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Support 2D EAC #1
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Good question. You'd have to look at how it's packed, and maybe either scale by 2 or rotate the whole thing, depending on the layout. |
Hi, very good work. I have a question, I can not see it in stereoscopic in virtual reality, the shader does not have 3D LAYOUT options. Any ideas to incorporate it? |
Sounds like two different question, but:
1. I have only ever tested it in stereoscopic VR because VRChat was my sole
use case for getting it to work.
2. It currently only supports side by side layout because that’s the only
layout I have seen YouTube use so far and I don’t have samples of any
over-under videos yet.
The odds are that if YouTube started using more layouts, the sensible move
would be to start using the mesh metadata embedded in the video. In VRChat
this would be difficult, but in a straight Unity application it would
probably be fairly straightforward so that’s the route I would go.
To do the mesh route in VRChat would require converting the mesh to a
texture somehow, I think? Otherwise I can’t think of another way to look it
up.
…On Wed, 12 Sep 2018 at 18:33, adrianoperez ***@***.***> wrote:
Hi, very good work. I have a question, I can not see it in stereoscopic in
virtual reality, the shader does not have 3D LAYOUT options. Any ideas to
incorporate it?
Best
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Hi, |
I'm not sure what the difference between our setups is, but in mine, it's definitely 3D. I originally tested it with a screen with red and blue squares to make absolutely sure. The line which does it: |
Thank you very much for the test, I will do the same as you, a cube of different colors in each eye, I am testing it with samsung gear vr, as soon as I have done the test I tell you. Exactly that line of code makes reference to stereoscopy, it should work for me. |
Hi! Could you give us a hint what to change exactly? I guess it's all about the Orient and Offset lines but have some problems to figure out how exactly. Thanks alot! |
If it's over-under I'm just guessing but you might have to do something where you manipulate |
Hi, |
Those are rotation matrices to orient the square correctly for each face. |
Hi, $ diff EACPanorama.org EACPanorama.cginc 22,27c22,27 < static const float3x3 ORIENT_POS_X = float3x3( 0, -1, 1, -1, 0, 1, 0, 0, 1); < static const float3x3 ORIENT_NEG_X = float3x3(-1, 0, 1, 0, -1, 1, 0, 0, 1); < static const float3x3 ORIENT_POS_Y = float3x3( 0, 1, 0, 1, 0, 0, 0, 0, 1); < static const float3x3 ORIENT_NEG_Y = float3x3( 0, -1, 1, 1, 0, 0, 0, 0, 1); < static const float3x3 ORIENT_POS_Z = float3x3( 0, 1, 0, -1, 0, 1, 0, 0, 1); < static const float3x3 ORIENT_NEG_Z = float3x3( 0, -1, 1, -1, 0, 1, 0, 0, 1); --- > static const float3x3 ORIENT_POS_X = float3x3( 0, 1, 0, 1, 0, 0, 0, 0, 1); > static const float3x3 ORIENT_NEG_X = float3x3(-1, 0, 1, 0, -1, 1, 0, 0, 1); > static const float3x3 ORIENT_POS_Y = float3x3(-1, 0, 1, 0, 1, 0, 0, 0, 1); > static const float3x3 ORIENT_NEG_Y = float3x3(-1, 0, 1, 0, -1, 1, 0, 0, 1); > static const float3x3 ORIENT_POS_Z = float3x3(-1, 0, 1, 0, -1, 1, 0, 0, 1); > static const float3x3 ORIENT_NEG_Z = float3x3(-1, 0, 1, 0, 1, 0, 0, 0, 1); 30,35c30,35 < static const float2 OFFSET_POS_X = float2(0.0, 0.33333333); < static const float2 OFFSET_NEG_X = float2(0.25, 0.33333333); < static const float2 OFFSET_POS_Y = float2(0.25, 0.66666666); < static const float2 OFFSET_NEG_Y = float2(0.25, 0.0 ); < static const float2 OFFSET_POS_Z = float2(0.0, 0.0 ); < static const float2 OFFSET_NEG_Z = float2(0.0, 0.66666666); --- > static const float2 OFFSET_POS_X = float2(0.33333333, 0.0); > static const float2 OFFSET_NEG_X = float2(0.33333333, 0.5); > static const float2 OFFSET_POS_Y = float2(0.66666666, 0.0); > static const float2 OFFSET_NEG_Y = float2(0.0, 0.0); > static const float2 OFFSET_POS_Z = float2(0.66666666, 0.5); > static const float2 OFFSET_NEG_Z = float2(0.0, 0.5); 87c87 < tc = mul(float2x2(0.25, 0, 0, 0.33333333), tc); --- > tc = mul(float2x2(0.33333333, 0, 0, 0.5), tc); 93c93 < tc = clamp(tc, edgeSize, float2(0.25, 0.33333333) - edgeSize); --- > tc = clamp(tc, edgeSize, float2(0.33333333, 0.5) - edgeSize); 102c102 < #if UNITY_SINGLE_PASS_STEREO --- > //#if UNITY_SINGLE_PASS_STEREO 104,105c104,105 < tc.x += 0.5 * unity_StereoEyeIndex; < #endif --- > // tc.x += 0.5 * unity_StereoEyeIndex; > //#endif However, I haven't solved the minor alignment issue mentioned in the README yet... |
The alignment issue I even get on the official player so I'm convinced that the video has the issue. That said, the absolute correct way to render these is completely different to what we're doing here. They store mesh data into the video metadata now. |
How can we modify it to support 2D EAC projection??
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