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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: CameraFade script adapted to work with SteamVR.
//
// Usage: Add to your top level SteamVR_Camera (the one with ApplyDistoration
// checked) and drag a reference to this component into SteamVR_Camera
// RenderComponents list. Then call the static helper function
// SteamVR_Fade.Start with the desired color and duration.
// Use a duration of zero to set the start color.
//
// Example: Fade down from black over one second.
// SteamVR_Fade.Start(Color.black, 0);
// SteamVR_Fade.Start(Color.clear, 1);
//
// Note: This component is provided to fade out a single camera layer's
// scene view. If instead you want to fade the entire view, use:
// SteamVR_Fade.View(Color.black, 1);
// (Does not affect the game view, however.)
//
//=============================================================================
using UnityEngine;using Valve.VR;
namespace Valve.VR{ public class SteamVR_Fade : MonoBehaviour { private Color currentColor = new Color(0, 0, 0, 0); // default starting color: black and fully transparent
private Color targetColor = new Color(0, 0, 0, 0); // default target color: black and fully transparent
private Color deltaColor = new Color(0, 0, 0, 0); // the delta-color is basically the "speed / second" at which the current color should change
private bool fadeOverlay = false;
static public void Start(Color newColor, float duration, bool fadeOverlay = false) { SteamVR_Events.Fade.Send(newColor, duration, fadeOverlay); }
static public void View(Color newColor, float duration) { var compositor = OpenVR.Compositor; if (compositor != null) compositor.FadeToColor(duration, newColor.r, newColor.g, newColor.b, newColor.a, false); }
#if TEST_FADE_VIEW
void Update() { if (Input.GetKeyDown(KeyCode.Space)) { SteamVR_Fade.View(Color.black, 0); SteamVR_Fade.View(Color.clear, 1); } }#endif
public void OnStartFade(Color newColor, float duration, bool fadeOverlay) { if (duration > 0.0f) { targetColor = newColor; deltaColor = (targetColor - currentColor) / duration; } else { currentColor = newColor; } }
static Material fadeMaterial = null; static int fadeMaterialColorID = -1;
void OnEnable() { if (fadeMaterial == null) { fadeMaterial = new Material(Shader.Find("Custom/SteamVR_Fade")); fadeMaterialColorID = Shader.PropertyToID("fadeColor"); }
SteamVR_Events.Fade.Listen(OnStartFade); SteamVR_Events.FadeReady.Send(); }
void OnDisable() { SteamVR_Events.Fade.Remove(OnStartFade); }
void OnPostRender() { if (currentColor != targetColor) { // if the difference between the current alpha and the desired alpha is smaller than delta-alpha * deltaTime, then we're pretty much done fading:
if (Mathf.Abs(currentColor.a - targetColor.a) < Mathf.Abs(deltaColor.a) * Time.deltaTime) { currentColor = targetColor; deltaColor = new Color(0, 0, 0, 0); } else { currentColor += deltaColor * Time.deltaTime; }
if (fadeOverlay) { var overlay = SteamVR_Overlay.instance; if (overlay != null) { overlay.alpha = 1.0f - currentColor.a; } } }
if (currentColor.a > 0 && fadeMaterial) { fadeMaterial.SetColor(fadeMaterialColorID, currentColor); fadeMaterial.SetPass(0); GL.Begin(GL.QUADS);
GL.Vertex3(-1, -1, 0); GL.Vertex3(1, -1, 0); GL.Vertex3(1, 1, 0); GL.Vertex3(-1, 1, 0); GL.End(); } } }}
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