//======= Copyright (c) Stereolabs Corporation, All rights reserved. =============== using UnityEngine; using UnityEngine.Rendering; /// /// Responsible for actually mixing the real and virtual images, and displaying them in a /// Frame object within the camera rig. /// First, it displays the image of the ZED into a quad. /// Then, it inserts the depth and normals inside the pipeline /// Third, it computes the data for the light and send it to the shaders. /// Finally, it post-processes the image, if post-processing is enabled. /// [RequireComponent(typeof(Camera))] public class ZEDRenderingPlane : MonoBehaviour { /// /// The rendering mode accepted. /// enum ZED_RENDERING_MODE { FORWARD, DEFERRED, LAST }; /// /// Which side of the camera (left/right) and whether or not this can be overridden by the camera's stereoTargetEye. /// public enum ZED_CAMERA_SIDE { /// /// Feed from the ZED's left camera. Can be overridden by the camera's stereoTargetEye value. /// LEFT, /// /// Feed from the ZED's right camera. Can be overridden by the camera's stereoTargetEye value. /// RIGHT, /// /// Feed from the ZED's left camera. Won't be overridden. /// LEFT_FORCE, /// /// Feed from the ZED's right camera. Won't be overridden. /// RIGHT_FORCE } /// /// The GameGbject that displays the final textures. /// In the ZED_Rig_Mono and ZED_Rig_Stereo prefabs, this is the Frame object that's a child of each camera. /// [Tooltip("The GameGbject that displays the final textures. " + "In the ZED_Rig_Mono and ZED_Rig_Stereo prefabs, this is the Frame object that's a child of each camera.")] public GameObject canvas; /// /// Which camera on the ZED the image/depth/etc. comes from. /// If set to LEFT or RIGHT, this may be overridden by the camera's stereoTargetEye. /// If set to LEFT_FORCE or RIGHT_FORCE, it will not be changed. /// [Tooltip("Which camera on the ZED the image/depth/etc. comes from.\r\n" + "If set to LEFT or RIGHT, this may be overridden by the camera's stereoTargetEye.\r\n" + "If set to LEFT_FORCE or RIGHT_FORCE, it will not be changed.")] public ZED_CAMERA_SIDE viewSide = ZED_CAMERA_SIDE.LEFT; /// /// The main material, set to the one on the canvas's MeshRenderer. Used to set the color and depth. /// public Material matRGB { get; private set; } /// /// Aspect ratio of the textures. All the textures displayed should be in 16:9. /// private float aspect = 16.0f / 9.0f; /// /// The Camera component representing an 'eye' of the ZED. Must be on the same GameObject as this component. /// private Camera cam; /// /// The Camera component representing an 'eye' of the ZED. Must be on the same GameObject as this component. /// public Camera renderingCam { get { return cam; } } /// /// zedCamera controlled by ZEDManager (one manager controls one camera) /// private sl.ZEDCamera zedCamera = null; /// /// ZED Manager that controls the zed Camera /// private ZEDManager zedManager = null; /// /// Texture of the real world generated from the ZED. It may be the from the left or right 'eye.' /// Once created, the ZED SDK automatically updates it with each frame/image the ZED captures. /// private Texture2D textureEye; public Texture2D TextureEye { get { return textureEye; } } /// /// Depth generated by the ZEDCamera. /// Once created, the ZED SDK automatically updates it whenever the ZED captures new frames/images. /// Texture2D depth; /// /// Normals generated by the ZEDCamera. /// Once created, the ZED SDK automatically updates it whenever the ZED captures new frames/images. /// Texture2D normals; #if !ZED_HDRP && !ZED_URP /// /// CommandBuffer to integrate the depth into Unity's forward or deferred pipeline. /// CommandBuffer[] buffer = new CommandBuffer[(int)ZED_RENDERING_MODE.LAST]; /// /// CommandBuffer to create a mask for the virtual objects in forward and deferred rendering. /// CommandBuffer[] postProcessBuffer = new CommandBuffer[(int)ZED_RENDERING_MODE.LAST]; #endif /// /// The material used to integrate the depth in forward mode after the depth texture is created. Mainly used to get the shadows. Not needed for lighting otherwise. /// public Material forwardMat { get; private set; } /// /// The material used to integrate the depth in deferred mode. Always used in deferred regardless of lighting/shadows. /// public Material deferredMat { get; private set; } /// /// The actual rendering path used. /// To change this, change the settings in Project Settings -> Graphics within the Unity editor. /// private RenderingPath actualRenderingPath = RenderingPath.VertexLit; public RenderingPath ActualRenderingPath { get { return actualRenderingPath; } } /// /// The MeshFilter component of the canvas object. Used to draw the depth buffer. /// MeshFilter meshCanvas; /// /// A lower resolution of the depth and normals textures from the ZED. /// private sl.Resolution resolution = new sl.Resolution(1280, 720); /***LIGHTS definitions***/ /// /// Point light structure for virtual lights on the real world. /// Gets sent to the shader via a compute buffer. /// [SerializeField] public struct PointLight { /// /// The color, times the intensity. /// public Vector4 color; /// /// The range of the light. /// public float range; /// /// The position of the light. /// public Vector3 position; } /// /// Maximum number of point lights accepted. /// const int NUMBER_POINT_LIGHT_MAX = 8; /// /// Holds a slot for all point lights that should be cast on the real world. /// [SerializeField] public PointLight[] pointLights = new PointLight[NUMBER_POINT_LIGHT_MAX]; /// /// The size, or 'stride', of each PointLight in bytes. Needed to construct computeBufferPointLight. /// const int SIZE_POINT_LIGHT_BYTES = 32; /// /// Used to pass the pointLights array into matRGB's shader as a