Unity 5.4 Likes: HTC Vive classic The lab renderer open source

Source: Internet
Author: User
Tags unity 5

HTC Vive offers a nice free VR demo that has been carefully experienced in the last 1 weeks.

Looking carefully at its installation files, it is the Unity 5.4beta version (by checking log, know valve company with the latest 5.4.0B11 version developed), it is indeed a great confidence:

To know, some startups in order to play a differentiated competition, improve the technology threshold, said Unreal 4 of the picture quality than Unity 5 excellent, which makes a lot of companies under the Unity technology stack depressed – for years unity picture quality is not as high as unreal.

The Lab

Program path: Steam\steamapps\common\the Lab\thelab\win64

Secret Shop

Program path: Steam\steamapps\common\the Lab\secretshop\win64

Longbow

Archery, new breaking record:3565 points

The above 3 demos, all in accordance with the VR experience immersion sense three elements:

    • Tactile: Handle Vibration Feedback
    • Vision: high-quality immersion
    • Auditory

Looking through some information, we found that 1 months ago, Valve put the Lab renderer open source, unexpectedly.

    • The Lab Renderer (Requires Unity 5.4.b15 or newer)
    • SteamVR plugin for Unity (HTC Vive Development Essentials)

The lab renderer has several features:

      • Single-pass Forward Rendering and MSAA
      • Adaptive Quality
      • Custom Shaders
      • GPU Flushing
      Use steps

Step 1: Scene settings

Scene Setup:
–enable forward renderer in Player Project Settings
–set Color Space to Linear in Player Project Settings
–enable GPU skinning in Player Project Settings
–add the ValveCamera.cs script to the main camera
–add the ValveRealtimeLight.cs script to all runtime lights
–in Project quality Settings, set Shadow Cascades to No Cascades
–in Project quality Settings, set Pixel light Count = 99

Step 2: Switch shader

      Easy conversion of existing materials – in fact using the shaders provided by valve (instead of Unity 5 standard Shader)

Step 3: View the fps! of the VR during the HTC Vive run

      The refresh rate required by HTC is 90Hz.
      Core C # scripts are 2 files, ValveCamera.cs, ValveRealtimeLight.cs
      to improve the balance of VR quality and refresh rate, this is to set these 2 unity VR parameters:

Vrsettings.renderscale

Vrsettings.renderviewportscale

One of the adaptive quality's inspiring ideas is to dynamically set up by observing the vrstats.gputimelastframe average of the past 10 frames. This dynamic optimization idea, from software algorithms, is really cool:

    • According to the computer hardware, the operation of the card, Renderscale set a larger, quality slowly become better;
    • According to the computer hardware, run the card, Renderscale set smaller, the quality of the difference on the line.

Tip: I consulted unity QA Leader via Twitter, and he gave me feedback that was originally scheduled for 2016.6 months in Unity 5.4, because there are currently 2 serious bugs in rendering, so 5.4 will be postponed until the end of July – sometime, I hope the 5.4 official version is getting more and more, especially in VR rendering.

Start-Up advertising:

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2 of the latest VR devices, such as GEARVR, HTC Vive, Oculus CV1, LONG VR magic mirror, etc.

3 can be public on the public sign the formal contract, the development of votes.

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Contact qq:2137-2550

Reference blog: Unity3d for VR Learning (5): VR gaze inputunity3d for VR learning (11): Post-screen rendering effects (Image Effect) Unity3d for VR Learning (9): Unity Shader Lighting Models (illumination model) Unity3d for VR Learning (8): Unity Shader Overview

Unity 5.4 Likes: HTC Vive classic The lab renderer open source

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