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https://github.com/walidabazo/videovr-panoramavr

Video Virtual reality (VR) and Panorama Virtual reality (VR) By Unity 3d
https://github.com/walidabazo/videovr-panoramavr

360-photo 360-video googlevr insideout location mouse panorama sdk shader swipe unity unity-3d unity3d video webar webkit webxr

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Video Virtual reality (VR) and Panorama Virtual reality (VR) By Unity 3d

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# VideoVR-PanoramaVR
Video Virtual reality (VR) and Panorama Virtual reality (VR) By Unity 3d

[![Watch the video](https://img.youtube.com/vi/nXBj3EdirJU/0.jpg)](https://youtu.be/nXBj3EdirJU)

## Insideout


Shader "Insideout" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}


SubShader {
Tags { "RenderType"="Opaque" }
Cull front // ADDED BY BERNIE, TO FLIP THE SURFACES
LOD 100

Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag

#include "UnityCG.cginc"

struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};

struct v2f {
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
};

sampler2D _MainTex;
float4 _MainTex_ST;

v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
// ADDED BY BERNIE:
v.texcoord.x = 1 - v.texcoord.x;
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}

fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord);
return col;
}
ENDCG
}
}

}

## Mouse Location to swipe

public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
public RotationAxes axes = RotationAxes.MouseXAndY;
public float sensitivityX = 15F;
public float sensitivityY = 15F;
public float minimumX = -360F;
public float maximumX = 360F;
public float minimumY = -60F;
public float maximumY = 60F;
float rotationY = 0F;
void Update()
{
if (axes == RotationAxes.MouseXAndY)
{
float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;

rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);

transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
}
else if (axes == RotationAxes.MouseX)
{
transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
}
else
{
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);

transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
}
}

void Start()
{
// Make the rigid body not change rotation
if (GetComponent())
GetComponent().freezeRotation = true;
}


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