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143 行
6.8 KiB
143 行
6.8 KiB
using System;
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using UnityEditor;
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using UnityEngine.XR;
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using UnityEngine.Assertions;
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namespace UnityEngine.Experimental.Rendering
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{
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[Serializable]
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public struct XRGraphicsConfig
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{ // XRGConfig stores the desired XR settings for a given SRP asset.
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public float renderScale;
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public float viewportScale;
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public bool useOcclusionMesh;
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public float occlusionMaskScale;
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public bool showDeviceView;
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public GameViewRenderMode gameViewRenderMode;
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public void SetConfig()
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{ // If XR is enabled, sets XRSettings from our saved config
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if (!enabled)
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Assert.IsFalse(enabled);
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XRSettings.eyeTextureResolutionScale = renderScale;
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XRSettings.renderViewportScale = viewportScale;
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XRSettings.useOcclusionMesh = useOcclusionMesh;
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XRSettings.occlusionMaskScale = occlusionMaskScale;
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XRSettings.showDeviceView = showDeviceView;
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XRSettings.gameViewRenderMode = gameViewRenderMode;
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}
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public void SetViewportScale(float viewportScale)
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{ // Only sets viewport- since this is probably the only thing getting updated every frame
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if (!enabled)
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Assert.IsFalse(enabled);
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XRSettings.renderViewportScale = viewportScale;
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}
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public static readonly XRGraphicsConfig s_DefaultXRConfig = new XRGraphicsConfig
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{
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renderScale = 1.0f,
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viewportScale = 1.0f,
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useOcclusionMesh = true,
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occlusionMaskScale = 1.0f,
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showDeviceView = true,
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gameViewRenderMode = GameViewRenderMode.BothEyes
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};
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public static XRGraphicsConfig GetActualXRSettings()
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{
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XRGraphicsConfig getXRSettings = new XRGraphicsConfig();
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if (!enabled)
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Assert.IsFalse(enabled);
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getXRSettings.renderScale = XRSettings.eyeTextureResolutionScale;
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getXRSettings.viewportScale = XRSettings.renderViewportScale;
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getXRSettings.useOcclusionMesh = XRSettings.useOcclusionMesh;
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getXRSettings.occlusionMaskScale = XRSettings.occlusionMaskScale;
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getXRSettings.showDeviceView = XRSettings.showDeviceView;
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getXRSettings.gameViewRenderMode = XRSettings.gameViewRenderMode;
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return getXRSettings;
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}
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public static bool tryEnable
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{ // TryEnable gets updated before "play" is pressed- we use this for updating GUI.
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get { return PlayerSettings.virtualRealitySupported; }
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}
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public static bool enabled
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{ // SRP should use this to safely determine whether XR is enabled at runtime.
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get
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{
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#if ENABLE_VR
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return XRSettings.enabled;
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#else
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return false;
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#endif
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}
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}
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public static RenderTextureDescriptor eyeTextureDesc
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{
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get
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{
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if (!enabled)
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Assert.IsFalse(enabled);
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return XRSettings.eyeTextureDesc;
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}
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}
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public static string[] supportedDevices
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{
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get
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{
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if (!enabled)
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Assert.IsFalse(enabled);
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return XRSettings.supportedDevices;
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}
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}
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}
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[CustomPropertyDrawer(typeof(XRGraphicsConfig))]
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public class XRGraphicsConfigDrawer : PropertyDrawer
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{
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private float k_MinRenderScale = 0.01f;
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private float k_MaxRenderScale = 4.0f;
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internal class Styles
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{
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public static GUIContent XRSettingsLabel = new GUIContent("XR Config", "Enable XR in Player Settings. Then SetConfig can be used to set this configuration to XRSettings.");
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public static GUIContent XREnabledLabel = new GUIContent("Enable XR", "Enables stereo rendering");
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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.");
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public static GUIContent viewportScaleLabel = new GUIContent("Viewport Scale", "Scales the section of the render target being rendered. Use for dynamic resolution adjustments.");
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public static GUIContent stereoRenderModeLabel = new GUIContent("Stereo Rendering Mode", "Use Player Settings to select between supported stereo rendering paths for current VR device.");
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public static GUIContent showDeviceViewLabel = new GUIContent("Show Device View", "If possible, mirror the render target of the VR device to the main display.");
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public static GUIContent gameViewRenderModeLabel = new GUIContent("Game View Render Mode", "Select how to reflect stereo display to game view");
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public static GUIContent useOcclusionMeshLabel = new GUIContent("Use Occlusion Mesh", "Determines whether or not to draw the occlusion mesh (goggles-shaped overlay) when rendering");
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public static GUIContent occlusionScaleLabel = new GUIContent("Occlusion Mesh Scale", "Scales the occlusion mesh");
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}
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// Draw the property inside the given rect
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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var drawRenderScale = property.FindPropertyRelative("renderScale");
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var drawViewportScale = property.FindPropertyRelative("viewportScale");
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var drawShowDeviceView = property.FindPropertyRelative("showDeviceView");
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var drawGameViewRenderMode = property.FindPropertyRelative("gameViewRenderMode");
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var drawUseOcclusionMesh = property.FindPropertyRelative("useOcclusionMesh");
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var drawOcclusionMaskScale = property.FindPropertyRelative("occlusionMaskScale");
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EditorGUI.BeginDisabledGroup(!XRGraphicsConfig.tryEnable);
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EditorGUILayout.LabelField(Styles.XRSettingsLabel, EditorStyles.boldLabel);
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EditorGUI.indentLevel++;
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drawRenderScale.floatValue = EditorGUILayout.Slider(Styles.renderScaleLabel, drawRenderScale.floatValue, k_MinRenderScale, k_MaxRenderScale);
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drawViewportScale.floatValue = EditorGUILayout.Slider(Styles.viewportScaleLabel, drawViewportScale.floatValue, k_MinRenderScale, k_MaxRenderScale);
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EditorGUILayout.PropertyField(drawUseOcclusionMesh, Styles.useOcclusionMeshLabel);
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EditorGUILayout.PropertyField(drawOcclusionMaskScale, Styles.occlusionScaleLabel);
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EditorGUILayout.PropertyField(drawShowDeviceView, Styles.showDeviceViewLabel);
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EditorGUILayout.PropertyField(drawGameViewRenderMode, Styles.gameViewRenderModeLabel);
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EditorGUI.indentLevel--;
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EditorGUILayout.Space();
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EditorGUI.EndDisabledGroup();
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}
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}
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}
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