Add ultimate xr

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2024-08-06 21:58:35 +02:00
parent 864033bf10
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3952 changed files with 2162037 additions and 35 deletions

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="UxrMagnifyingGlassUrp.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using UltimateXR.Avatar;
using UltimateXR.Core.Components;
using UltimateXR.Devices;
using UltimateXR.Extensions.Unity;
using UltimateXR.Extensions.Unity.Math;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.XR;
#if ULTIMATEXR_UNITY_URP
using UnityEngine.Rendering.Universal;
#endif
namespace UltimateXR.Rendering.FX
{
/// <summary>
/// Component that renders a magnifying glass effect on an object, using the URP pipeline:
/// <list type="bullet">
/// <item>
/// If the Glass Axes transform is not set, it will use the transform on the component's GameObject.
/// </item>
/// <item>
/// The magnifying glass normal is determined by the -forward axis, so the user will look through the glass
/// pointing in the forward axis direction.
/// </item>
/// <item>
/// The component requires a Renderer on the same GameObject with a material compatible with the URP magnifying
/// glass refraction. They can be found in the UltimateXR/FX/ category.
/// </item>
/// </list>
/// </summary>
public class UxrMagnifyingGlassUrp : UxrComponent
{
#region Inspector Properties/Serialized Fields
// Inspector
[SerializeField] private bool _forceClearSkyBox;
[SerializeField] private Transform _glassAxes;
[SerializeField] private bool _disablePixelLights = true;
[SerializeField] private int _textureSize = 1024;
[SerializeField] private int _antialias = 1;
[SerializeField] private float _clipPlaneOffset = 0.01f;
[SerializeField] private float _cameraForwardOffset;
[SerializeField] [Range(0.5f, 3.0f)] private float _fovScale = 1.0f;
[SerializeField] [Range(-10.0f, 10.0f)] private float _ipdAdjust = 1.0f;
[SerializeField] [Range(-0.15f, 0.15f)] private float _offsetLeft;
[SerializeField] [Range(-0.15f, 0.15f)] private float _offsetRight;
[SerializeField] private LayerMask _layers = -1;
#endregion
#region Unity
/// <summary>
/// Frees the allocated resources.
/// </summary>
protected override void OnDestroy()
{
base.OnDestroy();
if (_refractionCamera)
{
Destroy(_refractionCamera.gameObject);
}
if (_renderTextureLeft)
{
DestroyImmediate(_renderTextureLeft);
_renderTextureLeft = null;
}
if (_renderTextureRight)
{
DestroyImmediate(_renderTextureRight);
_renderTextureRight = null;
}
}
/// <summary>
/// Subscribes to the URP rendering event.
/// </summary>
protected override void OnEnable()
{
base.OnEnable();
RenderPipelineManager.beginCameraRendering += RenderPipelineManager_BeginCameraRendering;
}
/// <summary>
/// Unsubscribes from the URP rendering event.
/// </summary>
protected override void OnDisable()
{
base.OnDisable();
RenderPipelineManager.beginCameraRendering -= RenderPipelineManager_BeginCameraRendering;
}
#endregion
#region Event Handling Methods
/// <summary>
/// Called by Unity when the rendering starts. It is used to render the magnifying glass refraction.
/// </summary>
private void RenderPipelineManager_BeginCameraRendering(ScriptableRenderContext context, Camera renderCamera)
{
if (UxrAvatar.LocalAvatarCamera != renderCamera)
{
return;
}
Renderer glassRenderer = GetComponent<Renderer>();
if (!enabled || !glassRenderer || !glassRenderer.sharedMaterial || !glassRenderer.enabled)
{
return;
}
if (!renderCamera)
{
return;
}
// Avoid recursive rendering
if (s_insideRendering)
{
return;
}
s_insideRendering = true;
CreateResources(renderCamera, out Camera refractionCamera);
if (!_refractionCamera)
{
return;
}
// Lower quality for refraction
int oldPixelLightCount = QualitySettings.pixelLightCount;
if (_disablePixelLights)
{
QualitySettings.pixelLightCount = 0;
}
CopyCameraData(renderCamera, refractionCamera);
// Update parameters
refractionCamera.cullingMask = ~(1 << 4) & _layers.value;
if (TryGetComponent<Renderer>(out var theRenderer))
{
foreach (Material m in theRenderer.sharedMaterials)
{
if (m.HasProperty(VarRenderTexLeft))
{
m.SetTexture(VarRenderTexLeft, _renderTextureLeft);
}
if (m.HasProperty(VarRenderTexRight))
{
m.SetTexture(VarRenderTexRight, _renderTextureRight);
}
if (m.HasProperty(VarGlassScreenCenter))
{
Vector3 glassScreenCenter = renderCamera.WorldToViewportPoint(_glassAxes.position);
//glassScreenCenter.y = 1.0f - glassScreenCenter.y;
m.SetVector(VarGlassScreenCenter, glassScreenCenter);
}
}
}
// Render
refractionCamera.enabled = true;
refractionCamera.targetTexture = _renderTextureLeft;
RenderRefraction(context, renderCamera, refractionCamera, true, true);
refractionCamera.targetTexture = _renderTextureRight;
RenderRefraction(context, renderCamera, refractionCamera, true, false);
refractionCamera.enabled = false;
// Restore quality
if (_disablePixelLights)
{
QualitySettings.pixelLightCount = oldPixelLightCount;
}
s_insideRendering = false;
}
#endregion
#region Private Methods
/// <summary>
/// Renders the refraction.
