testss
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using System;
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using UnityEditor;
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#if ENABLE_VR && ENABLE_VR_MODULE
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using UnityEngine.XR;
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#endif
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namespace UnityEngine.Rendering
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{
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/// <summary>
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/// XRGraphics insulates SRP from API changes across platforms, Editor versions, and as XR transitions into XR SDK
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/// </summary>
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[Serializable]
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public class XRGraphics
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{
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/// <summary>
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/// Stereo Rendering Modes.
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/// </summary>
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public enum StereoRenderingMode
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{
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/// <summary>Multi Pass.</summary>
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MultiPass = 0,
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/// <summary>Single Pass.</summary>
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SinglePass,
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/// <summary>Single Pass Instanced.</summary>
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SinglePassInstanced,
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/// <summary>Single Pass Multi View.</summary>
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SinglePassMultiView
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};
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/// <summary>
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/// Eye texture resolution scale.
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/// </summary>
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public static float eyeTextureResolutionScale
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{
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get
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{
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#if ENABLE_VR && ENABLE_VR_MODULE
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if (enabled)
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return XRSettings.eyeTextureResolutionScale;
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#endif
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return 1.0f;
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}
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set
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{
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#if ENABLE_VR && ENABLE_VR_MODULE
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XRSettings.eyeTextureResolutionScale = value;
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#endif
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}
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}
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/// <summary>
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/// Render viewport scale.
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/// </summary>
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public static float renderViewportScale
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{
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get
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{
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#if ENABLE_VR && ENABLE_VR_MODULE
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if (enabled)
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return XRSettings.renderViewportScale;
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#endif
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return 1.0f;
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}
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}
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/// <summary>
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/// Try enable.
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/// </summary>
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#if UNITY_EDITOR
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// TryEnable gets updated before "play" is pressed- we use this for updating GUI only.
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public static bool tryEnable
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{
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get
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{
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#if UNITY_2020_1_OR_NEWER
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return false;
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#else
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return UnityEditorInternal.VR.VREditor.GetVREnabledOnTargetGroup(BuildPipeline.GetBuildTargetGroup(EditorUserBuildSettings.activeBuildTarget));
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#endif
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}
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}
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#endif
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/// <summary>
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/// SRP should use this to safely determine whether XR is enabled at runtime.
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/// </summary>
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public static bool enabled
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{
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get
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{
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#if ENABLE_VR && ENABLE_VR_MODULE
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return XRSettings.enabled;
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#else
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return false;
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#endif
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}
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}
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/// <summary>
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/// Returns true if the XR device is active.
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/// </summary>
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public static bool isDeviceActive
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{
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get
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{
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#if ENABLE_VR && ENABLE_VR_MODULE
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if (enabled)
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return XRSettings.isDeviceActive;
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#endif
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return false;
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}
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}
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/// <summary>
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/// Name of the loaded XR device.
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/// </summary>
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public static string loadedDeviceName
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{
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get
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{
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#if ENABLE_VR && ENABLE_VR_MODULE
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if (enabled)
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return XRSettings.loadedDeviceName;
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#endif
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return "No XR device loaded";
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}
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}
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/// <summary>
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/// List of supported XR devices.
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/// </summary>
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public static string[] supportedDevices
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{
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get
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{
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#if ENABLE_VR && ENABLE_VR_MODULE
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if (enabled)
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return XRSettings.supportedDevices;
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#endif
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return new string[1];
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}
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}
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/// <summary>
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/// Stereo rendering mode.
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/// </summary>
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public static StereoRenderingMode stereoRenderingMode
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{
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get
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{
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#if ENABLE_VR && ENABLE_VR_MODULE
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if (enabled)
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return (StereoRenderingMode)XRSettings.stereoRenderingMode;
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#endif
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return StereoRenderingMode.SinglePass;
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}
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}
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/// <summary>
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/// Eye texture descriptor.
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/// </summary>
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public static RenderTextureDescriptor eyeTextureDesc
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{
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get
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{
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#if ENABLE_VR && ENABLE_VR_MODULE
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if (enabled)
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return XRSettings.eyeTextureDesc;
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#endif
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return new RenderTextureDescriptor(0, 0);
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}
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}
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/// <summary>
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/// Eye texture width.
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/// </summary>
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public static int eyeTextureWidth
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{
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get
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{
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#if ENABLE_VR && ENABLE_VR_MODULE
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if (enabled)
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return XRSettings.eyeTextureWidth;
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#endif
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return 0;
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}
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}
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/// <summary>
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/// Eye texture height.
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/// </summary>
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public static int eyeTextureHeight
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{
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get
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{
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#if ENABLE_VR && ENABLE_VR_MODULE
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if (enabled)
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return XRSettings.eyeTextureHeight;
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#endif
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return 0;
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}
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}
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}
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}
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