// OnRenderImage is called after all rendering is complete to render image
 // https://docs.unity3d.com/ScriptReference/Graphics.Blit.html
 void OnRenderImage(RenderTexture src, RenderTexture dest)
 {
     if (_TargetCamera != null)
     {
         CubemapToDomeMaterial.SetInt("_IsFulldome", (_IsFulldome ? 1 : 0));
         CubemapToDomeMaterial.SetFloat("_Horizon", horizon);
         CubemapToDomeMaterial.SetFloat("_DomeTilt", (_IsFulldome ? domeTilt : 0));
         CubemapToDomeMaterial.SetInt("_Masked", (masked ? 1 : 0));
         CubemapToDomeMaterial.SetVector("_Rotation", _Transform.rotation.eulerAngles);
         Graphics.Blit(_cubemapFbo, dest, CubemapToDomeMaterial);
     }
 }
        IEnumerator RenderFrame()
        {
            yield return(new WaitForEndOfFrame());

            // Render cubemap
            _TargetCamera.RenderToCubemap(_cubemapFbo, _FaceMask);

            //if (renderEquirect && cubemapFbo)
            //cubemapFbo.ConvertToEquirect(equirectFbo, Camera.MonoOrStereoscopicEye.Mono);

            CubemapToDomeMaterial.SetInt("_IsFulldome", (_IsFulldome ? 1 : 0));
            CubemapToDomeMaterial.SetFloat("_Horizon", horizon);
            CubemapToDomeMaterial.SetFloat("_DomeTilt", (_IsFulldome ? domeTilt : 0));
            CubemapToDomeMaterial.SetInt("_Masked", (masked ? 1 : 0));
            CubemapToDomeMaterial.SetVector("_Rotation", _Transform.rotation.eulerAngles);
            Graphics.Blit(_cubemapFbo, domemasterFbo, CubemapToDomeMaterial);
        }