init
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using System.Collections.Generic;
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using UnityEngine.XR.Hands.Processing;
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namespace UnityEngine.XR.Hands.Samples.VisualizerSample
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{
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/// <summary>
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/// Example hand processor that applies transformations on the root poses to
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/// modify the hands skeleton. Note it is possible to modify the bones
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/// directly for more advanced use cases that are not shown here.
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/// </summary>
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public class HandProcessor : MonoBehaviour, IXRHandProcessor
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{
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/// <inheritdoc />
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public int callbackOrder => 0;
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/// <summary>
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/// The mode to use for the sample processor.
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/// </summary>
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public enum ProcessorExampleMode
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{
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/// <summary>
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/// No processing is applied.
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/// </summary>
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None,
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/// <summary>
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/// Smooths the hand root pose of the left and right hands with interpolated positions
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/// </summary>
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Smoothing,
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/// <summary>
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/// Inverts the left and right hands.
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/// </summary>
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Invert
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}
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// Variables used for smoothing hand movements.
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bool m_FirstFrame = false;
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Vector3 m_LastLeftHandPosition;
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Vector3 m_LastRightHandPosition;
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Pose m_LeftHandPose = Pose.identity;
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Pose m_RightHandPose = Pose.identity;
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[SerializeField]
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[Tooltip("The mode to use for the sample processor.")]
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ProcessorExampleMode m_ProcessorExampleMode = ProcessorExampleMode.Smoothing;
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ProcessorExampleMode m_LastProcessorExampleMode = ProcessorExampleMode.None;
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/// <summary>
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/// The <see cref="ProcessorExampleMode"/> to use for the sample processor.
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/// </summary>
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public ProcessorExampleMode processorExampleMode
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{
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get => m_ProcessorExampleMode;
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set => m_ProcessorExampleMode = value;
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}
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// Smoothing factors for the left and right hands.
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[Header("Smoothing parameters")]
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[SerializeField]
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[Tooltip("The smoothing factor to use when smoothing the root of the left hand in the sample processor. Use 0 for no smoothing.")]
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float m_LeftHandSmoothingFactor = 16f;
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[SerializeField]
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[Tooltip("The smoothing factor to use when smoothing the root of the right hand in the sample processor. Use 0 for no smoothing.")]
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float m_RightHandSmoothingFactor = 16f;
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/// <inheritdoc />
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public void ProcessJoints(XRHandSubsystem subsystem, XRHandSubsystem.UpdateSuccessFlags successFlags, XRHandSubsystem.UpdateType updateType)
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{
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switch (m_ProcessorExampleMode)
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{
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case ProcessorExampleMode.Smoothing:
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SmoothHandsExample(subsystem, successFlags, updateType, m_LastProcessorExampleMode != m_ProcessorExampleMode);
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break;
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case ProcessorExampleMode.Invert:
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InvertHandsExample(subsystem, successFlags, updateType);
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break;
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}
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m_LastProcessorExampleMode = m_ProcessorExampleMode;
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}
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// Smooths the hand movements of an XRHandSubsystem by updating the root
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// pose of the left and right hands with interpolated positions.
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void SmoothHandsExample(XRHandSubsystem subsystem, XRHandSubsystem.UpdateSuccessFlags successFlags, XRHandSubsystem.UpdateType updateType, bool modeChanged)
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{
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var leftHand = subsystem.leftHand;
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var rightHand = subsystem.rightHand;
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if (leftHand.isTracked && m_LeftHandSmoothingFactor > 0)
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{
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var leftPose = leftHand.rootPose;
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var currentLeftHandPosition = leftPose.position;
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if (!m_FirstFrame && !modeChanged)
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{
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float tweenAmt = Time.deltaTime * m_LeftHandSmoothingFactor;
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currentLeftHandPosition = Vector3.Lerp(m_LastLeftHandPosition, currentLeftHandPosition, tweenAmt);
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m_LeftHandPose.position = currentLeftHandPosition;
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m_LeftHandPose.rotation = leftPose.rotation;
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leftHand.SetRootPose(m_LeftHandPose);
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subsystem.SetCorrespondingHand(leftHand);
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}
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m_LastLeftHandPosition = currentLeftHandPosition;
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}
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if (rightHand.isTracked && m_RightHandSmoothingFactor > 0)
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{
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var rightPose = rightHand.rootPose;
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var currentRightHandPosition = rightPose.position;
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if (!m_FirstFrame && !modeChanged)
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{
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float tweenAmt = Time.deltaTime * m_RightHandSmoothingFactor;
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currentRightHandPosition = Vector3.Lerp(m_LastRightHandPosition, currentRightHandPosition, tweenAmt);
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m_RightHandPose.position = currentRightHandPosition;
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m_RightHandPose.rotation = rightPose.rotation;
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rightHand.SetRootPose(m_RightHandPose);
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subsystem.SetCorrespondingHand(rightHand);
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}
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m_LastRightHandPosition = currentRightHandPosition;
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}
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}
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// Call this from process joints to try inverting the user's hands.
