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OVRPassthroughLayer Class

A layer used for passthrough.
OVRPassthroughLayer extends MonoBehaviour.

Overview

Public Types

enum
ProjectionSurfaceType {
}
The passthrough projection surface type: reconstructed | user defined.
enum

Data Fields

The type of the surface which passthrough textures are projected on: Automatic reconstruction or user-defined geometry.
Overlay type that defines the placement of the passthrough layer to appear on top as an overlay or beneath as an underlay of the application’s main projection layer.
int
The compositionDepth defines the order of the layers in composition.
bool
hidden[Get]
Property that can hide layers when required.
bool
Specify whether colorScale and colorOffset should be applied to this layer.
Vector4
Color scale is a factor applied to the pixel color values during compositing.
Vector4
Color offset is a value which gets added to the pixel color values during compositing.
Gradient
This field is not intended for public scripting.
float
This field is not intended for public scripting.
float
This field is not intended for public scripting.
float
This field is not intended for public scripting.
float
This field is not intended for public scripting.

Properties

float
Float that defines the passthrough texture opacity.
bool
Enable or disable the Edge rendering.
Color
Color for the edge rendering.
Editor attribute to get or set the selection in the inspector.

Events

Action
Occurs when a passthrough layer has been rendered and presented on the HMD screen for the first time after being restarted.

Public Member Functions

void
AddSurfaceGeometry
( GameObject obj,
bool updateTransform )
Add a GameObject to the Insight Passthrough projection surface.
void
RemoveSurfaceGeometry
( GameObject obj )
Removes a GameObject that was previously added using AddSurfaceGeometry from the projection surface.
bool
IsSurfaceGeometry
( GameObject obj )
Checks if the given gameobject is a surface geometry (If called with AddSurfaceGeometry).
void
SetColorMap
( Color[] values )
This color map method allows to recolor the grayscale camera images by specifying a color lookup table.
void
SetColorLut
float weight )
Applies a color LUT to the passthrough layer.
void
SetColorLut
( OVRPassthroughColorLut lutSource,
float weight )
Applies the interpolation between two color LUTs to the passthrough layer.
void
SetColorMapControls
( float contrast,
float brightness,
float posterize,
Gradient gradient,
ColorMapEditorType colorMapType )
This method allows to generate (and apply) a color map from the set of controls which is also available in inspector.
void
SetColorMapMonochromatic
( byte[] values )
This method allows to specify the color map as an array of 256 8-bit intensity values.
void
SetBrightnessContrastSaturation
( float brightness,
float contrast,
float saturation )
This method allows to configure brightness and contrast adjustment for Passthrough images.
void
Disables color mapping.
void
This method is required for internal use only.

Details

Member Enumerations

enum OVRPassthroughLayer.ProjectionSurfaceType
The passthrough projection surface type: reconstructed | user defined.
Enumerator
Reconstructed
UserDefined
UserDefined allows you to define a surface.
enum OVRPassthroughLayer.ColorMapEditorType
Unity editor enumerator to provide a dropdown in the inspector.
Enumerator
None
= 0
GrayscaleToColor
= 1
Controls
= GrayscaleToColor
Custom
= 2
Grayscale
= 3
ColorAdjustment
= 4
ColorLut
= 5
InterpolatedColorLut
= 6

Fields

ProjectionSurfaceType OVRPassthroughLayer.projectionSurfaceType
The type of the surface which passthrough textures are projected on: Automatic reconstruction or user-defined geometry.
This field can only be modified immediately after the component is instantiated (e.g. using AddComponent). Once the backing layer has been created, changes won't be reflected unless the layer is disabled and enabled again. Default is automatic reconstruction.
OVROverlay.OverlayType OVRPassthroughLayer.overlayType
Overlay type that defines the placement of the passthrough layer to appear on top as an overlay or beneath as an underlay of the application’s main projection layer.
By default, the passthrough layer appears as an overlay.
int OVRPassthroughLayer.compositionDepth
The compositionDepth defines the order of the layers in composition.
The layer with smaller compositionDepth would be composited in the front of the layer with larger compositionDepth. The default value is zero.
bool OVRPassthroughLayer.hidden
Property that can hide layers when required.
Should be false when present, true when hidden. By default, the value is set to false, which means the layers are present.
bool OVRPassthroughLayer.overridePerLayerColorScaleAndOffset
Specify whether colorScale and colorOffset should be applied to this layer.
By default, the color scale and offset are not applied to the layer.
Vector4 OVRPassthroughLayer.colorScale
Color scale is a factor applied to the pixel color values during compositing.
The four components of the vector correspond to the R, G, B, and A values, default set to {1,1,1,1}.
Vector4 OVRPassthroughLayer.colorOffset
Color offset is a value which gets added to the pixel color values during compositing.
The four components of the vector correspond to the R, G, B, and A values, default set to {0,0,0,0}.
Gradient OVRPassthroughLayer.colorMapEditorGradient
This field is not intended for public scripting.
Use SetColorMapControls() instead.
float OVRPassthroughLayer.colorMapEditorContrast
This field is not intended for public scripting.
float OVRPassthroughLayer.colorMapEditorBrightness
This field is not intended for public scripting.
float OVRPassthroughLayer.colorMapEditorPosterize
This field is not intended for public scripting.
Use SetColorMapControls() instead.
float OVRPassthroughLayer.colorMapEditorSaturation
This field is not intended for public scripting.

