Book Image

Mastering Oculus Rift Development

By : Jack Donovan
Book Image

Mastering Oculus Rift Development

By: Jack Donovan

Overview of this book

Virtual reality (VR) is changing the world of gaming and entertainment as we know it. VR headsets such as the Oculus Rift immerse players in a virtual world by tracking their head movements and simulating depth, giving them the feeling that they are actually present in the environment. We will first use the Oculus SDK in the book and will then move on to the widely popular Unity Engine, showing you how you can add that extra edge to your VR games using the power of Unity. In this book, you’ll learn how to take advantage of this new medium by designing around each of its unique features. This book will demonstrate the Unity 5 game engine, one of most widely-used engines for VR development, and will take you through a comprehensive project that covers everything necessary to create and publish a complete VR experience for the Oculus Rift. You will also be able to identify the common perils and pitfalls of VR development to ensure that your audience has the most comfortable experience possible. By the end of the book, you will be able to create an advanced VR game for the Oculus Rift, and you’ll have everything you need to bring your ideas into a new reality.
Table of Contents (17 chapters)
Mastering Oculus Rift Development
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Changing the appearance of objects with shaders


So far, the graphical work that we've done has all been to do with how the entire scene is rendered. The material so far in this chapter has been relatively code-free and has largely depended on scene configuration. In this section, we'll delve more deeply into the code-oriented side of graphics programming and write a shader, which is essentially a custom set of instructions about how the GPU should render an individual object.

Before we start writing code, it will help to gain a basic understanding of what happens in a shader's execution, so we'll briefly go over the two main processing steps of a shader written in ShaderLab, Unity's shader syntax.

A quick overview of ShaderLab shaders

All ShaderLab shaders go through two main phases: the vertex phase and the fragment phase. All code in the vertex phase is run once on every vertex on an object, and all code in the fragment phase is performed for every pixel of the object rendered to the screen...