monsieur_h
monsieur_h

Reputation: 1380

Unity Daydream distortion shader

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

Answers (1)

birdimus
birdimus

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

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