├── .gitattributes ├── LICENSE ├── Panorama180View ├── Assembly-CSharp.csproj ├── Assets │ ├── Images.meta │ ├── Images │ │ ├── panorama180_table_hdrp.jpg │ │ ├── panorama180_table_hdrp.jpg.meta │ │ ├── panorama180_woodHouse.jpg │ │ └── panorama180_woodHouse.jpg.meta │ ├── Panorama180View.meta │ ├── Panorama180View │ │ ├── Panorama180View.meta │ │ ├── Panorama180View │ │ │ ├── Resources.meta │ │ │ ├── Resources │ │ │ │ ├── Shaders.meta │ │ │ │ ├── Shaders │ │ │ │ │ ├── panoramaSphereRendering.shader │ │ │ │ │ └── panoramaSphereRendering.shader.meta │ │ │ │ ├── objects.meta │ │ │ │ └── objects │ │ │ │ │ ├── backgroundSphere_vr360.fbx │ │ │ │ │ └── backgroundSphere_vr360.fbx.meta │ │ │ ├── Scripts.meta │ │ │ └── Scripts │ │ │ │ ├── Panorama180View.cs │ │ │ │ └── Panorama180View.cs.meta │ │ ├── README.txt │ │ └── README.txt.meta │ ├── Scenes.meta │ ├── Scenes │ │ ├── SampleScene.unity │ │ ├── SampleScene.unity.meta │ │ ├── StateTransition.unity │ │ └── StateTransition.unity.meta │ ├── Scripts.meta │ ├── Scripts │ │ ├── StateTransition.cs │ │ └── StateTransition.cs.meta │ ├── videos.meta │ └── videos │ │ ├── keyaki_night_h265.mp4 │ │ └── keyaki_night_h265.mp4.meta ├── Packages │ └── manifest.json ├── Panorama180View.sln └── 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 │ ├── VFXManager.asset │ └── XRSettings.asset ├── README.md ├── README_jp.md └── images ├── background_vr180_type_01.jpg ├── background_vr180_type_02.jpg ├── background_vr180_type_03.jpg ├── p180view_img_00.jpg ├── p180view_img_01.jpg └── p180view_img_02.jpg /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto 3 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2019 ft-lab. 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 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Panorama180View/Assembly-CSharp.csproj: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | latest 5 | C:\Program Files\Unity\Hub\Editor\2019.1.9f1\Editor\Data\Tools\RoslynScripts 6 | unity_csc.bat 7 | 8 | 9 | Debug 10 | AnyCPU 11 | 10.0.20506 12 | 2.0 13 | 14 | {868B3988-1BEC-F3F1-B1A5-7E910FD017EB} 15 | Library 16 | Properties 17 | Assembly-CSharp 18 | v4.7.1 19 | 512 20 | . 21 | 22 | 23 | true 24 | full 25 | false 26 | Temp\bin\Debug\ 27 | 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 813571ffdd414844da8bee3252681a08 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Panorama180View/Assets/Panorama180View/Panorama180View/Resources/Shaders/panoramaSphereRendering.shader: -------------------------------------------------------------------------------- 1 | //----------------------------------------------------------------. 2 | // 球に対して、Equirectangular360/Equirectangular180 SBS/FishEye180 SBSのステレオパノラマ投影を行う. 3 | //----------------------------------------------------------------. 4 | Shader "Hidden/Panorama180View/panoramaSphereRendering" 5 | { 6 | Properties 7 | { 8 | _MainTex ("Texture", 2D) = "white" {} 9 | _Intensity ("Intensity", Range (0, 10.0)) = 1.0 10 | } 11 | SubShader 12 | { 13 | Tags { "RenderType"="Opaque" "Queue"="geometry-100" } 14 | 15 | LOD 100 16 | ZWrite On 17 | 18 | Pass 19 | { 20 | CGPROGRAM 21 | #pragma vertex vert 22 | #pragma fragment frag 23 | 24 | #include "UnityCG.cginc" 25 | 26 | #define UNITY_PI2 (UNITY_PI * 2.0) 27 | 28 | struct appdata 29 | { 30 | float4 vertex : POSITION; 31 | float2 uv : TEXCOORD0; 32 | }; 33 | 34 | struct v2f 35 | { 36 | float2 uv : TEXCOORD0; 37 | float4 vertex : SV_POSITION; 38 | }; 39 | 40 | sampler2D _MainTex; 41 | float4 _MainTex_ST; 42 | float _Intensity; 43 | int _Mode; // 0 : Equirectangular360 TopAndBottom、1 : Equirectangular180 SideBySide、2 : FishEye180 SideBySide. 44 | 45 | int _TransitionType; // 0 : 遷移しない、 1 : フェードイン、 2 : フェードアウト、 3 : ブレンド. 46 | sampler2D _DestTex; // 状態遷移時の移行先のテクスチャ. 47 | float _TPos; // 遷移の移行値 (0.0 - 1.0). 48 | float4 _FadeInColor; // フェードインの色. 49 | float4 _FadeOutColor; // フェードアウトの色. 50 | 51 | v2f vert (appdata v) 52 | { 53 | v2f o; 54 | o.vertex = UnityObjectToClipPos(v.vertex); 55 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 56 | //o.uv = v.uv; 57 | 58 | return o; 59 | } 60 | 61 | /** 62 | * テクスチャ上のUV位置を計算. 63 | */ 64 | float2 calcUV (float2 _uv) { 65 | float2 uv = _uv; 66 | 67 | if (_Mode == 2) { 68 | // FishEyeからequirectangularの変換. 