UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Runtime/RenderPipelineResources/UniversalRenderPipelineRuntimeXRResources.cs
2024-10-27 10:53:47 +03:00

80 lines
2.2 KiB
C#

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