//this function copies the distortion shader from the original Shader attached to VRHead private void CopyDistortionShader(OsvrDistortion original, GameObject destination) { OsvrDistortion d = destination.AddComponent <OsvrDistortion>(); d.distortionShader = original.distortionShader; d.k1Red = original.k1Red; d.k1Blue = original.k1Blue; d.k1Green = original.k1Green; d.leftCenter = original.leftCenter; d.rightCenter = original.rightCenter; d.fullCenter = original.fullCenter; d.enabled = true; }
//this function copies the distortion shader from the original Shader attached to VRHead private void CopyDistortionShader(OsvrDistortion original, GameObject destination) { //if there is no distortion, don't bother if (original.k1Red == 0 && original.k1Green == 0 && original.k1Blue == 0) { return; } OsvrDistortion d = destination.AddComponent<OsvrDistortion>(); d.distortionShader = original.distortionShader; d.k1Red = original.k1Red; d.k1Blue = original.k1Blue; d.k1Green = original.k1Green; d.leftCenter = original.leftCenter; d.rightCenter = original.rightCenter; d.fullCenter = original.fullCenter; d.enabled = true; }
void Start() { Init(); CatalogEyes(); _distortionEffect = GetComponent <OsvrDistortion>(); if (_distortionEffect != null) { _distortionEffect.enabled = (viewMode == ViewMode.mono); } GetDeviceDescription(); MatchEyes(); //copy camera properties to each eye //rotate each eye based on overlap percent, must do this after match eyes if (_deviceDescriptor != null) { SetEyeRotation(_deviceDescriptor.OverlapPercent, _deviceDescriptor.MonocularHorizontal); SetEyeRoll(_deviceDescriptor.LeftRoll, _deviceDescriptor.RightRoll); } }
void Start() { Init(); CatalogEyes(); _distortionEffect = GetComponent<OsvrDistortion>(); if (_distortionEffect != null) { _distortionEffect.enabled = (viewMode == ViewMode.mono); } //update VRHead with info from the display interface if it has been initialized //it might not be initialized if it is still loading/parsing a display json file //in that case, we will try to initialize asap in the update function if (GetComponent<DisplayInterface>().Initialized) { UpdateDisplayInterface(); } }
//this function copies the distortion shader from the original Shader attached to VRHead private void CopyDistortionShader(OsvrDistortion original, GameObject destination) { //if there is no distortion, don't bother if (original.k1Red == 0 && original.k1Green == 0 && original.k1Blue == 0) { return; } OsvrDistortion d = destination.AddComponent <OsvrDistortion>(); d.distortionShader = original.distortionShader; d.k1Red = original.k1Red; d.k1Blue = original.k1Blue; d.k1Green = original.k1Green; d.leftCenter = original.leftCenter; d.rightCenter = original.rightCenter; d.fullCenter = original.fullCenter; d.enabled = true; }
void Start() { Init(); CatalogEyes(); _distortionEffect = GetComponent <OsvrDistortion>(); if (_distortionEffect != null) { _distortionEffect.enabled = (viewMode == ViewMode.mono); } //update VRHead with info from the display interface if it has been initialized //it might not be initialized if it is still parsing a display json file //in that case, we will try to initialize asap in the update function if (GetComponent <DisplayInterface>().Initialized) { UpdateDisplayInterface(); } }