void SetupSphere() { sphereTransform = new GameObject("Sphere Transform"); sphereTransform.layer = DomeCameraRig.DOME_LAYER; sphereTransform.transform.SetParent(transform); sphereTransform.transform.position = gameObject.transform.position; sphereTransform.transform.rotation = gameObject.transform.rotation; sphere = new GameObject("Dome Sphere"); sphere.layer = DomeCameraRig.DOME_LAYER; IcoSphereGenerator.Create(sphere, true, 4); var sphereRenderer = sphere.AddComponent <MeshRenderer>(); sphere.transform.SetParent(sphereTransform.transform); sphere.transform.position = sphereTransform.transform.position; sphere.transform.rotation = sphereTransform.transform.rotation; sphere.transform.Rotate(new Vector3(0, -135, 0)); sphereRenderer.material.shader = Shader.Find("Unlit/Dome2ProjectorShader"); sphereRenderer.material.SetTexture("_LeftTex", cameraRig.renderTextures[0]); sphereRenderer.material.SetTexture("_RightTex", cameraRig.renderTextures[1]); sphereRenderer.material.SetTexture("_TopTex", cameraRig.renderTextures[2]); sphereRenderer.material.SetTexture("_BottomTex", cameraRig.renderTextures[3]); sphereRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; sphereRenderer.receiveShadows = false; sphereRenderer.lightProbeUsage = UnityEngine.Rendering.LightProbeUsage.Off; sphereRenderer.reflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Off; sphere.hideFlags = HideFlags.HideAndDontSave; sphereTransform.transform.Translate(0f, 0f, 1f); sphereTransform.transform.Rotate(-90f, 0f, 0f); }
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); }
// Use this for initialization void Start() { if (subdivisions < 1) { subdivisions = 1; } if (subdivisions > 6) { subdivisions = 6; } IcoSphereGenerator.Create(gameObject, insideOut, subdivisions); var sphereRenderer = gameObject.AddComponent <MeshRenderer>(); if (material != null) { sphereRenderer.sharedMaterial = material; } else { sphereRenderer.material.shader = Shader.Find("EMPlus/LongLatShader"); sphereRenderer.material.SetColor("_Color", color); sphereRenderer.material.SetFloat("_LineWidth", lineWidth); } }