Scene №1.
This scene is quite unique one, and has many experimental stuff. If you found a bug, pin "@DemonLord" in Discussion tab above or D.M. me.
Scene has 5 main animation stages with total of 11.5min of animation time.
Loop versions of them.
Different view types: free look, camera ride, POV locked/unlocked.
Portal System.
Even if it gives such an interesting experience, it is not very useful at this stage.
It was mostly for learning purposes, how to write plugins, how Unity works, rendering, lighting, shaders, optimization...
Scene was tested in VR, and I tried my best to keep high framerate (good optimization and also low packages file size).
This scene is quite unique one, and has many experimental stuff. If you found a bug, pin "@DemonLord" in Discussion tab above or D.M. me.
Scene has 5 main animation stages with total of 11.5min of animation time.
Loop versions of them.
Different view types: free look, camera ride, POV locked/unlocked.
Portal System.
Even if it gives such an interesting experience, it is not very useful at this stage.
All of this is a big trick.
- All geometry in that place as it looks, and colliders too. So managing them is a question.
- Each asset requires changing their Shader to Stencil able one. So materials rendered only in zone with the same stencil mask.
And portal surface creates this mask, but its end up like a "pipe", and you will see geometry not only behind of the portal, but also in front.
- Portal surface are not occluded by geometry from "outside".
- I can not change Persons shader, because I don't have original shader to add there stencil filter. So they are just hidden in a tube that filters them from view.
- Managing lights is also a question. Persons are on "0 layer" so the light will interact between "worlds".
I thinking about releasing portal scripts separately for free use, but with this much limitations, I don't know.
- All geometry in that place as it looks, and colliders too. So managing them is a question.
- Each asset requires changing their Shader to Stencil able one. So materials rendered only in zone with the same stencil mask.
And portal surface creates this mask, but its end up like a "pipe", and you will see geometry not only behind of the portal, but also in front.
- Portal surface are not occluded by geometry from "outside".
- I can not change Persons shader, because I don't have original shader to add there stencil filter. So they are just hidden in a tube that filters them from view.
- Managing lights is also a question. Persons are on "0 layer" so the light will interact between "worlds".
I thinking about releasing portal scripts separately for free use, but with this much limitations, I don't know.
Scene was tested in VR, and I tried my best to keep high framerate (good optimization and also low packages file size).