Hi,
I am currently trying to make a 360 degree photo viewer in unity. I have a test 360 photo that seems to be lit fine when I look at it outside my Unity environment, but when I try to view it within a sphere, it gets really dark. I am hoping to eventually export my project as an app, so I’m building from the GoogleVR demo. I have tried several things and I can’t seem to figure it out. As a note, I’m using a shader that I found to invert my sphere so I can see the texture from the inside. Here it is:
Shader "Custom/MediaShader"
{
Properties {
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags{ "RenderType" = "Opaque" }
LOD 200
cull off
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf(Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
Basically, is there a way to adapt this shader so that I can light my sphere from the inside as well? If pictures are needed to further explain, let me know. Thanks - TMG
Also note that I tried adding light sources within the sphere itself, but to no avail.