コード例 #1
0
ファイル: ARCameraInfo.cs プロジェクト: Jam3/arlabs-doodads
 /// <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];
             }
         }
     }
 }
コード例 #2
0
 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);
         }
     }
 }
コード例 #3
0
ファイル: Controller.cs プロジェクト: artigee/Rcam2
 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);
         }
     }
 }