forked from BilalY/Rasagar
80 lines
2.2 KiB
C#
80 lines
2.2 KiB
C#
#if ENABLE_VR && ENABLE_XR_MODULE
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using System;
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namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// Class containing shader resources needed in URP for XR.
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/// </summary>
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/// <seealso cref="Shader"/>
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[Serializable]
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[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
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[Categorization.CategoryInfo(Name = "R: Runtime XR", Order = 1000), HideInInspector]
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public class UniversalRenderPipelineRuntimeXRResources : IRenderPipelineResources
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{
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/// <summary>
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/// Version of the XR Resources
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/// </summary>
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public int version => 0;
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bool IRenderPipelineGraphicsSettings.isAvailableInPlayerBuild => true;
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[SerializeField]
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[ResourcePath("Shaders/XR/XROcclusionMesh.shader")]
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private Shader m_xrOcclusionMeshPS;
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/// <summary>
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/// XR Occlusion mesh shader.
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/// </summary>
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public Shader xrOcclusionMeshPS
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{
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get => m_xrOcclusionMeshPS;
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set => this.SetValueAndNotify(ref m_xrOcclusionMeshPS, value, nameof(m_xrOcclusionMeshPS));
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}
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[SerializeField]
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[ResourcePath("Shaders/XR/XRMirrorView.shader")]
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public Shader m_xrMirrorViewPS;
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/// <summary>
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/// XR Mirror View shader.
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/// </summary>
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public Shader xrMirrorViewPS
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{
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get => m_xrMirrorViewPS;
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set => this.SetValueAndNotify(ref m_xrMirrorViewPS, value, nameof(m_xrMirrorViewPS));
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}
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[SerializeField]
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[ResourcePath("Shaders/XR/XRMotionVector.shader")]
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public Shader m_xrMotionVector;
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/// <summary>
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/// XR MotionVector shader.
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/// </summary>
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public Shader xrMotionVector
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{
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get => m_xrMotionVector;
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set => this.SetValueAndNotify(ref m_xrMotionVector, value, nameof(m_xrMotionVector));
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}
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internal bool valid
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{
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get
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{
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if (xrOcclusionMeshPS == null)
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return false;
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if (xrMirrorViewPS == null)
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return false;
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if (m_xrMotionVector == null)
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return false;
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return true;
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}
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}
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}
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}
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#endif
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