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SeeThroughRenderer.cs
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using System;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.XR;
// Note: Heavily modified version of Unity's ARBackgroundRenderer.
public class SeeThroughRenderer {
#region Public properties
public Material BackgroundMaterial {
get { return backgroundMaterial; }
set {
if (backgroundMaterial == value) {
return;
}
RemoveCommandBuffersIfNeeded();
backgroundMaterial = value;
ReapplyCommandBuffersIfNeeded();
}
}
public Texture BackgroundTexture {
get { return backgroundTexture; }
set {
if (backgroundTexture == value) {
return;
}
RemoveCommandBuffersIfNeeded();
backgroundTexture = value;
ReapplyCommandBuffersIfNeeded();
}
}
public Camera Camera {
get { return seeThroughCamera != null ? seeThroughCamera : Camera.main; }
set {
if (seeThroughCamera == value) {
return;
}
RemoveCommandBuffersIfNeeded();
seeThroughCamera = value;
ReapplyCommandBuffersIfNeeded();
}
}
public ARRenderMode Mode {
get { return renderMode; }
set {
if (value == renderMode) {
return;
}
renderMode = value;
switch (renderMode) {
case ARRenderMode.StandardBackground:
DisableBackgroundRendering();
break;
case ARRenderMode.MaterialAsBackground:
EnableBackgroundRendering();
break;
default:
throw new Exception("Unhandled render mode.");
}
}
}
#endregion
#region Private fields
Camera seeThroughCamera;
Texture backgroundTexture;
Material backgroundMaterial;
ARRenderMode renderMode = ARRenderMode.StandardBackground;
CommandBuffer commandBuffer;
CameraClearFlags savedCameraClearFlags = CameraClearFlags.Skybox;
#endregion
#region Initialization
public SeeThroughRenderer(Camera seeThroughCamera, Material backgroundMaterial) {
this.seeThroughCamera = seeThroughCamera;
this.backgroundMaterial = backgroundMaterial;
renderMode = ARRenderMode.MaterialAsBackground;
EnableBackgroundRendering();
}
#endregion
#region Rendering
void EnableBackgroundRendering() {
if (backgroundMaterial == null) {
return;
}
savedCameraClearFlags = Camera.clearFlags;
Camera.clearFlags = CameraClearFlags.Depth;
var source = backgroundTexture;
if (source == null && backgroundMaterial.HasProperty("_MainTex")) {
source = backgroundMaterial.GetTexture("_MainTex");
}
commandBuffer = new CommandBuffer();
commandBuffer.Blit(source, BuiltinRenderTextureType.CameraTarget, backgroundMaterial);
Camera.AddCommandBuffer(CameraEvent.BeforeForwardOpaque, commandBuffer);
Camera.AddCommandBuffer(CameraEvent.BeforeGBuffer, commandBuffer);
}
void DisableBackgroundRendering() {
if (commandBuffer == null) {
return;
}
Camera.clearFlags = savedCameraClearFlags;
Camera.RemoveCommandBuffer(CameraEvent.BeforeForwardOpaque, commandBuffer);
Camera.RemoveCommandBuffer(CameraEvent.BeforeGBuffer, commandBuffer);
}
void ReapplyCommandBuffersIfNeeded() {
if (renderMode != ARRenderMode.MaterialAsBackground) {
return;
}
EnableBackgroundRendering();
}
void RemoveCommandBuffersIfNeeded() {
if (renderMode != ARRenderMode.MaterialAsBackground) {
return;
}
DisableBackgroundRendering();
}
#endregion
}