VR/Assets/Prefabs/OVR Scene Manager Overrides/Picture/WallArt.cs

62 lines
1.8 KiB
C#

using System.Collections;
using UnityEngine;
using UnityEngine.Networking;
public class WallArt : MonoBehaviour
{
public GameObject outsideCameraPrefab;
public Transform window;
private Camera outsideCameraInstance;
public MeshRenderer meshRenderer;
private OVRCameraRig ovrCameraRig;
private RenderTexture renderTexture;
private Material material;
// Start is called before the first frame update
void Start()
{
var randomNumber = Random.Range(10000, 99999);
MarcsWebLogger.Log($"{randomNumber}-WallArt_start");
renderTexture = new RenderTexture(256, 256, 0)
{
dimension = UnityEngine.Rendering.TextureDimension.Tex2D,
wrapMode = TextureWrapMode.Clamp,
filterMode = FilterMode.Bilinear,
enableRandomWrite = false,
useDynamicScale = false,
useMipMap = false, // true testen
depthStencilFormat = UnityEngine.Experimental.Rendering.GraphicsFormat.D24_UNorm_S8_UInt,
};
GameObject camera = Instantiate(outsideCameraPrefab, transform.position, Quaternion.identity);
outsideCameraInstance = camera.GetComponent<Camera>();
// Attempt to set the target texture
outsideCameraInstance.targetTexture = renderTexture;
material = new Material(Shader.Find("Standard"));
material.mainTexture = renderTexture;
meshRenderer.material = material;
ovrCameraRig = FindObjectOfType<OVRCameraRig>();
MarcsWebLogger.Log($"{randomNumber}-WallArt_end");
}
// Update is called once per frame
void Update()
{
// Check if the cameraRig is assigned
if (ovrCameraRig == null) return;
outsideCameraInstance.transform.position = ovrCameraRig.centerEyeAnchor.position;
outsideCameraInstance.transform.LookAt(window);
}
}