Properties

float OVRPassthroughLayer.textureOpacity
Float that defines the passthrough texture opacity.
Value range from 0f to 1f.
bool OVRPassthroughLayer.edgeRenderingEnabled
Enable or disable the Edge rendering.
Use this flag to enable or disable the edge rendering but retain the previously selected color (incl. alpha) in the UI when it is disabled.
Color OVRPassthroughLayer.edgeColor
Color for the edge rendering.
ColorMapEditorType OVRPassthroughLayer.colorMapEditorType
Editor attribute to get or set the selection in the inspector.
Using this selection will update the colorMapType and colorMapData if needed.
OVROverlay.OverlayShape OVRPassthroughLayer.overlayShape
No description available.

Events

Action OVRPassthroughLayer.PassthroughLayerResumed ( )
Occurs when a passthrough layer has been rendered and presented on the HMD screen for the first time after being restarted.

Member Functions

void OVRPassthroughLayer.AddSurfaceGeometry
( GameObject obj,
bool updateTransform )
Add a GameObject to the Insight Passthrough projection surface.
This is only applicable if the projection surface type is UserDefined. When updateTransform parameter is set to true, OVRPassthroughLayer will update the transform of the surface mesh every frame. Otherwise only the initial transform is recorded.
Parameters
obj
The Gameobject you want to add to the Insight Passthrough projection surface.
updateTransform
Indicate if the transform should be updated every frame
void OVRPassthroughLayer.RemoveSurfaceGeometry
( GameObject obj )
Removes a GameObject that was previously added using AddSurfaceGeometry from the projection surface.
Parameters
obj
The Gameobject to remove.
bool OVRPassthroughLayer.IsSurfaceGeometry
( GameObject obj )
Checks if the given gameobject is a surface geometry (If called with AddSurfaceGeometry).
Returns
True if the gameobject is a surface geometry.
void OVRPassthroughLayer.SetColorMap
( Color[] values )
This color map method allows to recolor the grayscale camera images by specifying a color lookup table.
Scripts should call the designated methods to set a color map. The fields and properties are only intended for the inspector UI.
Parameters
values
The color map as an array of 256 color values to map each grayscale input to a color.
void OVRPassthroughLayer.SetColorLut
float weight )
Applies a color LUT to the passthrough layer.
Parameters
lutweight
Value between 0 and 1 which defines the blend between the original Passthrough colors and the LUT. If weight is 0, the appearance of Passthrough is unchanged. If weight is 1, the colors are fully taken from the LUT. Values between 0 and 1 lead to a linear interpolation between the original color and the LUT color. This value can be animated to create smooth transitions.
void OVRPassthroughLayer.SetColorLut
( OVRPassthroughColorLut lutSource,
float weight )
Applies the interpolation between two color LUTs to the passthrough layer.
Parameters
lutSourcelutTargetweight
Value between 0 and 1 which defines the blend between lutSource and lutTarget. The output color is computed as C_result = (1 - weight) * lutSource[C_in] + weight * lutTarget[C_in], where C_in represents the original Passthrough color. This value can be animated to create smooth transitions.
void OVRPassthroughLayer.SetColorMapControls
( float contrast,
float brightness,
float posterize,
Gradient gradient,
ColorMapEditorType colorMapType )
This method allows to generate (and apply) a color map from the set of controls which is also available in inspector.
Parameters
contrast
The contrast value. Range from -1 (minimum) to 1 (maximum).
brightness
The brightness value. Range from 0 (minimum) to 1 (maximum).
posterize
The posterize value. Range from 0 to 1, where 0 = no posterization (no effect), 1 = reduce to two colors.
gradient
The gradient will be evaluated from 0 (no intensity) to 1 (maximum intensity). This parameter only has an effect if colorMapType is GrayscaleToColor.
colorMapType
Type of color map which should be generated. Supported values: Grayscale and GrayscaleToColor.
void OVRPassthroughLayer.SetColorMapMonochromatic
( byte[] values )
This method allows to specify the color map as an array of 256 8-bit intensity values.
Use this to map each grayscale input value to a grayscale output value.
Parameters
values
Array of 256 8-bit values.
void OVRPassthroughLayer.SetBrightnessContrastSaturation
( float brightness,
float contrast,
float saturation )
This method allows to configure brightness and contrast adjustment for Passthrough images.
Parameters
brightness
Modify the brightness of Passthrough. Valid range: [-1, 1]. A value of 0 means that brightness is left unchanged.
contrast
Modify the contrast of Passthrough. Valid range: [-1, 1]. A value of 0 means that contrast is left unchanged.
saturation
Modify the saturation of Passthrough. Valid range: [-1, 1]. A value of 0 means that saturation is left unchanged.
void OVRPassthroughLayer.DisableColorMap ( )
Disables color mapping.
Use this to remove any effects.
void OVRPassthroughLayer.SetStyleDirty ( )
This method is required for internal use only.
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