69 | // reference : http://paulbourke.net/dome/fish2/ 70 | float theta = UNITY_PI2 * (uv.x - 0.5); 71 | float phi = UNITY_PI * (uv.y - 0.5); 72 | float sinP = sin(phi); 73 | float cosP = cos(phi); 74 | float sinT = sin(theta); 75 | float cosT = cos(theta); 76 | float3 vDir = float3(cosP * sinT, cosP * cosT, sinP); 77 | 78 | theta = atan2(vDir.z, vDir.x); 79 | phi = atan2(sqrt(vDir.x * vDir.x + vDir.z * vDir.z), vDir.y); 80 | float r = phi / UNITY_PI; 81 | 82 | uv.x = 0.5 + r * cos(theta); 83 | uv.y = 0.5 + r * sin(theta); 84 | uv.x *= 0.5; 85 | 86 | if (unity_StereoEyeIndex == 1) { 87 | uv.x += 0.5; 88 | } 89 | } if (_Mode == 0) { // Equirectangular360 TopAndBottom. 90 | uv.y *= 0.5; 91 | if (unity_StereoEyeIndex == 0) { 92 | uv.y += 0.5; 93 | } 94 | } else if (_Mode == 1) { // Equirectangular180 SideBySide. 95 | uv.x -= 0.25; 96 | if (unity_StereoEyeIndex == 1) { 97 | uv.x += 0.5; 98 | } 99 | } 100 | return uv; 101 | } 102 | 103 | float4 frag (v2f i) : SV_Target 104 | { 105 | float2 uv = i.uv; 106 | 107 | if (uv.x < 0.25 || uv.x > 0.75) return float4(0.0, 0.0, 0.0, 1.0); 108 | 109 | // UV値を計算. 110 | uv = calcUV(uv); 111 | 112 | float4 col = tex2D(_MainTex, uv); 113 | col.rgb *= _Intensity; 114 | 115 | if (_TransitionType == 1) { // フェードイン. 116 | col.rgb = lerp(_FadeInColor.rgb, col.rgb, _TPos); 117 | 118 | } else if (_TransitionType == 2) { // フェードアウト. 119 | col.rgb = lerp(col.rgb, _FadeOutColor.rgb, _TPos); 120 | 121 | } else if (_TransitionType == 3) { // ブレンド. 122 | float4 col2 = tex2D(_DestTex, uv); 123 | col2.rgb *= _Intensity; 124 | col.rgb = lerp(col.rgb, col2.rgb, _TPos); 125 | } 126 | 127 | return col; 128 | } 129 | ENDCG 130 | } 131 | } 132 | } 133 | 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2 | 3 | /** 4 | * Panorama180View.Panorama180View 5 | * Equirectangular180のVR表示を行う. 6 | */ 7 | using System.Collections; 8 | using System.Collections.Generic; 9 | using UnityEngine; 10 | using UnityEngine.Video; 11 | using UnityEngine.Rendering; 12 | 13 | namespace Panorama180View { 14 | [RequireComponent(typeof(Camera))] 15 | public class Panorama180View : MonoBehaviour 16 | { 17 | /** 18 | * 背景の種類. 19 | */ 20 | public enum BackgroundType { 21 | Image, 22 | Video 23 | } 24 | 25 | /** 26 | * パノラマの種類. 27 | */ 28 | public enum PanoramaType { 29 | Equirectangular360TopAndBottom, 30 | Equirectangular180SideBySide, 31 | FishEye180SideBySide 32 | } 33 | 34 | /** 35 | * 状態遷移の種類. 36 | */ 37 | public enum StateTransitionType { 38 | None, // 状態遷移なし. 39 | FadeIn, // フェードイン (フェードイン色 ==> image). 40 | FadeOut, // フェードアウト (image ==> フェードアウト色). 41 | Blend, // 静止画合成 (image ==> destinationImage). 42 | 43 | } 44 | 45 | [SerializeField] BackgroundType fileType = BackgroundType.Image; // 背景の種類. 46 | [SerializeField] Texture2D image = null; // 背景画像のパノラマ. 47 | [SerializeField] VideoClip video = null; // 背景動画のパノラマ. 48 | 49 | [SerializeField] PanoramaType projectonType = PanoramaType.Equirectangular180SideBySide; // パノラマの種類. 50 | [SerializeField, Range(1.0f, 10000.0f)] float radius = 500.0f; // 背景球の半径. 51 | [SerializeField, Range(0.0f, 10.0f)] float intensity = 1.0f; // 明るさ. 52 | 53 | private GameObject m_backgroundSphere = null; // 背景球. 54 | private Material m_backgroundSphereMat = null; // 背景のマテリアル. 55 | private GameObject m_videoG = null; // VideoClip用のGameObject. 56 | private VideoPlayer m_videoPlayer = null; // Video再生用. 57 | private GameObject m_audioSource = null; // Audioの発生源. 58 | private RenderTexture m_renderTexture = null; // 1フレームのキャプチャ用. 59 | 60 | //-------------------------------------------------. 61 | // 以下、静止画の状態遷移用. 62 | //-------------------------------------------------. 63 | private StateTransitionType m_stateTransitionType = StateTransitionType.None; // 状態遷移の種類. 64 | private Texture2D m_destinationImage; // 状態遷移時の静止画像. 65 | private Color m_fadeInColor = Color.black; // フェイドインの色. 66 | private Color m_fadeOutColor = Color.white; // フェイドアウトの色. 67 | private float m_transitionStartTime = 0.0f; // 状態遷移の開始時間. 68 | private float m_transitionInterval = 1.0f; // 状態遷移の時間間隔. 69 | private bool m_inTransition = false; // 遷移中の場合true. 70 | 71 | //-------------------------------------------------. 72 | void Start () { 73 | // 背景球を作成. 74 | m_CreateBackgroundSphere(); 75 | 76 | // VideoPlayerの作成. 