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