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void InvertHandsExample(XRHandSubsystem subsystem, XRHandSubsystem.UpdateSuccessFlags successFlags, XRHandSubsystem.UpdateType updateType)
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{
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var leftHand = subsystem.leftHand;
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var leftHandPose = leftHand.rootPose;
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var rightHand = subsystem.rightHand;
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var rightHandPose = rightHand.rootPose;
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if (leftHand.isTracked)
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{
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leftHand.SetRootPose(rightHandPose);
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subsystem.SetCorrespondingHand(leftHand);
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rightHand.SetRootPose(leftHandPose);
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subsystem.SetCorrespondingHand(rightHand);
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}
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}
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void Update()
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{
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if (m_Subsystem != null)
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return;
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SubsystemManager.GetSubsystems(s_SubsystemsReuse);
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if (s_SubsystemsReuse.Count == 0)
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return;
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m_Subsystem = s_SubsystemsReuse[0];
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m_Subsystem.RegisterProcessor(this);
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}
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void OnDisable()
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{
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if (m_Subsystem != null)
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{
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m_Subsystem.UnregisterProcessor(this);
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m_Subsystem = null;
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}
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}
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XRHandSubsystem m_Subsystem;
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static List<XRHandSubsystem> s_SubsystemsReuse = new List<XRHandSubsystem>();
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: ac5903b776721d74786a2e43f00b949a
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,608 @@
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using System.Collections.Generic;
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using UnityEngine.Serialization;
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namespace UnityEngine.XR.Hands.Samples.VisualizerSample
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{
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// Hand rig setups can differ between platforms. In these cases, the HandVisualizer supports displaying unique hands on a per-platform basis.
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// If you would like to customize the hand meshes that are displayed by the HandVisualizer, based on the platform you are using,
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// you will need to replace the rigged hand mesh references assigned to the corresponding fields for that platform.
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// For Meta Quest devices, assign your rigged hand meshes to the "m_MetaQuestLeftHandMesh" & "m_MetaQuestRightHandMesh" fields.
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// For Android XR devices, assign your rigged hand meshes to the "m_AndroidXRLeftHandMesh" & "m_AndroidXRRightHandMesh" fields.
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// The rigged hand meshes that are assigned for a given platform will be displayed when that platform is detected,
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// and any other rigged hand meshes assigned for other undetected platforms will not be displayed.
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/// <summary>
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/// This component visualizes the hand joints and mesh for the left and right hands.
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/// </summary>
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public class HandVisualizer : MonoBehaviour
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{
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/// <summary>
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/// The type of velocity to visualize.
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/// </summary>
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public enum VelocityType
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{
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/// <summary>
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/// Visualize the linear velocity of the joint.
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/// </summary>
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Linear,
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/// <summary>
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/// Visualize the angular velocity of the joint.
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/// </summary>
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Angular,
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/// <summary>
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/// Do not visualize velocity.
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/// </summary>
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None,
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}
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[SerializeField]
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[Tooltip("If this is enabled, this component will enable the Input System internal feature flag 'USE_OPTIMIZED_CONTROLS'. You must have at least version 1.5.0 of the Input System and have its backend enabled for this to take effect.")]
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bool m_UseOptimizedControls;
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[SerializeField, FormerlySerializedAs("m_LeftHandMesh")]
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[Tooltip("References either a prefab or a GameObject in the scene that will be used to visualize the left hand.")]
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GameObject m_MetaQuestLeftHandMesh;
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[SerializeField, FormerlySerializedAs("m_RightHandMesh")]
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[Tooltip("References either a prefab or a GameObject in the scene that will be used to visualize the right hand.")]
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GameObject m_MetaQuestRightHandMesh;
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[SerializeField]
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[Tooltip("References either a prefab or a GameObject in the scene that will be used to visualize the left hand on Android XR devices." +
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"<br><br><b>Instructions for how to setup and use these meshes can be found at the top of the <b>HandVisualizer.cs class</b>")]
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GameObject m_AndroidXRLeftHandMesh;
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[SerializeField]
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[Tooltip("References either a prefab or a GameObject in the scene that will be used to visualize the right hand on Android XR devices." +
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"<br><br><b>Instructions for how to setup and use these meshes can be found at the top of the <b>HandVisualizer.cs class</b>")]
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GameObject m_AndroidXRRightHandMesh;
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[SerializeField]
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[Tooltip("(Optional) If this is set, the hand meshes will be assigned this material.")]
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Material m_HandMeshMaterial;
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[SerializeField]
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[Tooltip("Tells the Hand Visualizer to draw the meshes for the hands.")]
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bool m_DrawMeshes;
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bool m_PreviousDrawMeshes;
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/// <summary>
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/// Tells the Hand Visualizer to draw the meshes for the hands.
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/// </summary>
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public bool drawMeshes
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{
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get => m_DrawMeshes;
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set => m_DrawMeshes = value;
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}
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[SerializeField]
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[Tooltip("The prefab that will be used to visualize the joints for debugging.")]
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GameObject m_DebugDrawPrefab;
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[SerializeField]
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[Tooltip("Tells the Hand Visualizer to draw the debug joints for the hands.")]
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bool m_DebugDrawJoints;
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bool m_PreviousDebugDrawJoints;
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/// <summary>
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/// Tells the Hand Visualizer to draw the debug joints for the hands.
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/// </summary>
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public bool debugDrawJoints
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{
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get => m_DebugDrawJoints;
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set => m_DebugDrawJoints = value;
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}
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[SerializeField]
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[Tooltip("Prefab to use for visualizing the velocity.")]
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GameObject m_VelocityPrefab;
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[SerializeField]
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[Tooltip("The type of velocity to visualize.")]
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VelocityType m_VelocityType;
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VelocityType m_PreviousVelocityType;
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/// <summary>
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/// The type of velocity to visualize.
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/// </summary>
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public VelocityType velocityType
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{
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get => m_VelocityType;
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set => m_VelocityType = value;
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}
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XRHandSubsystem m_Subsystem;
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HandGameObjects m_LeftHandGameObjects;
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HandGameObjects m_RightHandGameObjects;
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static readonly List<XRHandSubsystem> s_SubsystemsReuse = new List<XRHandSubsystem>();
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/// <summary>
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/// See <see cref="MonoBehaviour"/>.
