Initialer Upload neues Unity-Projekt

This commit is contained in:
Daniel Ocks
2025-07-21 09:11:14 +02:00
commit eeca72985b
14558 changed files with 1508140 additions and 0 deletions

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/*
* 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.
*/
//#define DEBUG_OVERLAY_CANVAS
using UnityEngine;
[RequireComponent(typeof(Canvas))]
public class OVROverlayCanvas : MonoBehaviour
{
[SerializeField, HideInInspector]
private Shader _transparentShader = null;
[SerializeField, HideInInspector]
private Shader _opaqueShader = null;
RectTransform _rectTransform;
Canvas _canvas;
Camera _camera;
OVROverlay _overlay;
RenderTexture _renderTexture;
MeshRenderer _meshRenderer;
Mesh _quad;
Material _defaultMat;
public int MaxTextureSize = 1600;
public int MinTextureSize = 200;
public float PixelsPerUnit = 1f;
public int DrawRate = 1;
public int DrawFrameOffset = 0;
public bool Expensive = false;
public int Layer = 0;
public enum DrawMode
{
Opaque,
OpaqueWithClip,
TransparentDefaultAlpha,
TransparentCorrectAlpha
}
public DrawMode Opacity = DrawMode.OpaqueWithClip;
private bool ScaleViewport = Application.isMobilePlatform;
// Start is called before the first frame update
void Start()
{
_canvas = GetComponent<Canvas>();
_rectTransform = _canvas.GetComponent<RectTransform>();
float rectWidth = _rectTransform.rect.width;
float rectHeight = _rectTransform.rect.height;
float aspectX = rectWidth >= rectHeight ? 1 : rectWidth / rectHeight;
float aspectY = rectHeight >= rectWidth ? 1 : rectHeight / rectWidth;
// if we are scaling the viewport we don't need to add a border
int pixelBorder = ScaleViewport ? 0 : 8;
int innerWidth = Mathf.CeilToInt(aspectX * (MaxTextureSize - pixelBorder * 2));
int innerHeight = Mathf.CeilToInt(aspectY * (MaxTextureSize - pixelBorder * 2));
int width = innerWidth + pixelBorder * 2;
int height = innerHeight + pixelBorder * 2;
float paddedWidth = rectWidth * (width / (float)innerWidth);
float paddedHeight = rectHeight * (height / (float)innerHeight);
float insetRectWidth = innerWidth / (float)width;
float insetRectHeight = innerHeight / (float)height;
// ever so slightly shrink our opaque mesh to avoid black borders
Vector2 opaqueTrim = Opacity == DrawMode.Opaque
? new Vector2(0.005f / _rectTransform.lossyScale.x, 0.005f / _rectTransform.lossyScale.y)
: Vector2.zero;
_renderTexture = new RenderTexture(width, height, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear);
// if we can't scale the viewport, generate mipmaps instead
_renderTexture.useMipMap = !ScaleViewport;
GameObject overlayCamera = new GameObject(name + " Overlay Camera")
{
#if !DEBUG_OVERLAY_CANVAS
hideFlags = HideFlags.HideInHierarchy | HideFlags.NotEditable
#endif
};
overlayCamera.transform.SetParent(transform, false);
_camera = overlayCamera.AddComponent<Camera>();
_camera.stereoTargetEye = StereoTargetEyeMask.None;
_camera.transform.position = transform.position - transform.forward;
_camera.orthographic = true;
_camera.enabled = false;
_camera.targetTexture = _renderTexture;
_camera.cullingMask = 1 << gameObject.layer;
_camera.clearFlags = CameraClearFlags.SolidColor;
_camera.backgroundColor = Color.clear;
_camera.orthographicSize = 0.5f * paddedHeight * _rectTransform.localScale.y;
_camera.nearClipPlane = 0.99f;
_camera.farClipPlane = 1.01f;
_quad = new Mesh()
{
name = name + " Overlay Quad",
hideFlags = HideFlags.HideAndDontSave
};
_quad.vertices = new Vector3[]
{ new Vector3(-0.5f, -0.5f), new Vector3(-0.5f, 0.5f), new Vector3(0.5f, 0.5f), new Vector3(0.5f, -0.5f) };
_quad.uv = new Vector2[] { new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1), new Vector2(1, 0) };
_quad.triangles = new int[] { 0, 1, 2, 2, 3, 0 };
_quad.bounds = new Bounds(Vector3.zero, Vector3.one);
_quad.UploadMeshData(true);
switch (Opacity)
{
case DrawMode.Opaque:
_defaultMat = new Material(_opaqueShader);
break;
case DrawMode.OpaqueWithClip:
_defaultMat = new Material(_opaqueShader);
_defaultMat.EnableKeyword("WITH_CLIP");
break;
case DrawMode.TransparentDefaultAlpha:
_defaultMat = new Material(_transparentShader);
_defaultMat.EnableKeyword("ALPHA_SQUARED");
break;
case DrawMode.TransparentCorrectAlpha:
_defaultMat = new Material(_transparentShader);
break;
}
_defaultMat.mainTexture = _renderTexture;
_defaultMat.color = Color.black;