buffer. /// ComputeBuffer computeBufferPointLight; /// /// Structure of the spotlight send to the shader /// [SerializeField] public struct SpotLight { /// /// The color, times the intensity. /// public Vector4 color; /// /// The position of the light. /// public Vector3 position; /// /// The light's normalized direction and angle. /// public Vector4 direction; /// /// The parameters for the light's falloff. /// public Vector4 parameters; } /// /// Maximum number of spotlights accepted. /// const int NUMBER_SPOT_LIGHT_MAX = 8; /// /// Holds a slot for all spotlights that should be cast on the real world. /// [SerializeField] public SpotLight[] spotLights = new SpotLight[NUMBER_SPOT_LIGHT_MAX]; /// /// The size, or 'stride', of each SpotLight in bytes. Needed to construct computeBufferSpotLight. /// const int SIZE_SPOT_LIGHT_BYTES = 60; /// /// Maximum number of total lights rendered (point and spot combined). /// const int NUMBER_LIGHTS_MAX = NUMBER_POINT_LIGHT_MAX / 2 + NUMBER_SPOT_LIGHT_MAX / 2; /// /// Data from a directional light. [0] is its direction and [1] is its color. /// Only one directional light is allowed at once. /// private Vector4[] directionalLightData = new Vector4[2]; /// /// Used to pass the spotLights array into matRGB's shader as a buffer. /// ComputeBuffer computeBufferSpotLight; //Forward ID shader caches. /// /// Property ID of the number of point lights in the ZED_Lighting shader include file. /// private int numberPointLightsID; /// /// Property ID of the number of spotlights in the ZED_Lighting shader include file. /// private int numberSpotLightsID; /// /// Cached property id for _IsTextured. use isTexturedID property instead. /// private int? _istexturedid; /// /// Property id for _IsTextured, which is whether the rendered image has a texture overlay. /// private int isTexturedID { get { if (_istexturedid == null) _istexturedid = Shader.PropertyToID("_IsTextured"); return (int)_istexturedid; } } /// /// Cached property id for _Mask. use maskPropID property instead. /// private int? _maskpropid; /// /// Property id for _Mask, which is the RenderTexture property for an overlay texture. /// private int maskPropID { get { if (_maskpropid == null) _maskpropid = Shader.PropertyToID("_Mask"); return (int)_maskpropid; } } /*** Post-process definitions***/ /// /// The mask used for post-processing. Filled at runtime and updated each frame. /// private RenderTexture mask; /// /// The post process material, used to add noise and change the color. /// private Material postprocessMaterial; /// /// Activate/deactivate post-processing. If false, the mask will not be generated. /// Set by ZEDManager.setRenderingSettings() based on a checkbox in ZEDManager's custom editor. /// private bool ARpostProcessing = true; /// /// Used to blur the mask. /// private Material blurMaterial; /// /// Used to load a source image's alpha channel into all channels of a destination image. /// Used during post-processing. /// private Material blitMaterial; /// /// Used to convert the stencil buffer of a rendertexture into a regular texture. /// private Material matStencilToMask; /// /// Used to compose the virtual mask from different textures. /// private Material matComposeMask; /// /// Used to blend the textures from ZEDMeshRenderer, when present. /// This adds the wireframe effect seen from 3D scanning or plane detection. /// private Material blender; /// /// What kind of image the final result will display. Usually set to View. /// Set this to VIEW_DEPTH or VIEW_NORMAL to see the live depth or normal maps. /// public sl.VIEW_MODE viewMode = sl.VIEW_MODE.VIEW_IMAGE; /// /// Which side of the camera we render. Left = 0, Right ==1. /// private int side { get { if (viewSide == ZED_CAMERA_SIDE.LEFT || viewSide == ZED_CAMERA_SIDE.LEFT_FORCE) return 0; else return 1; } } /// /// Default near plane value. Overrides camera's settings on start but will update if camera values change at runtime. /// private float nearplane = 0.1f; /// /// Default far plane value. Overrides camera's settings on start but will update if camera values change at runtime. /// private float farplane = 500.0f; /// /// The target RenderTexture we'll render to if in AR mode. /// [HideInInspector] private RenderTexture renderTextureTarget; public RenderTexture target { get { return renderTextureTarget; } } void Awake() { //Get the current camera and set the aspect ratio. zedManager = gameObject.transform.parent.GetComponent(); cam = GetComponent(); cam.aspect = aspect; cam.renderingPath = RenderingPath.UsePlayerSettings; //Assigns the camera's rendering path to be consistent with the project's settings. //Make the canvas allow rendering this camera. HideFromWrongCameras.RegisterZEDCam(cam); //Makes all objects with a HideFromWrongCamera hide from this, unless set to this specifc one. HideFromWrongCameras hider = canvas.GetComponent(); if (!hider) { hider = canvas.AddComponent(); } hider.SetRenderCamera(cam); //This canvas will allow this camera to render it. } /// /// Whether or not post-processing effects are applied. /// Usually set by ZEDManager based on the selection in its Inspector. /// /// public void SetPostProcess(bool c) { ARpostProcessing = c; } /// /// The object that forces the ZED image to be shown at 16:9 aspect ratio, regardless of the target window's resolution. /// private WindowAspectRatio aspectRatio; /// /// Changes the scene's global lighting settings to prevent global illumnation from causing /// lighting that doesn't match the real world. /// private void SetUpGI() { //Only do this if "Hide Skybox" is enabled in ZEDManager, which is is by default. if (zedManager) { if (zedManager.greySkybox) { RenderSettings.skybox = null; Color