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/// </summary>
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protected void Awake()
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{
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#if ENABLE_INPUT_SYSTEM
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if (m_UseOptimizedControls)
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InputSystem.InputSystem.settings.SetInternalFeatureFlag("USE_OPTIMIZED_CONTROLS", true);
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#endif // ENABLE_INPUT_SYSTEM
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}
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/// <summary>
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/// See <see cref="MonoBehaviour"/>.
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/// </summary>
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protected void OnEnable()
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{
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if (m_Subsystem == null)
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return;
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UpdateRenderingVisibility(m_LeftHandGameObjects, m_Subsystem.leftHand.isTracked);
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UpdateRenderingVisibility(m_RightHandGameObjects, m_Subsystem.rightHand.isTracked);
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}
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/// <summary>
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/// See <see cref="MonoBehaviour"/>.
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/// </summary>
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protected void OnDisable()
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{
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if (m_Subsystem != null)
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{
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m_Subsystem.trackingAcquired -= OnTrackingAcquired;
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m_Subsystem.trackingLost -= OnTrackingLost;
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m_Subsystem.updatedHands -= OnUpdatedHands;
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m_Subsystem = null;
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}
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UpdateRenderingVisibility(m_LeftHandGameObjects, false);
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UpdateRenderingVisibility(m_RightHandGameObjects, false);
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}
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/// <summary>
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/// See <see cref="MonoBehaviour"/>.
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/// </summary>
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protected void OnDestroy()
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{
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if (m_LeftHandGameObjects != null)
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{
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m_LeftHandGameObjects.OnDestroy();
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m_LeftHandGameObjects = null;
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}
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if (m_RightHandGameObjects != null)
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{
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m_RightHandGameObjects.OnDestroy();
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m_RightHandGameObjects = null;
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}
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}
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/// <summary>
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/// See <see cref="MonoBehaviour"/>.
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/// </summary>
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||||
protected void Update()
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{
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if (m_Subsystem != null && m_Subsystem.running)
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return;
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SubsystemManager.GetSubsystems(s_SubsystemsReuse);
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var foundRunningHandSubsystem = false;
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for (var i = 0; i < s_SubsystemsReuse.Count; ++i)
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{
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var handSubsystem = s_SubsystemsReuse[i];
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if (handSubsystem.running)
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{
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UnsubscribeHandSubsystem();
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m_Subsystem = handSubsystem;
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foundRunningHandSubsystem = true;
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break;
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}
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}
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||||
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if (!foundRunningHandSubsystem)
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return;
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GameObject selectedLeftHandMesh = null, selectedRightHandMesh = null;
