- Unity tilt shift shader guide drivers#
- Unity tilt shift shader guide update#
- Unity tilt shift shader guide driver#
I can only imagine how it would look on the Rift.
![unity tilt shift shader guide unity tilt shift shader guide](https://i.ytimg.com/vi/V5kAXspkaBw/maxresdefault.jpg)
Especially the parts when you have to walk slowly on beams while looking down. Mirror's Edge can get pretty intense in 3D. Maybe there is a way around this, I don't know. However it runs into problems with whole areas of the screen getting clipped (or culled) so objects will disappear, you will see through walls and things like that. This is sort of what I am doing with the roll support. Something I could probably do is have the mouse move both the gun and the view simultaneously (as normal) but have the head-tracker alter the view in addition to this. Also plan on having a closed beta in November but this will only be for a few lucky people (aka the more active MTBS Thanks I initially figured independent head and gun movement would be possible, but it seems harder than what I thought. Need to fix a few things first, but I can have a preview version ready soon. I'd love to have the Oculus team test this out, its been hard to get a hold of Palmer. I could also make it so if a profile did not exist it would fallback onto 2D mode automatically, which might be convienent for Yes, I can post some Rift-ready pictures soon, maybe a video if I get a Totally. Currently you can enable the mode by editing a profile XML file, but I'd like to allow people to choose this in the GUI.
Unity tilt shift shader guide drivers#
The only major issue is the shadows, but as existing drivers seem to have problems with this I'm not sure I will be able to fix I do have a 2D mode already that works for a much wider number for games but I just need to find a good way to expose this to users. Not sure it will make it for December, but I will try to get it Skyrim seems mostly working. Borderlands 2 is a possibility, but I will have to take a look at whats involved. Thanks for the kind words guys, really appreciate BF3 is DirectX11 and I am only supporting Dx9 right now. Here is an image from the Side-by-Side (cross-eye) mode so you can get an idea of the quality:
![unity tilt shift shader guide unity tilt shift shader guide](https://i.ytimg.com/vi/AzDl3oOtbQM/maxresdefault.jpg)
Anaglyph (red/cyan + yellow/blue + green/magenta w/ black & white option for all)
![unity tilt shift shader guide unity tilt shift shader guide](https://i.redd.it/0szgfcfg93r31.png)
Games currently with full or partial support:
Unity tilt shift shader guide update#
The website is now live (just a holding page for now, will update soon): The plan is to launch in conjunction with the Rift dev-kits, so probably in December 2012. In particular, it will pre-warp the image to match the Oculus Rift optics, handle custom aspect-ratios (needed for the Rift's strange 8:10 screen), and utilize full 3DOF head-tracking.
Unity tilt shift shader guide driver#
Although only a handful of titles are supported at the moment, the experience you get with the driver is something that is not possible with current 3rd party options. Anyway, Perception is basically a new stereo 3D driver with 3DOF head-tracking. Some of you may have been following the work I've been doing in the DIY section, for others this may be the first you hear of this. Today I introduce Vireio Perception, a Virtual Reality 3D driver designed specially for the Oculus Rift.