void OnPreRender() { if (m_ShaderPipelineEnabled) { m_copyCamera.CopyFrom(m_hololensCamera); m_copyCamera.projectionMatrix = m_hololensCamera.projectionMatrix; // Render View m_postProcessingPipe.Render(m_copyCamera, ObjectBlendMask, SpatialEnvironmentMask); } }
//////////////////////////////////////////////////////////////////////////////////////// /// INTERNAL OVERRIDES //////////////////////////////////////////////////////////////////////////////////////// /// <summary> /// Render both virtual and physical objects together from the perspective of the user /// </summary> internal void RenderUserView() { // Render Pipe //m_copyCamera.CopyFrom(m_mainCamera); m_copyCamera.projectionMatrix = m_mainCamera.projectionMatrix; m_postProcessingPipe.Render( m_copyCamera, BlendableObjectMask, IgnoreEnvironmentMask); // Render main camera m_mainCamera.cullingMask = ViewableObjectMask; m_mainCamera.backgroundColor = BackgroundColor; m_mainCamera.targetTexture = TargetRGBTexture; m_mainCamera.clearFlags = CameraClearFlags.SolidColor; m_mainCamera.Render(); // TODO: Might need to render out specfic geometry from the projectors view // TODO: Take a look at Projectionpass from RoomAlive }