├── .gitignore ├── Assets ├── EquiCam.meta ├── EquiCam │ ├── EquiCam.cs │ ├── EquiCam.cs.meta │ ├── Resources.meta │ └── Resources │ │ ├── EquiCam.shader │ │ ├── EquiCam.shader.meta │ │ ├── TinyPlanet.shader │ │ └── TinyPlanet.shader.meta ├── ExampleScene.meta └── ExampleScene │ ├── ExampleScene.unity │ ├── ExampleScene.unity.meta │ ├── Materials.meta │ ├── Materials │ ├── uv.mat │ └── uv.mat.meta │ ├── uv.png │ └── uv.png.meta ├── LICENSE ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset └── UnityConnectSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | # Ignore everything 2 | /* 3 | /*/ 4 | 5 | # Inverse ignore some stuff 6 | !/Assets/ 7 | !/ProjectSettings/ 8 | !README.md 9 | !LICENSE 10 | !/UnityPackage/ 11 | !.gitignore 12 | 13 | # OS Stuff 14 | .DS_Store 15 | ._* 16 | .Spotlight-V100 17 | .Trashes 18 | ehthumbs.db 19 | Thumbs.db 20 | $RECYCLE.BIN/ 21 | Desktop.ini -------------------------------------------------------------------------------- /Assets/EquiCam.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 17b3589112bdc5c409ee2fe3b39291b2 3 | folderAsset: yes 4 | timeCreated: 1497970844 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/EquiCam/EquiCam.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | namespace BodhiDonselaar 3 | { 4 | [RequireComponent(typeof(Camera))] 5 | public class EquiCam : MonoBehaviour 6 | { 7 | private static Material equi; 8 | public Size RenderResolution = Size.Default; 9 | private RenderTexture cubemap; 10 | private Camera cam; 11 | private GameObject child; 12 | public enum Size 13 | { 14 | High = 2048, 15 | Default = 1024, 16 | Low = 512, 17 | Minimum = 256 18 | } 19 | void OnEnable() 20 | { 21 | if (equi == null) equi = new Material(Resources.Load("EquiCam")); 22 | child = new GameObject(); 23 | child.hideFlags = HideFlags.HideInHierarchy; 24 | child.transform.SetParent(transform); 25 | child.transform.localPosition = Vector3.zero; 26 | child.transform.localEulerAngles = Vector3.zero; 27 | cam = child.AddComponent(); 28 | cam.CopyFrom(GetComponent()); 29 | child.SetActive(false); 30 | New(); 31 | } 32 | void OnDisable() 33 | { 34 | if (child != null) DestroyImmediate(child); 35 | if (cubemap != null) 36 | { 37 | cubemap.Release(); 38 | DestroyImmediate(cubemap); 39 | } 40 | } 41 | void OnRenderImage(RenderTexture src, RenderTexture des) 42 | { 43 | if (cubemap.width != (int)RenderResolution) New(); 44 | cam.RenderToCubemap(cubemap); 45 | Shader.SetGlobalFloat("FORWARD", cam.transform.eulerAngles.y * 0.01745f); 46 | Graphics.Blit(cubemap, des, equi); 47 | } 48 | private void New() 49 | { 50 | cam.targetTexture = null; 51 | if (cubemap != null) 52 | { 53 | cubemap.Release(); 54 | DestroyImmediate(cubemap); 55 | } 56 | cubemap = new RenderTexture((int)RenderResolution, (int)RenderResolution, 0, RenderTextureFormat.ARGB32); 57 | cubemap.antiAliasing = 1; 58 | cubemap.filterMode = FilterMode.Bilinear; 59 | cubemap.anisoLevel = 0; 60 | cubemap.dimension = UnityEngine.Rendering.TextureDimension.Cube; 61 | cubemap.autoGenerateMips = false; 62 | cubemap.useMipMap = false; 63 | cam.targetTexture = cubemap; 64 | } 65 | } 66 | } -------------------------------------------------------------------------------- /Assets/EquiCam/EquiCam.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c8febb860c7ad034cb3c826a18e4a3f2 3 | timeCreated: 1493123951 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/EquiCam/Resources.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 05df89278a98c8048827079c06f0a42f 3 | folderAsset: yes 4 | timeCreated: 1492450140 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/EquiCam/Resources/EquiCam.