Base class for all Tunnelling effects.
Calculates motion parameters and contains shared settings.
Public Member Functions | |
virtual void | ResetCounterMotion () |
Reset cage and skybox orientation/offset when using counter motion. More... | |
Static Public Member Functions | |
static Vector3 | SmoothDampAngle (Vector3 current, Vector3 target, ref Vector3 vel, float smoothTime, float maxSpeed, float dT) |
Public Attributes | |
const string | GLOBAL_PROP_FOGCOLOR = "_VRTP_Cage_FogColor" |
Global shader parameter controlling fog color in shaders using CageFog.cginc. More... | |
const string | GLOBAL_PROP_FOGDENSITY = "_VRTP_Cage_FogDensity" |
Global shader parameter controlling fog density in shaders using CageFog.cginc. More... | |
const string | GLOBAL_PROP_FOGPOWER = "_VRTP_Cage_FogPower" |
Global shader parameter controlling fog falloff in shaders using CageFog.cginc. More... | |
const string | GLOBAL_PROP_FOGBLEND = "_VRTP_Cage_FogBlend" |
Global shader parameter controlling fog strength in shaders using CageFog.cginc. More... | |
const float | FEATHER_MAX = 0.5f |
const float | MOTION_STRENGTH_MAX = 2f |
const float | COUNTER_STRENGTH_MAX = 2f |
const int | FPSDIV_MAX = 60 |
Transform | motionTarget |
Motion calculated using this Transform. Generally shouldn't use HMD. More... | |
Color | effectColor = Color.black |
Colour of vignette. Alpha is blend factor. If applyColorToBackground true, will affect background of advanced modes. More... | |
float | effectCoverage = 0.75f |
Maximum screen coverage. More... | |
float | effectFeather = 0.1f |
Feather around cut-off as fraction of screen. More... | |
Cubemap | effectSkybox |
Skybox to apply to vignette. Requires skybox mode to be enabled (varies depending upon effect). More... | |
bool | applyColorToBackground = false |
Depending upon effect mode, causes effectColor to affect background. Basic vignette mode always uses effectColor. More... | |
bool | useAngularVelocity = true |
Add angular velocity to effect strength? Helps players with regular sim-sickness. More... | |
float | angularVelocityStrength = 1 |
Strength contributed to effect by angular velocity. More... | |
float | angularVelocityMin = 0 |
No effect contribution below this angular velocity. Degrees per second More... | |
float | angularVelocityMax = 180 |
Clamp effect contribution above this angular velocity. Degrees per second More... | |
float | angularVelocitySmoothing = 0.15f |
Smoothing time for angular velocity calculation. 0 for no smoothing More... | |
bool | useAcceleration = false |
Add linear acceleration to effect strength? Helps players with moderate sim-sickness. More... | |
float | accelerationStrength = 1 |
Strength contributed to effect by linear acceleration. More... | |
float | accelerationMin |
No effect contribution below this acceleration. Metres per second squared More... | |
float | accelerationMax |
Clamp effect contribution above this acceleration. Metres per second squared More... | |
float | accelerationSmoothing = 0.15f |
Smoothing time for acceleration calculation. 0 for no smoothing More... | |
bool | useVelocity = false |
Add translation velocity to effect strength? Helps players with strong sim-sickness. More... | |
float | velocityStrength = 1 |
Strength contributed to effect by linear velocity. More... | |
float | velocityMin |
No effect contribution below this velocity. Metres per second More... | |
float | velocityMax |
Clamp effect contribution above this velocity. Metres per second More... | |
float | velocitySmoothing = 0.15f |
Smoothing time for velocity calculation. 0 for no smoothing More... | |
ForceVignetteMode | forceVignetteMode |
How to combine forceVignetteValue with motion value to calculate effect radius. More... | |
float | forceVignetteValue |
Force effect to be this value. Combined with motion value according to forceVignetteMode. More... | |
Transform | motionEffectTarget = null |
Transform used for artificial tilt and framerate division. Should be a child of Motion Target and a parent of the HMD. Target's transform should not be modified by anything else. More... | |
bool | useCounterMotion = false |
Counter-motion moves/rotates cage/skybox opposite to motionTarget motion. More... | |
float | counterRotationStrength = 1f |
Scale counter-rotation relative to motionTarget motion. More... | |
Vector3 | counterRotationPerAxis = Vector3.up |
