/// <summary> /// Updates the data from the occlusion frame. /// </summary> void OnOcclusionFrameEventReceived(AROcclusionFrameEventArgs occlusionFrameEventArgs) { if (occlusionFrameEventArgs.textures != null && occlusionFrameEventArgs.textures.Count > 0) { for (int i = 0; i < occlusionFrameEventArgs.textures.Count; i++) { if (i == 0) { s_DepthTexture = occlusionFrameEventArgs.textures[i]; } } } }
void OnOcclusionFrameReceived(AROcclusionFrameEventArgs args) { for (var i = 0; i < args.textures.Count; i++) { var id = args.propertyNameIds[i]; var tex = args.textures[i]; if (id == ShaderID.Mask) { _muxMaterial.SetTexture(ShaderID.Mask, tex); } else if (id == ShaderID.Depth) { _muxMaterial.SetTexture(ShaderID.Depth, tex); } } }
void OnOcclusionFrameReceived(AROcclusionFrameEventArgs args) { // Try receiving stencil/depth textures. for (var i = 0; i < args.textures.Count; i++) { var id = args.propertyNameIds[i]; var tex = args.textures[i]; if (id == ShaderID.HumanStencil) { _muxMaterial.SetTexture(ShaderID.HumanStencil, tex); } else if (id == ShaderID.EnvironmentDepth) { _muxMaterial.SetTexture(ShaderID.EnvironmentDepth, tex); } } }