c; ColorUtility.TryParseHtmlString("#999999", out c); RenderSettings.ambientLight = c; DynamicGI.UpdateEnvironment(); } } } /// /// Configures materials/values/settings needed for post-processing and displaying in proper aspect ratio. /// private void Start() { //No environmental lighting per default Shader.SetGlobalFloat("_ZEDExposure", -1); //Load the materials. matStencilToMask = new Material(Resources.Load("Materials/PostProcessing/Mat_ZED_Stencil2Mask") as Material); matComposeMask = new Material(Resources.Load("Materials/PostProcessing/Mat_ZED_MaskCompositor") as Material); //Load and configure the post-process material. postprocessMaterial = new Material(Resources.Load("Materials/PostProcessing/Mat_ZED_PostProcessing") as Material); postprocessMaterial.SetFloat("_gamma", 1.0f / (0.87f * 0.9f)); postprocessMaterial.SetFloat("_MinBlack", 15.0f / 255.0f); postprocessMaterial.SetInt("_NoiseSize", 2); //Configure the weights for the blur effect. float[] weights; float[] offsets; ZEDPostProcessingTools.ComputeWeights(0.3f, out weights, out offsets); //Set the blur config to the shader, should be constant blurMaterial = new Material(Resources.Load("Materials/PostProcessing/Mat_ZED_Blur") as Material); blurMaterial.SetFloatArray("weights", weights); blurMaterial.SetFloatArray("offset", offsets); //blurMaterial.SetTexture("_Mask", mask); blurMaterial.SetTexture(maskPropID, mask); //Force Unity into 16:9 mode to match the ZED's output. #if UNITY_EDITOR UnityEditor.PlayerSettings.SetAspectRatio(UnityEditor.AspectRatio.Aspect16by9, true); UnityEditor.PlayerSettings.SetAspectRatio(UnityEditor.AspectRatio.Aspect16by10, false); UnityEditor.PlayerSettings.SetAspectRatio(UnityEditor.AspectRatio.Aspect4by3, false); UnityEditor.PlayerSettings.SetAspectRatio(UnityEditor.AspectRatio.Aspect5by4, false); #endif CreateRenderTexture(); //Load the blender for the zedmesher blender = new Material(Resources.Load("Materials/SpatialMapping/Mat_ZED_PostProcess_Blend") as Material); SetMeshRenderAvailable(false); //Set the bounds around the camera, used to detect if a point/spotlight is close enough to be applied. bounds = new Bounds(transform.position, new Vector3(20, 20, 20)); //IF AR REMOVE //aspectRatio = new WindowAspectRatio(cam); #if ZED_LWRP || ZED_HDRP || ZED_URP RenderPipelineManager.beginFrameRendering += SRPStartFrame; #endif } /// /// Configures numerous settings that can't be set until the ZED is fully initialized. /// Subscribed to ZEDManager.OnZEDReady in OnEnable(). /// void ZEDReady() { //Add the fade-in effect for when the camera first becomes visible. if (zedManager.fadeInOnStart) gameObject.AddComponent(); //This cannot happen but just in case... if (zedManager == null) return; zedCamera = zedManager.zedCamera; SetTextures(zedCamera, viewMode); canvas.SetActive(true); canvas.transform.SetParent(cam.transform); ConfigureLightAndShadow(cam.actualRenderingPath); //Move the plane with the optical centers. float plane_distance = 0.15f; Vector4 opticalCenters = zedCamera.ComputeOpticalCenterOffsets(plane_distance); if (side == 0) canvas.transform.localPosition = new Vector3(opticalCenters.x, -1.0f * opticalCenters.y, plane_distance); else if (side == 1) canvas.transform.localPosition = new Vector3(opticalCenters.z, -1.0f * opticalCenters.w, plane_distance); //Set the camera's parameters based on the ZED's, and scale the screen based on its distance. if (zedCamera.IsCameraReady) { //cam.projectionMatrix = zedCamera.Projection; SetProjection(nearplane, farplane); cam.nearClipPlane = nearplane; cam.farClipPlane = farplane; //mainCamera.nearClipPlane = 0.1f; //mainCamera.farClipPlane = 500.0f; scale(canvas.gameObject, GetFOVYFromProjectionMatrix(cam.projectionMatrix)); cam.fieldOfView = zedCamera.VerticalFieldOfView * Mathf.Rad2Deg; } else //Just scale the screen. { scale(canvas.gameObject, cam.fieldOfView); } } /// /// Hides the canvas. Called when the ZED is disconnected via the ZEDManager.OnZEDDisconnected event. /// void ZEDDisconnected() { canvas.SetActive(false); } /// /// Fixes GI, enables the canvas and subscribes to events from the ZED. /// private void OnEnable() { SetUpGI(); meshCanvas = gameObject.transform.GetChild(0).GetComponent(); canvas.SetActive(false); //iterate until we found the ZED Manager parent... Transform ObjParent = gameObject.transform; int tries = 0; while (zedManager == null && tries < 5) { if (ObjParent != null) zedManager = ObjParent.GetComponent(); if (zedManager == null && ObjParent != null) ObjParent = ObjParent.parent; tries++; } if (zedManager != null) { zedManager.OnZEDReady += ZEDReady; zedManager.OnZEDDisconnected += ZEDDisconnected; } #if ZED_HDRP //Check which material the ZEDManager's SRP Lighting Type wants us to use, then apply it. Renderer rend = canvas.GetComponent(); Material basemattoapply; bool changemat = zedManager.GetChosenSRPMaterial(out basemattoapply); if (changemat) //A specific material has been specified. Apply that one. { matRGB = new Material(basemattoapply); //We make a new instance so we can apply different textures to the left/right eye, and different cameras. } else //We'll leave whatever material is already on the canvas. { matRGB = new Material(rend.material); } rend.material = matRGB; #endif } /// /// Disables the canvas and unsubscribes from events from the ZED. /// private void OnDisable() { if (zedManager != null) { zedManager.OnZEDReady -= ZEDReady; zedManager.OnZEDDisconnected -= ZEDDisconnected; } canvas.SetActive(false); } /// /// Invisible object used to force Unity to render a shadow map. /// GameObject forceShadowObject = null; /// /// Configure the canvas to get and light and shadow. /// /// The current rendering path used private void ConfigureLightAndShadow(RenderingPath