77 | m_CreateVideoPlayer(); 78 | } 79 | 80 | void Update () { 81 | if (!m_UpdateTransition()) { // 状態遷移させる. 82 | // 背景テクスチャを指定. 83 | m_SetBackgroundTexture(); 84 | } 85 | } 86 | 87 | void OnDestroy () { 88 | if (m_renderTexture != null) { 89 | Destroy(m_renderTexture); 90 | m_renderTexture = null; 91 | } 92 | if (m_videoG != null) { 93 | GameObject.Destroy(m_videoG); 94 | m_videoG = null; 95 | } 96 | if (m_audioSource != null) { 97 | GameObject.Destroy(m_audioSource); 98 | m_audioSource = null; 99 | } 100 | if (m_backgroundSphereMat != null) { 101 | Destroy(m_backgroundSphereMat); 102 | } 103 | if (m_backgroundSphere != null) { 104 | GameObject.Destroy(m_backgroundSphere); 105 | } 106 | } 107 | 108 | /** 109 | * 背景球を作成. 110 | */ 111 | private void m_CreateBackgroundSphere () { 112 | if (m_backgroundSphereMat == null) { 113 | // 以下、ビルドして実行する時にShaderを読み込めるように 114 | // Shader.FindではなくResources.Loadを使用している. 115 | Shader shader = Resources.Load("Shaders/panoramaSphereRendering"); 116 | m_backgroundSphereMat = new Material(shader); 117 | } 118 | if (m_backgroundSphere == null) { 119 | Mesh mesh = Resources.Load("Objects/backgroundSphere_vr360"); 120 | m_backgroundSphere = new GameObject("panorama360Sphere"); 121 | 122 | MeshRenderer meshRenderer = m_backgroundSphere.AddComponent(); 123 | MeshFilter meshFilter = m_backgroundSphere.AddComponent(); 124 | meshRenderer.shadowCastingMode = ShadowCastingMode.Off; 125 | meshRenderer.receiveShadows = false; 126 | meshRenderer.material = m_backgroundSphereMat; 127 | meshFilter.mesh = mesh; 128 | 129 | m_backgroundSphere.transform.localScale = new Vector3(radius, radius, radius); 130 | m_backgroundSphere.transform.position = this.transform.position; 131 | 132 | // Y軸中心の回転角度. 133 | Quaternion currentCameraRot = this.transform.rotation; 134 | float cRotY = currentCameraRot.eulerAngles.y; 135 | m_backgroundSphere.transform.rotation = Quaternion.Euler(0, cRotY + 90, 0); 136 | } 137 | } 138 | 139 | /** 140 | * VideoPlayerを作成. 141 | */ 142 | private void m_CreateVideoPlayer () { 143 | // Audioソース用のGameObjectを作成. 144 | // Audioは、指定のGameObjectを中心に音が鳴る. 145 | if (m_audioSource == null) { 146 | m_audioSource = new GameObject("AudioSource"); 147 | m_audioSource.transform.position = this.transform.position; 148 | } 149 | AudioSource audioSource = m_audioSource.AddComponent(); 150 | 151 | // Video再生用のGameObjectを作成. 152 | if (m_videoG == null) { 153 | m_videoG = new GameObject("VideoPlayer"); 154 | //m_videoG.transform.parent = m_rootG.transform; 155 | if (m_videoG.GetComponent() == null) { 156 | m_videoG.AddComponent(); 157 | } 158 | m_videoPlayer = m_videoG.GetComponent(); 159 | m_videoPlayer.renderMode = VideoRenderMode.RenderTexture; 160 | m_videoPlayer.isLooping = true; 161 | 162 | m_videoPlayer.playOnAwake = true; 163 | m_videoPlayer.waitForFirstFrame = true; // ソースVideoの最初のフレームが表示される状態になるまで待機する. 164 | } 165 | } 166 | 167 | /** 168 | * 背景テクスチャを指定. 169 | */ 170 | private void m_SetBackgroundTexture () { 171 | if (m_backgroundSphere == null || m_backgroundSphereMat == null) return; 172 | 173 | if (fileType == BackgroundType.Image) { 174 | // 静止画のパラメータを渡す. 175 | m_backgroundSphere.SetActive(image != null); 176 | m_videoG.SetActive(false); 177 | m_audioSource.SetActive(false); 178 | 179 | m_backgroundSphereMat.SetTexture("_MainTex", image); 180 | m_backgroundSphereMat.SetFloat("_Intensity", intensity); 181 | m_backgroundSphereMat.SetInt("_Mode", (int)projectonType); 182 | m_backgroundSphereMat.SetInt("_TransitionType", 0); 183 | 184 | } else { 185 | // VideoClipのパラメータを渡す. 186 | m_backgroundSphere.SetActive(video != null); 187 | m_videoG.SetActive(video != null); 188 | m_audioSource.SetActive(video != null); 189 | 190 | if (m_videoPlayer == null) return; 191 | if (m_renderTexture != null) { 192 | if (video == null || (m_renderTexture.width != video.width || m_renderTexture.height != video.height)) { 193 | if (m_renderTexture != null) { 194 | Destroy(m_renderTexture); 195 | m_renderTexture = null; 196 | } 197 | } 198 | } 199 | m_videoPlayer.clip = video; 200 | 201 | if (video != null) { 202 | int width = (int)video.width; 203 | int height = (int)video.height; 204 | if (m_renderTexture == null) { 205 | m_renderTexture = new RenderTexture(width, height, 