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if (m_Subsystem.detectedHandMeshLayout == XRDetectedHandMeshLayout.OpenXRAndroidXR)
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{
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selectedLeftHandMesh = m_AndroidXRLeftHandMesh;
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selectedRightHandMesh = m_AndroidXRRightHandMesh;
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}
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else
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{
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selectedLeftHandMesh = m_MetaQuestLeftHandMesh;
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selectedRightHandMesh = m_MetaQuestRightHandMesh;
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}
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||||
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if (m_LeftHandGameObjects == null)
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||||
{
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m_LeftHandGameObjects = new HandGameObjects(
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||||
Handedness.Left,
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transform,
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||||
selectedLeftHandMesh,
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||||
m_HandMeshMaterial,
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m_DebugDrawPrefab,
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||||
m_VelocityPrefab);
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||||
}
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||||
|
||||
if (m_RightHandGameObjects == null)
|
||||
{
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||||
m_RightHandGameObjects = new HandGameObjects(
|
||||
Handedness.Right,
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||||
transform,
|
||||
selectedRightHandMesh,
|
||||
m_HandMeshMaterial,
|
||||
m_DebugDrawPrefab,
|
||||
m_VelocityPrefab);
|
||||
}
|
||||
|
||||
UpdateRenderingVisibility(m_LeftHandGameObjects, m_Subsystem.leftHand.isTracked);
|
||||
UpdateRenderingVisibility(m_RightHandGameObjects, m_Subsystem.rightHand.isTracked);
|
||||
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||||
m_PreviousDrawMeshes = m_DrawMeshes;
|
||||
m_PreviousDebugDrawJoints = m_DebugDrawJoints;
|
||||
m_PreviousVelocityType = m_VelocityType;
|
||||
|
||||
SubscribeHandSubsystem();
|
||||
}
|
||||
|
||||
void SubscribeHandSubsystem()
|
||||
{
|
||||
if (m_Subsystem == null)
|
||||
return;
|
||||
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||||
m_Subsystem.trackingAcquired += OnTrackingAcquired;
|
||||
m_Subsystem.trackingLost += OnTrackingLost;
|
||||
m_Subsystem.updatedHands += OnUpdatedHands;
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||||
}
|
||||
|
||||
void UnsubscribeHandSubsystem()
|
||||
{
|
||||
if (m_Subsystem == null)
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||||
return;
|
||||
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||||
m_Subsystem.trackingAcquired -= OnTrackingAcquired;
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||||
m_Subsystem.trackingLost -= OnTrackingLost;
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||||
m_Subsystem.updatedHands -= OnUpdatedHands;
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||||
}
|
||||
|
||||
void UpdateRenderingVisibility(HandGameObjects handGameObjects, bool isTracked)
|
||||
{
|
||||
if (handGameObjects == null)
|
||||
return;
|
||||
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||||
handGameObjects.ToggleDrawMesh(m_DrawMeshes);
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||||
handGameObjects.ToggleDebugDrawJoints(m_DebugDrawJoints && isTracked);
|
||||
handGameObjects.SetVelocityType(isTracked ? m_VelocityType : VelocityType.None);
|
||||
}
|
||||
|
||||
void OnTrackingAcquired(XRHand hand)
|
||||
{
|
||||
switch (hand.handedness)
|
||||
{
|
||||
case Handedness.Left:
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||||
UpdateRenderingVisibility(m_LeftHandGameObjects, true);
|
||||
break;
|
||||
|
||||
case Handedness.Right:
|
||||
UpdateRenderingVisibility(m_RightHandGameObjects, true);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void OnTrackingLost(XRHand hand)
|
||||
{
|
||||
switch (hand.handedness)
|
||||
{
|
||||
case Handedness.Left:
|
||||
UpdateRenderingVisibility(m_LeftHandGameObjects, false);
|
||||
break;
|
||||
|
||||
case Handedness.Right:
|
||||
UpdateRenderingVisibility(m_RightHandGameObjects, false);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void OnUpdatedHands(XRHandSubsystem subsystem, XRHandSubsystem.UpdateSuccessFlags updateSuccessFlags, XRHandSubsystem.UpdateType updateType)
|
||||
{
|
||||
// We have no game logic depending on the Transforms, so early out here
|
||||
// (add game logic before this return here, directly querying from
|
||||
// subsystem.leftHand and subsystem.rightHand using GetJoint on each hand)
|
||||
if (updateType == XRHandSubsystem.UpdateType.Dynamic)
|
||||
return;
|
||||
|
||||
bool leftHandTracked = subsystem.leftHand.isTracked;
|
||||
bool rightHandTracked = subsystem.rightHand.isTracked;
|
||||
|
||||
if (m_PreviousDrawMeshes != m_DrawMeshes)
|
||||
{
|
||||
m_LeftHandGameObjects.ToggleDrawMesh(m_DrawMeshes);
|
||||
m_RightHandGameObjects.ToggleDrawMesh(m_DrawMeshes);
|
||||
m_PreviousDrawMeshes = m_DrawMeshes;
|
||||
}
|
||||
|
||||
if (m_PreviousDebugDrawJoints != m_DebugDrawJoints)
|
||||
{
|
||||
m_LeftHandGameObjects.ToggleDebugDrawJoints(m_DebugDrawJoints && leftHandTracked);
|
||||
m_RightHandGameObjects.ToggleDebugDrawJoints(m_DebugDrawJoints && rightHandTracked);
|
||||
m_PreviousDebugDrawJoints = m_DebugDrawJoints;
