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using UnityEngine.XR;
#if UNITY_EDITOR
using System;
using UnityEditor;
using UnityEditor.ProjectWindowCallback;
#endif
namespace UnityEngine.Experimental.Rendering
{
[Serializable]
public struct XRGConfig
{ // XRGConfig stores the desired XR settings for a given SRP asset.
public float renderScale;
public float viewportScale;
public bool useOcclusionMesh;
public float occlusionMaskScale;
public bool showDeviceView;
public GameViewRenderMode gameViewRenderMode;
public void SetConfig()
{ // If XR is enabled, sets XRSettings from our saved config
if (!Enabled)
return;
XRSettings.eyeTextureResolutionScale = renderScale;
XRSettings.renderViewportScale = viewportScale;
XRSettings.useOcclusionMesh = useOcclusionMesh;
XRSettings.occlusionMaskScale = occlusionMaskScale;
XRSettings.showDeviceView = showDeviceView;
XRSettings.gameViewRenderMode = gameViewRenderMode;
}
public void SetViewportScale(float viewportScale)
{ // Only sets viewport- since this is probably the only thing getting updated every frame
if (!Enabled)
return;
XRSettings.renderViewportScale = viewportScale;
}
public static readonly XRGConfig defaultXRConfig = new XRGConfig
{
renderScale = 1.0f,
viewportScale = 1.0f,
useOcclusionMesh = true,
occlusionMaskScale = 1.0f,
showDeviceView = true,
gameViewRenderMode = GameViewRenderMode.BothEyes
};
public static XRGConfig ActualXRSettings()
{
XRGConfig getXRSettings = new XRGConfig();
// Just to make it obvious if getting XR settings failed
getXRSettings.renderScale = 0.0f;
getXRSettings.viewportScale = 0.0f;
if (Enabled)
{
getXRSettings.renderScale = XRSettings.eyeTextureResolutionScale;
getXRSettings.viewportScale = XRSettings.renderViewportScale;
getXRSettings.useOcclusionMesh = XRSettings.useOcclusionMesh;
getXRSettings.occlusionMaskScale = XRSettings.occlusionMaskScale;
getXRSettings.showDeviceView = XRSettings.showDeviceView;
getXRSettings.gameViewRenderMode = XRSettings.gameViewRenderMode;
}
return getXRSettings;
}
public static bool Enabled
{ // SRP should use this to safely determine whether XR is enabled
get
{
#if ENABLE_VR
return XRSettings.enabled;
#else
return false;
#endif
}
}
public static RenderTextureDescriptor EyeTextureDesc
{
get
{
if (Enabled)
return XRSettings.eyeTextureDesc;
return new RenderTextureDescriptor(1, 1); // Should be easy to tell if this failed
}
}
public static string[] SupportedDevices
{
get
{
if (Enabled)
return XRSettings.supportedDevices;
string[] empty = {"XR disabled"};
return empty;
}
}
}
[CustomPropertyDrawer(typeof(XRGConfig))]
public class XRGConfigDrawer : PropertyDrawer
{
private float k_MinRenderScale = 0.01f;
private float k_MaxRenderScale = 4.0f;
internal class Styles
{
public static GUIContent XRSettingsLabel = new GUIContent("XR Config", "Enable XR in Player Settings. Then SetConfig can be used to set this configuration to XRSettings.");
public static GUIContent XREnabledLabel = new GUIContent("Enable XR", "Enables stereo rendering");
public static GUIContent renderScaleLabel = new GUIContent("Render Scale", "Scales (and reallocates) the camera render target allowing the game to render at a resolution different than native resolution. UI is always rendered at native resolution.");
public static GUIContent viewportScaleLabel = new GUIContent("Viewport Scale", "Scales the section of the render target being rendered. Use for dynamic resolution adjustments.");
public static GUIContent stereoRenderModeLabel = new GUIContent("Stereo Rendering Mode", "Use Player Settings to select between supported stereo rendering paths for current VR device.");
public static GUIContent showDeviceViewLabel = new GUIContent("Show Device View", "If possible, mirror the render target of the VR device to the main display.");
public static GUIContent gameViewRenderModeLabel = new GUIContent("Game View Render Mode", "Select how to reflect stereo display to game view");
public static GUIContent useOcclusionMeshLabel = new GUIContent("Use Occlusion Mesh", "Determines whether or not to draw the occlusion mesh (goggles-shaped overlay) when rendering");
public static GUIContent occlusionScaleLabel = new GUIContent("Occlusion Mesh Scale", "Scales the occlusion mesh");
}
// Draw the property inside the given rect
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
var m_RenderScale = property.FindPropertyRelative("renderScale");
var m_ViewportScale = property.FindPropertyRelative("viewportScale");
var m_ShowDeviceView = property.FindPropertyRelative("showDeviceView");
var m_GameViewRenderMode = property.FindPropertyRelative("gameViewRenderMode");
var m_UseOcclusionMesh = property.FindPropertyRelative("useOcclusionMesh");
var m_OcclusionMaskScale = property.FindPropertyRelative("occlusionMaskScale");
EditorGUI.BeginDisabledGroup(!XRGConfig.Enabled);
EditorGUILayout.LabelField(Styles.XRSettingsLabel, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
m_RenderScale.floatValue = EditorGUILayout.Slider(Styles.renderScaleLabel, m_RenderScale.floatValue, k_MinRenderScale, k_MaxRenderScale);
m_ViewportScale.floatValue = EditorGUILayout.Slider(Styles.viewportScaleLabel, m_ViewportScale.floatValue, k_MinRenderScale, k_MaxRenderScale);
EditorGUILayout.PropertyField(m_UseOcclusionMesh, Styles.useOcclusionMeshLabel);
EditorGUILayout.PropertyField(m_OcclusionMaskScale, Styles.occlusionScaleLabel);
EditorGUILayout.PropertyField(m_ShowDeviceView, Styles.showDeviceViewLabel);
EditorGUILayout.PropertyField(m_GameViewRenderMode, Styles.gameViewRenderModeLabel);
EditorGUI.indentLevel--;
EditorGUILayout.Space();
EditorGUI.EndDisabledGroup();
}
}
}