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Question Adding a stereoscopic Image within a VR Scene?

Discussion in 'VR' started by mlaubenheimer, Jul 23, 2022.

  1. mlaubenheimer

    mlaubenheimer

    Joined:
    Jun 25, 2022
    Posts:
    6
    Hi Everyone! I am creating a virtual art gallery in Unity for the Oculus Quest headset and I am trying to figure out how to add a stereoscopic image to my scene. Like add it to a room that already has photos on the walls. meaning i want the stereoscopic image to be a part of the room, like hanging on the wall. It seems to me this should be possible. maybe a custom shader? or a script that switches shaders quickly back and forth between the two sides (left right images) of the stereoscopic image.

    Any thoughts?

    Mark
     
  2. arfish

    arfish

    Joined:
    Jan 28, 2017
    Posts:
    780
    Hi,

    It depends on which render pipe line you are using, and if its single pass or multi pass rendering.
    Then you need a shader that support vr images, like side by side, or two textures, one for each eye for that environment.
     
  3. mlaubenheimer

    mlaubenheimer

    Joined:
    Jun 25, 2022
    Posts:
    6
    I'm using the URP Pipeline. with MultiPass (If I remember correctly).

    The more I think about it the more it must be a custom shader.
     
  4. TomGoethals

    TomGoethals

    Joined:
    Jan 29, 2022
    Posts:
    45
    There is a node in the shadergraph to get the current eyeIndex, use it to toggle between 2 textures in your material
     
    fuzzy3d likes this.
  5. mlaubenheimer

    mlaubenheimer

    Joined:
    Jun 25, 2022
    Posts:
    6
    here is the stereoscopic shader i created if anyone is interested:

    Code (CSharp):
    1. Shader "Custom/Stereoscopic Image" {
    2.     Properties
    3.     {
    4.         [NoScaleOffset] _MainTex("Left Eye Texture", 2D) = "white" {}
    5.     [NoScaleOffset] _MainTex2("Right Eye Texture", 2D) = "white" {}
    6.     }
    7.         SubShader
    8.     {
    9.         Pass
    10.         {
    11.             // indicate that our pass is the "base" pass in forward
    12.             // rendering pipeline. It gets ambient and main directional
    13.             // light data set up; light direction in _WorldSpaceLightPos0
    14.             // and color in _LightColor0
    15.             Tags {"LightMode" = "ForwardBase"}
    16.  
    17.             CGPROGRAM
    18.             #pragma vertex vert
    19.             #pragma fragment frag
    20.             #include "UnityCG.cginc" // for UnityObjectToWorldNormal
    21.             #include "UnityLightingCommon.cginc" // for _LightColor0
    22.  
    23.             struct v2f
    24.             {
    25.                 float2 uv : TEXCOORD0;
    26.                 //float2 uv2 : TEXCOORD0;
    27.                 fixed4 diff : COLOR0; // diffuse lighting color
    28.                 float4 vertex : SV_POSITION;
    29.                 UNITY_VERTEX_OUTPUT_STEREO
    30.             };
    31.  
    32.             v2f vert(appdata_base v)
    33.             {
    34.                 v2f o;
    35.                 UNITY_SETUP_INSTANCE_ID(v);
    36.                 UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
    37.                 o.vertex = UnityObjectToClipPos(v.vertex);
    38.                 o.uv = v.texcoord;
    39.  
    40.                 // get vertex normal in world space
    41.                 half3 worldNormal = UnityObjectToWorldNormal(v.normal);
    42.                 // dot product between normal and light direction for
    43.                 // standard diffuse (Lambert) lighting
    44.                 half nl = max(0, dot(worldNormal, _WorldSpaceLightPos0.xyz));
    45.                 // factor in the light color
    46.                 o.diff = nl * _LightColor0;
    47.                 o.diff.rgb += ShadeSH9(half4(worldNormal, 1));
    48.                 return o;
    49.             }
    50.  
    51.  
    52.  
    53.             sampler2D _MainTex;
    54.             sampler2D _MainTex2;
    55.  
    56.             fixed4 frag(v2f i) : SV_Target
    57.             {
    58.  
    59.  
    60.  
    61.                 UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
    62.  
    63.                     //half4 tex;
    64.                     //half3 c;
    65.  
    66.                     if (unity_StereoEyeIndex == 0) {
    67.                         // Left Eye
    68.                         fixed4 col = tex2D(_MainTex, i.uv);
    69.                         //c = DecodeHDR(tex, _TexRight_HDR);
    70.                         col *= i.diff;
    71.                         return col;
    72.                     }
    73.          else {
    74.                         // Right Eye
    75.                         fixed4 col = tex2D(_MainTex2, i.uv);
    76.                         //tex = half4(1,0,0,1);
    77.                         //c = DecodeHDR(tex, _TexRight_HDR);
    78.                         col *= i.diff;
    79.                         return col;
    80.                     }
    81.  
    82.  
    83.  
    84.                 // sample texture
    85.                 //fixed4 col = tex2D(_MainTex2, i.uv);
    86.             // multiply by lighting
    87.  
    88.             //  col *= i.diff;
    89.             //return col;
    90.         }
    91.         ENDCG
    92.     }
    93.     }
    94. }
     
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