enum | ProjectionSurfaceType { } The passthrough projection surface type: reconstructed | user defined. |
enum | ColorMapEditorType { ColorMapEditorType.None = 0, ColorMapEditorType.GrayscaleToColor = 1, ColorMapEditorType.Controls = GrayscaleToColor, ColorMapEditorType.Custom = 2, ColorMapEditorType.Grayscale = 3, ColorMapEditorType.ColorAdjustment = 4, ColorMapEditorType.ColorLut = 5, ColorMapEditorType.InterpolatedColorLut = 6 } Unity editor enumerator to provide a dropdown in the inspector. |
The type of the surface which passthrough textures are projected on: Automatic reconstruction or user-defined geometry. | |
overlayType[Get] 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 | compositionDepth[Get] 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 | colorScale[Get] Color scale is a factor applied to the pixel color values during compositing. |
Vector4 | colorOffset[Get] 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. |
float | textureOpacity[Get] Float that defines the passthrough texture opacity. |
bool | edgeRenderingEnabled[Get] Enable or disable the Edge rendering. |
Color | edgeColor[Get] Color for the edge rendering. |
colorMapEditorType[Get] Editor attribute to get or set the selection in the inspector. | |
overlayShape[Get] |
Action | Occurs when a passthrough layer has been rendered and presented on the HMD screen for the first time after being restarted. |
void | 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 | Applies a color LUT to the passthrough layer. |
void | 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 | This method allows to configure brightness and contrast adjustment for Passthrough images. |
void | DisableColorMap ( ) Disables color mapping. |
void | SetStyleDirty ( ) This method is required for internal use only. |
Reconstructed | |
UserDefined | UserDefined allows you to define a surface. |
None | = 0 |
GrayscaleToColor | = 1 |
Controls | = GrayscaleToColor |
Custom | = 2 |
Grayscale | = 3 |
ColorAdjustment | = 4 |
ColorLut | = 5 |
InterpolatedColorLut | = 6 |
ProjectionSurfaceType OVRPassthroughLayer.projectionSurfaceType |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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This field is not intended for public scripting. Use SetColorMapControls() instead. |
float OVRPassthroughLayer.colorMapEditorContrast |
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This field is not intended for public scripting. Use SetBrightnessContrastSaturation() or SetColorMapControls() instead. |
float OVRPassthroughLayer.colorMapEditorBrightness |
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This field is not intended for public scripting. Use SetBrightnessContrastSaturation() or SetColorMapControls() instead. |
float OVRPassthroughLayer.colorMapEditorPosterize |
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This field is not intended for public scripting. Use SetColorMapControls() instead. |
float OVRPassthroughLayer.colorMapEditorSaturation |
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This field is not intended for public scripting. Use SetBrightnessContrastSaturation() instead. |
float OVRPassthroughLayer.textureOpacity |
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Float that defines the passthrough texture opacity. Value range from 0f to 1f. |
bool OVRPassthroughLayer.edgeRenderingEnabled |
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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 |
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Color for the edge rendering. |
ColorMapEditorType OVRPassthroughLayer.colorMapEditorType |
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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 |
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No description available.
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Action OVRPassthroughLayer.PassthroughLayerResumed ( ) |
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Occurs when a passthrough layer has been rendered and presented on the HMD screen for the first time after being restarted. |
void OVRPassthroughLayer.AddSurfaceGeometry ( GameObject obj, bool updateTransform ) |
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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. updateTransformIndicate if the transform should be updated every frame |
void OVRPassthroughLayer.RemoveSurfaceGeometry ( GameObject obj ) |
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Removes a GameObject that was previously added using AddSurfaceGeometry from the projection surface. Parameters obj The Gameobject to remove. |
bool OVRPassthroughLayer.IsSurfaceGeometry ( GameObject obj ) |
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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 ) |
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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 ( OVRPassthroughColorLut lut, float weight ) |
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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, OVRPassthroughColorLut lutTarget, float weight ) |
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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 ) |
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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). brightnessThe brightness value. Range from 0 (minimum) to 1 (maximum). posterizeThe posterize value. Range from 0 to 1, where 0 = no posterization (no effect), 1 = reduce to two colors. gradientThe gradient will be evaluated from 0 (no intensity) to 1 (maximum intensity). This parameter only has an effect if colorMapType is GrayscaleToColor. colorMapTypeType of color map which should be generated. Supported values: Grayscale and GrayscaleToColor. |
void OVRPassthroughLayer.SetColorMapMonochromatic ( byte[] values ) |
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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 ) |
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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. contrastModify the contrast of Passthrough. Valid range: [-1, 1]. A value of 0 means that contrast is left unchanged. saturationModify the saturation of Passthrough. Valid range: [-1, 1]. A value of 0 means that saturation is left unchanged. |
void OVRPassthroughLayer.DisableColorMap ( ) |
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Disables color mapping. Use this to remove any effects. |
void OVRPassthroughLayer.SetStyleDirty ( ) |
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This method is required for internal use only. |