renderingPath) { RenderingPath current = actualRenderingPath; actualRenderingPath = renderingPath; if (renderingPath == RenderingPath.Forward) { canvas.SetActive(true); SetForward(); } else if (renderingPath == RenderingPath.DeferredShading) { SetDeferred(); } else //We're using an unknown rendering path. Log an error. { actualRenderingPath = current; Debug.LogError(" [ ZED Plugin ] : The rendering path " + cam.actualRenderingPath.ToString() + " is not compatible with the ZED"); } } #if !ZED_HDRP && !ZED_URP /// /// Clear the depth buffer used. /// Called when configuring this script for the given rendering path (forward or deferred). /// private void ClearDepthBuffers() { if (buffer[(int)ZED_RENDERING_MODE.FORWARD] != null) { buffer[(int)ZED_RENDERING_MODE.FORWARD].Dispose(); buffer[(int)ZED_RENDERING_MODE.FORWARD] = null; } if (buffer[(int)ZED_RENDERING_MODE.DEFERRED] != null) { buffer[(int)ZED_RENDERING_MODE.DEFERRED].Dispose(); buffer[(int)ZED_RENDERING_MODE.DEFERRED] = null; } } #endif /// /// Configure the materials and buffer for the forward rendering path. /// private void SetForward() { ghasShadows = false; blitMaterial = new Material(Resources.Load("Materials/PostProcessing/Mat_ZED_Blit") as Material); Shader.SetGlobalInt("_HasShadows", 0); gameObject.transform.GetChild(0).GetComponent().enabled = true; //Set the canvas's material to the material for forward rendering. matRGB = canvas.GetComponent().material; matRGB.SetInt("_isLinear", System.Convert.ToInt32(QualitySettings.activeColorSpace)); forwardMat = new Material(Resources.Load("Materials/Lighting/Mat_ZED_Forward") as Material); // Configure the invisible object that forces Unity to calculate shadows. if (forceShadowObject == null) { ConfigureForceShadowObject(); } //Set the textures in the materials to the proper ones. matRGB.SetTexture("_MainTex", textureEye); matRGB.SetTexture("_CameraTex", textureEye); matRGB.SetTexture("_DepthXYZTex", depth); matRGB.SetTexture("_NormalsTex", normals); #if ZED_HDRP && !ZED_URP//Need FoV to calculate world space positions accurately. matRGB.SetFloat("_ZEDHFoVRad", zedCamera.GetCalibrationParameters().leftCam.hFOV * Mathf.Deg2Rad); matRGB.SetFloat("_ZEDVFoVRad", zedCamera.GetCalibrationParameters().leftCam.vFOV * Mathf.Deg2Rad); #endif forwardMat.SetTexture("_MainTex", textureEye); forwardMat.SetTexture("_DepthXYZTex", depth); #if !ZED_HDRP && !ZED_URP //Clear the buffers. if (buffer[(int)ZED_RENDERING_MODE.FORWARD] != null) cam.RemoveCommandBuffer(CameraEvent.BeforeDepthTexture, buffer[(int)ZED_RENDERING_MODE.FORWARD]); if (buffer[(int)ZED_RENDERING_MODE.DEFERRED] != null) cam.RemoveCommandBuffer(CameraEvent.AfterGBuffer, buffer[(int)ZED_RENDERING_MODE.DEFERRED]); ClearDepthBuffers(); if (postProcessBuffer[(int)ZED_RENDERING_MODE.DEFERRED] != null) cam.RemoveCommandBuffer(CameraEvent.AfterFinalPass, postProcessBuffer[(int)ZED_RENDERING_MODE.DEFERRED]); if (postProcessBuffer[(int)ZED_RENDERING_MODE.DEFERRED] != null) { postProcessBuffer[(int)ZED_RENDERING_MODE.DEFERRED].Dispose(); postProcessBuffer[(int)ZED_RENDERING_MODE.DEFERRED] = null; } //Set the depth buffer. buffer[(int)ZED_RENDERING_MODE.FORWARD] = new CommandBuffer(); buffer[(int)ZED_RENDERING_MODE.FORWARD].name = "ZED_DEPTH"; buffer[(int)ZED_RENDERING_MODE.FORWARD].SetRenderTarget(BuiltinRenderTextureType.CurrentActive); buffer[(int)ZED_RENDERING_MODE.FORWARD].DrawMesh(meshCanvas.mesh, gameObject.transform.GetChild(0).transform.localToWorldMatrix, forwardMat); #endif if (mask == null || !mask.IsCreated()) { mask = new RenderTexture(Screen.width, Screen.height, 0, RenderTextureFormat.R8); } //Set up the post-processing material. postprocessMaterial.SetTexture("ZEDMaskPostProcess", mask); postprocessMaterial.SetTexture("ZEDTex", textureEye); #if !ZED_HDRP && !ZED_URP postProcessBuffer[(int)ZED_RENDERING_MODE.FORWARD] = new CommandBuffer(); postProcessBuffer[(int)ZED_RENDERING_MODE.FORWARD].name = "ZED_FORWARD_POSTPROCESS"; postProcessBuffer[(int)ZED_RENDERING_MODE.FORWARD].Blit(BuiltinRenderTextureType.CameraTarget, mask, blitMaterial, 0); postProcessBuffer[(int)ZED_RENDERING_MODE.FORWARD].SetGlobalTexture("_ZEDMaskVirtual", mask); cam.RemoveCommandBuffer(CameraEvent.AfterForwardAlpha, postProcessBuffer[(int)ZED_RENDERING_MODE.FORWARD]); cam.AddCommandBuffer(CameraEvent.AfterForwardAlpha, postProcessBuffer[(int)ZED_RENDERING_MODE.FORWARD]); #endif //Configure the light containers. if (computeBufferPointLight == null) { computeBufferPointLight = new ComputeBuffer(NUMBER_POINT_LIGHT_MAX, SIZE_POINT_LIGHT_BYTES); computeBufferPointLight.SetData(pointLights); matRGB.SetBuffer("pointLights", computeBufferPointLight); } if (computeBufferSpotLight == null) { computeBufferSpotLight = new ComputeBuffer(NUMBER_SPOT_LIGHT_MAX, SIZE_SPOT_LIGHT_BYTES); computeBufferSpotLight.SetData(spotLights); matRGB.SetBuffer("spotLights", computeBufferSpotLight); } //Register the property IDs to improve performance. (Setting properties by string is slower) numberPointLightsID = Shader.PropertyToID("numberPointLights"); numberSpotLightsID = Shader.PropertyToID("numberSpotLights"); } /// /// Configure the materials and buffer for the deferred rendering path. /// private void SetDeferred() { //Disable MSSA as it's not supported with deferred. #if UNITY_5_6_OR_NEWER cam.allowMSAA = false; #endif ghasShadows = false; deferredMat = new Material(Resources.Load("Materials/Lighting/Mat_ZED_Deferred") as Material); blitMaterial = new Material(Resources.Load("Materials/PostProcessing/Mat_ZED_Blit") as Material); //Sets the custom shader for the deferred pipeline. GraphicsSettings.SetCustomShader(BuiltinShaderType.DeferredShading, (Resources.Load("Materials/Lighting/Mat_ZED_Deferred_Lighting") as