XRDisplaySubsystem 控制如何渲染到头部跟踪显示器。
contentProtectionEnabled | 设置或获取当前活动提供程序的内容保护状态。 对于大多数提供程序,内容保护允许你使用仅写入纹理进行渲染。这会使应用程序无法从显卡读取纹理以及查看/记录可能以某种方式进行保护的图像。 |
disableLegacyRenderer | 当此 XRDisplaySubsystem 处于活动状态时,禁用旧版渲染器。 |
displayOpaque | 确定当前连接的设备是否具有不透明显示屏。 大多数 VR 设备是不透明的,以便提高沉浸式体验,而 AR 设备是透明的,以便可以与当前环境的增强内容进行交互。 |
foveatedRenderingFlags | Controls optional behavior of the foveated rendering system. |
foveatedRenderingLevel | Controls the intensity of the foveated rendering system. |
occlusionMaskScale | A scale applied to the standard occulsion mask. |
reprojectionMode | 应用程序请求的重投影类型,以稳定与用户头部活动相关的全息渲染。 |
scaleOfAllRenderTargets | Controls the size of the textures submitted to the display as a multiplier of the display's default resolution. |
scaleOfAllViewports | Controls how much of the allocated display texture should be used for rendering. |
supportedTextureLayouts | Specifies all texture layouts supported by this display subsystem. This var is a bit field that could be combination of XRDisplaySubsystem.TextureLayout. |
textureLayout | Set DisplaySubsystem to use certain texture layout. Should query supported texture layout through XRDisplaySubsystem.supportedTextureLayouts first for the capabilities. |
zFar | 设置 DisplaySubsystem 以将 zFar 用于渲染。 |
zNear | 设置 DisplaySubsystem 以将 zNear 用于渲染。 |
AddGraphicsThreadMirrorViewBlit | 此函数将显示子系统的原生 blit 事件记录到目标命令缓冲区中。此函数通常由可编程渲染管线进行调用。 |
BeginRecordingIfLateLatched | This function enables late latching recording of constant buffer memory locations which are later patched with the latest pose data. |
EndRecordingIfLateLatched | This function disables late latching recording of constant buffer locations. |
GetCullingParameters | 获取特定剔除通道索引的剔除参数。 |
GetMirrorViewBlitDesc | 从当前显示子系统获取镜像视图 blit 操作描述符。 |
GetPreferredMirrorBlitMode | 返回 XR 显示的首选镜像 blit 模式。 |
GetRenderPass | 获取特定索引的 XRRenderPass。 |
GetRenderPassCount | 此 XR 显示的 XRRenderPass 条目数。 |
GetRenderTexture | Given the UnityXRRenderTextureID returned by IUnityXRDisplayInterface::CreateTexture, return the managed UnityEngine.RenderTexture instance. |
GetRenderTextureForRenderPass | 给定一个渲染通道,返回为该渲染通道提供支持的 RenderTexture 实例。如果渲染通道无效,或是如果渲染纹理不存在,则返回 null。 |
GetSharedDepthTextureForRenderPass | Given a render pass, return the shared depth buffer RenderTexture instance backing that render pass. If the render pass is invalid, or if the render texture does not exist, return null. |
MarkTransformLateLatched | This marks a given GameObject's transform to be late latched in the next frame. Once marked for late latching, the GameObject transform and its descendants will be updated with the latest VR pose updates before rendering is submitted to the GPU. |
SetFocusPlane | 针对此帧,在 3D 空间中将一个点设置为场景的焦点。这有助于提高此点周围内容的视觉保真度。必须每一帧都设置此值。 请注意,指定将焦点中的内容锁定到身体,系统将以未锁定到身体的内容为代价,提高锁定到身体的内容的保真度。这在用户移动时尤其明显。 |
SetMSAALevel | Set MSAA level for the DisplaySubsystem's render texture. |
SetPreferredMirrorBlitMode | 从脚本覆盖 XR 显示的首选镜像 blit 模式。 |
TryGetAppGPUTimeLastFrame | 从应用程序的最后一帧获取 GPU 执行命令所花费的时间(由 XR 插件报告)。以秒为测量单位。 |
TryGetCompositorGPUTimeLastFrame | 获取 GPU 在最后一帧中执行合成器渲染器所花费的时间量(由 XR 插件报告)。以秒为测量单位。 |
TryGetDisplayRefreshRate | 获取显示器刷新率(由 XR 插件报告)。 |
TryGetDroppedFrameCount | 获取 XR 插件报告的丢弃的帧数。 |
TryGetFramePresentCount | 获取 XR 插件报告的当前帧绘制到设备中的次数。 |
TryGetMotionToPhoton | 获取 XR 插件报告的 motion-to-photon 值。 |
displayFocusChanged | XR 显示焦点更改时发送的事件。 |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.