|
||||
}
|
||||
|
||||
if (m_PreviousVelocityType != m_VelocityType)
|
||||
{
|
||||
m_LeftHandGameObjects.SetVelocityType(leftHandTracked ? m_VelocityType : VelocityType.None);
|
||||
m_RightHandGameObjects.SetVelocityType(rightHandTracked ? m_VelocityType : VelocityType.None);
|
||||
m_PreviousVelocityType = m_VelocityType;
|
||||
}
|
||||
|
||||
m_LeftHandGameObjects.UpdateJoints(
|
||||
subsystem.leftHand,
|
||||
(updateSuccessFlags & XRHandSubsystem.UpdateSuccessFlags.LeftHandJoints) != 0,
|
||||
m_DebugDrawJoints,
|
||||
m_VelocityType);
|
||||
|
||||
m_RightHandGameObjects.UpdateJoints(
|
||||
subsystem.rightHand,
|
||||
(updateSuccessFlags & XRHandSubsystem.UpdateSuccessFlags.RightHandJoints) != 0,
|
||||
m_DebugDrawJoints,
|
||||
m_VelocityType);
|
||||
}
|
||||
|
||||
class HandGameObjects
|
||||
{
|
||||
GameObject m_HandRoot;
|
||||
GameObject m_DrawJointsParent;
|
||||
|
||||
GameObject[] m_DrawJoints = new GameObject[XRHandJointID.EndMarker.ToIndex()];
|
||||
GameObject[] m_VelocityParents = new GameObject[XRHandJointID.EndMarker.ToIndex()];
|
||||
LineRenderer[] m_Lines = new LineRenderer[XRHandJointID.EndMarker.ToIndex()];
|
||||
JointVisualizer[] m_JointVisualizers = new JointVisualizer[XRHandJointID.EndMarker.ToIndex()];
|
||||
|
||||
static Vector3[] s_LinePointsReuse = new Vector3[2];
|
||||
XRHandMeshController m_MeshController;
|
||||
const float k_LineWidth = 0.005f;
|
||||
|
||||
public HandGameObjects(
|
||||
Handedness handedness,
|
||||
Transform parent,
|
||||
GameObject meshPrefab,
|
||||
Material meshMaterial,
|
||||
GameObject debugDrawPrefab,
|
||||
GameObject velocityPrefab)
|
||||
{
|
||||
void AssignJoint(
|
||||
XRHandJointID jointId,
|
||||
Transform jointDrivenTransform,
|
||||
Transform drawJointsParent)
|
||||
{
|
||||
var jointIndex = jointId.ToIndex();
|
||||
m_DrawJoints[jointIndex] = Instantiate(debugDrawPrefab);
|
||||
m_DrawJoints[jointIndex].transform.parent = drawJointsParent;
|
||||
m_DrawJoints[jointIndex].name = jointId.ToString();
|
||||
|
||||
m_VelocityParents[jointIndex] = Instantiate(velocityPrefab);
|
||||
m_VelocityParents[jointIndex].transform.parent = jointDrivenTransform;
|
||||
|
||||
m_Lines[jointIndex] = m_DrawJoints[jointIndex].GetComponent<LineRenderer>();
|
||||
m_Lines[jointIndex].startWidth = m_Lines[jointIndex].endWidth = k_LineWidth;
|
||||
s_LinePointsReuse[0] = s_LinePointsReuse[1] = jointDrivenTransform.position;
|
||||
m_Lines[jointIndex].SetPositions(s_LinePointsReuse);
|
||||
|
||||
if (m_DrawJoints[jointIndex].TryGetComponent<JointVisualizer>(out var jointVisualizer))
|
||||
m_JointVisualizers[jointIndex] = jointVisualizer;
|
||||
}
|
||||
|
||||
var isSceneObject = meshPrefab.scene.IsValid();
|
||||
m_HandRoot = isSceneObject ? meshPrefab : Instantiate(meshPrefab, parent);
|
||||
m_HandRoot.SetActive(false); // Deactivate so that added components do not run OnEnable before they are finished being set up
|
||||
|
||||
m_HandRoot.transform.localPosition = Vector3.zero;
|
||||
m_HandRoot.transform.localRotation = Quaternion.identity;
|
||||
|
||||
var handEvents = m_HandRoot.GetComponent<XRHandTrackingEvents>();
|
||||
if (handEvents == null)
|
||||
{
|
||||
handEvents = m_HandRoot.AddComponent<XRHandTrackingEvents>();
|
||||
handEvents.updateType = XRHandTrackingEvents.UpdateTypes.Dynamic;
|
||||
handEvents.handedness = handedness;
|
||||
}
|
||||
|
||||
m_MeshController = m_HandRoot.GetComponent<XRHandMeshController>();
|
||||
if (m_MeshController == null)
|
||||
{
|
||||
m_MeshController = m_HandRoot.AddComponent<XRHandMeshController>();
|
||||
for (var childIndex = 0; childIndex < m_HandRoot.transform.childCount; ++childIndex)
|
||||
{
|
||||
var childTransform = m_HandRoot.transform.GetChild(childIndex);
|
||||
if (childTransform.TryGetComponent<SkinnedMeshRenderer>(out var renderer))
|
||||
m_MeshController.handMeshRenderer = renderer;
|
||||
}
|
||||
|
||||
m_MeshController.handTrackingEvents = handEvents;
|
||||
}
|
||||
|
||||
if (meshMaterial != null)
|
||||
{
|
||||
m_MeshController.handMeshRenderer.sharedMaterial = meshMaterial;
|
||||
}
|
||||
|
||||
var skeletonDriver = m_HandRoot.GetComponent<XRHandSkeletonDriver>();
|
||||
if (skeletonDriver == null)
|
||||
{
|
||||
skeletonDriver = m_HandRoot.AddComponent<XRHandSkeletonDriver>();
|
||||
skeletonDriver.jointTransformReferences = new List<JointToTransformReference>();
|
||||
Transform root = null;
|
||||
for (var childIndex = 0; childIndex < m_HandRoot.transform.childCount; ++childIndex)
|
||||
{
|
||||
var child = m_HandRoot.transform.GetChild(childIndex);
|
||||
if (child.gameObject.name.EndsWith(XRHandJointID.Wrist.ToString()))
|
||||
root = child;
|
||||
}
|
||||
|
||||
skeletonDriver.rootTransform = root;
|
||||
XRHandSkeletonDriverUtility.FindJointsFromRoot(skeletonDriver);
|
||||
skeletonDriver.InitializeFromSerializedReferences();
|
||||
skeletonDriver.handTrackingEvents = handEvents;
|
||||
}
|
||||
|
||||
m_DrawJointsParent = new GameObject();
|
||||
m_DrawJointsParent.transform.parent = parent;
|
||||
m_DrawJointsParent.transform.localPosition = Vector3.zero;
|
||||
m_DrawJointsParent.transform.localRotation = Quaternion.identity;
|
||||
m_DrawJointsParent.name = handedness + "HandDebugDrawJoints";
|
||||
|
||||
for (var i = 0; i < skeletonDriver.jointTransformReferences.Count; i++)
|
||||
{
|
||||
var jointTransformReference = skeletonDriver.jointTransformReferences[i];
|
||||
var jointTransform = jointTransformReference.jointTransform;
|
||||
var jointID = jointTransformReference.xrHandJointID;
|
||||
AssignJoint(jointID, jointTransform, m_DrawJointsParent.transform);
|
||||
}
|
||||
|
||||
m_HandRoot.SetActive(true);
|
||||
}
|
||||
|
||||
public void OnDestroy()
|
