183 lines
5.6 KiB
C#
183 lines
5.6 KiB
C#
/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Serialization;
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#if UNITY_EDITOR
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using UnityEditor;
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using System.Linq;
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#endif
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public class OVROverlayCanvasSettings : OVRRuntimeAssetsBase
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{
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private const string kAssetName = "OVROverlayCanvasSettings";
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#if !UNITY_2020_1_OR_NEWER
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private const string kOverrideUiShaderName = "UI/Default Correct";
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#endif
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private const string kBuiltInOpaqueShaderName = "UI/Prerendered Opaque";
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private const string kUrpOpaqueShaderName = "URP/UI/Prerendered Opaque";
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private const string kBuiltInTransparentShaderName = "UI/Prerendered";
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private const string kUrpTransparentShaderName = "URP/UI/Prerendered";
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private static OVROverlayCanvasSettings _instance;
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public static OVROverlayCanvasSettings Instance
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{
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get
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{
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if (_instance == null)
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{
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_instance = GetOverlayCanvasSettings();
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}
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return _instance;
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}
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}
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#if !UNITY_2020_1_OR_NEWER
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[SerializeField]
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private Shader _overrideCanvasShader = null;
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#endif
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[SerializeField]
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private Shader _transparentImposterShader = null;
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[SerializeField]
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private Shader _opaqueImposterShader = null;
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#if !UNITY_2020_1_OR_NEWER
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[SerializeField]
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private bool _overrideDefaultCanvasMaterial = false;
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#endif
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public int MaxSimultaneousCanvases = 1;
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public int CanvasRenderLayer = 31;
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public int CanvasLayer = -1;
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#if UNITY_EDITOR
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public static string GetOculusOverlayCanvasSettingsAssetPath()
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{
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return GetAssetPath(kAssetName);
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}
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public static void CommitOverlayCanvasSettings(OVROverlayCanvasSettings settings)
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{
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string runtimeSettingsAssetPath = GetOculusOverlayCanvasSettingsAssetPath();
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if (AssetDatabase.GetAssetPath(settings) != runtimeSettingsAssetPath)
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{
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Debug.LogWarningFormat("The asset path of OverlayCanvasSettings is wrong. Expect {0}, get {1}",
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runtimeSettingsAssetPath, AssetDatabase.GetAssetPath(settings));
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}
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EditorUtility.SetDirty(settings);
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}
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#endif
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private static OVROverlayCanvasSettings GetOverlayCanvasSettings()
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{
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LoadAsset(out OVROverlayCanvasSettings settings, kAssetName);
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#if !UNITY_EDITOR
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if (settings == null)
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{
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Debug.LogWarning("Failed to load runtime settings. Using default runtime settings instead.");
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settings = ScriptableObject.CreateInstance<OVROverlayCanvasSettings>();
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}
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#else
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if (settings == null)
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{
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throw new UnityEditor.Build.BuildFailedException("OVROverlayCanvasSettings must be created before building player.");
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}
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#endif
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settings.EnsureInitialized();
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return settings;
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}
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public void ApplyGlobalSettings()
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{
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#if !UNITY_2020_1_OR_NEWER
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if (_overrideDefaultCanvasMaterial)
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{
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Canvas.GetDefaultCanvasMaterial().shader = _overrideCanvasShader;
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}
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#endif
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}
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public Shader GetShader(OVROverlayCanvas.DrawMode drawMode)
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{
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switch (drawMode)
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{
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case OVROverlayCanvas.DrawMode.Opaque:
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case OVROverlayCanvas.DrawMode.OpaqueWithClip:
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case OVROverlayCanvas.DrawMode.AlphaToMask:
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return _opaqueImposterShader;
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case OVROverlayCanvas.DrawMode.Transparent:
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default:
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return _transparentImposterShader;
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}
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}
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private static bool UsingBuiltInRenderPipeline()
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{
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return UnityEngine.Rendering.GraphicsSettings.currentRenderPipeline == default;
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}
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private static void EnsureShaderInitialized(ref Shader shader, string shaderName, string replaceShaderName)
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{
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if (shader != null && shader.name != replaceShaderName)
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{
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return;
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}
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var s = Shader.Find(shaderName);
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if (s == null)
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{
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Debug.LogError($"Failed to find shader \"{shaderName}\"");
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return;
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}
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shader = s;
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}
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private void EnsureInitialized()
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{
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#if !UNITY_2020_1_OR_NEWER
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EnsureShaderInitialized(ref _overrideCanvasShader, kOverrideUiShaderName, string.Empty);
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#endif
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bool useBuiltInShaders = UsingBuiltInRenderPipeline();
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EnsureShaderInitialized(
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ref _opaqueImposterShader,
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useBuiltInShaders ? kBuiltInOpaqueShaderName : kUrpOpaqueShaderName,
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useBuiltInShaders ? kUrpOpaqueShaderName : kBuiltInOpaqueShaderName);
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EnsureShaderInitialized(
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ref _transparentImposterShader,
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useBuiltInShaders ? kBuiltInTransparentShaderName : kUrpTransparentShaderName,
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useBuiltInShaders ? kUrpTransparentShaderName : kBuiltInTransparentShaderName);
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}
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private void OnValidate()
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{
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EnsureInitialized();
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}
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}
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