equirect | 要将等距圆柱投影格式渲染到的 RenderTexture。 |
eye | 摄像机眼,对应于左眼或右眼(用于立体渲染),或不对应于眼睛(用于单视场渲染)。 |
将渲染纹理转换为等距圆柱投影格式(都为立体或单视场等距圆柱投影)。 左眼占据上半部分,右眼占据底部。单视场版本将占据整个纹理。 纹理尺寸必须为 TextureDimension.Cube 类型。
using UnityEngine; using UnityEngine.Rendering;
public class CreateEquirect : MonoBehaviour { public RenderTexture cubemap; public RenderTexture cubemap2; public RenderTexture equirect; public bool renderStereo = true; public float stereoSeparation = 0.064f;
void LateUpdate() { //assume cubemap and cubemap2 are rendered using Camera.RenderToCubemap() for left/right eyes
if (equirect == null) return;
if (renderStereo) { cubemap.ConvertToEquirect(equirect, Camera.MonoOrStereoscopicEye.Left); cubemap2.ConvertToEquirect(equirect, Camera.MonoOrStereoscopicEye.Right); } else { cubemap.ConvertToEquirect(equirect, Camera.MonoOrStereoscopicEye.Mono); } } }
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