Cleaned up and commented version.
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using UnityEngine;
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public class GazeDirection : MonoBehaviour
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{
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[Header("Head and Eye-Transforms")]
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public Transform headcam;
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public Transform eyeLeft;
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public Transform eyeRight;
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[Header("Renderer Feature")]
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public GazeOverlayRendererFeature overlayRendererFeature;
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GazeOverlayRendererFeature.GazeRenderPass pass;
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private void Awake()
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{
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pass = overlayRendererFeature.GetPass();
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}
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private void LateUpdate()
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{
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pass.gazeOrigin = (eyeLeft.position + eyeRight.position) * 0.5f; // Mittelpunkt zwischen den Augen
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pass.gazeDirection = ((eyeLeft.forward + eyeRight.forward) * 0.5f).normalized; // Errechnete mittlere Blickrichtung
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}
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}
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