public SetDistortionCoefs ( float distK0, float distK1, float distK2, float distK3 ) : void | ||
distK0 | float | |
distK1 | float | |
distK2 | float | |
distK3 | float | |
return | void |
// UpdateDistortionCoefs void UpdateDistortionCoefs() { float Dk0 = 0.0f; float Dk1 = 0.0f; float Dk2 = 0.0f; float Dk3 = 0.0f; // * * * * * * * * * // Get the distortion coefficients to apply to shader CameraController.GetDistortionCoefs(ref Dk0, ref Dk1, ref Dk2, ref Dk3); if (Input.GetKeyDown(KeyCode.Alpha1)) { Dk1 -= DistKIncrement; } else if (Input.GetKeyDown(KeyCode.Alpha2)) { Dk1 += DistKIncrement; } if (Input.GetKeyDown(KeyCode.Alpha3)) { Dk2 -= DistKIncrement; } else if (Input.GetKeyDown(KeyCode.Alpha4)) { Dk2 += DistKIncrement; } CameraController.SetDistortionCoefs(Dk0, Dk1, Dk2, Dk3); //if(ShowVRVars == true)// limit gc // strDistortion = // System.String.Format ("DST k1: {0:F3} k2 {1:F3}", Dk1, Dk2); }