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mika edited this page Jan 30, 2020
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- FilePath: Path to PCAP file (Note: If you want to load from StreamingAssets/ folder, no need to enter full path, just the path under StreamingAssets/)
- LoadAtStart: Should we load PCAP file in Start() method, if disabled, you need to call CallThreadedPCAPReader() yourself
- CloudMaterial: Material (and shader) used for point cloud rendering
- CloneMaterial: Creates clone of the assigned material, Required if you have multiple viewers in same scene
- DisplayPoints: If disabled, doesnt draw points (not very useful)
- RenderOnlyMainCam: If disabled, renders to other cameras also (which doubles the rendering cost)
- UseMeshRendering: Draws point cloud using regular MeshRenderer (reguired for Android). Allows also to draw on depthtexture, if you need to use post processing like SSAO
- UseCommandBuffer: Use camera commandbuffer to draw points, allows setting specific pass when the points are drawn
- CamDrawPass: Camera pass to draw
- ForceDepthBufferPass: If enabled, draws the point cloud into depth pass separately
- CamDepthPass: Camera depth pass to draw into depth texture
- AdditionalCameras: If you need to draw into multiple cameras using CommandBuffer, assign the cameras here