0, RenderTextureFormat.ARGB32); 206 | m_videoPlayer.targetTexture = m_renderTexture; 207 | 208 | { 209 | AudioSource audioSource = m_audioSource.GetComponent(); 210 | if (audioSource != null) { 211 | m_videoPlayer.EnableAudioTrack(0, true); 212 | m_videoPlayer.SetTargetAudioSource(0, audioSource); 213 | } 214 | } 215 | } 216 | 217 | if (m_renderTexture != null) { 218 | m_backgroundSphereMat.SetTexture("_MainTex", m_renderTexture); 219 | m_backgroundSphereMat.SetFloat("_Intensity", intensity); 220 | m_backgroundSphereMat.SetInt("_Mode", (int)projectonType); 221 | m_backgroundSphereMat.SetInt("_TransitionType", 0); 222 | } 223 | } 224 | } 225 | } 226 | 227 | //-----------------------------------------------------------------. 228 | // 静止画の場合の状態遷移用. 229 | //-----------------------------------------------------------------. 230 | /** 231 | * 状態遷移。Updateごとに呼ばれる. 232 | */ 233 | private bool m_UpdateTransition () { 234 | if (m_stateTransitionType == StateTransitionType.None) return false; 235 | if (fileType != BackgroundType.Image) return false; 236 | 237 | float passTime = Time.time - m_transitionStartTime; 238 | m_inTransition = (passTime < m_transitionInterval); 239 | float tPos = passTime / m_transitionInterval; 240 | tPos = Mathf.Clamp(tPos, 0.0f, 1.0f); 241 | 242 | m_backgroundSphere.SetActive(image != null); 243 | m_videoG.SetActive(false); 244 | m_audioSource.SetActive(false); 245 | 246 | m_backgroundSphereMat.SetTexture("_MainTex", image); 247 | m_backgroundSphereMat.SetFloat("_Intensity", intensity); 248 | m_backgroundSphereMat.SetInt("_Mode", (int)projectonType); 249 | 250 | m_backgroundSphereMat.SetInt("_TransitionType", (int)m_stateTransitionType); // 状態遷移させるモード. 251 | m_backgroundSphereMat.SetTexture("_DestTex", m_destinationImage); 252 | m_backgroundSphereMat.SetFloat("_TPos", tPos); 253 | m_backgroundSphereMat.SetVector("_FadeInColor", new Vector4(m_fadeInColor.r, m_fadeInColor.g, m_fadeInColor.b, 1.0f)); 254 | m_backgroundSphereMat.SetVector("_FadeOutColor", new Vector4(m_fadeOutColor.r, m_fadeOutColor.g, m_fadeOutColor.b, 1.0f)); 255 | 256 | return true; 257 | } 258 | 259 | //-----------------------------------------------------------------. 260 | // 外部からアクセス. 261 | //-----------------------------------------------------------------. 262 | /** 263 | * バージョン. 264 | */ 265 | public int GetVersion () { return 0x101; } 266 | 267 | /** 268 | * 状態遷移の変更. 269 | */ 270 | public void SetStateTransition (StateTransitionType type) { 271 | if (m_inTransition) return; 272 | m_stateTransitionType = type; 273 | m_transitionStartTime = Time.time; 274 | } 275 | 276 | /** 277 | * Textureの変更. 278 | */ 279 | public void SetSrcTexture (Texture2D tex) { 280 | if (m_inTransition) return; 281 | image = tex; 282 | } 283 | 284 | /** 285 | * 遷移先のTextureの変更. 286 | */ 287 | public void SetDestTexture (Texture2D tex) { 288 | if (m_inTransition) return; 289 | m_destinationImage = tex; 290 | } 291 | 292 | /** 293 | * フェードインの色を指定. 294 | */ 295 | public void SetFadeInColor (Color col) { 296 | if (m_inTransition) return; 297 | m_fadeInColor = col; 298 | } 299 | 300 | /** 301 | * フェードアウトの色を指定. 302 | */ 303 | public void SetFadeOutColor (Color col) { 304 | if (m_inTransition) return; 305 | m_fadeOutColor = col; 306 | } 307 | 308 | /** 309 | * 状態遷移の間隔(秒)を指定. 310 | */ 311 | public void SetTransitionInterval (float interval) { 312 | if (m_inTransition) return; 313 | m_transitionInterval = interval; 314 | } 315 | 316 | } 317 | } 318 | 319 | -------------------------------------------------------------------------------- /Panorama180View/Assets/Panorama180View/Panorama180View/Scripts/Panorama180View.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5be50d4c78681f94fa7eee0386219792 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Panorama180View/Assets/Panorama180View/README.txt: -------------------------------------------------------------------------------- 1 | //------------------------------------------------. 2 | // Panorama180View 3 | //------------------------------------------------. 4 | 5 | [ How to use ] ---------------- 6 | 7 | Please turn on "Virtual Reality Supported" in "XR Settings" of "Project Settings". 8 | 9 | 1. Copy the "Panorama180View" folder to the project. 