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Shader Fisheye Reproject
Aiden edited this page 2026-05-05 21:10:01 +10:00

Fisheye Reproject

Field Value
Shader ID fisheye-reproject
Category Projection
Package shaders/fisheye-reproject/

Fisheye Reproject treats the source as a fisheye camera image and inverse-projects it into a virtual rectilinear or cylindrical camera view. It gives you pan, tilt, roll, lens model, optical center, radius, and outside color controls.

Controls

Control Type Default What It Does
Lens FOV float 190 Fisheye lens field of view in degrees.
Optical Center vec2 [0.5, 0.5] Fisheye center in normalized source coordinates.
Fisheye Radius vec2 [0.5, 0.885] Horizontal and vertical fisheye radius.
Virtual FOV float 75 Field of view of the virtual output camera.
Base Pan float 0 Fixed pan offset.
Base Tilt float 0 Fixed tilt offset.
Base Roll float 0 Fixed roll offset.
Pan float 0 Live pan control.
Tilt float 0 Live tilt control.
Roll float 0 Live roll control.
Fisheye Model enum Equidistant Lens projection model.
Output Projection enum Rectilinear Rectilinear or cylindrical output.
Outside Color color Black Fill color outside valid source projection.

Lens Models

Option Use
Equidistant Common action-camera and dome-style starting point.
Equisolid Try if edges feel compressed or expanded incorrectly.
Stereographic Try for some wide-angle lenses.
Orthographic Try for different fisheye calibration behavior.

Tips

  • Start by setting Optical Center and Fisheye Radius until the source circle lines up.
  • Set Lens FOV next, then Virtual FOV.
  • Use Base Pan/Tilt/Roll for calibration and Pan/Tilt/Roll for live movement.
  • Cylindrical output can feel more natural for very wide horizontal pans.