Ejemplo n.º 1
0
        void OnPreRender()
        {
            if (m_ShaderPipelineEnabled)
            {
                m_copyCamera.CopyFrom(m_hololensCamera);
                m_copyCamera.projectionMatrix = m_hololensCamera.projectionMatrix;

                // Render View
                m_postProcessingPipe.Render(m_copyCamera, ObjectBlendMask, SpatialEnvironmentMask);
            }
        }
Ejemplo n.º 2
0
        ////////////////////////////////////////////////////////////////////////////////////////
        /// INTERNAL OVERRIDES
        ////////////////////////////////////////////////////////////////////////////////////////

        /// <summary>
        /// Render both virtual and physical objects together from the perspective of the user
        /// </summary>
        internal void RenderUserView()
        {
            // Render Pipe
            //m_copyCamera.CopyFrom(m_mainCamera);
            m_copyCamera.projectionMatrix = m_mainCamera.projectionMatrix;
            m_postProcessingPipe.Render(
                m_copyCamera,
                BlendableObjectMask,
                IgnoreEnvironmentMask);

            // Render main camera
            m_mainCamera.cullingMask     = ViewableObjectMask;
            m_mainCamera.backgroundColor = BackgroundColor;
            m_mainCamera.targetTexture   = TargetRGBTexture;
            m_mainCamera.clearFlags      = CameraClearFlags.SolidColor;
            m_mainCamera.Render();

            // TODO: Might need to render out specfic geometry from the projectors view
            // TODO: Take a look at Projectionpass from RoomAlive
        }