Version: Unity 6.2 (6000.2)
LanguageEnglish
  • C#

XRDisplaySubsystem.XRRenderParameter.visibleMesh

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public Mesh visibleMesh;

Description

Represents the area in screen-space that is visible on the XR Display.

The visibility mesh contains vertices outlining the visible area of the XR display in screen-space coordinates. The mesh encompasses both eyes under single-pass instanced rendering and one eye under multi-pass rendering (a different eye for each pass).

When available, the Unity post-processing stack uses the visibility mesh to avoid processing pixels that are outside the visible display area of the XR headset.

You can use this mesh to prevent your screen-space shaders from drawing to areas that are outside the effective display area. For example, if you are performing your own post-processing step, you might be able to optimize it by specifying the screen area in which the post-processing effect should be calculated. If a device or platform does not provide a visibility mesh, then this XR render parameter field is null.