Initial Commit
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/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using UnityEngine;
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/// <summary>
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/// Allows you to toggle chromatic aberration correction with a gamepad button press.
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/// </summary>
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[HelpURL("https://developer.oculus.com/reference/unity/latest/class_o_v_r_chromatic_aberration")]
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public class OVRChromaticAberration : MonoBehaviour
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{
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/// <summary>
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/// The button that will toggle chromatic aberration correction.
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/// </summary>
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public OVRInput.RawButton toggleButton = OVRInput.RawButton.X;
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private bool chromatic = false;
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void Start()
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{
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// Enable/Disable Chromatic Aberration Correction.
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// NOTE: Enabling Chromatic Aberration for mobile has a large performance cost.
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OVRManager.instance.chromatic = chromatic;
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}
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void Update()
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{
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// NOTE: some of the buttons defined in OVRInput.RawButton are not available on the Android game pad controller
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if (OVRInput.GetDown(toggleButton))
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{
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//*************************
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// toggle chromatic aberration correction
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//*************************
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chromatic = !chromatic;
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OVRManager.instance.chromatic = chromatic;
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}
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}
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}
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