StereoRenderEffect.cs
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// Copyright 2015 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using UnityEngine;
/// @cond
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Cardboard/StereoRenderEffect")]
public class StereoRenderEffect : MonoBehaviour {
private Material material;
#if UNITY_5
private new Camera camera;
void Awake() {
camera = GetComponent<Camera>();
}
#endif
void Start() {
material = new Material(Shader.Find("Cardboard/SkyboxMesh"));
}
void OnRenderImage(RenderTexture source, RenderTexture dest) {
GL.PushMatrix();
int width = dest ? dest.width : Screen.width;
int height = dest ? dest.height : Screen.height;
GL.LoadPixelMatrix(0, width, height, 0);
// Camera rects are in screen coordinates (bottom left is origin), but DrawTexture takes a
// rect in GUI coordinates (top left is origin).
Rect blitRect = GetComponent<Camera>().pixelRect;
blitRect.y = height - blitRect.height - blitRect.y;
RenderTexture oldActive = RenderTexture.active;
RenderTexture.active = dest;
Graphics.DrawTexture(blitRect, source, material);
RenderTexture.active = oldActive;
GL.PopMatrix();
}
}
/// @endcond