This package contains Unity C# and GLSL code to simulate customizable macular degeneration scotomas for each eye in a VR application. The scotomas' position can be updated with real-time gaze coordinates from an eye tracker to allow the scotomas to move with eye movements. The shader and script needed to simulate two macular degenration scotomas (one for each eye) are rendered as post render effects. Implementing them as post render effects allows the scotomas to be rendered after everything is rendered and appear as if they are in or very close to the user's eye.
|Date made available||2021|