Material).shader); deferredMat.SetMatrix("_Model", canvas.transform.localToWorldMatrix.transpose); deferredMat.SetMatrix("_Projection", cam.projectionMatrix); deferredMat.SetTexture("_MainTex", textureEye); deferredMat.SetTexture("_DepthXYZTex", depth); deferredMat.SetTexture("_NormalsTex", normals); //Clear the buffers. #if !ZED_HDRP && !ZED_URP if (buffer[(int)ZED_RENDERING_MODE.FORWARD] != null) cam.RemoveCommandBuffer(CameraEvent.BeforeDepthTexture, buffer[(int)ZED_RENDERING_MODE.FORWARD]); if (buffer[(int)ZED_RENDERING_MODE.DEFERRED] != null) cam.RemoveCommandBuffer(CameraEvent.AfterGBuffer, buffer[(int)ZED_RENDERING_MODE.DEFERRED]); if (postProcessBuffer[(int)ZED_RENDERING_MODE.FORWARD] != null) cam.RemoveCommandBuffer(CameraEvent.AfterForwardAlpha, postProcessBuffer[(int)ZED_RENDERING_MODE.FORWARD]); if (postProcessBuffer[(int)ZED_RENDERING_MODE.FORWARD] != null) { postProcessBuffer[(int)ZED_RENDERING_MODE.FORWARD].Dispose(); postProcessBuffer[(int)ZED_RENDERING_MODE.FORWARD] = null; } ClearDepthBuffers(); //Set the depths buffer. This buffer will be changed if the camera is set to allow HDR. buffer[(int)ZED_RENDERING_MODE.DEFERRED] = new CommandBuffer(); buffer[(int)ZED_RENDERING_MODE.DEFERRED].name = "ZED_DEPTH"; if (cam.allowHDR) { RenderTargetIdentifier[] mrt = { BuiltinRenderTextureType.GBuffer0, BuiltinRenderTextureType.GBuffer1, BuiltinRenderTextureType.GBuffer2, BuiltinRenderTextureType.CameraTarget }; buffer[(int)ZED_RENDERING_MODE.DEFERRED].SetRenderTarget(mrt, BuiltinRenderTextureType.CameraTarget); } else { RenderTargetIdentifier[] mrt = { BuiltinRenderTextureType.GBuffer0, BuiltinRenderTextureType.GBuffer1, BuiltinRenderTextureType.GBuffer2, BuiltinRenderTextureType.GBuffer3 }; buffer[(int)ZED_RENDERING_MODE.DEFERRED].SetRenderTarget(mrt, BuiltinRenderTextureType.CameraTarget); } buffer[(int)ZED_RENDERING_MODE.DEFERRED].DrawMesh(meshCanvas.mesh, gameObject.transform.GetChild(0).transform.localToWorldMatrix, deferredMat); if (mask == null || !mask.IsCreated()) { mask = new RenderTexture(Screen.width, Screen.height, 0, RenderTextureFormat.R8); } //Set the post process buffer postProcessBuffer[(int)ZED_RENDERING_MODE.DEFERRED] = new CommandBuffer(); postProcessBuffer[(int)ZED_RENDERING_MODE.DEFERRED].name = "ZED_FORWARD_POSTPROCESS"; postProcessBuffer[(int)ZED_RENDERING_MODE.DEFERRED].Blit(BuiltinRenderTextureType.GBuffer0, mask, blitMaterial, 0); postProcessBuffer[(int)ZED_RENDERING_MODE.DEFERRED].SetGlobalTexture("_ZEDMaskVirtual", mask); postprocessMaterial.SetTexture("ZEDMaskPostProcess", mask); postprocessMaterial.SetTexture("ZEDTex", textureEye); cam.AddCommandBuffer(CameraEvent.AfterGBuffer, buffer[(int)ZED_RENDERING_MODE.DEFERRED]); cam.AddCommandBuffer(CameraEvent.AfterFinalPass, postProcessBuffer[(int)ZED_RENDERING_MODE.DEFERRED]); #endif //Congigure the invisible object if (forceShadowObject == null) { ConfigureForceShadowObject(); } transform.GetChild(0).GetComponent().enabled = false; } /// /// Sets up the invisible shadow GameObject that forces Unity to draw shadows. /// private void ConfigureForceShadowObject() { forceShadowObject = GameObject.CreatePrimitive(PrimitiveType.Quad); forceShadowObject.name = "ZED_FORCE_SHADOW"; forceShadowObject.transform.parent = transform; forceShadowObject.transform.localPosition = new Vector3(0, 0, cam.nearClipPlane); forceShadowObject.GetComponent().sharedMaterial = Resources.Load("Materials/Lighting/Mat_ZED_Hide") as Material; Destroy(forceShadowObject.GetComponent()); forceShadowObject.hideFlags = HideFlags.HideInHierarchy; } /// /// The bounds around the camera that filter out point/spotlights that are too far away to be rendered. /// private Bounds bounds; /// /// Sets the camera's local pos/rot to origin/identity and sets up the RenderTexture if in stereo mode. /// This RenderTexture is then displayed in hidden planes handled by ZEDMixedRealityPlugin where the final /// output to the HMD is rendered. /// private void CreateRenderTexture() { transform.localRotation = Quaternion.identity; transform.localPosition = new Vector3(0, 0, 0); if (cam.stereoTargetEye != StereoTargetEyeMask.None && zedManager.IsStereoRig == true) { if (zedCamera != null && zedCamera.IsCameraReady) { renderTextureTarget = new RenderTexture(zedCamera.ImageWidth, zedCamera.ImageHeight, 24, RenderTextureFormat.ARGB32); cam.targetTexture = renderTextureTarget; } else if (sl.ZEDCamera.CheckPlugin()) { renderTextureTarget = new RenderTexture(Screen.width, Screen.height, 24, RenderTextureFormat.ARGB32); cam.targetTexture = renderTextureTarget; } } } /// /// Creates and sets the textures from the ZED, including image, depth and normals as needed. /// Once created, the ZED SDK updates the textures automatically when the ZED sends new frames, so they don't need to be updated here. /// /// private void SetTextures(sl.ZEDCamera zedCamera, sl.VIEW_MODE view_mode) { float baseline = zedCamera.Baseline; canvas.transform.localRotation = Quaternion.identity; canvas.transform.localPosition = new Vector3(0, 0, 0); if (zedManager.IsStereoRig == true && cam.stereoTargetEye != StereoTargetEyeMask.None) { if (zedCamera != null && zedCamera.IsCameraReady) { renderTextureTarget = new RenderTexture(zedCamera.ImageWidth, zedCamera.ImageHeight, 24, RenderTextureFormat.ARGB32); cam.targetTexture = renderTextureTarget; } //Set the camera to match the target stereo eye, unless force otherwise. switch (cam.stereoTargetEye) { case StereoTargetEyeMask.Left: if (viewSide == ZED_CAMERA_SIDE.RIGHT) viewSide = ZED_CAMERA_SIDE.LEFT; break; case StereoTargetEyeMask.Right: if (viewSide == ZED_CAMERA_SIDE.LEFT) viewSide = ZED_CAMERA_SIDE.RIGHT; break; default: break; } } switch (viewSide) //Set up textures from the left camera