/// </summary>
/// <param name="context">Render context of the scriptable render pipeline</param>
/// <param name="renderCamera">Main camera</param>
/// <param name="refractionCamera">Camera that will render refraction</param>
/// <param name="stereo">Is stereo mode active?</param>
/// <param name="isLeft">Is it the left eye in stereo mode?</param>
private void RenderRefraction(ScriptableRenderContext context, Camera renderCamera, Camera refractionCamera, bool stereo, bool isLeft)
{
refractionCamera.ResetWorldToCameraMatrix();
refractionCamera.ResetCullingMatrix();
Matrix4x4 projection = renderCamera.projectionMatrix;
if (stereo && UxrTrackingDevice.GetHeadsetDevice(out InputDevice headsetDevice))
{
headsetDevice.TryGetFeatureValue(CommonUsages.leftEyePosition, out Vector3 leftEye);
headsetDevice.TryGetFeatureValue(CommonUsages.rightEyePosition, out Vector3 rightEye);
float ipd = Vector3.Distance(leftEye, rightEye) * _ipdAdjust;
if (isLeft)
{
refractionCamera.transform.SetPositionAndRotation(renderCamera.transform.position - 0.5f * ipd * renderCamera.transform.right, renderCamera.transform.rotation);
projection = renderCamera.GetStereoProjectionMatrix(Camera.StereoscopicEye.Left);
}
else
{
refractionCamera.transform.SetPositionAndRotation(renderCamera.transform.position + 0.5f * ipd * renderCamera.transform.right, renderCamera.transform.rotation);
projection = renderCamera.GetStereoProjectionMatrix(Camera.StereoscopicEye.Right);
}
}
else
{
refractionCamera.transform.SetPositionAndRotation(renderCamera.transform.position, renderCamera.transform.rotation);
}
refractionCamera.transform.position += renderCamera.transform.forward * _cameraForwardOffset;
Vector4 clipPlane = CameraSpacePlane(refractionCamera, _clipPlaneOffset, _glassAxes.position, _glassAxes.forward, 1.0f);
Vector3 screenPos = renderCamera.WorldToViewportPoint(_glassAxes.position, isLeft ? Camera.MonoOrStereoscopicEye.Left : Camera.MonoOrStereoscopicEye.Right);
screenPos.x = (screenPos.x - 0.5f) * 2.0f + (isLeft ? _offsetLeft : _offsetRight);
screenPos.y = (screenPos.y - 0.5f) * 2.0f;
screenPos.z = 0.0f;
Matrix4x4 translateMtxA = Matrix4x4.Translate(-screenPos);
Matrix4x4 scaleMtx = Matrix4x4.Scale(new Vector3(_fovScale, _fovScale, 0.3f));
Matrix4x4 translateMtxB = Matrix4x4.Translate(screenPos);
projection = translateMtxB * scaleMtx * translateMtxA * projection;
projection = projection.GetObliqueMatrix(clipPlane);
refractionCamera.projectionMatrix = projection;
refractionCamera.cullingMatrix = refractionCamera.projectionMatrix * refractionCamera.worldToCameraMatrix;
#if ULTIMATEXR_UNITY_URP
UniversalRenderPipeline.RenderSingleCamera(context, refractionCamera);
#endif
}
/// <summary>
/// Copies data from one camera to another.
/// </summary>
/// <param name="src">Source data</param>
/// <param name="dest">Destination data</param>
private void CopyCameraData(Camera src, Camera dest)
{
if (dest == null)
{
return;
}
if (_forceClearSkyBox == false)
{
dest.clearFlags = src.clearFlags;
dest.backgroundColor = src.backgroundColor;
if (src.clearFlags == CameraClearFlags.Skybox)
{
Skybox srcSky = src.GetComponent(typeof(Skybox)) as Skybox;
Skybox dstSky = dest.GetComponent(typeof(Skybox)) as Skybox;
if (dstSky)
{
if (!srcSky || !srcSky.material)
{
dstSky.enabled = false;
}
else
{
dstSky.enabled = true;
dstSky.material = srcSky.material;
}
}
}
}
dest.farClipPlane = src.farClipPlane;
dest.nearClipPlane = src.nearClipPlane;
dest.orthographic = src.orthographic;
if (XRSettings.enabled == false)
{
dest.fieldOfView = src.fieldOfView;
}
dest.aspect = src.aspect;
dest.orthographicSize = src.orthographicSize;
}
/// <summary>
/// Allocates the resources.
