campfire/Assets/SteamVR/Scripts/SteamVR_SphericalProjection.cs

42 lines
1.5 KiB
C#
Raw Permalink Normal View History

2020-04-29 19:40:05 +02:00
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Applies spherical projection to output.
//
//=============================================================================
using UnityEngine;
namespace Valve.VR
{
[ExecuteInEditMode]
public class SteamVR_SphericalProjection : MonoBehaviour
{
static Material material;
public void Set(Vector3 N,
float phi0, float phi1, float theta0, float theta1, // in degrees
Vector3 uAxis, Vector3 uOrigin, float uScale,
Vector3 vAxis, Vector3 vOrigin, float vScale)
{
if (material == null)
material = new Material(Shader.Find("Custom/SteamVR_SphericalProjection"));
material.SetVector("_N", new Vector4(N.x, N.y, N.z));
material.SetFloat("_Phi0", phi0 * Mathf.Deg2Rad);
material.SetFloat("_Phi1", phi1 * Mathf.Deg2Rad);
material.SetFloat("_Theta0", theta0 * Mathf.Deg2Rad + Mathf.PI / 2);
material.SetFloat("_Theta1", theta1 * Mathf.Deg2Rad + Mathf.PI / 2);
material.SetVector("_UAxis", uAxis);
material.SetVector("_VAxis", vAxis);
material.SetVector("_UOrigin", uOrigin);
material.SetVector("_VOrigin", vOrigin);
material.SetFloat("_UScale", uScale);
material.SetFloat("_VScale", vScale);
}
void OnRenderImage(RenderTexture src, RenderTexture dest)
{
Graphics.Blit(src, dest, material);
}
}
}