or right camera, depending. { case ZED_CAMERA_SIDE.LEFT: case ZED_CAMERA_SIDE.LEFT_FORCE: default: switch (view_mode) //Which kind of texture we view. { case sl.VIEW_MODE.VIEW_IMAGE: textureEye = zedCamera.CreateTextureImageType(sl.VIEW.LEFT); break; case sl.VIEW_MODE.VIEW_DEPTH: textureEye = zedCamera.CreateTextureImageType(sl.VIEW.DEPTH); break; case sl.VIEW_MODE.VIEW_NORMALS: textureEye = zedCamera.CreateTextureImageType(sl.VIEW.NORMALS); break; } normals = zedCamera.CreateTextureMeasureType(sl.MEASURE.NORMALS, resolution); depth = zedCamera.CreateTextureMeasureType(sl.MEASURE.DEPTH, resolution); break; case ZED_CAMERA_SIDE.RIGHT: case ZED_CAMERA_SIDE.RIGHT_FORCE: switch (view_mode)//Which kind of texture we view. { case sl.VIEW_MODE.VIEW_IMAGE: textureEye = zedCamera.CreateTextureImageType(sl.VIEW.RIGHT); break; case sl.VIEW_MODE.VIEW_DEPTH: textureEye = zedCamera.CreateTextureImageType(sl.VIEW.DEPTH_RIGHT); break; case sl.VIEW_MODE.VIEW_NORMALS: textureEye = zedCamera.CreateTextureImageType(sl.VIEW.NORMALS_RIGHT); break; } normals = zedCamera.CreateTextureMeasureType(sl.MEASURE.NORMALS_RIGHT, resolution); depth = zedCamera.CreateTextureMeasureType(sl.MEASURE.DEPTH_RIGHT, resolution); break; } } /// /// Enables/disables keywords for the material used in the first pass, when in forward rendering. /// /// New state of the keyword. /// Keyword's name. /// public bool ManageKeywordForwardMat(bool enable, string name) { if (forwardMat) { if (enable) { forwardMat.EnableKeyword(name); } else { forwardMat.DisableKeyword(name); } return true; } return false; } /// /// Enables/disables keywords for the material used in the first pass, when in deferred rendering. /// /// New state of the keyword. /// Keyword's name. /// public bool ManageKeywordDeferredMat(bool enable, string name) { if (deferredMat) { if (enable) { deferredMat.EnableKeyword(name); } else { deferredMat.DisableKeyword(name); } return true; } return false; } /// /// Enables/disables keywords for the final display material. /// /// New state of the keyword. /// Keyword's name. /// public bool ManageKeywordPipe(bool enable, string name) { if (matRGB) { if (enable) { matRGB.EnableKeyword(name); } else { matRGB.DisableKeyword(name); } return true; } return false; } //Variables to get information about the lights. /// /// How many point lights are currently being rendered on the real world by this camera. Excludes ones filtered out by distance. /// [HideInInspector] public int numberPointLights; /// /// How many spotlights are currently being rendered on the real world by this camera. Excludes ones filtered out by distance. /// [HideInInspector] public int numberSpotLights; bool ghasShadows = false; /// /// Updates lighting information, packages them into ComputeBuffers and sends them to the shader. /// void UpdateLights() { bool hasShadows = false; int pointLightIndex = 0; int spotLightIndex = 0; bounds.center = transform.position; foreach (ZEDLight zed_light in ZEDLight.s_lights) { Light light = zed_light.cachedLight; if (light.type == LightType.Directional || Vector3.Distance(bounds.center, light.transform.position) < (light.range + bounds.extents.x)) { //Deactivate all shadows from point light and spotlights as they are not currently supported. if (light.type != LightType.Directional) { light.shadows = LightShadows.None; } if (zed_light.IsEnabled() && ((pointLightIndex + spotLightIndex) < NUMBER_LIGHTS_MAX || light.type == LightType.Directional)) { if (light.type == LightType.Point) { if (pointLightIndex < NUMBER_POINT_LIGHT_MAX) { pointLights[pointLightIndex].color = light.color * light.intensity; pointLights[pointLightIndex].position = light.gameObject.transform.position; pointLights[pointLightIndex].range = light.range; pointLightIndex++; } } else if (light.type == LightType.Spot) { if (spotLightIndex < NUMBER_SPOT_LIGHT_MAX) { spotLights[spotLightIndex].color = light.color * light.intensity; spotLights[spotLightIndex].position = light.gameObject.transform.position; spotLights[spotLightIndex].direction = new Vector4(light.gameObject.transform.forward.normalized.x, light.gameObject.transform.forward.normalized.y, light.gameObject.transform.forward.normalized.z, Mathf.Cos((light.spotAngle / 2.0f) * Mathf.Deg2Rad)); spotLights[spotLightIndex].parameters = new Vector4(light.spotAngle, light.intensity, 1.0f / light.range, zed_light.interiorCone); spotLightIndex++; } } else if (light.type == LightType.Directional) { hasShadows = light.shadows != LightShadows.None && QualitySettings.shadows != ShadowQuality.Disable; directionalLightData[0] = new Vector4(light.gameObject.transform.forward.normalized.x, light.gameObject.transform.forward.normalized.y, light.gameObject.transform.forward.normalized.z, 0); directionalLightData[1] = light.color * light.intensity; // Copy the shadows from the directional light. If not, no shadows in transparent mode. if (light.commandBufferCount == 0) { forwardMat.SetInt("_HasShadows", System.Convert.ToInt32(light.shadows != LightShadows.None)); // Copy the shadows from the directional light. If not, no shadows in transparent mode. if (light.commandBufferCount == 0) { CommandBuffer lightBuffer = new CommandBuffer(); lightBuffer.name = "ZED_Copy_ShadowMap"; lightBuffer.SetGlobalTexture("_DirectionalShadowMap", BuiltinRenderTextureType.CurrentActive); light.AddCommandBuffer(LightEvent.AfterScreenspaceMask, lightBuffer); } } } } } } //Send the new light data to the final display material. if (computeBufferPointLight != null) { computeBufferPointLight.SetData(pointLights); } if (computeBufferSpotLight != null) { computeBufferSpotLight.SetData(spotLights); } numberPointLights = pointLightIndex; numberSpotLights = spotLightIndex; if (matRGB != null) { //Send