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Unity 2020 Virtual Reality Projects

You're reading from   Unity 2020 Virtual Reality Projects Learn VR development by building immersive applications and games with Unity 2019.4 and later versions

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Product type Paperback
Published in Jul 2020
Publisher Packt
ISBN-13 9781839217333
Length 592 pages
Edition 3rd Edition
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Author (1):
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Jonathan Linowes Jonathan Linowes
Author Profile Icon Jonathan Linowes
Jonathan Linowes
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Table of Contents (15) Chapters Close

Preface 1. Virtually Everything for Everyone 2. Understanding Unity, Content, and Scale FREE CHAPTER 3. Setting Up Your Project for VR 4. Using Gaze-Based Control 5. Interacting with Your Hands 6. Canvasing the World Space UI 7. Teleporting, Locomotion, and Comfort 8. Lighting, Rendering, Realism 9. Playing with Physics and Fire 10. Exploring Interactive Spaces 11. Using All 360 Degrees 12. Animation and VR Storytelling 13. Optimizing for Performance and Comfort 14. Other Books You May Enjoy

Enhancing your scenes with post-processing effects

So, we've seen how the Render Pipeline can use environment lighting, PBR Materials, Light GameObjects, and Probes to render realistic views of your scene. But wait! There's more! You can add post-processing effects to the fullscreen camera buffer image before it appears on the screen. Post-processing effects are often used to simulate the visual properties of a physical camera and film. Examples include Bloom (fringe lighting extending the border of extremely bright light), Color Grading (adjusts the color and luminance of the final images, like an Instagram filter), and Anti-aliasing (removing jaggy edges). You can stack a series of available effects that are processed in sequence.

For example, the Vignette effect darkens the edges of the image and leaves the center brighter. In VR, during a fast-paced scene (such as a racing game or roller coaster), or when teleporting, using a Vignette can help reduce motion...

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