Scale counter-rotation on individual axes. Multiplied by counterVelocityStrength. X: Pitch, Y: Yaw, Z: Roll. More... | |
bool | useArtificialTilt = false |
Artifically tilt the camera when moving to simulate acceleration forces. More... | |
float | tiltStrength = 0f |
Strength of artificial tilt relative to linear acceleration. Degrees per (metres per second squared). More... | |
Vector2 | tiltMaxAngles = 5*Vector2.one |
Maximum artificial tilt in degrees. Zero for no clamp. X: Pitch, Y: Roll. More... | |
float | tiltSmoothTime = 0f |
Smooth out tilt over this time. More... | |
int | framerateDivision = 1 |
Divide VR framerate by this number while keeping HMD and cage at device framerate. Forces stepped motion of motionEffectTarget rather than changing rendering. More... | |
bool | divideTranslation = true |
Apply framerateDivision division to linear motion. More... | |
bool | divideRotation = true |
Apply framerateDivision division to rotation. More... | |
Properties | |
bool | usingMotionEffectTarget [get] |
Indicates whether the motionEffectTarget is currently being used for motion effects. More... | |
Public Types | |
enum | BackgroundMode { BackgroundMode.COLOR, BackgroundMode.SKYBOX, BackgroundMode.CAGE_COLOR, BackgroundMode.CAGE_SKYBOX, BackgroundMode.CAGE_ONLY, BackgroundMode.BLUR } |
Determines what is drawn over the periphery in the vignetted region. More... | |
enum | MaskMode { MaskMode.OFF, MaskMode.MASK, MaskMode.WINDOW, MaskMode.PORTAL } |
Determines whether and how objects can mask the vignette. More... | |
enum | MSAA { MSAA.AUTO, MSAA.OFF, MSAA.X2, MSAA.X4, X8 } |
Antialiasing modes for cage RenderTexture. More... | |
enum | ForceVignetteMode { ForceVignetteMode.NONE = 0, ForceVignetteMode.CONSTANT = 10, ForceVignetteMode.MAX = 20, ForceVignetteMode.MIN = 30, ADD = 40 } |
How to calculate effect radius according to motion and force effect value. More... | |
Determines what is drawn over the periphery in the vignetted region.
How to calculate effect radius according to motion and force effect value.
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strong |
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strong |
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inlinevirtual |
Reset cage and skybox orientation/offset when using counter motion.
Reimplemented in Sigtrap.VrTunnellingPro.TunnellingImageBase.
float Sigtrap.VrTunnellingPro.TunnellingBase.accelerationMax |
Clamp effect contribution above this acceleration. Metres per second squared
float Sigtrap.VrTunnellingPro.TunnellingBase.accelerationMin |
No effect contribution below this acceleration. Metres per second squared
float Sigtrap.VrTunnellingPro.TunnellingBase.accelerationSmoothing = 0.15f |
Smoothing time for acceleration calculation. 0 for no smoothing
float Sigtrap.VrTunnellingPro.TunnellingBase.accelerationStrength = 1 |
Strength contributed to effect by linear acceleration.
float Sigtrap.VrTunnellingPro.TunnellingBase.angularVelocityMax = 180 |
Clamp effect contribution above this angular velocity. Degrees per second
float Sigtrap.VrTunnellingPro.TunnellingBase.angularVelocityMin = 0 |
No effect contribution below this angular velocity. Degrees per second
float Sigtrap.VrTunnellingPro.TunnellingBase.angularVelocitySmoothing = 0.15f |
Smoothing time for angular velocity calculation. 0 for no smoothing
float Sigtrap.VrTunnellingPro.TunnellingBase.angularVelocityStrength = 1 |
Strength contributed to effect by angular velocity.
bool Sigtrap.VrTunnellingPro.TunnellingBase.applyColorToBackground = false |
Depending upon effect mode, causes effectColor to affect background.
Basic vignette mode always uses effectColor.
Vector3 Sigtrap.VrTunnellingPro.TunnellingBase.counterRotationPerAxis = Vector3.up |
Scale counter-rotation on individual axes.
Multiplied by counterVelocityStrength.
X: Pitch, Y: Yaw, Z: Roll.
float Sigtrap.VrTunnellingPro.TunnellingBase.counterRotationStrength = 1f |
Scale counter-rotation relative to motionTarget motion.
bool Sigtrap.VrTunnellingPro.TunnellingBase.divideRotation = true |
Apply framerateDivision division to rotation.
bool Sigtrap.VrTunnellingPro.TunnellingBase.divideTranslation = true |
Apply framerateDivision division to linear motion.
Color Sigtrap.VrTunnellingPro.TunnellingBase.effectColor = Color.black |
Colour of vignette. Alpha is blend factor.
