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