Re: Extend Online Maps to create a horizon
Here is another picture of what is happening
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Infinity Code Forum → Tips & Tricks → Extend Online Maps to create a horizon
Here is another picture of what is happening
This is achieved by properly setting the fog (see the video in the first post) and Camera / Clipping Planes / Far.
Or you can hide the horizon border using a shader.
Hello again,
I have followed the video, the only thing that is different is that I used the skybox instead. Could this be the problem? If yes, where can I find the same skybox material used in the video?
Also, If this info is in this thread and I missed I'm sorry, but could you tell me how can I hide the horizon border using a shader?
The other thing that I think would solve my problem is limiting the rotation on x, but when I changed the maxRotationX on the Camera Orbit script it does nothing. Could you tell me what I can do to limit the rotation on x?
In this picture, I removed the Horizon 2_Bing Maps. So we can check what happens if I zoom in max 15 and also rotate to the sides. Is there a way that I can just show the rest of the map, instead cropping like is doing now?
I used these skyboxes:
https://assetstore.unity.com/packages/2 … x-one-6332
How to make horizon fade using shader:
https://www.dropbox.com/s/f0e0w8sdlgdql … e.mp4?dl=0
Tileset Fade Shader in post #4.
Horizon Fade Shader (it's just a slightly modified version of Tileset Fade Shader):
Shader "Infinity Code/Online Maps/Horizon Fade Shader"
{
Properties
{
_Color("Main Color", Color) = (1,1,1,1)
_MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
_OverlayBackTex("Overlay Back Texture", 2D) = "black" {}
_OverlayBackAlpha("Overlay Back Alpha", Range(0, 1)) = 1
_TrafficTex("Traffic Texture", 2D) = "black" {}
_OverlayFrontTex("Overlay Front Texture", 2D) = "black" {}
_OverlayFrontAlpha("Overlay Front Alpha", Range(0, 1)) = 1
}
SubShader
{
Tags{ "Queue" = "Transparent-200" "IgnoreProjector" = "True" "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert alpha
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
float3 worldPos;
};
void surf(Input IN, inout SurfaceOutput o)
{
float tilesetSizeX = 1024;
float tilesetSizeY = 1024;
float startFadeDist = 2600;
float fadeRange = 1024;
float3 center = float3(tilesetSizeX / -2, 0, tilesetSizeY / 2);
float3 wp = mul(unity_WorldToObject, float4(IN.worldPos, 1)).xyz;
float3 dist = center - float3(wp.x, 0, wp.z);
float len = length(dist);
float scale = (len - startFadeDist) / fadeRange;
o.Alpha = saturate(1 - scale);
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
}
ENDCG
}
Fallback "Transparent/Cutout/Diffuse"
}
Unfortunately, I did not understand why you rotated the map in post #54.
You definitely don't need to do this.
Thanks!!!!!
Infinity Code Forum → Tips & Tricks → Extend Online Maps to create a horizon
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