Class XRSystem
Used by render pipelines to communicate with XR SDK.
Inherited Members
Namespace: UnityEngine.Experimental.Rendering
Assembly: Unity.RenderPipelines.Core.Runtime.dll
Syntax
public static class XRSystem
Fields
Name | Description |
---|---|
emptyPass | Valid empty pass when a camera is not using XR. |
Properties
Name | Description |
---|---|
displayActive | Returns true if a XR device is connected and running. |
dumpDebugInfo | If true, the system will log some information about the layout to the console. |
foveatedRenderingCaps | Cached value of SystemInfo.foveatedRenderingCaps. |
isHDRDisplayOutputActive | Returns if the XR display is running in HDR mode. |
singlePassAllowed | If true, the system will try to create a layout compatible with single-pass rendering. |
Methods
Name | Description |
---|---|
Dispose() | Free up resources used by the system. |
EndLayout() | Used by the render pipeline to complete the XR layout at the end of the frame. |
GetActiveDisplay() | Returns the active XR display. |
GetDisplayMSAASamples() | Returns the number of samples (MSAA) currently configured on the XR device. |
Initialize(Func<XRPassCreateInfo, XRPass>, Shader, Shader) | Use this method to assign the shaders that will be used to render occlusion mesh for each XRPass and the final mirror view. |
NewLayout() | Used by the render pipeline to initiate a new rendering frame through a XR layout. |
RenderMirrorView(CommandBuffer, Camera) | Used by the render pipeline to render the mirror view to the gameview, as configured by the XR device. |
SetDisplayMSAASamples(MSAASamples) | Used by the render pipeline to communicate to the XR device how many samples are used by MSAA. |
SetRenderScale(float) | Used by the render pipeline to scale the render target on the XR device. |