_defaultMat.mainTextureOffset = new Vector2(0.5f - 0.5f * insetRectWidth, 0.5f - 0.5f * insetRectHeight);
_defaultMat.mainTextureScale = new Vector2(insetRectWidth, insetRectHeight);
GameObject meshRenderer = new GameObject(name + " MeshRenderer")
{
#if !DEBUG_OVERLAY_CANVAS
hideFlags = HideFlags.HideInHierarchy | HideFlags.NotEditable
#endif
};
meshRenderer.transform.SetParent(transform, false);
meshRenderer.AddComponent<MeshFilter>().sharedMesh = _quad;
_meshRenderer = meshRenderer.AddComponent<MeshRenderer>();
_meshRenderer.sharedMaterial = _defaultMat;
meshRenderer.layer = Layer;
meshRenderer.transform.localScale = new Vector3(rectWidth - opaqueTrim.x, rectHeight - opaqueTrim.y, 1);
GameObject overlay = new GameObject(name + " Overlay")
{
#if !DEBUG_OVERLAY_CANVAS
hideFlags = HideFlags.HideInHierarchy | HideFlags.NotEditable
#endif
};
overlay.transform.SetParent(transform, false);
_overlay = overlay.AddComponent<OVROverlay>();
_overlay.isDynamic = true;
_overlay.noDepthBufferTesting = true;
_overlay.isAlphaPremultiplied = !Application.isMobilePlatform;
_overlay.textures[0] = _renderTexture;
_overlay.currentOverlayType = OVROverlay.OverlayType.Underlay;
_overlay.transform.localScale = new Vector3(paddedWidth, paddedHeight, 1);
_overlay.useExpensiveSuperSample = Expensive;
}
private void OnDestroy()
{
Destroy(_defaultMat);
Destroy(_quad);
Destroy(_renderTexture);
}
private void OnEnable()
{
if (_overlay)
{
_meshRenderer.enabled = true;
_overlay.enabled = true;
}
if (_camera)
{
_camera.enabled = true;
}
}
private void OnDisable()
{
if (_overlay)
{
_overlay.enabled = false;
_meshRenderer.enabled = false;
}
if (_camera)
{
_camera.enabled = false;
}
}
private static readonly Plane[] _FrustumPlanes = new Plane[6];
protected virtual bool ShouldRender()
{
if (DrawRate > 1)
{
if (Time.frameCount % DrawRate != DrawFrameOffset % DrawRate)
{
return false;
}
}
if (Camera.main != null)
{
// Perform Frustum culling
for (int i = 0; i < 2; i++)
{
var eye = (Camera.StereoscopicEye)i;
var mat = Camera.main.GetStereoProjectionMatrix(eye) * Camera.main.GetStereoViewMatrix(eye);
GeometryUtility.CalculateFrustumPlanes(mat, _FrustumPlanes);
if (GeometryUtility.TestPlanesAABB(_FrustumPlanes, _meshRenderer.bounds))
{
return true;
}
}
return false;
}
return true;
}
private void Update()
{
if (ShouldRender())
{
if (ScaleViewport)
{
if (Camera.main != null)
{
float d = (Camera.main.transform.position - transform.position).magnitude;
float size = PixelsPerUnit * Mathf.Max(_rectTransform.rect.width * transform.lossyScale.x,
_rectTransform.rect.height * transform.lossyScale.y) / d;
// quantize to even pixel sizes
const float quantize = 8;
float pixelHeight = Mathf.Ceil(size / quantize * _renderTexture.height) * quantize;
// clamp between or min size and our max size
pixelHeight = Mathf.Clamp(pixelHeight, MinTextureSize, _renderTexture.height);
float innerPixelHeight = pixelHeight - 2;
_camera.orthographicSize = 0.5f * _rectTransform.rect.height * _rectTransform.localScale.y *
pixelHeight / innerPixelHeight;
float aspect = (_rectTransform.rect.width / _rectTransform.rect.height);
float innerPixelWidth = innerPixelHeight * aspect;
float pixelWidth = Mathf.Ceil((innerPixelWidth + 2) * 0.5f) * 2;
float sizeX = pixelWidth / _renderTexture.width;
float sizeY = pixelHeight / _renderTexture.height;
// trim a half pixel off each size if this is opaque (transparent should fade)
float inset = Opacity == DrawMode.Opaque ? 1.001f : 0;
float innerSizeX = (innerPixelWidth - inset) / _renderTexture.width;
float innerSizeY = (innerPixelHeight - inset) / _renderTexture.height;
// scale the camera rect
_camera.rect = new Rect((1 - sizeX) / 2, (1 - sizeY) / 2, sizeX, sizeY);
Rect src = new Rect(0.5f - (0.5f * innerSizeX), 0.5f - (0.5f * innerSizeY), innerSizeX, innerSizeY);
_defaultMat.mainTextureOffset = src.min;
_defaultMat.mainTextureScale = src.size;
// update the overlay to use this same size
_overlay.overrideTextureRectMatrix = true;
src.y = 1 - src.height - src.y;
Rect dst = new Rect(0, 0, 1, 1);
_overlay.SetSrcDestRects(src, src, dst, dst);
}
}
_camera.Render();
}
}
public bool overlayEnabled
{
get { return _overlay && _overlay.enabled; }
set
{
if (_overlay)
{
_overlay.enabled = value;
_defaultMat.color = value ? Color.black : Color.white;
}
}
}
}

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