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143 行
6.8 KiB

using System;
using UnityEditor;
using UnityEngine.XR;
using UnityEngine.Assertions;
namespace UnityEngine.Experimental.Rendering
{
[Serializable]
public struct XRGraphicsConfig
{ // 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)
Assert.IsFalse(enabled);
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)
Assert.IsFalse(enabled);
XRSettings.renderViewportScale = viewportScale;
}
public static readonly XRGraphicsConfig s_DefaultXRConfig = new XRGraphicsConfig
{
renderScale = 1.0f,
viewportScale = 1.0f,
useOcclusionMesh = true,
occlusionMaskScale = 1.0f,
showDeviceView = true,
gameViewRenderMode = GameViewRenderMode.BothEyes
};
public static XRGraphicsConfig GetActualXRSettings()
{
XRGraphicsConfig getXRSettings = new XRGraphicsConfig();
if (!enabled)
Assert.IsFalse(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 tryEnable
{ // TryEnable gets updated before "play" is pressed- we use this for updating GUI.
get { return PlayerSettings.virtualRealitySupported; }
}
public static bool enabled
{ // SRP should use this to safely determine whether XR is enabled at runtime.
get
{
#if ENABLE_VR
return XRSettings.enabled;
#else
return false;
#endif
}
}
public static RenderTextureDescriptor eyeTextureDesc
{
get
{
if (!enabled)
Assert.IsFalse(enabled);
return XRSettings.eyeTextureDesc;
}
}
public static string[] supportedDevices
{
get
{
if (!enabled)
Assert.IsFalse(enabled);
return XRSettings.supportedDevices;
}
}
}
[CustomPropertyDrawer(typeof(XRGraphicsConfig))]
public class XRGraphicsConfigDrawer : 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. Can't be modified in play mode.");
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 drawRenderScale = property.FindPropertyRelative("renderScale");
var drawViewportScale = property.FindPropertyRelative("viewportScale");
var drawShowDeviceView = property.FindPropertyRelative("showDeviceView");
var drawGameViewRenderMode = property.FindPropertyRelative("gameViewRenderMode");
var drawUseOcclusionMesh = property.FindPropertyRelative("useOcclusionMesh");
var drawOcclusionMaskScale = property.FindPropertyRelative("occlusionMaskScale");
EditorGUI.BeginDisabledGroup(!XRGraphicsConfig.tryEnable);
EditorGUILayout.LabelField(Styles.XRSettingsLabel, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
drawRenderScale.floatValue = EditorGUILayout.Slider(Styles.renderScaleLabel, drawRenderScale.floatValue, k_MinRenderScale, k_MaxRenderScale);
drawViewportScale.floatValue = EditorGUILayout.Slider(Styles.viewportScaleLabel, drawViewportScale.floatValue, k_MinRenderScale, k_MaxRenderScale);
EditorGUILayout.PropertyField(drawUseOcclusionMesh, Styles.useOcclusionMeshLabel);
EditorGUILayout.PropertyField(drawOcclusionMaskScale, Styles.occlusionScaleLabel);
EditorGUILayout.PropertyField(drawShowDeviceView, Styles.showDeviceViewLabel);
EditorGUILayout.PropertyField(drawGameViewRenderMode, Styles.gameViewRenderModeLabel);
EditorGUI.indentLevel--;
EditorGUILayout.Space();
EditorGUI.EndDisabledGroup();
}
}
}