10 | 2. Added "Scripts/Panorama180View/Panorama180View" to the MainCamera component. 11 | 3. In the Inspector of MainCamera, specify the parameter of "Panorama180View". 12 | 13 | File Type : Image or Video 14 | Image : Still image 15 | Video : Video Clip 16 | ProjectionType : Equirectangular360TopAndBottom Place left eye / right eye equirectangular 360 degrees image on the top and bottom 17 | Equirectangular180SideBySide Place left eye / right eye equirectangular 180 degrees image on the left and right 18 | FishEye180SideBySide Place left eye / right eye fish eye 180 degrees image on the left and right 19 | Radius : Background sphere radius 20 | Intensity : Background brightness 21 | 22 | 23 | [ 使い方 ] ---------------- 24 | 25 | "Project Settings"の"XR Settings"で"Virtual Reality Supported"をOnにして使用してください。 26 | 27 | 1. "Panorama180View"フォルダをプロジェクトにコピー。 28 | 2. MainCameraのコンポーネントに"Scripts/Panorama180View/Panorama180View"を追加。 29 | 3. MainCameraのInspectorで、"Panorama180View"のパラメータを指定。 30 | File Type : Image(静止画像)/Vodeo(動画) 31 | Image : 静止画のTexture 32 | Video : 動画のVideo Clip 33 | ProjectionType : Equirectangular360TopAndBottom 上下に左目/右目のEquirectangular360画像を配置 34 | Equirectangular180SideBySide 左右に左目/右目のEquirectangular180画像を配置 35 | FishEye180SideBySide 左右に左目/右目の魚眼180画像を配置 36 | Radius : 背景球の半径 37 | Intensity : 明るさ 38 | 39 | [ Change Log ] ---------------- 40 | 41 | [03/13/2019] 42 | 43 | - Added methods of state transition with panorama180 still image. 44 | - Added sample scene "StateTransition". 45 | 46 | [03/08/2019] 47 | 48 | - first version 49 | -------------------------------------------------------------------------------- /Panorama180View/Assets/Panorama180View/README.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 36363d4ad2b51704a955dd80cf2466da 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | 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15f419645f0075044bcc91ae7e1f757c 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Panorama180View/Assets/Scripts/StateTransition.cs: -------------------------------------------------------------------------------- 1 | #pragma warning disable 0414 2 | 3 | /** 4 | * Panorama180ViewDemo.StateTransition 5 | * State transition test. 6 | * Operate VR180 using an external method. 7 | */ 8 | 9 | using System.Collections; 10 | using System.Collections.Generic; 11 | using UnityEngine; 12 | 13 | namespace Panorama180ViewDemo { 14 | [RequireComponent(typeof(Camera))] 15 | public class StateTransition : MonoBehaviour 16 | { 17 | // Panorama180View class assigned to Camera. 18 | private Panorama180View.Panorama180View m_panorama180View = null; 19 | 20 | [SerializeField] Texture2D sourceImage = null; // Source Image. 21 | [SerializeField] Texture2D destImage = null; // Destnation Image. 22 | 23 | private int m_state = 0; // State. 24 | 25 | void Start () { 26 | m_panorama180View = this.GetComponent(); 27 | m_panorama180View.SetSrcTexture(sourceImage); // Source Image. 28 | m_panorama180View.SetDestTexture(destImage); // Destnation Image. 29 | 30 | m_panorama180View.SetFadeInColor(new Color(0, 0, 0)); // FadeIn Color. 31 | m_panorama180View.SetTransitionInterval(3.0f); // Transition interval. 32 | 33 | // FadeIn Mode. 34 | m_panorama180View.SetStateTransition(Panorama180View.Panorama180View.StateTransitionType.FadeIn); 35 | } 36 | 37 | void Update () { 38 | if (Time.time > 20.0f && Time.time < 30.0f) { 39 | if (m_state == 0) { 40 | m_state = 1; 41 | 42 | m_panorama180View.SetTransitionInterval(1.0f); // Transition interval. 43 | 44 | // Blend Mode. 45 | m_panorama180View.SetStateTransition(Panorama180View.Panorama180View.StateTransitionType.Blend); 46 | } 47 | 48 | } else if (Time.time > 30.0f) { 49 | if (m_state == 1) { 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Unity_Panorama180View 2 | Translated with Google Translate. 3 | 4 | [To Japanese document](README_jp.md) 5 | 6 | A sample project for viewing still image of Equirectangular 180 degrees Side By Side or VR180 video of fisheye as VR on Unity. 7 | For VR180 still image, please convert them to 2 eyes layout in advance with "VR180 Creator" (https://vr.google.com/vr180/apps/). 