||||
{
|
||||
Destroy(m_HandRoot);
|
||||
m_HandRoot = null;
|
||||
|
||||
for (var jointIndex = 0; jointIndex < m_DrawJoints.Length; ++jointIndex)
|
||||
{
|
||||
Destroy(m_DrawJoints[jointIndex]);
|
||||
m_DrawJoints[jointIndex] = null;
|
||||
}
|
||||
|
||||
for (var jointIndex = 0; jointIndex < m_VelocityParents.Length; ++jointIndex)
|
||||
{
|
||||
Destroy(m_VelocityParents[jointIndex]);
|
||||
m_VelocityParents[jointIndex] = null;
|
||||
}
|
||||
|
||||
Destroy(m_DrawJointsParent);
|
||||
m_DrawJointsParent = null;
|
||||
}
|
||||
|
||||
public void ToggleDrawMesh(bool drawMesh)
|
||||
{
|
||||
m_MeshController.enabled = drawMesh;
|
||||
if (!drawMesh)
|
||||
m_MeshController.handMeshRenderer.enabled = false;
|
||||
}
|
||||
|
||||
public void ToggleDebugDrawJoints(bool debugDrawJoints)
|
||||
{
|
||||
for (int jointIndex = 0; jointIndex < m_DrawJoints.Length; ++jointIndex)
|
||||
{
|
||||
ToggleRenderers<MeshRenderer>(debugDrawJoints, m_DrawJoints[jointIndex].transform);
|
||||
m_Lines[jointIndex].enabled = debugDrawJoints;
|
||||
}
|
||||
|
||||
m_Lines[0].enabled = false;
|
||||
}
|
||||
|
||||
public void SetVelocityType(VelocityType velocityType)
|
||||
{
|
||||
for (int jointIndex = 0; jointIndex < m_VelocityParents.Length; ++jointIndex)
|
||||
ToggleRenderers<LineRenderer>(velocityType != VelocityType.None, m_VelocityParents[jointIndex].transform);
|
||||
}
|
||||
|
||||
public void UpdateJoints(
|
||||
XRHand hand,
|
||||
bool areJointsTracked,
|
||||
bool debugDrawJoints,
|
||||
VelocityType velocityType)
|
||||
{
|
||||
if (!areJointsTracked)
|
||||
return;
|
||||
|
||||
var wristPose = Pose.identity;
|
||||
var parentIndex = XRHandJointID.Wrist.ToIndex();
|
||||
UpdateJoint(debugDrawJoints, velocityType, hand.GetJoint(XRHandJointID.Wrist), ref wristPose, ref parentIndex);
|
||||
UpdateJoint(debugDrawJoints, velocityType, hand.GetJoint(XRHandJointID.Palm), ref wristPose, ref parentIndex, false);
|
||||
|
||||
for (var fingerIndex = (int)XRHandFingerID.Thumb;
|
||||
fingerIndex <= (int)XRHandFingerID.Little;
|
||||
++fingerIndex)
|
||||
{
|
||||
var parentPose = wristPose;
|
||||
var fingerId = (XRHandFingerID)fingerIndex;
|
||||
parentIndex = XRHandJointID.Wrist.ToIndex();
|
||||
|
||||
var jointIndexBack = fingerId.GetBackJointID().ToIndex();
|
||||
for (var jointIndex = fingerId.GetFrontJointID().ToIndex();
|
||||
jointIndex <= jointIndexBack;
|
||||
++jointIndex)
|
||||
{
|
||||
UpdateJoint(debugDrawJoints, velocityType, hand.GetJoint(XRHandJointIDUtility.FromIndex(jointIndex)), ref parentPose, ref parentIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateJoint(
|
||||
bool debugDrawJoints,
|
||||
VelocityType velocityType,
|
||||
XRHandJoint joint,
|
||||
ref Pose parentPose,
|
||||
ref int parentIndex,
|
||||
bool cacheParentPose = true)
|
||||
{
|
||||
if (joint.id == XRHandJointID.Invalid)
|
||||
return;
|
||||
|
||||
var jointIndex = joint.id.ToIndex();
|
||||
m_JointVisualizers[jointIndex].NotifyTrackingState(joint.trackingState);
|
||||
|
||||
if (!joint.TryGetPose(out var pose))
|
||||
return;
|
||||
|
||||
m_DrawJoints[jointIndex].transform.localPosition = pose.position;
|
||||
m_DrawJoints[jointIndex].transform.localRotation = pose.rotation;
|
||||
|
||||
if (debugDrawJoints && joint.id != XRHandJointID.Wrist)
|
||||
{
|
||||
s_LinePointsReuse[0] = m_DrawJoints[parentIndex].transform.position;
|
||||
s_LinePointsReuse[1] = m_DrawJoints[jointIndex].transform.position;
|
||||
m_Lines[jointIndex].SetPositions(s_LinePointsReuse);
|
||||
}
|
||||
|
||||
if (cacheParentPose)
|
||||
{
|
||||
parentPose = pose;
|
||||
parentIndex = jointIndex;
|
||||
}
|
||||
|
||||
if (velocityType != VelocityType.None && m_VelocityParents[jointIndex].TryGetComponent<LineRenderer>(out var renderer))
|
||||
{
|
||||
m_VelocityParents[jointIndex].transform.localPosition = Vector3.zero;
|
||||
m_VelocityParents[jointIndex].transform.localRotation = Quaternion.identity;
|
||||
|
||||
s_LinePointsReuse[0] = s_LinePointsReuse[1] = m_VelocityParents[jointIndex].transform.position;
|
||||
if (velocityType == VelocityType.Linear)
|
||||
{
|
||||
if (joint.TryGetLinearVelocity(out var velocity))
|
||||
s_LinePointsReuse[1] += velocity;
|
||||
}
|
||||
else if (velocityType == VelocityType.Angular)
|
||||
{
|
||||
if (joint.TryGetAngularVelocity(out var velocity))
|
||||
s_LinePointsReuse[1] += 0.05f * velocity.normalized;
|
||||
}
|
||||
|
||||
renderer.SetPositions(s_LinePointsReuse);
|
||||
}
|
||||
}
|
||||
|
||||
static void ToggleRenderers<TRenderer>(bool toggle, Transform rendererTransform)
|
||||
where TRenderer : Renderer
|
||||
{
|
||||
if (rendererTransform.TryGetComponent<TRenderer>(out var renderer))
|
||||
renderer.enabled = toggle;
|
||||
|
||||
for (var childIndex = 0; childIndex < rendererTransform.childCount; ++childIndex)
|
||||
ToggleRenderers<TRenderer>(toggle, rendererTransform.GetChild(childIndex));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2e9813c68d7d6f44282ace8bd2d1fd46
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,38 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.XR.Hands.Processing;
|
||||
|
||||
namespace UnityEngine.XR.Hands.Samples.VisualizerSample
|
||||
{
|
||||
public class JointVisualizer : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
GameObject m_JointVisual;
|
||||
|
||||
[SerializeField]
|
||||
Material m_HighFidelityJointMaterial;
|
||||
|
||||
[SerializeField]
|
||||
Material m_LowFidelityJointMaterial;
|
||||
|
||||
bool m_HighFidelityJoint;
|
||||
|
||||
Renderer m_JointRenderer;
|
||||
|
||||
public void NotifyTrackingState(XRHandJointTrackingState jointTrackingState)
|
||||
{
|
||||
bool highFidelityJoint = (jointTrackingState & XRHandJointTrackingState.HighFidelityPose) == XRHandJointTrackingState.HighFidelityPose;
