Reputation: 1380
I'm working on a game for Google's daydream with the 'Pixel' phone. I'm looking for a way to play with the distortion shader, the one that renders each eyes to a RenderTexture
in order to match the lenses distortion.
I found the following code in StereoRenderEffect.cs
using UnityEngine;
/// @cond
[RequireComponent(typeof(Camera))]
[AddComponentMenu("GoogleVR/StereoRenderEffect")]
public class StereoRenderEffect : MonoBehaviour {
#if !UNITY_HAS_GOOGLEVR || UNITY_EDITOR
private Material material;
private Camera cam;
private static readonly Rect fullRect = new Rect(0, 0, 1, 1);
void Awake() {
cam = GetComponent<Camera>();
}
void Start() {
material = new Material(Shader.Find("GoogleVR/UnlitTexture"));
}
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 = cam.pixelRect;
blitRect.y = height - blitRect.height - blitRect.y;
RenderTexture oldActive = RenderTexture.active;
RenderTexture.active = dest;
Graphics.DrawTexture(blitRect, source, fullRect, 0, 0, 0, 0, Color.white, material);
RenderTexture.active = oldActive;
GL.PopMatrix();
}
#endif // !UNITY_HAS_GOOGLEVR || UNITY_EDITOR
}
It allowed me to find the UnlitTexture.shader
, which is responsible for the distortion. However as the #if !UNITY_HAS_GOOGLEVR || UNITY_EDITOR
implies, it only works when running it in the editor. I'm looking for a way to do the same when the app runs on the actual device, but can't find it. Does someone know where to look ?
Upvotes: 0
Views: 475
Reputation: 111
This is currently not possible with Daydream and Unity.
I believe you can still do this with Cardboard and Unity, however.
Upvotes: 0