http://pm.pps.uny.ac.id/id/berita/augmented-reality-kuliah-umum-dari-praktisi-beserta-praktiknya.html
Portal belajar membuat aplikasi Augmented Reality dan Virtual Reality
Kamis, 26 September 2019
Rabu, 25 September 2019
Spinning Object
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpinWheelScript : MonoBehaviour
{
float rotationSpeed = 10.0f;
float lerpSpeed = 1.0f;
private Vector3 speed;
private Vector3 avgSpeed;
private bool dragging = false;
private Vector3 targetSpeedX;
void OnMouseDown()
{
dragging = true;
}
void Update()
{
if (Input.GetMouseButton(0) && dragging)
{
speed = new Vector3(-Input.GetAxis("Mouse X"), 0, 0);
avgSpeed = Vector3.Lerp(avgSpeed, speed, Time.deltaTime * 5);
}
else
{
if (dragging)
{
speed = avgSpeed;
dragging = false;
}
var i = Time.deltaTime * lerpSpeed;
speed = Vector3.Lerp(speed, Vector3.zero, i);
}
transform.Rotate(Camera.main.transform.up * speed.x * rotationSpeed, Space.World);
transform.Rotate(Camera.main.transform.right * speed.y * rotationSpeed, Space.World);
}
}
}
using System.Collections.Generic;
using UnityEngine;
public class SpinWheelScript : MonoBehaviour
{
float rotationSpeed = 10.0f;
float lerpSpeed = 1.0f;
private Vector3 speed;
private Vector3 avgSpeed;
private bool dragging = false;
private Vector3 targetSpeedX;
void OnMouseDown()
{
dragging = true;
}
void Update()
{
if (Input.GetMouseButton(0) && dragging)
{
speed = new Vector3(-Input.GetAxis("Mouse X"), 0, 0);
avgSpeed = Vector3.Lerp(avgSpeed, speed, Time.deltaTime * 5);
}
else
{
if (dragging)
{
speed = avgSpeed;
dragging = false;
}
var i = Time.deltaTime * lerpSpeed;
speed = Vector3.Lerp(speed, Vector3.zero, i);
}
transform.Rotate(Camera.main.transform.up * speed.x * rotationSpeed, Space.World);
transform.Rotate(Camera.main.transform.right * speed.y * rotationSpeed, Space.World);
}
}
}
Senin, 23 September 2019
UnlitShadow (Shader for a shader in AR mode - Vuforia, EasyAR)
Shader "UnlitShadows/UnlitShadowReceive" {
Properties{ _Color("Main Color", Color) = (1,1,1,1) _MainTex("Base (RGB)", 2D) = "white" {} _Cutoff("Cutout", Range(0,1)) = 0.5 }
SubShader{ Pass{ Alphatest Greater[_Cutoff] SetTexture[_MainTex] } Pass{ Blend DstColor Zero Tags{ "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase
#include "AutoLight.cginc"
struct v2f {
float4 pos : SV_POSITION; LIGHTING_COORDS(0,1) };
v2f vert(appdata_base v) {
v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); TRANSFER_VERTEX_TO_FRAGMENT(o);
return o; }
fixed4 frag(v2f i) : COLOR{
float attenuation = LIGHT_ATTENUATION(i);
return attenuation;
} ENDCG } } Fallback "Transparent/Cutout/VertexLit" }