![]() ![]() Components appear in the Instructor panel. It should take a little while the first time you make the switch. Add your open scene if it isn’t already added, then select Android in the list of supported platforms. Go to top bar menu > File > Build Settings.To add the GoogleVR SDK to our project, download and import the plugin, then we’ll adjust a bunch of Android settings: The fisheye effect on each eye, combined with the distortion of the Cardboard’s plastic lenses, is what gives you the illusion of depth and immersion. We are going to create a “stereoscopic” view (the screen will be split in two, with some fisheye effects on both sides - one side for each eye), using the GoogleVR SDK. That’s why we want to view it in a VR headset, here a Google Cardboard. In this step, we’ll make the experience really feel immersive. The next step is to turn this white sphere into a video player. Now our Sphere appears like a big white ball, viewed from inside, within our Scene. This little Shader is going to turn each pixel of the sphere inside out. We need to write custom code for the Shader… but have no fear, you can copy-paste the code below: Hence create a new Material for the Sphere, then a new Shader applied to this Material. Shaders are small scripts that calculate the color of each pixel rendered, based on lighting and information pulled from their Materials. Materials control the appearance of objects in Unity. We’ll use a program called a Shader, that we’ll apply to the Material of the Sphere. In 3D geometry, we call this transformation « reversing normals » or « flipping normals ». ![]() For that reason, we are going to make a program to flip these little facets like pancakes. The external sides of the facets are visible, but not the internal ones. In Unity, spheres are not actually spheres (what? We’ve been lied to all along!), they are polygons made with thousands of teeny, tiny facets. That’s the whole point of the app, so we are going to turn it inside-out. In our case, we do need to see our Sphere from the inside.
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