Exemplo n.º 1
0
    void OnRenderImage(RenderTexture src, RenderTexture dest)
    {
#if USE_SCAN_DEPTH
        screenShadowBlit.SetInt("needFlip", 1);
#else
        screenShadowBlit.SetInt("needFlip", 0);
#endif

        screenShadowBlit.SetTexture("_ScreenShadowMap", ScreenShadowMap);

        if (VRDepthColor == null)
        {
            VRDepthColor = GetComponent <CopyCameraDepthColor>();
        }
        screenShadowBlit.SetTexture("_VRDepthColor", VRDepthColor.GetRT(renderCamera.stereoActiveEye));
        screenShadowBlit.SetFloat("_shadowBlitBais", shadowBlitBais);
        Graphics.Blit(src, dest, screenShadowBlit);
    }
    private void OnRenderImage(RenderTexture source, RenderTexture destination)
    {
        Camera.MonoOrStereoscopicEye eyeSide = currentCamera.stereoActiveEye;

        RenderWithARDepthMaterial.SetFloat("_CullingBaise", CullingBaise);

        RenderWithARDepthMaterial.SetTexture("_MRDepthNormal", MRDepthNormal);
        RenderWithARDepthMaterial.SetTexture("_SeeThroughColor", (eyeSide == Camera.MonoOrStereoscopicEye.Left) ? seeThroughL.GetRT() : seeThroughR.GetRT());
        RenderWithARDepthMaterial.SetTexture("_VRDepthColor", VRCamera.GetRT(eyeSide));
        //RenderWithMRDepthMaterial.SetTexture("_VRDepth", VRCamera.DepthRT);
        RenderWithARDepthMaterial.SetFloat("_softCullLength", softCullLength);
        //   RenderWithMRDepthMaterial.SetFloat("_softCullFactor", softCullFactor);

        RenderWithARDepthMaterial.SetFloat("_GlowAmount", glowAmount);
        RenderWithARDepthMaterial.SetFloat("_CoefAmount", coefAmount);

        RenderWithARDepthMaterial.SetTexture("_SoftCullingMap", softEdgeWeight.SoftEdgeWeightRT);

        Graphics.Blit(source, destination, RenderWithARDepthMaterial);
    }
Exemplo n.º 3
0
    private void OnRenderImage(RenderTexture source, RenderTexture destination)
    {
        mergeDepthMat.SetTexture("_CameraRenderDepth", cameraRenderRT);
        mergeDepthMat.SetTexture("_VRDepthColor", copyCameraColorDepth.GetRT(currentCamera.stereoActiveEye));

#if USE_2RT
        if (currentCamera.stereoActiveEye == Camera.MonoOrStereoscopicEye.Left)
        {
            Graphics.Blit(null, RTL, mergeDepthMat);
        }
        else
        {
            Graphics.Blit(null, RTR, mergeDepthMat);
        }
#else
        Graphics.Blit(null, RT, mergeDepthMat);
#endif

        if (debugRender != null)
        {
            debugRender.material.mainTexture = RTL;
        }
    }