// If TW, ATW or needDistortion enable, render by MojingSDK, Call MojingSDK.Unity_SetOverlay void DrawOverlay() { if (tex) { if (Mojing.SDK.NeedDistortion) { //MojingSDK.Unity_SetOverlay3D(3, texID, 0.04f, 0.04f, CenterPointer.transform.position.magnitude); if (SystemInfo.graphicsDeviceType == UnityEngine.Rendering.GraphicsDeviceType.Metal) { Graphics.Blit(tex, texRend); MojingSDK.Unity_SetOverlay3D_Metal(1, texRendPtr, 0.04f, 0.04f, Vector3.Distance(LCamera.transform.position, CenterPointer.position)); MojingSDK.Unity_SetOverlay3D_Metal(2, texRendPtr, 0.04f, 0.04f, Vector3.Distance(RCamera.transform.position, CenterPointer.position)); } else { MojingSDK.Unity_SetOverlay3D(1, texID, 0.04f, 0.04f, Vector3.Distance(LCamera.transform.position, CenterPointer.position)); MojingSDK.Unity_SetOverlay3D(2, texID, 0.04f, 0.04f, Vector3.Distance(RCamera.transform.position, CenterPointer.position)); /*------ * iEyeType:1----Left camera viewport draw * 2----Right camera viewport draw * 3---- Both left camera and right camera viewports draw * ------*/ } } } else { Debug.Log("There is no Texture!"); } }