Customizing VR animations in real-time with Shaders & MRTK (2/2)
Goal
Gain more hands-on experience creating custom shaders in Unity and linking to C# using MRTK.
How
Designing and prototyping an immersive experience allowing to customize geometry rendering and animations in real time using hand interactions within the constraint of a 3-day project:
Day 1 & 2 - prototyping the core logic and shaders on desktop
Day 3 - VR prototyping in MRTK
Note: this post is about creating the VR experience using MRTK.
See Customizing VR animations in real-time - Shaders & MRTK (1/2) for shaders, materials, and C# scripts.
Using shaders for environment & custom hand material
Decisions & rationale:
radial gradient shader for the environment dome to create depth in VR
swtiched blue hand color to more natural skin-toned color to create more immersion
changed doted line to gradient line for the raycast to reduce distraction
Customizing MRTK UI
Animating UI panel transition
Linking material properties with UI
End to end demo in VR
Key Takeaways
Given more time, I would:
create custom lighting inside shaders to work around the limitations of the current MRTK version as there is no real-time shadow
redesign UI slider to offer more affordance and visual feedback in VR
add more material properties to settings for more control