// 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!");
        }
    }