// Use this for initialization void Start() { CylinderGenerator.Create(gameObject, true, 64); meshRenderer = gameObject.AddComponent <MeshRenderer>(); meshRenderer.material.shader = cylinderShader; meshRenderer.material.EnableKeyword("FROM_SPHERICAL"); meshRenderer.material.SetFloat("_Fade", 1f); meshRenderer.material.SetFloat("_ShiftU", shiftU); meshRenderer.material.SetFloat("_ScaleV", scaleCylinderV); }
void Start() { if (isCylinder) { CylinderGenerator.Create(gameObject, true, 64); } else { IcoSphereGenerator.Create(gameObject, true, 5); } meshRenderer = gameObject.AddComponent <MeshRenderer>(); if (isCylinder) { meshRenderer.material.shader = cylinderShader; meshRenderer.material.EnableKeyword("FROM_SPHERICAL"); meshRenderer.material.SetFloat("_Fade", 1f); meshRenderer.material.SetFloat("_ShiftU", shiftU); meshRenderer.material.SetFloat("_ScaleV", scaleCylinderV); } else { meshRenderer.material.shader = sphereShader; meshRenderer.material.SetFloat("_Fade", 1f); meshRenderer.material.SetFloat("_ShiftU", shiftU); } infoBlock = new GameObject(name + " Info"); infoBlock.transform.SetParent(transform); infoBlock.transform.localPosition = new Vector3(0f, -0.5f, 0.5f); infoBlock.transform.localRotation = Quaternion.Euler(45f, 0f, 0f); var infoText = infoBlock.AddComponent <TextMesh>(); infoText.text = "Record: Not yet loaded\nImage: N/A"; infoText.anchor = TextAnchor.MiddleCenter; infoText.fontSize = 40; infoText.characterSize = 0.005f; OnValidate(); if (Application.sandboxType != ApplicationSandboxType.NotSandboxed) { archive.jsonPath = Application.streamingAssetsPath; } archive.Load(); ChangeRecord(-1); }
void SetupCylinder() { cylinder = new GameObject("Virtual Panorama Cylinder"); // cylinder.transform.SetParent(transform); cylinder.transform.position = new Vector3(0f, aboveFloor + screenHeight * 0.5f, 0f) - viewerPosition; float sr = diameter / 2f; float sh = screenHeight / 2f; cylinder.transform.localScale = new Vector3(sr, sh, sr); cylinder.layer = PanoramaCameraRig.PANORAMA_LAYER; CylinderGenerator.Create(cylinder, true, 180); cylinderRenderer = cylinder.AddComponent <MeshRenderer>(); if (undistortSlices) { cylinderRenderer.material = new Material(Shader.Find("EMPlus/PanoramaSliceWarpShader")); cylinderRenderer.material.SetVector("_SliceLayout", new Vector4(cameraRig.numSlices, cameraRig.sliceAngle * Mathf.Deg2Rad, 0f, 0f)); } else { cylinderRenderer.material = new Material(Shader.Find("Unlit/Texture")); } cylinderRenderer.material.SetTexture("_MainTex", cameraRig.renderTexture); cylinderRenderer.material.SetTextureScale("_MainTex", new Vector2(360f / cameraRig.RenderedAngle(), 1f)); cylinderBlack = new GameObject("Virtual Cylinder Outside Black"); CylinderGenerator.Create(cylinderBlack, true, 90); cylinderBlack.AddComponent <MeshRenderer>(); cylinderBlack.layer = PanoramaCameraRig.PANORAMA_LAYER; cylinderBlack.transform.SetParent(cylinder.transform); Material matBlack = cylinderBlack.GetComponent <MeshRenderer>().material; matBlack.shader = Shader.Find("Unlit/Color"); matBlack.SetColor("_Color", new Color(0, 0, 0, 1f)); floor = GameObject.CreatePrimitive(PrimitiveType.Quad); floor.name = "Virtual Panorama Screen Floor Quad"; floor.layer = PanoramaCameraRig.PANORAMA_LAYER; floor.transform.SetParent(cylinder.transform); floor.transform.rotation = Quaternion.Euler(90f, 0f, 0f); Material matFloor = floor.GetComponent <MeshRenderer>().material; matFloor.shader = Shader.Find("Standard"); matFloor.SetColor("_Color", new Color(0.1f, 0.1f, 0.1f, 1f)); OnValidate(); }
// Use this for initialization void Start() { if (segments < 6) { segments = 6; } if (segments > 360) { segments = 360; } CylinderGenerator.Create(gameObject, insideOut, segments); var cylinderRenderer = gameObject.AddComponent <MeshRenderer>(); if (material != null) { cylinderRenderer.sharedMaterial = material; } else { cylinderRenderer.material.shader = Shader.Find("EMPlus/GridShader"); cylinderRenderer.material.SetColor("_Color", color); cylinderRenderer.material.SetFloat("_LineWidth", lineWidth); } }
// Use this for initialization void Start() { CylinderGenerator.Create(gameObject, true, 64); }