上传修改
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@@ -1,58 +0,0 @@
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using Unity.XR.PXR;
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using UnityEngine;
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public class PXR_ARCameraEffectManager : MonoBehaviour
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{
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public bool enableCameraEffect = false;
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[HideInInspector]
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public float colortempValue;
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[HideInInspector]
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public float brightnessValue;
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[HideInInspector]
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public float saturationValue;
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[HideInInspector]
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public float contrastValue;
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[HideInInspector]
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public Texture2D lutTex;
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[HideInInspector]
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public float lutRowValue;
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[HideInInspector]
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public float lutColValue;
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private int row = 0;
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private int col = 0;
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// Start is called before the first frame update
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void Start()
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{
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if (enableCameraEffect)
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{
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Camera camera = Camera.main;
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camera.clearFlags = CameraClearFlags.SolidColor;
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camera.backgroundColor = new Color(0, 0, 0, 0);
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PXR_MixedReality.EnableVideoSeeThroughEffect(true);
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PXR_MixedReality.SetVideoSeeThroughEffect(PxrLayerEffect.Colortemp, colortempValue, 1);
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PXR_MixedReality.SetVideoSeeThroughEffect(PxrLayerEffect.Brightness, brightnessValue, 1);
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PXR_MixedReality.SetVideoSeeThroughEffect(PxrLayerEffect.Saturation, saturationValue, 1);
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PXR_MixedReality.SetVideoSeeThroughEffect(PxrLayerEffect.Contrast, contrastValue, 1);
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if (lutTex)
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{
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row = (int)(lutTex?.width * lutRowValue);
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col = (int)(lutTex?.height * lutColValue);
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PXR_MixedReality.SetVideoSeeThroughLut(lutTex, row, col);
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}
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}
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}
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// Update is called once per frame
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void Update()
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{
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}
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private void OnDisable()
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{
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PXR_MixedReality.EnableVideoSeeThroughEffect(false);
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}
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}
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