the number of point lights/spotlights to the shader. matRGB.SetInt(numberPointLightsID, pointLightIndex); matRGB.SetInt(numberSpotLightsID, spotLightIndex); #if !ZED_HDRP && !ZED_URP //Add the command buffer to get shadows only if a directional light creates shadows. if (hasShadows != ghasShadows) { ghasShadows = hasShadows; Shader.SetGlobalInt("_HasShadows", System.Convert.ToInt32(ghasShadows)); cam.RemoveCommandBuffer(CameraEvent.BeforeDepthTexture, buffer[(int)ZED_RENDERING_MODE.FORWARD]); if (hasShadows) { cam.AddCommandBuffer(CameraEvent.BeforeDepthTexture, buffer[(int)ZED_RENDERING_MODE.FORWARD]); } } matRGB.SetVectorArray("ZED_directionalLight", directionalLightData); #endif } } /// /// Gets the vertical field of view from the given projection matrix, to bypass a round number. /// /// Projection matrix from a camera. /// float GetFOVYFromProjectionMatrix(Matrix4x4 projection) { return Mathf.Atan(1 / projection[1, 1]) * 2.0f; } /// /// Gets the horizontal field of view from the given projection matrix. /// /// Projection matrix from a camera. /// float GetFOVXFromProjectionMatrix(Matrix4x4 projection) { return Mathf.Atan(1 / projection[0, 0]) * 2.0f; } /// /// Scales the canvas in front of the camera so that it fills the whole screen exactly. /// /// Canvas object. /// Camera's vertical field of view. private void scale(GameObject screen, float fov) { float height = Mathf.Tan(0.5f * fov) * Vector3.Distance(screen.transform.localPosition, Vector3.zero) * 2; screen.transform.localScale = new Vector3((height * aspect), height, 1); } private void scaleXY(GameObject screen, float fovH, float fovV) { float height = Mathf.Tan(0.5f * fovV) * Vector3.Distance(screen.transform.localPosition, Vector3.zero) * 2; float width = Mathf.Tan(0.5f * fovH) * Vector3.Distance(screen.transform.localPosition, Vector3.zero) * 2; screen.transform.localScale = new Vector3(width, height, 1); } #if !ZED_HDRP && !ZED_URP /// /// Clears all command buffers on the camera. /// public void Clear() { if (buffer[(int)ZED_RENDERING_MODE.FORWARD] != null) cam.RemoveCommandBuffer(CameraEvent.BeforeDepthTexture, buffer[(int)ZED_RENDERING_MODE.FORWARD]); if (buffer[(int)ZED_RENDERING_MODE.DEFERRED] != null) cam.RemoveCommandBuffer(CameraEvent.AfterGBuffer, buffer[(int)ZED_RENDERING_MODE.DEFERRED]); if (postProcessBuffer[(int)ZED_RENDERING_MODE.FORWARD] != null) cam.RemoveCommandBuffer(CameraEvent.AfterForwardAlpha, postProcessBuffer[(int)ZED_RENDERING_MODE.FORWARD]); if (postProcessBuffer[(int)ZED_RENDERING_MODE.DEFERRED] != null) cam.RemoveCommandBuffer(CameraEvent.AfterFinalPass, postProcessBuffer[(int)ZED_RENDERING_MODE.DEFERRED]); ClearDepthBuffers(); } #endif void OnApplicationQuit() { if (computeBufferPointLight != null) { computeBufferPointLight.Release(); } if (computeBufferSpotLight != null) { computeBufferSpotLight.Release(); } if (mask != null) { mask.Release(); } #if ZED_HDRP || ZED_URP RenderPipelineManager.beginFrameRendering -= SRPStartFrame; #endif } /// /// Updates the output size to fit the window at 16:9 and the bounds for light filtering, and calculates the lighting. /// void Update() { if (zedManager == null) return; if (aspectRatio != null) { aspectRatio.Update(); } if (actualRenderingPath == RenderingPath.Forward) { bounds.center = transform.position; UpdateLights(); } if (zedManager.IsZEDReady && (cam.nearClipPlane != nearplane || cam.farClipPlane != farplane)) { SetProjection(nearplane, farplane); //If the camera's near/far planes changed, update the matrix. } #if UNITY_EDITOR if (actualRenderingPath != RenderingPath.VertexLit && cam.actualRenderingPath != actualRenderingPath) { ConfigureLightAndShadow(cam.actualRenderingPath); } #endif } /// /// Used by the ZEDMeshRenderer/ZEDPlaneRenderer to draw chunks/planes onto the final images. /// private RenderTexture textureMapping; /// /// Sets the RenderTexture that gets blended into the final result, if using Plane Detection or Spatial Mapping. /// ZEDPlaneRenderer and ZEDMeshRenderer call this with the RenderTextures to which they render each frame. /// /// public void SetTextureOverlayMapping(RenderTexture texture) { textureMapping = texture; blender.SetTexture("_ZEDMeshTex", textureMapping); } public void SetMeshRenderAvailable(bool r) { int d = -1; if (r) d = 0; blender.SetInt("_IsTextured", d); blender.SetInt(isTexturedID, d); } #if ZED_HDRP || ZED_URP /// /// Blend the wireframe into the image. Used in SRP because there is no OnRenderImage automatic function. /// private void SRPStartFrame(ScriptableRenderContext context, Camera[] rendcam) { foreach(Camera camera in rendcam) { if (camera == renderingCam && zedManager.GetSpatialMapping.display) { DrawSpatialMappingMeshes(camera); } } } /// /// Draw every chunk of the wiremesh /// /// private void DrawSpatialMappingMeshes(Camera drawcam) { ZEDSpatialMapping spatialMapping = zedManager.GetSpatialMapping; if (spatialMapping == null) return; if(spatialMapping.IsRunning()) // Draw all chunks/submeshes used while spatial mapping is running, before merging. { foreach (ZEDSpatialMapping.Chunk chunk in spatialMapping.Chunks.Values) { Matrix4x4 canvastrs = Matrix4x4.TRS(chunk.o.transform.position, chunk.o.transform.rotation, chunk.o.transform.localScale); Graphics.DrawMesh(chunk.mesh, canvastrs, chunk.o.GetComponent().material, gameObject.layer, drawcam, 0, null, false, false); } } else if (!spatialMapping.IsRunning()) // Draw final chunks, after merging. foreach (ZEDSpatialMapping.Chunk chunk in spatialMapping.ChunkList) { Matrix4x4 canvastrs = Matrix4x4.TRS(chunk.o.transform.position, chunk.o.transform.rotation, chunk.o.transform.localScale); Graphics.DrawMesh(chunk.mesh, canvastrs, chunk.o.GetComponent().material, gameObject.layer, drawcam, 