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