├── .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:
--------------------------------------------------------------------------------
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2 | * text=auto
3 |
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/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:
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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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/Panorama180View/Assets/Panorama180View/Panorama180View/Scripts/Panorama180View.cs:
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1 | #pragma warning disable 0414
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 |
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/Panorama180View/Assets/Panorama180View/README.txt:
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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 |
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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) {
50 | m_state = 2;
51 | m_panorama180View.SetSrcTexture(destImage);
52 | m_panorama180View.SetDestTexture(sourceImage);
53 |
54 | // Blend Mode.
55 | m_panorama180View.SetStateTransition(Panorama180View.Panorama180View.StateTransitionType.Blend);
56 | }
57 | }
58 | }
59 | }
60 |
61 | }
62 |
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/README.md:
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1 | # 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 | 
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 | 
55 |
56 | ### Equirectangular180 SideBySide
57 |
58 | Place left eye / right eye equirectangular 180 degrees image on the left and right.
59 | 
60 |
61 | ### FishEye180 SideBySide
62 |
63 | Place left eye / right eye fish eye 180 degrees image on the left and right.
64 | 
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 | 
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 | 
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 |
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/README_jp.md:
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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 | 
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 | 
56 |
57 | ### Equirectangular180 SideBySide
58 |
59 | 左右に左目/右目のEquirectangular180度画像を配置。
60 | 
61 |
62 | ### FishEye180 SideBySide
63 |
64 | 左右に左目/右目の魚眼180度画像を配置。
65 | 
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 | 
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 | 
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 |
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