|
||||
if (m_HighFidelityJoint == highFidelityJoint)
|
||||
return;
|
||||
|
||||
m_JointRenderer.material = highFidelityJoint ? m_HighFidelityJointMaterial : m_LowFidelityJointMaterial;
|
||||
|
||||
m_HighFidelityJoint = highFidelityJoint;
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (m_JointVisual.TryGetComponent<Renderer>(out var jointRenderer))
|
||||
m_JointRenderer = jointRenderer;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6e1c395ff62a3a14dbeb293298bb46bf
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,249 @@
|
||||
using UnityEngine.Rendering;
|
||||
using System.Collections.Generic;
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
|
||||
namespace UnityEngine.XR.Hands.Samples.VisualizerSample
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
[InitializeOnLoad]
|
||||
static class RenderPipelineValidation
|
||||
{
|
||||
static RenderPipelineValidation()
|
||||
{
|
||||
foreach (var pipelineHandler in GetAllInstances())
|
||||
pipelineHandler.AutoRefreshPipelineShaders();
|
||||
}
|
||||
|
||||
static List<MaterialPipelineHandler> GetAllInstances()
|
||||
{
|
||||
var instances = new List<MaterialPipelineHandler>();
|
||||
|
||||
// Find all GUIDs for objects that match the type MaterialPipelineHandler
|
||||
var guids = AssetDatabase.FindAssets("t:MaterialPipelineHandler");
|
||||
for (int i = 0; i < guids.Length; i++)
|
||||
{
|
||||
string path = AssetDatabase.GUIDToAssetPath(guids[i]);
|
||||
var asset = AssetDatabase.LoadAssetAtPath<MaterialPipelineHandler>(path);
|
||||
if (asset != null)
|
||||
instances.Add(asset);
|
||||
}
|
||||
|
||||
return instances;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
/// <summary>
|
||||
/// Serializable class that contains the shader information for a material.
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public class ShaderContainer
|
||||
{
|
||||
public Material material;
|
||||
public bool useSRPShaderName = true;
|
||||
public string scriptableRenderPipelineShaderName = "Universal Render Pipeline/Lit";
|
||||
public Shader scriptableRenderPipelineShader;
|
||||
public bool useBuiltinShaderName = true;
|
||||
public string builtInPipelineShaderName = "Standard";
|
||||
public Shader builtInPipelineShader;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Scriptable object that allows for setting the shader on a material based on the current render pipeline.
|
||||
/// Will run automatically OnEnable in the editor to set the shaders on project bootup. Can be refreshed manually with editor button.
|
||||
/// This exists because while objects render correctly using shadergraph shaders, others do not and using the standard shader resolves various rendering issues.
|
||||
/// </summary>
|
||||
[CreateAssetMenu(fileName = "MaterialPipelineHandler", menuName = "XR/MaterialPipelineHandler", order = 0)]
|
||||
public class MaterialPipelineHandler : ScriptableObject
|
||||
{
|
||||
[SerializeField]
|
||||
[Tooltip("List of materials and their associated shaders.")]
|
||||
List<ShaderContainer> m_ShaderContainers;
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("If true, the shaders will be refreshed automatically when the editor opens and when this scriptable object instance is enabled.")]
|
||||
bool m_AutoRefreshShaders = true;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
void OnEnable()
|
||||
{
|
||||
if (Application.isPlaying)
|
||||
return;
|
||||
AutoRefreshPipelineShaders();
|
||||
}
|
||||
#endif
|
||||
|
||||
public void AutoRefreshPipelineShaders()
|
||||
{
|
||||
if (m_AutoRefreshShaders)
|
||||
SetPipelineShaders();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies the appropriate shader to the materials based on the current render pipeline.
|
||||
/// </summary>
|
||||
public void SetPipelineShaders()
|
||||
{
|
||||
if (m_ShaderContainers == null)
|
||||
return;
|
||||
|
||||
bool isBuiltinRenderPipeline = GraphicsSettings.currentRenderPipeline == null;
|
||||
|
||||
foreach (var info in m_ShaderContainers)
|
||||
{
|
||||
if (info.material == null)
|
||||
continue;
|
||||
|
||||
// Store original color before shader change
|
||||
Color originalColor = info.material.GetColor("_Color");
|
||||
if (!info.material.HasProperty("_Color"))
|
||||
originalColor = info.material.GetColor("_BaseColor"); // URP uses _BaseColor
|
||||
|
||||
// Find the appropriate shaders based on the toggle
|
||||
Shader birpShader = info.useBuiltinShaderName ? Shader.Find(info.builtInPipelineShaderName) : info.builtInPipelineShader;
|
||||
Shader srpShader = info.useSRPShaderName ? Shader.Find(info.scriptableRenderPipelineShaderName) : info.scriptableRenderPipelineShader;
|
||||
|
||||
// Determine current shader for comparison
|
||||
Shader currentShader = info.material.shader;
|
||||
|
||||
// Update shader for the current render pipeline only if necessary
|
||||
if (isBuiltinRenderPipeline && birpShader != null && currentShader != birpShader)
|
||||
{
|
||||
info.material.shader = birpShader;
|
||||
info.material.SetColor("_Color", originalColor);
|
||||
MarkMaterialModified(info.material);
|
||||
}
|
||||
else if (!isBuiltinRenderPipeline && srpShader != null && currentShader != srpShader)
|
||||
{
|
||||
info.material.shader = srpShader;
|
||||
info.material.SetColor("_BaseColor", originalColor);
|
||||
MarkMaterialModified(info.material);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void MarkMaterialModified(Material material)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
EditorUtility.SetDirty(material);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
/// <summary>
|
||||
/// Custom property drawer for the shader container class.
