using UnityEngine; using System.Collections; using Valve.VR; public class CameraFade : MonoBehaviour { public RenderTexture BlendTextureLeft; public RenderTexture BlendTextureRight; private float alpha = 0.0F; static Material blitMaterial; public void SetFade(float alpha) { this.alpha = alpha; } // Use this for initialization void Start () { if (!blitMaterial) { blitMaterial = new Material(Shader.Find("Custom/TransparencyBitch")); } } // Update is called once per frame void Update () { //int deviceIndex = 3; //alpha = SteamVR_Controller.Input(deviceIndex).GetAxis(Valve.VR.EVRButtonId.k_EButton_SteamVR_Trigger).x; } void OnRenderImage(RenderTexture src, RenderTexture dest) { blitMaterial.SetFloat("_Ratio", alpha); if (SteamVR_Render.eye == EVREye.Eye_Left) { blitMaterial.SetTexture("_BlendTex", BlendTextureLeft); } else { blitMaterial.SetTexture("_BlendTex", BlendTextureRight); } Graphics.Blit(src, dest, blitMaterial); } }