예제 #1
0
 private void CreateQuadrantTexture()
 {
     if (quadViewOutputTexture == null)
     {
         // The output texture should always specify Linear read/write so that color space conversions are not performed when recording
         // the video when using Linear rendering in Unity.
         quadViewOutputTexture              = new RenderTexture(UnityCompositorInterface.GetVideoRecordingFrameWidth(VideoRecordingFrameLayout.Quad), UnityCompositorInterface.GetVideoRecordingFrameHeight(VideoRecordingFrameLayout.Quad), 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear);
         quadViewOutputTexture.filterMode   = FilterMode.Point;
         quadViewOutputTexture.anisoLevel   = 0;
         quadViewOutputTexture.antiAliasing = 1;
         quadViewOutputTexture.depth        = 0;
         quadViewOutputTexture.useMipMap    = false;
     }
 }