Another late update (sorry!). At least it’s not more than a week since the last one.
First thing to look at in this build is the new sky. It’s a bit hard to see through the windows, but there’s now clouds in the sky and a flare where the Sun is (and the flare moves as the Sun sets).
This first version of the sky is not actually using Unity’s built in skybox, but is simply mapped to the inside of a sphere. A second camera renders the sky sphere behind everything else and rotates to match the player’s view: a simple 3D skybox implementation.
There’s also two new additions to the room itself: the projector screen above the blackboard and the loudspeaker. Both are using normal maps to add a little bit of depth.
Normal mapping won’t work as well in VR as it does on a 2D screen, but it still improves the lighting without adding extra polygons.
Next up is probably the most important feature in any video game: lens flare.
Yeah, I know.
Mostly I just wanted to learn how Unity’s lens flares worked. (Once Oculus support went in, the flare was reduced to just the glow around the Sun itself.)
I also improved the sky outside the room.
It’s a bit hard to see in this picture, but the sky now has a more natural gradient from pink to blue. The clouds also look a lot better.
The last update to discuss today is a simple one.
Not a lot to talk about here. It’s a simple model with a simple texture.
Until next time, best wishes from the dark side of the Moon.
(Also, if you’re reading this: please leave a comment with your thoughts!)