8 | 9 | ## Development environment 10 | 11 | Unity 2018.3.8 (Windows) 12 | Updated to Unity 2019.1.9f1 (Windows) 13 | 14 | ## Folder structure 15 | 16 | [Assets] 17 | [Panorama180View] Required files (copy and use) 18 | [Panorama180View] 19 | [Resources] 20 | [Objects] 21 | [Shaders] 22 | [Scripts] 23 | [Images] sample image 24 | [videos] sample video (H.265) 25 | [Scripts] Scripts used in sample 26 | [Scenes] 27 | SampleScene sample scene 28 | StateTransition Sample scene of state transition 29 | 30 | ## How to use 31 | 32 | Please turn on "Virtual Reality Supported" in "XR Settings" of "Project Settings". 33 | 34 | 1. Copy the "Panorama180View" folder to the project. 35 | 2. Added "Scripts/Panorama180View/Panorama180View" to the MainCamera component. 36 | 3. In the Inspector of MainCamera, specify the parameter of "Panorama180View". 37 | 38 | | Parameter name| Description | 39 | | :--- | :--- | 40 | |File Type|Image or Video | 41 | |Image|Still image| 42 | |Video|Video Clip| 43 | |ProjectionType|Equirectangular360TopAndBottom : Place left eye / right eye equirectangular 360 degrees image on the top and bottom
Equirectangular180SideBySide : Place left eye / right eye equirectangular 180 degrees image on the left and right
FishEye180SideBySide : Place left eye / right eye fish eye 180 degrees image on the left and right
| 44 | |Radius|Background sphere radius| 45 | |Intensity|Background brightness| 46 | 47 | ![img00](images/p180view_img_00.jpg) 48 | 49 | ## Type of projection 50 | 51 | ### Equirectangular360 TopAndBottom 52 | 53 | Place left eye / right eye equirectangular 360 degrees image on the top and bottom. 54 | ![img01](images/background_vr180_type_01.jpg) 55 | 56 | ### Equirectangular180 SideBySide 57 | 58 | Place left eye / right eye equirectangular 180 degrees image on the left and right. 59 | ![img02](images/background_vr180_type_02.jpg) 60 | 61 | ### FishEye180 SideBySide 62 | 63 | Place left eye / right eye fish eye 180 degrees image on the left and right. 64 | ![img03](images/background_vr180_type_03.jpg) 65 | 66 | ## Sample Scenes 67 | 68 | | Scene name | Description | 69 | | :--- | :--- | 70 | | SampleScene | One that only displays panorama180 still image | 71 | | StateTransition | Use a script to fade in and transition between two images | 72 | 73 | ## External method of Panorama180View.Panorama180View 74 | 75 | By using the public method of Panorama180View.Panorama180View, script can control the state transition of panorama180. 76 | Please refer to "Assets/Scripts/StateTransition.cs" for usage. 77 | 78 | ### Get version 79 | 80 | int GetVersion (); 81 | 82 | Get version. 83 | 84 | ### Change state transition 85 | 86 | void SetStateTransition (StateTransitionType type); 87 | 88 | Does not transition state with StateTransitionType.None. 89 | Fade in with StateTransitionType.FadeIn. 90 | Fade out with StateTransitionType.FadeOut. 91 | Blend two textures with StateTransitionType.Blend. 92 | When this method is called, it will transition to the specified state. 93 | Note that you can not change the value during transition. 94 | 95 | ### Change transition source texture 96 | 97 | void SetSrcTexture (Texture2D tex); 98 | 99 | Specifies the texture of the transition source. 100 | 101 | ### Change transition destination texture 102 | 103 | void SetDestTexture (Texture2D tex); 104 | 105 | Specifies the texture of the transition destination. 106 | In the case of "SetStateTransition(Panorama180View.Panorama180View.StateTransitionType.Blend);", transition from the texture specified in SetSrcTexture to the texture specified in SetDestTexture. 107 | 108 | 109 | ### Change fade in color 110 | 111 | void SetFadeInColor (Color col); 112 | Specify the start color for fading in. 113 | 114 | ### Change fade out color 115 | 116 | void SetFadeOutColor (Color col); 117 | Specify the end color for fading out. 118 | 119 | ### Specify the state transition interval (seconds) 120 | 121 | void SetTransitionInterval (float interval); 122 | Specify the transition time in seconds. 123 | 124 | ## Still image parameter 125 | 126 | When importing a still image into a project, it is resized to a width of up to 2048 pixels by default. 127 | When displaying in VR using 180-degree panoramic images, resolution is coarse at 2048 pixels. 128 | This parameter may require at least 4096 pixels when used in VR. 129 | Change the parameters of this still image. 