skybox

Unity 3D fade from one skybox to another

风流意气都作罢 提交于 2020-05-13 17:49:27
问题 I have four different skyboxes, one for each season in my game. How can I create a fade transition between the skyboxes in c#? So for example, at a certain point, the summer skybox fades into the autumn skybox. Thank you! 回答1: You'll want to do the blending in a shader, there's one on the Unify wiki that can blend between two skyboxes. You need to swap the textures in your material using a script (using material.SetTexture) when it's finished blending between 2 of them to get the effect of

Skybox textures do not display correctly

倾然丶 夕夏残阳落幕 提交于 2020-04-14 07:36:53
问题 I have a problem with skybox textures. If you twist the camera, it creates a feeling that one texture overlays another, as in the screenshot: Skybox show code: private void drawSkybox(int texId){ glColor4f(1,1,1,1); glDepthMask(false); glEnable(GL_TEXTURE_CUBE_MAP); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_CUBE_MAP, texId); glBindVertexArray(vao[0]); glBindBuffer (GL_ARRAY_BUFFER, vbo[0]); glDrawArrays(GL_TRIANGLES, 0, 36); glBindVertexArray(0); glBindBuffer (GL_ARRAY_BUFFER, 0)

Skybox textures do not display correctly

六月ゝ 毕业季﹏ 提交于 2020-04-14 07:36:06
问题 I have a problem with skybox textures. If you twist the camera, it creates a feeling that one texture overlays another, as in the screenshot: Skybox show code: private void drawSkybox(int texId){ glColor4f(1,1,1,1); glDepthMask(false); glEnable(GL_TEXTURE_CUBE_MAP); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_CUBE_MAP, texId); glBindVertexArray(vao[0]); glBindBuffer (GL_ARRAY_BUFFER, vbo[0]); glDrawArrays(GL_TRIANGLES, 0, 36); glBindVertexArray(0); glBindBuffer (GL_ARRAY_BUFFER, 0)

Unity: Custom Procedural Skybox disappears at build

拜拜、爱过 提交于 2020-01-06 05:40:07
问题 Following this process https://www.youtube.com/watch?v=UIbkfVWYRWQ I made a custom skybox procedural material for my app and applied it in the lighting panel. It works fine but when I make a build for Android, during the building process, the custom skybox is replaced with the "Default-Skybox" Once the build is done, the custom skybox comes back I found that https://answers.unity.com/questions/1211015/procedural-skybox-no-longer-working-on-android-bui.html But I can't find how to "Delete the

Inconsistent skybox rendering using different textures in Pygame + PyOpenGL

岁酱吖の 提交于 2019-12-25 09:05:34
问题 Motivated by my incomplete answer to this question, I am implementing a simple skybox in PyOpenGL in accordance with this tutorial, making minor tweaks as needed for OpenGL 2.1/GLSL 120 and python2.7-isms. For the most part, it works successfully, but depending on what six images I pass to my cubemap, the images either end up swapped between a single pair of opposite faces or are randomly rotated ! Below is the main class of this demo: import pygame import sys import time import glob import

Three.js skybox not loading completely or at all

大城市里の小女人 提交于 2019-12-25 04:44:50
问题 I inserted a skybox in my Three.js canvas like this: // SkyBox var urls = [ themePath + 'assets/img/sky/pos-x.jpg', themePath + 'assets/img/sky/neg-x.jpg', themePath + 'assets/img/sky/pos-y.jpg', themePath + 'assets/img/sky/neg-y.jpg', themePath + 'assets/img/sky/pos-z.jpg', themePath + 'assets/img/sky/neg-z.jpg' ] window.cubemap = THREE.ImageUtils.loadTextureCube(urls); cubemap.format = THREE.RGBFormat; window.shader = THREE.ShaderLib['cube']; shader.uniforms['tCube'].value = cubemap; window

Deferred Rendering Skybox OpenGL

不羁的心 提交于 2019-12-12 18:47:37
问题 I've just implemented deferred rendering and am having trouble getting my skybox working. I try rendering my skybox at the very end of my rendering loop and all I get is a black screen. Here's the rendering loop: //binds the fbo gBuffer.Bind(); //the shader that writes info to gbuffer geometryPass.Bind(); glDepthMask(GL_TRUE); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); glDisable(GL_BLEND); //draw geometry geometryPass.SetUniform("model", transform.GetModel())

RenderSettings Skybox lerp

纵饮孤独 提交于 2019-12-12 01:54:51
问题 I want to switch my skybox from a day material to a night material for this I use : Material night; int skyboxflag = 0; int flag = 0; float t; public float smooth = 1; void Start () { night = Resources.LoadAll("Night_mat",typeof(Material))[0] as Material; } void Update () { if (skyboxflag == 1) { if(flag == 0){ t = Time.time; flag = 1; } RenderSettings.skybox.Lerp(RenderSettings.skybox, night,(Time.time - t)/smooth); if(Time.time - t > smooth){ skyboxflag = 0; } } } void OnTriggerEnter

make three.js skybox from tilemap

断了今生、忘了曾经 提交于 2019-12-11 16:22:34
问题 I can make a three.js skybox using 6 separate image files. But I want to be able to build a skybox from a single image made up of tiles. For example if I have a composite tiled image as source (see (http://www.zen226082.zen.co.uk/STACK_EXCHANGE/Giant_A.jpg)... i dont have enough rep to post it here :-(. I can load the composite image into a canvas and copy each tile into a cache buffer and then send them into a Three.js materials array. The materials are then used to make a skybox. However

Editing a Cubemap Skybox from remote image

陌路散爱 提交于 2019-12-10 16:55:49
问题 I need to download an image from a server, then transform it in a Cubemap and finally put this CubeMap in my Skybox. I work with C#. I came up with this code : public string url = "image/url.jpg"; void Update() { // When trigger, we start the process if (Input.GetKeyDown("f")) { // start Coroutine to handle the WWW asynchronous process StartCoroutine("setImage"); } } IEnumerator setImage () { Texture2D tex; tex = new Texture2D(2048, 2048, TextureFormat.RGBA32, false); WWW www = new WWW(url);