public override void OnRenderImage(Texture source, RenderTexture destination) { GetDimensions(out var width, out var height); var tempRT = RenderTexture.GetTemporary(width, height); base.OnRenderImage(source, tempRT); rpMat.SetTexture("_ProsTex", tempRT); rpMat.SetVector(SP.eyeGaze, EyeGaze.Get(eyeGazeSource, headset)); rpMat.SetVector(SP.headsetDiameter, headset.GetRetinalDiameter()); rpMat.SetFloat("_natural_vision_width", this.width); rpMat.SetFloat("_natural_vision_saturation", saturation); rpMat.SetFloat("_natural_vision_brightness", _brightness); UpdateAcuity(); Graphics.Blit(Prosthesis.Source, destination, rpMat); RenderTexture.ReleaseTemporary(tempRT); }
/* * Private methods */ private void UpdatePerFrameData() { // pulse phos.SetInt(SP.pulse, Pulse ? 1 : 0); if (useFading) { // fading (can safely be uploaded every frame because it is just a RenderTexture pointer) phos.SetTexture(SP.fadeTexture, fadeRT.Back); } // eye gaze var eyeGaze = EyeGaze.Get(eyeGazeSource, headset); phos.SetVector(SP.eyeGaze, eyeGaze); tail.SetVector(SP.eyeGaze, eyeGaze); // eye gaze delta phos.SetVector(SP.eyeGazeDelta, EyeGaze.GetDelta(eyeGazeSource, headset)); }