VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction.ovr/Runtime/Sample/Scripts/PassThrough/MRPassThroughMaterialChanger.cs
IonutMocanu d7aba243a2 Main
2025-09-08 11:04:02 +03:00

104 lines
3.2 KiB
C#

/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using UnityEngine;
namespace Oculus.Interaction.Samples
{
/// <summary>
/// When MR Passthrough is toggled to true this will change the current object material
/// to a transparent one to fit the aesthetic of Passthrough
/// </summary>
public class MRPassThroughMaterialChanger : MonoBehaviour
{
[Header("Passthrough Material")]
[Tooltip("Material that should be rendered during passthrough")]
[SerializeField]
private Material _passThroughMaterial;
[Header("Current GameObject Material")]
[SerializeField]
private Material _material;
[Tooltip("This current gameobject renderer")]
[SerializeField]
private Renderer _renderer;
protected bool _started = false;
protected virtual void Reset()
{
_renderer = gameObject.GetComponent<Renderer>();
_material = _renderer.material;
}
protected virtual void Start()
{
if (_renderer == null)
{
_renderer = gameObject.GetComponent<Renderer>();
_material = _renderer.material;
}
this.BeginStart(ref _started);
this.AssertField(_passThroughMaterial, nameof(_passThroughMaterial));
this.AssertField(_material, nameof(_material));
this.AssertField(_renderer, nameof(_renderer));
this.EndStart(ref _started);
}
private void Update()
{
if (_passThroughMaterial != null && MRPassthrough.PassThrough.IsPassThroughOn)
{
_renderer.material = _passThroughMaterial;
}
else
{
_renderer.material = _material;
}
}
#region Inject
public void InjectAllChanger(Material passthroughMaterial,
Renderer render, Material material)
{
InjectPassthroughMaterial(passthroughMaterial);
InjectRenderer(render);
InjectMaterial(material);
}
public void InjectPassthroughMaterial(Material passthroughMaterial)
{
_passThroughMaterial = passthroughMaterial;
}
public void InjectRenderer(Renderer render)
{
_renderer = render;
}
public void InjectMaterial(Material material)
{
_material = material;
}
#endregion
}
}