0, null, false, false); } } #else /// /// Where the post-processing occurs. /// Called by Unity whenever the attached Camera renders an image. /// /// /// private void OnRenderImage(RenderTexture source, RenderTexture destination) { if (zedManager.GetSpatialMapping.display) //If displaying a mesh from spatial mapping, blend the wireframe into the image. { RenderTexture tmpSource = RenderTexture.GetTemporary(source.width, source.height, source.depth, source.format, RenderTextureReadWrite.sRGB); Graphics.Blit(source, tmpSource); Graphics.Blit(tmpSource, destination, blender); RenderTexture.ReleaseTemporary(tmpSource); } else { if (ARpostProcessing && mask != null && zedCamera.IsCameraReady) //Apply post-processing, if enabled. { if (actualRenderingPath == RenderingPath.DeferredShading) { RenderTexture bluredMask = RenderTexture.GetTemporary(mask.width, mask.height, mask.depth, mask.format); RenderTexture buffer = RenderTexture.GetTemporary(source.width, source.height, 24); Graphics.SetRenderTarget(buffer); GL.Clear(false, true, new Color(0, 0, 0, 0)); // clear the full RT //To keep the stencil in post-processing, since Graphics.Blit normally clears it. Graphics.SetRenderTarget(buffer.colorBuffer, source.depthBuffer); Graphics.Blit(source, matStencilToMask); //Compose the second mask retrieved in the forward pass. The shader should set the stencil to 148. Graphics.Blit(mask, bluredMask); //matComposeMask.SetTexture("_Mask", bluredMask); matComposeMask.SetTexture(maskPropID, bluredMask); Graphics.Blit(buffer, mask, matComposeMask); ApplyPostProcess(source, destination, bluredMask); RenderTexture.ReleaseTemporary(buffer); RenderTexture.ReleaseTemporary(bluredMask); } else //Forward path. { RenderTexture bluredMask = RenderTexture.GetTemporary(mask.width, mask.height, mask.depth, mask.format); ApplyPostProcess(source, destination, bluredMask); RenderTexture.ReleaseTemporary(bluredMask); } } else //Not using post-processing. { Graphics.Blit(source, destination); } } } #endif /// /// Apply post-processing effects to the given RenderTexture. /// /// Source RenderTexture. /// Destination RenderTexture. /// Mask used to apply blurring effects. private void ApplyPostProcess(RenderTexture source, RenderTexture destination, RenderTexture bluredMask) { RenderTexture tempDestination = RenderTexture.GetTemporary(source.width, source.height, source.depth, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default); Graphics.Blit(source, tempDestination, postprocessMaterial); ZEDPostProcessingTools.Blur(mask, bluredMask, blurMaterial, 3, 1, 1); //blurMaterial.SetTexture("_Mask", bluredMask); blurMaterial.SetTexture(maskPropID, bluredMask); ZEDPostProcessingTools.Blur(tempDestination, destination, blurMaterial, 2, 1, 1); mask.SetGlobalShaderProperty("_ZEDMaskVirtual"); RenderTexture.ReleaseTemporary(tempDestination); } /// /// Assigns the projection matrix from the ZED to this camera with the specified near/far planes. /// /// Adjusts the matrix values from a copy rather than reassigning them in ZEDCamera to avoid getting applied /// to all copies of the camera. /// ///Desired near plane distance. ///Desired far plane distance. private void SetProjection(float near = 0.1f, float far = 500f) { //float near = mainCamera.nearClipPlane; //float far = mainCamera.farClipPlane; Matrix4x4 newmat = zedCamera.Projection; newmat[2, 2] = -(far + near) / (far - near); newmat[2, 3] = -(2.0f * far * near) / (far - near); cam.projectionMatrix = newmat; nearplane = near; farplane = far; } /// Forces the ZED's image to be displayed at a 16:9 ratio, regardless of the window's aspect ratio. /// This is why the image doesn't stretch when the Game window in the editor is set to Free Aspet. /// public class WindowAspectRatio { /// /// Current screen width. /// private int ScreenSizeX = 0; /// /// Current screen height. /// private int ScreenSizeY = 0; /// /// Camera to set to 16:9. /// private Camera cam; /// /// Aspect ratio targeted. /// private const float TARGET_ASPECT = 16.0f / 9.0f; public WindowAspectRatio(Camera camera) { cam = camera; RescaleCamera(); CreateCamera(); } /// /// Create a custom hidden camera to render black bars in the background. /// /// private GameObject CreateCamera() { GameObject o = new GameObject("CameraBlackBackground"); Camera cam = o.AddComponent(); cam.backgroundColor = Color.black; cam.cullingMask = 0; cam.clearFlags = CameraClearFlags.SolidColor; cam.depth = -int.MaxValue; cam.useOcclusionCulling = false; #if UNITY_5_6_OR_NEWER cam.allowHDR = false; cam.allowMSAA = false; #endif cam.stereoTargetEye = StereoTargetEyeMask.None; cam.renderingPath = RenderingPath.Forward; o.hideFlags = HideFlags.HideInHierarchy; return o; } /// /// Rescale the view port of the current camera to keep the 16:9 aspect ratio. /// This is called on start and updated each frame. /// private void RescaleCamera() { //If no change, then return if (Screen.width == ScreenSizeX && Screen.height == ScreenSizeY) return; float windowaspect = (float)Screen.width / (float)Screen.height; float scaleheight = windowaspect / TARGET_ASPECT; if (scaleheight < 1.0f) //Height is too large. Shrink it, adding letterboxes to the top and bottom. { Rect rect = cam.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; //cam.rect = rect; } else //Height is too small. Reduce width, adding pillarboxes to the sides. { float scalewidth = 1.0f / scaleheight; Rect rect = cam.rect; rect.width = scalewidth; rect.height = 1.0f; rect.x = (1.0f - scalewidth) / 2.0f; rect.y = 0; cam.rect = rect; } ScreenSizeX = Screen.width; ScreenSizeY = Screen.height; } /// /// Calls RescaleCamera(). Called in ZEDRenderingPlane's Update() function. /// public void Update() { RescaleCamera(); } } }