Exemple #1
0
    // Use this for initialization
    void Start()
    {
        _Correction              = new OffscreenProcessor();
        _Correction.ShaderName   = "Image/DistortionCorrection";
        _Correction.TargetFormat = RenderTextureFormat.ARGB32;

        _SrcBlitter              = new OffscreenProcessor();
        _SrcBlitter.ShaderName   = "Image/Blitter";
        _SrcBlitter.TargetFormat = RenderTextureFormat.Default;
        _SrcBlitter.TargetFormat = RenderTextureFormat.ARGB32;

        _GazeBlitterCircle = Shader.Find("Image/GazeBlit_Circle");

        _GazeBlitterRect = Shader.Find("Image/GazeBlit_Rect");

        _GazeBlitter              = new OffscreenProcessor();
        _GazeBlitter.ShaderName   = "Image/Blitter";
        _GazeBlitter.TargetFormat = RenderTextureFormat.Default;
        _GazeBlitter.TargetFormat = RenderTextureFormat.ARGB32;

        _SceneBlitter              = new OffscreenProcessor();
        _SceneBlitter.ShaderName   = "Image/Blitter";
        _SceneBlitter.TargetFormat = RenderTextureFormat.Default;
        _SceneBlitter.TargetFormat = RenderTextureFormat.ARGB32;

        _CombinedTexture = new RenderTexture((int)1, (int)1, 16, RenderTextureFormat.ARGB32);

        _blurGenerator            = new BlurImageGenerator();
        _blurGenerator.DownScaler = 0;
        _blurGenerator.Iterations = 1;

        CamSource.GetBaseTexture().OnFrameBlitted += OnFrameGrabbed;

        _GazeTexture = new Texture[0];
    }
Exemple #2
0
    // Postprocess the image
    void OnRenderImage(RenderTexture source, RenderTexture destination)
    {
        if (_blurGenerator == null)
        {
            _blurGenerator = new BlurImageGenerator();
        }
        _blurGenerator.Iterations = Iterations;
        _blurGenerator.DownScaler = Downscale;
        BluredTexture             = _blurGenerator.GenerateBlur(source, ref _blurTex);

        Graphics.Blit(BluredTexture, destination);
    }