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| m_Name: Spyglass |
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| m_overrideMarkdownText: "## Spyglass\n\nIn NorthStar, a telescope helps players |
| see farther through dense fog. It uses an adjusted projection matrix to magnify |
| objects and reduce fog density, allowing players to view distant objects. The |
| telescope opens by pulling on the eyeglass, which extends its length.\n\n\n\n### |
| Interactions\n\nThe telescope consists of two parts: a Front and a Back, each |
| with a Rigidbody and multiple grab points. A joint connects these parts. A script |
| monitors the separation between the Rigidbodies and updates the telescope's state |
| (open or closed) based on this separation. When the state changes, the joint's |
| target position adjusts to keep the telescope open or closed, and eyeglass rendering |
| is enabled or disabled.\n\nWhen the telescope is near the user\u2019s eye, any |
| jitter becomes noticeable and can make it difficult or uncomfortable to use. |
| To stabilize, the telescope attaches to the nearest eye using another joint.\n\n\n\n### |
| Rendering\n\nInitially, the system rendered the world to a RenderTexture and |
| composited it over the eyeglass. However, this method was too slow for real-time |
| rendering. To reduce processing costs, a ScriptableRenderPass renders the visible |
| world directly to the screen with adjusted projection matrices and viewport, |
| stenciled to render only inside the eyeglass. It uses the same culling as the |
| main scene.\n\nFirst, the lens is drawn, writing a stencil bit to mark visible |
| eyeglass pixels. This ensures the magnified world is only visible through the |
| eyeglass, and any objects obscuring the eyeglass will also obscure the magnified |
| world.\n\nA screen rect is calculated for each eye based on the lens mesh bounds. |
| Due to eye separation, the screen-space bounds of the lens can differ significantly |
| for each eye. These rects combine to create a screen-space viewport containing |
| the lens for both eyes, used to adjust each eye's projection matrix. The projection |
| matrix is skewed by the relative telescope orientation multiplied by a \u201CtrackingFactor.\u201D\n\nFog |
| density is adjusted by overwriting the FogParams vector, and control passes to |
| the base DrawObjectsPass to render the game scene before restoring everything |
| to its initial state.\n\nFinally, the lens is drawn again with a smooth transparent |
| material to give it a glassy look.\n\n### Relevant Files\n- [Telescope.cs](../Assets/NorthStar/Scripts/Items/Telescope.cs)\n- |
| [ViewportRenderer.cs](https://github.com/meta-quest/Unity-UtilityPackages/tree/main/com.meta.utilities.viewport-renderer/Scripts/ViewportRenderer.cs)\n- |
| [EyeStencilWrite.shader](https://github.com/meta-quest/Unity-UtilityPackages/tree/main/com.meta.utilities.viewport-renderer/Materials/EyeStencilWrite.shader)\n" |
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