130 | Select the target image and display the Inspector window. 131 | ![img01](images/p180view_img_01.jpg) 132 | "Max Size" can specify the size of power of 2 (up to 8192). 133 | If the original image size is not a power of 2, select "None" in "Non-Power of 2" to specify the original image size. 134 | In addition, moiré may occur when "Compression" is Normal Quality. 135 | In this case, select "High Quality". 136 | In particular, the quality may not be good with Normal Quality on Unity 2019. 137 | After changing the value, press the "Apply" button to confirm. 138 | 139 | ## Video parameter 140 | 141 | The video imports the mp4 file into the project. 142 | ![img02](images/p180view_img_02.jpg) 143 | When the video is as large as 4K, the default condition is often that the playback is not stable. 144 | If the "Transcode" check box is turned on in the Inspector window and "Bitrate Mode" and "Spatial Quality" are Medium, 145 | the quality will be degraded, but playback will be more stable. 146 | Also, in case of Unity 2019, Codec of "H.265" can be specified. 147 | H.265 is better with Bitrate at 1 frame than H.264. 148 | Also, as the file size can be reduced, it may be better to make the video file H.265 as much as possible. 149 | 150 | Video files can be converted using various formats and options by using ffmpeg ( https://ffmpeg.org/ ). 151 | 152 | ## Change log 153 | 154 | ### [07/14/2019] 155 | 156 | - Operation check with Unity 2019.1.9f1. 157 | - Change "Texture compression" from Normal Quality to High Quality. 158 | - Add H.265 Fish Eye Sample Video 159 | 160 | ### [05/02/2019] 161 | 162 | - Added description of "Still image parameter" and "Video parameter" 163 | 164 | ### [03/13/2019] 165 | 166 | - Added methods of state transition with panorama180 still image. 167 | - Added sample scene "StateTransition". 168 | 169 | ### [03/08/2019] 170 | 171 | - First verion 172 | 173 | -------------------------------------------------------------------------------- /README_jp.md: -------------------------------------------------------------------------------- 1 | # Unity_Panorama180View 2 | 3 | [英語ドキュメントへ](README.md) 4 | 5 | Equirectangular180のSide By Sideの静止画や 6 | 魚眼のVR180動画を、Unity上でVRとして見るためのサンプルプロジェクトです。 7 | 静止画については、あらかじめ「VR180 Creator」 ( https://vr.google.com/vr180/apps/ )で2眼の配置に変換するようにしてください。 8 | 9 | ## 開発環境 10 | 11 | Unity 2018.3.8 (Windows) 12 | → Unity 2019.1.9f1 (Windows)に更新。 13 | 14 | ## フォルダ構成 15 | 16 | [Assets] 17 | [Panorama180View] 必要なファイル(コピーして使用) 18 | [Panorama180View] 19 | [Resources] 20 | [Objects] 21 | [Shaders] 22 | [Scripts] 23 | [Images] サンプル画像 24 | [videos] サンプル動画 (H.265) 25 | [Scripts] サンプルで使用するスクリプト 26 | [Scenes] 27 | SampleScene サンプルシーン 28 | StateTransition 状態遷移のサンプルシーン 29 | 30 | 31 | ## 使い方 32 | 33 | "Project Settings"の"XR Settings"で"Virtual Reality Supported"をOnにして使用してください。 34 | 35 | 1. "Panorama180View"フォルダをプロジェクトにコピー。 36 | 2. MainCameraのコンポーネントに"Scripts/Panorama180View/Panorama180View"を追加。 37 | 3. MainCameraのInspectorで、"Panorama180View"のパラメータを指定。 38 | 39 | | パラメータ名| 内容 | 40 | | :--- | :--- | 41 | |File Type|Image(静止画像)/Video(動画)よりどちらか選択 | 42 | |Image|静止画の場合のTexture| 43 | |Video|動画の場合のVideo Clip| 44 | |ProjectionType|Equirectangular360TopAndBottom : 上下に左目/右目のEquirectangular360度画像を配置
Equirectangular180SideBySide : 左右に左目/右目のEquirectangular180度画像を配置
FishEye180SideBySide : 左右に左目/右目の魚眼180度画像を配置
| 45 | |Radius|背景球の半径| 46 | |Intensity|明るさ| 47 | 48 | ![img00](images/p180view_img_00.jpg) 49 | 50 | ## 投影の種類 51 | 52 | ### Equirectangular360 TopAndBottom 53 | 54 | 上下に左目/右目のEquirectangular360度画像を配置 55 | ![img01](images/background_vr180_type_01.jpg) 56 | 57 | ### Equirectangular180 SideBySide 58 | 59 | 左右に左目/右目のEquirectangular180度画像を配置。 60 | ![img02](images/background_vr180_type_02.jpg) 61 | 62 | ### FishEye180 SideBySide 63 | 64 | 左右に左目/右目の魚眼180度画像を配置。 65 | ![img03](images/background_vr180_type_03.jpg) 66 | 67 | ## サンプルシーン 68 | 69 | | シーン名 | 説明 | 70 | | :--- | :--- | 71 | | SampleScene | パノラマ180静止画を表示するだけのもの | 72 | | StateTransition | スクリプトを使用して、フェードイン、2枚の画像の遷移を行う | 73 | 74 | ## Panorama180View.Panorama180Viewの外部メソッド 75 | 76 | Panorama180View.Panorama180Viewのpublicなメソッドを使用することで、 77 | スクリプトでパノラマ180の状態遷移を制御することができます。 78 | 使い方は、"Assets/Scripts/StateTransition.cs"を参照してください。 