If applyColorToBackground true, will affect background of advanced modes.
float Sigtrap.VrTunnellingPro.TunnellingBase.effectCoverage = 0.75f |
Maximum screen coverage.
float Sigtrap.VrTunnellingPro.TunnellingBase.effectFeather = 0.1f |
Feather around cut-off as fraction of screen.
Cubemap Sigtrap.VrTunnellingPro.TunnellingBase.effectSkybox |
Skybox to apply to vignette.
Requires skybox mode to be enabled (varies depending upon effect).
ForceVignetteMode Sigtrap.VrTunnellingPro.TunnellingBase.forceVignetteMode |
How to combine forceVignetteValue with motion value to calculate effect radius.
float Sigtrap.VrTunnellingPro.TunnellingBase.forceVignetteValue |
Force effect to be this value.
Combined with motion value according to forceVignetteMode.
int Sigtrap.VrTunnellingPro.TunnellingBase.framerateDivision = 1 |
Divide VR framerate by this number while keeping HMD and cage at device framerate.
Forces stepped motion of motionEffectTarget rather than changing rendering.
const string Sigtrap.VrTunnellingPro.TunnellingBase.GLOBAL_PROP_FOGBLEND = "_VRTP_Cage_FogBlend" |
Global shader parameter controlling fog strength in shaders using CageFog.cginc.
const string Sigtrap.VrTunnellingPro.TunnellingBase.GLOBAL_PROP_FOGCOLOR = "_VRTP_Cage_FogColor" |
Global shader parameter controlling fog color in shaders using CageFog.cginc.
const string Sigtrap.VrTunnellingPro.TunnellingBase.GLOBAL_PROP_FOGDENSITY = "_VRTP_Cage_FogDensity" |
Global shader parameter controlling fog density in shaders using CageFog.cginc.
const string Sigtrap.VrTunnellingPro.TunnellingBase.GLOBAL_PROP_FOGPOWER = "_VRTP_Cage_FogPower" |
Global shader parameter controlling fog falloff in shaders using CageFog.cginc.
Transform Sigtrap.VrTunnellingPro.TunnellingBase.motionEffectTarget = null |
Transform used for artificial tilt and framerate division.
Should be a child of Motion Target and a parent of the HMD.
Target's transform should not be modified by anything else.
Transform Sigtrap.VrTunnellingPro.TunnellingBase.motionTarget |
Motion calculated using this Transform. Generally shouldn't use HMD.
Vector2 Sigtrap.VrTunnellingPro.TunnellingBase.tiltMaxAngles = 5*Vector2.one |
Maximum artificial tilt in degrees. Zero for no clamp.
X: Pitch, Y: Roll.
float Sigtrap.VrTunnellingPro.TunnellingBase.tiltSmoothTime = 0f |
Smooth out tilt over this time.
float Sigtrap.VrTunnellingPro.TunnellingBase.tiltStrength = 0f |
Strength of artificial tilt relative to linear acceleration.
Degrees per (metres per second squared).
bool Sigtrap.VrTunnellingPro.TunnellingBase.useAcceleration = false |
Add linear acceleration to effect strength? Helps players with moderate sim-sickness.
bool Sigtrap.VrTunnellingPro.TunnellingBase.useAngularVelocity = true |
Add angular velocity to effect strength? Helps players with regular sim-sickness.
bool Sigtrap.VrTunnellingPro.TunnellingBase.useArtificialTilt = false |
Artifically tilt the camera when moving to simulate acceleration forces.
bool Sigtrap.VrTunnellingPro.TunnellingBase.useCounterMotion = false |
Counter-motion moves/rotates cage/skybox opposite to motionTarget motion.
bool Sigtrap.VrTunnellingPro.TunnellingBase.useVelocity = false |
Add translation velocity to effect strength? Helps players with strong sim-sickness.
float Sigtrap.VrTunnellingPro.TunnellingBase.velocityMax |
Clamp effect contribution above this velocity. Metres per second
float Sigtrap.VrTunnellingPro.TunnellingBase.velocityMin |
No effect contribution below this velocity. Metres per second
float Sigtrap.VrTunnellingPro.TunnellingBase.velocitySmoothing = 0.15f |
Smoothing time for velocity calculation. 0 for no smoothing
float Sigtrap.VrTunnellingPro.TunnellingBase.velocityStrength = 1 |
Strength contributed to effect by linear velocity.
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get |
Indicates whether the motionEffectTarget is currently being used for motion effects.