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Unity: Using NGUI with the Oculus Rift

2016-03-14 10:51 609 查看


Unity: Using NGUI with the Oculus Rift

Many Unity developers are using Tasharen Entertainment’s NGUI as a UI solution, and quite sensibly in my opinion; it’s much better than the built-in GUI framework in many ways and I don’t think there’s anything better on the asset store either. I recently got
it working with the dual-camera rendering of the Rift; here’s the method I used.


Basic Setup

NGUI uses its own camera to render everything on the UI layer(s) you specify. That’s a pretty convenient approach for Rift development as it turns out, thanks to a built-in Unity feature. We’ll be rendering to a texture and then displaying that rather than
allowing the UI to render directly to the screen. If you’ve snooped around the Tuscany demo scene a bit, you might recognize this as the same approach the supplied
OVRMainMenu
takes.

Create a render texture in your project; you’ll probably want it to be 1024×1024 or 2048×2048 for UI use. Point the NGUI camera’s “Target texture” field at your render texture. You’ll need to create a new material
that uses the render texture as a source, so do that – set the shader as “Unlit/Texture” right now. We’ll be coming back to shaders in a moment.

Next, create a plane (if you’re reading this IN THE FUTURE, Unity are supposed to be implementing a two-triangle optimized plane object; if that’s available, use it instead of the standard 400-poly beast we have now). Parent it to the
CameraRight
camera
object inside the
OVRCameraController
. Note that this will give you a UI which is locked to the player’s view, no matter where they are looking; if you want a non view-locked UI that the user
can look around, you might want to attach the plane object to the player object instead of directly to the camera. Position the plane in front of your player object, and orient it so that the top surface is facing the player. The position you choose is relevant,
by the way; the Z distance from the player will affect the size of the UI onscreen.

Now set the material on the plane to be the render texture material you created before. If you have widgets set up in your UI, you should see them render in the scene view at this point, though the background of the UI will be a solid colour. Let’s fix that!


Shaders

We need to make a new shader to have things render correctly when using a render texture. We want the NGUI widgets to be rendered with an alpha channel. If you’re not used to shader programming, don’t worry! This is a pretty simple thing to pull off.

NGUI holds its shaders in the folder “Assets/NGUI/Resources/Shaders”. Open this path in Windows Explorer (or Finder or whatever other strange OS you might be using!). Find the “Unlit
– Transparent Colored” shader and copy it. We’ll keep the original shader so we can reuse it, of course. Rename the copy to “Unlit – Transparent Colored RTT” (RTT being “Render To Texture” if it’s not obvious).
Now open the new shader in your favourite text editor (I like Sublime Text!). First, change the name at the top to“Unlit/Transparent
Coloured RTT”. Next, find the line with the text “ColorMask RGB”, and delete it. That’s all there is to it! “ColorMask RGB” tells the renderer to write only RGB
values and ignore the alpha channel, and by deleting it the shader will default to writing all the info we need.

Save the shader, and find your NGUI atlas in your project view inside Unity. Specifically, you want the material that it’s using, which is always stored alongside the atlas object and texture with the same name. Edit it, and change the shader to the one we
just created. Now, head back to your rendering plane under the CameraRight object, and change the shader on the render texture material you created to be“Unlit/Transparent Colored”. There you go – your widgets should
be rendering just how you expect them.

If you don’t see your UI, it’s time to troubleshoot!

Is the NGUI camera pointing to a valid render texture?

Is the render plane oriented correctly? Neither the plane nor the material is double-sided so it will be invisible from the wrong viewing angle.

Is the render plane using the correct material?

Is the material using the correct shader?

Is everything on your UI in the correct layer, and the camera culling mask is set up to include that layer?

As you can see there are a few potential points of failure so make sure to double-check everything as you go along.


Dealing With Clipping

One extra feature you might want is the ability for the UI plane to render over the environment, even if it would ordinarily be obscured by it. If you can stand to set up another shader we can fix that too!

In the NGUI shader folder, again copy “Unlit – Transparent Colored.shader” and rename the copy to “Unlit – Transparent Colored NoClip”. Edit the shader, change the name
at the top to add the NoClip extension, and now look for the “Queue” line in the “Tags” group.. Change “Transparent” to “Overlay” –
this tells the Unity render queue to render this object in the final group, after everything else in the world. Then find the “ZWrite Off” line, and right underneath that add “ZTest
Always”. This means to always draw this material regardless of what else happens to be at that point onscreen.

Now change your render texture material (used on the plane object) to use this shader, and your UI will render on top of everything in the world. I suppose you might run into issues if you’re using fullscreen effects as they use the Overlay render queue too;
I haven’t tried that out yet. Otherwise, you should have a nice-looking NGUI UI in your Rift!

here have a video :https://www.youtube.com/watch?v=_GP7lpOPcFc
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