79 | 80 | ### バージョンを取得 81 | 82 | int GetVersion (); 83 | 84 | バージョンを取得。 85 | 86 | ### 状態遷移の変更 87 | 88 | void SetStateTransition (StateTransitionType type); 89 | 90 | StateTransitionType.Noneで状態遷移しません。 91 | StateTransitionType.FadeInでフェードインします。 92 | StateTransitionType.FadeOutでフェードアウトします。 93 | StateTransitionType.Blendで2枚のテクスチャを合成します。 94 | このメソッドが呼ばれると、指定された状態に移行します。 95 | なお、遷移中は値を変更できません。 96 | 97 | ### 遷移元のテクスチャの変更 98 | 99 | void SetSrcTexture (Texture2D tex); 100 | 101 | 遷移元のテクスチャを指定します。 102 | 103 | ### 遷移先のテクスチャの変更 104 | 105 | void SetDestTexture (Texture2D tex); 106 | 107 | 遷移先のテクスチャを指定します。 108 | "SetStateTransition(Panorama180View.Panorama180View.StateTransitionType.Blend);"の場合に、 109 | SetSrcTextureで指定したテクスチャからSetDestTextureで指定したテクスチャに遷移します。 110 | 111 | ### フェードインの色を変更 112 | 113 | void SetFadeInColor (Color col); 114 | フェードインする場合の開始色を指定します。 115 | 116 | ### フェードアウトの色を変更 117 | 118 | void SetFadeOutColor (Color col); 119 | フェードアウトする場合の終了色を指定します。 120 | 121 | ### 状態遷移の間隔(秒)を指定 122 | 123 | void SetTransitionInterval (float interval); 124 | 遷移させるときの時間を秒単位で指定します。 125 | 126 | ## 静止画像のパラメータ 127 | 128 | プロジェクトに静止画像を読み込んだとき、デフォルトでは最大2048ピクセルの幅にリサイズされます。 129 | 180度パノラマ画像を使用してVRで表示する場合は、2048ピクセルでは解像度が粗いです。 130 | 最低4096はほしいところです。 131 | このときの静止画像のパラメータを変更します。 132 | 対象画像を選択し、Inspectorウィンドウを表示します。 133 | ![img01](images/p180view_img_01.jpg) 134 | 「Max Size」で、2の累乗のサイズを指定できます(最大8192)。 135 | もしオリジナルの画像サイズが2の累乗でないときに、オリジナル画像サイズを保ちたい場合は「Non-Power of 2」で「None」を選択します。 136 | また、「Compression」がNormal Qualityの場合はモアレが発生する場合があります。 137 | このときは「High Quality」を選択するようにします。 138 | とくに、Unity 2019でNormal Qualityの場合は品質がよくない場合が多いかもしれません。 139 | 値を変更した場合は「Apply」ボタンを押すと確定になります。 140 | 141 | ## 動画のパラメータ 142 | 143 | 動画はmp4ファイルをプロジェクトに読み込みます。 144 | ![img02](images/p180view_img_02.jpg) 145 | 動画が4Kのように大きなサイズのとき、デフォルトの状態では再生が安定しない場合が多いです。 146 | このときのInspectorウィンドウで、「Transcode」チェックボックスをOnにし、 147 | 「Bitrate Mode」と「Spatial Quality」をMediumにすると品質は劣化しますが、再生は安定しやすくなります。 148 | また、Unity 2019の場合は「H.265」のCodecを選択できます。 149 | H.265のほうがH.264よりも1フレームの転送効率(Bitrate)がいいです。 150 | また、ファイルサイズも小さくできるため、動画ファイルは可能な限りH.265にしたほうがいいかもしれません。 151 | 152 | 動画ファイルはffmpeg( https://ffmpeg.org/ )を使用することで、様々なフォーマットやオプションを指定した変換を行うことができます。 153 | 154 | ## 更新履歴 155 | 156 | ### [07/14/2019] 157 | 158 | - Unity 2019.1.9f1で動作チェック 159 | - テクスチャの圧縮を "Normal Quality"から"High Quality"に変更 160 | - H.265のFish Eyeのサンプル動画を追加 161 | 162 | ### [05/02/2019] 163 | 164 | - 「静止画像のパラメータ」「動画のパラメータ」の説明を追加 165 | 166 | ### [03/13/2019] 167 | 168 | - 静止画のパノラマ180で、状態遷移を行うメソッドを追加 169 | - "StateTransition"のサンプルシーンを追加 170 | 171 | ### [03/08/2019] 172 | 173 | - 最初のバージョン 174 | -------------------------------------------------------------------------------- /images/background_vr180_type_01.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ft-lab/Unity_Panorama180View/16f38a8610912f3d1f19f5be4ec111a10e5003bb/images/background_vr180_type_01.jpg -------------------------------------------------------------------------------- /images/background_vr180_type_02.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ft-lab/Unity_Panorama180View/16f38a8610912f3d1f19f5be4ec111a10e5003bb/images/background_vr180_type_02.jpg -------------------------------------------------------------------------------- /images/background_vr180_type_03.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ft-lab/Unity_Panorama180View/16f38a8610912f3d1f19f5be4ec111a10e5003bb/images/background_vr180_type_03.jpg -------------------------------------------------------------------------------- /images/p180view_img_00.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ft-lab/Unity_Panorama180View/16f38a8610912f3d1f19f5be4ec111a10e5003bb/images/p180view_img_00.jpg -------------------------------------------------------------------------------- /images/p180view_img_01.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ft-lab/Unity_Panorama180View/16f38a8610912f3d1f19f5be4ec111a10e5003bb/images/p180view_img_01.jpg -------------------------------------------------------------------------------- /images/p180view_img_02.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ft-lab/Unity_Panorama180View/16f38a8610912f3d1f19f5be4ec111a10e5003bb/images/p180view_img_02.jpg --------------------------------------------------------------------------------