/// <summary>
    /// Update AR screen material with camera texture size data
    /// (and distortion parameters if using distortion post-process filter).
    /// </summary>
    /// <param name="uOffset">U texcoord offset.</param>
    /// <param name="vOffset">V texcoord offset.</param>
    /// <param name="colorCameraRDisplay">Rotation of the display with respect to the color camera.</param>
    private static void _MaterialUpdateForIntrinsics(
        float uOffset, float vOffset, OrientationManager.Rotation colorCameraRDisplay)
    {
        Vector2[] uvs = new Vector2[4];
        uvs[0] = new Vector2(0 + uOffset, 0 + vOffset);
        uvs[1] = new Vector2(0 + uOffset, 1 - vOffset);
        uvs[2] = new Vector2(1 - uOffset, 0 + vOffset);
        uvs[3] = new Vector2(1 - uOffset, 1 - vOffset);

        for (int i = 0; i < 4; ++i)
        {
            uvs[i] = _GetUnityUvBasedOnRotation(uvs[i], colorCameraRDisplay);
        }

        VideoOverlayProvider.SetARScreenUVs(uvs);
    }