Camera Projecter - Render beyond 180°

I just found the way to do it and would like to develop this much futher so I set it on asset store.

This is the thread for my asset - Camera Projecter.

It is an image effect that combines rendered cubic texture with specific kind of sphere or map projections.
Realtime rendering. Supports all platform. Maybe not smooth if this used in your game but you should check the documentation/demo first.

Asset Link: Wide Camera Projector | Camera | Unity Asset Store
Documentation: http://bit.ly/CameraProjecterDocumentation
Demo (Windows): http://bit.ly/CameraProjecterWindowsDemo

Feel free to ask about the asset, suggestion or feedback.

1 Like

Okay. It’s already been few weeks. I set up some researches to make deep optimization on performance.
Turns out that somewhere in Quality Settings have some showstoppers that hugely impacts in using multiple cameras. By using the “Fast” configuration I can make up smooth performance even after I added trees and bushes in scene example.
I’d also found that RenderToCubemap has benefit itself to avoid some graphics artifacts in corners and trees.

The package will be updated in few days so stay tuned!

I am using this asset for 190 field of view. As per the documentation, the field of view is vertical.my doubt is whether the horizontal field of view is also set to 190 when we set the projection to “Stereographic”.

All projection preserves vertical camera angle. This means that horizontal angle may be adjusted to keep the screen undistorted. You can keep the horizontal angle the same with vertical by keeping the screen in ratio 1:1, using camera.aspect

Hi,

Some projections have a limit to certain FOV, like orthographic and equisolid, they’ve limited to 180 degree of FOV. Anything larger just simply make the render smaller. I have verified that FOV settings matches the actual vertical FOV of all kinds of projection available, so perhaps, can you give more specific detail information to that?

here is my email. FYI you can always find publisher emails via its page.

hi @WillNode

i interested about your asset and have a couple of question to ask. my unity version is 2017.3.1f1 and I’m a newbie here in unity.

here is my question:

  1. is it support for VR?
  2. is the projection effect work with every game object? I tried your demo and cant see the effected happen with the sphere object?

Thank you so much!

Thanks for the interest, and…

  1. Yes but No. what’s your intention with that? This asset makes Unity capable of rendering panorama view on 2D screen, but in VR that would be useless at all**. Note that VR in unity definitely works without this asset.

**) okay maybe it’s useful if you setup multiple screen first for VR and second for external screen.

  1. Definitely works. Which sphere object you’re talking about?

Wait a minute, I just tested that VR works for this asset but it doesn’t apply stereo separation value. I’ll take a note for that.

VR support has been finished! I will release it in under a week.

Whoops. My bad. It took over a month. But anyway the new version has been released. It requires Unity 2018.1 because of VR Support. Also we removed six-camera separation as it’s more unstable than just Camera.RenderToCubemap().

Btw, the documentation and Web Demo has been updated. Enjoy!

can i use this with Camera filters? such as custom AA(CTAA), or Beautify…

Of course. Just put the efect in Main Camera. I have tested that Post Procesing Stack works with latest CP version.

Hi,

We bought your camera projection asset but we have some problems when we render the frames.

I hope you will be able to fix it.

One of the problem is that we are not able to correctly render some post processing effects like occlusion or bloom. The occlusion lets the cube map appear at the bottom of the frame. The bloom effect is different from one face of the cube map to another if the light source is near one of the edge. Other effects are not working either like the SE screen shadow …

The last problem is that sometimes it’s rendering weird artefact to a certain amount of frames. It’s not consistent, it’s affecting the frames randomly… that mean we have to render multiple times the same shot and mix the different results in order to have a render without bugs.

I have attached a screenshot of some bugs.

Thanks for your help.

Best regards,

Does this work in HDRP?

Not yet, unfortunately.

7830558--991686--upload_2022-1-22_11-52-28.png
How do I get world points to screen coordinates?
Can’t get it correctly with this
Camera.WorldToScreenPoint

It should work, remember that WorldToScreenPoint returns pixels positions.

7830639--991722--Artboard.jpg

I think it would not simply work with this asset. A custom calculation is needed.

Hang in there I will write the function for you…