.5 + 0.5; //变换到uv坐标系 73 | 74 | fixed4 col = tex2D(_ProjectorTex, projUV); 75 | fixed4 mask = tex2D(_ProjectorTexMask, projUV); 76 | 77 | col.rgb = lerp(fixed3(1, 1, 1), col.rgb, (1 - mask.r)); 78 | 79 | return col; 80 | } 81 | 82 | ENDCG 83 | } 84 | } 85 | } 86 | 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