|
||||
/// </summary>
|
||||
[CustomPropertyDrawer(typeof(ShaderContainer))]
|
||||
public class ShaderContainerDrawer : PropertyDrawer
|
||||
{
|
||||
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
|
||||
{
|
||||
EditorGUI.BeginProperty(position, label, property);
|
||||
|
||||
float singleLineHeight = EditorGUIUtility.singleLineHeight;
|
||||
float verticalSpacing = EditorGUIUtility.standardVerticalSpacing;
|
||||
|
||||
SerializedProperty materialProp = property.FindPropertyRelative("material");
|
||||
SerializedProperty useSRPShaderNameProp = property.FindPropertyRelative("useSRPShaderName");
|
||||
SerializedProperty scriptableShaderNameProp = property.FindPropertyRelative("scriptableRenderPipelineShaderName");
|
||||
SerializedProperty scriptableShaderProp = property.FindPropertyRelative("scriptableRenderPipelineShader");
|
||||
SerializedProperty useShaderNameProp = property.FindPropertyRelative("useBuiltinShaderName");
|
||||
SerializedProperty builtInNameProp = property.FindPropertyRelative("builtInPipelineShaderName");
|
||||
SerializedProperty builtInShaderProp = property.FindPropertyRelative("builtInPipelineShader");
|
||||
|
||||
// Draw Material without the header.
|
||||
position.height = singleLineHeight;
|
||||
EditorGUI.PropertyField(position, materialProp);
|
||||
position.y += singleLineHeight + verticalSpacing;
|
||||
|
||||
// SRP Shader header and fields.
|
||||
EditorGUI.LabelField(position, "Scriptable Render Pipeline Shader", EditorStyles.boldLabel);
|
||||
position.y += EditorGUIUtility.singleLineHeight + verticalSpacing;
|
||||
|
||||
EditorGUI.PropertyField(position, useSRPShaderNameProp);
|
||||
position.y += singleLineHeight + verticalSpacing;
|
||||
|
||||
if (useSRPShaderNameProp.boolValue)
|
||||
{
|
||||
EditorGUI.PropertyField(position, scriptableShaderNameProp);
|
||||
position.y += singleLineHeight + verticalSpacing;
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorGUI.PropertyField(position, scriptableShaderProp);
|
||||
position.y += singleLineHeight + verticalSpacing;
|
||||
}
|
||||
|
||||
// Built-in Shader header and fields.
|
||||
EditorGUI.LabelField(position, "Built-In Render Pipeline Shader", EditorStyles.boldLabel);
|
||||
position.y += singleLineHeight + verticalSpacing;
|
||||
|
||||
EditorGUI.PropertyField(position, useShaderNameProp);
|
||||
position.y += singleLineHeight + verticalSpacing;
|
||||
|
||||
if (useShaderNameProp.boolValue)
|
||||
{
|
||||
EditorGUI.PropertyField(position, builtInNameProp);
|
||||
position.y += singleLineHeight + verticalSpacing;
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorGUI.PropertyField(position, builtInShaderProp);
|
||||
position.y += singleLineHeight + verticalSpacing;
|
||||
}
|
||||
|
||||
// Draw a separator line at the end.
|
||||
position.y += verticalSpacing / 2; // Extra space for the line.
|
||||
position.height = 1;
|
||||
EditorGUI.DrawRect(new Rect(position.x, position.y, position.width, 1), Color.gray);
|
||||
|
||||
EditorGUI.EndProperty();
|
||||
}
|
||||
|
||||
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
|
||||
{
|
||||
const int baseFieldCount = 4; // The Material field, the two toggles, and one for an optional field.
|
||||
int extraLineCount = property.FindPropertyRelative("useBuiltinShaderName").boolValue ? 0 : 1;
|
||||
extraLineCount += property.FindPropertyRelative("useSRPShaderName").boolValue ? 0 : 1;
|
||||
|
||||
float singleLineHeight = EditorGUIUtility.singleLineHeight;
|
||||
float verticalSpacing = EditorGUIUtility.standardVerticalSpacing;
|
||||
float headerHeight = EditorGUIUtility.singleLineHeight; // No longer need extra height for headers.
|
||||
|
||||
// Calculate height for fields and headers
|
||||
float fieldsHeight = baseFieldCount * singleLineHeight + (baseFieldCount - 1 + extraLineCount) * verticalSpacing;
|
||||
|
||||
// Allow space for header, separator line, and a bit of padding before the line.
|
||||
float headersHeight = 2 * (headerHeight + verticalSpacing);
|
||||
float separatorSpace = verticalSpacing / 2 + 1; // Additional vertical spacing and line height.
|
||||
|
||||
return fieldsHeight + headersHeight + separatorSpace + singleLineHeight * 1.5f;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Custom editor MaterialPipelineHandler
|
||||
/// </summary>
|
||||
[CustomEditor(typeof(MaterialPipelineHandler)), CanEditMultipleObjects]
|
||||
public class MaterialPipelineHandlerEditor : Editor
|
||||
{
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
base.OnInspectorGUI();
|
||||
|
||||
// Draw the "Refresh Shaders" button
|
||||
if (GUILayout.Button("Refresh Shaders"))
|
||||
{
|
||||
foreach (var t in targets)
|
||||
{
|
||||
var handler = (MaterialPipelineHandler)t;
|
||||
handler.SetPipelineShaders();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6772a216ed6f29c42abef904c7d6940d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user