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Bodhi Donselaar/EquiCam" 2 | { 3 | Properties 4 | { 5 | [HideInInspector]_MainTex ("Texture", CUBE) = "white" {} 6 | } 7 | SubShader 8 | { 9 | Tags { "RenderType"="Opaque" } 10 | LOD 100 11 | Pass 12 | { 13 | CGPROGRAM 14 | #pragma vertex vert 15 | #pragma fragment frag 16 | struct v2f 17 | { 18 | float2 uv : TEXCOORD0; 19 | float4 vertex : SV_POSITION; 20 | }; 21 | uniform float FORWARD; 22 | v2f vert (float4 v : POSITION,float2 uv : TEXCOORD0) 23 | { 24 | v2f o; 25 | o.vertex = UnityObjectToClipPos(v); 26 | o.uv =(uv - .5)*float2(3.141592*2,1.570796*2)+float2(FORWARD,0); 27 | return o; 28 | } 29 | samplerCUBE _MainTex; 30 | fixed4 frag (v2f i) : SV_Target 31 | { 32 | float cy = cos(i.uv.y); 33 | return texCUBE(_MainTex, float3(sin(i.uv.x)*cy, sin(i.uv.y), cos(i.uv.x)*cy)); 34 | } 35 | ENDCG 36 | } 37 | } 38 | } 39 | -------------------------------------------------------------------------------- /Assets/EquiCam/Resources/EquiCam.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d57bbf908930b024aaadc9c931da62bf 3 | timeCreated: 1492468621 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/EquiCam/Resources/TinyPlanet.shader: -------------------------------------------------------------------------------- 1 | Shader "Bodhi Donselaar/TinyPlanet" 2 | { 3 | Properties 4 | { 5 | [HideInInspector]_MainTex ("Texture", CUBE) = "white" {} 6 | _Angle("Angle",range(0,360))=180 7 | _Pow("Pow",range(0,4))=1 8 | } 9 | SubShader 10 | { 11 | Tags { "RenderType"="Opaque" } 12 | LOD 100 13 | Pass 14 | { 15 | CGPROGRAM 16 | #pragma vertex vert 17 | #pragma fragment frag 18 | struct v2f 19 | { 20 | float2 uv : TEXCOORD0; 21 | float4 vertex : SV_POSITION; 22 | }; 23 | uniform float FORWARD; 24 | v2f vert (float4 v : POSITION,float2 uv : TEXCOORD0) 25 | { 26 | v2f o; 27 | o.vertex = UnityObjectToClipPos(v); 28 | o.uv =(uv - .5); 29 | o.uv.x *= _ScreenParams.x / _ScreenParams.y; 30 | return o; 31 | } 32 | samplerCUBE _MainTex; 33 | half _Angle, _Pow; 34 | fixed4 frag (v2f i) : SV_Target 35 | { 36 | float angle=_Angle/360.0*6.2829; 37 | float y = -1+distance(i.uv*angle/2,float2(0,0)); 38 | float x = sin(i.uv.x*angle); 39 | float z = sin(i.uv.y*angle); 40 | //return z; 41 | //y = sign(y)*pow(abs(y), _Pow); 42 | 43 | return texCUBE(_MainTex,normalize(float3(x,y,z))); 44 | float cy = cos(i.uv.y); 45 | return texCUBE(_MainTex, float3(sin(i.uv.x)*cy, sin(i.uv.y), cos(i.uv.x)*cy)); 46 | } 47 | ENDCG 48 | } 49 | } 50 | } 51 | -------------------------------------------------------------------------------- /Assets/EquiCam/Resources/TinyPlanet.shader.meta: 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-------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2018 Bodhi Donselaar 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 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-------------------------------------------------------------------------------- /ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: 0.02 7 | Maximum Allowed Timestep: 0.33333334 8 | m_TimeScale: 1 9 | Maximum Particle Timestep: 0.03 10 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate 14 | m_Enabled: 0 15 | m_CaptureEditorExceptions: 1 16 | UnityPurchasingSettings: 17 | m_Enabled: 0 18 | m_TestMode: 0 19 | UnityAnalyticsSettings: 20 | m_Enabled: 0 21 | m_InitializeOnStartup: 1 22 | m_TestMode: 0 23 | m_TestEventUrl: 24 | m_TestConfigUrl: 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # EquiCam 2 | Realtime 360° Camera for Unity 3 | Place the script on your camera to transform it into a realtime 360° panorama renderer. 4 | This may degrade performance quickly! It uses 6 camera's to render to a cubemap in the background. 5 | -Works in Forward and Deferred rendering 6 | -Does not support most image effects 7 | ![alt text](https://s17.postimg.cc/e9tux3tsf/equicam.jpg) 8 | --------------------------------------------------------------------------------