/// </summary>
/// <param name="currentCamera">Render camera</param>
/// <param name="refractionCamera">Refraction camera</param>
private void CreateResources(Camera currentCamera, out Camera refractionCamera)
{
refractionCamera = null;
// Render textures
if (_oldRenderTextureSize != _textureSize)
{
CreateRenderTexture(ref _renderTextureLeft);
CreateRenderTexture(ref _renderTextureRight);
_oldRenderTextureSize = _textureSize;
}
if (_renderTextureLeft == null)
{
CreateRenderTexture(ref _renderTextureLeft);
}
if (_renderTextureRight == null)
{
CreateRenderTexture(ref _renderTextureRight);
}
// Refraction camera
refractionCamera = _refractionCamera;
if (!refractionCamera)
{
GameObject go = new GameObject($"{nameof(UxrMagnifyingGlassUrp)} Camera", typeof(Camera), typeof(Skybox));
refractionCamera = go.GetComponent<Camera>();
_refractionCamera = refractionCamera;
if (XRSettings.enabled == false)
{
refractionCamera.fieldOfView = 60.0f;
}
refractionCamera.transform.SetPositionAndRotation(transform);
refractionCamera.enabled = true;
go.hideFlags = HideFlags.HideAndDontSave;
if (_forceClearSkyBox)
{
refractionCamera.clearFlags = CameraClearFlags.Skybox;
}
refractionCamera.enabled = false;
}
}
/// <summary>
/// Creates a render texture.
/// </summary>
/// <param name="texture">Texture to create</param>
private void CreateRenderTexture(ref RenderTexture texture)
{
if (texture)
{
DestroyImmediate(texture);
}
texture = new RenderTexture(_textureSize, _textureSize, 0, RenderTextureFormat.Default);
texture.antiAliasing = _antialias;
texture.name = $"{nameof(UxrMagnifyingGlassUrp)} Texture";
texture.isPowerOfTwo = true;
texture.hideFlags = HideFlags.DontSave;
texture.autoGenerateMips = true;
texture.useMipMap = true; // Mip-mapping can be used for blur
}
/// <summary>
/// Given a plane point and normal in world coordinates, computes the plane in camera space.
/// </summary>
/// <param name="targetCamera">Camera</param>
/// <param name="offset">Clip plane offset</param>
/// <param name="position">Point in plane</param>
/// <param name="normal">Plane normal</param>
/// <param name="sideSign">Plane side of the camera</param>
/// <returns>Plane in camera space</returns>
private Vector4 CameraSpacePlane(Camera targetCamera, float offset, Vector3 position, Vector3 normal, float sideSign)
{
Vector3 offsetPos = position + normal * offset;
Matrix4x4 worldToCameraMatrix = targetCamera.worldToCameraMatrix;
Vector3 localPos = worldToCameraMatrix.MultiplyPoint(offsetPos);
Vector3 localNormal = worldToCameraMatrix.MultiplyVector(normal).normalized * sideSign;
return new Vector4(localNormal.x, localNormal.y, localNormal.z, -Vector3.Dot(localPos, localNormal));
}
#endregion
#region Private Types & Data
// Constants
private const string VarRenderTexLeft = "_RenderTexLeft";
private const string VarRenderTexRight = "_RenderTexRight";
private const string VarGlassScreenCenter = "_GlassScreenCenter";
// Static
private static bool s_insideRendering;
// Internal
private Camera _refractionCamera;
private RenderTexture _renderTextureLeft;
private RenderTexture _renderTextureRight;
private int _oldRenderTextureSize;
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="UxrPlanarReflectionBrp.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System.Collections.Generic;
using UltimateXR.Core.Components;
using UltimateXR.Devices;
using UltimateXR.Extensions.Unity;
using UltimateXR.Extensions.Unity.Math;
using UnityEngine;
using UnityEngine.XR;
namespace UltimateXR.Rendering.FX
{
/// <summary>
/// Component that renders a planar reflection image of the scene on an object, using the built-in render pipeline:
/// <list type="bullet">
/// <item>
/// If the Mirror Transform is not set, it will use the transform on the component's GameObject.
/// </item>
/// <item>
/// The component requires a Renderer on the same GameObject with a material compatible with the BRP planar
/// reflection. They can be found in the UltimateXR/FX/ category.
/// </item>
/// <item>The mirror normal is determined by the -forward axis of Mirror Transform.</item>
/// </list>
/// </summary>
[ExecuteInEditMode]
public class UxrPlanarReflectionBrp : UxrComponent
{
#region Inspector Properties/Serialized Fields
// Inspector
[SerializeField] private bool _forceClearSkyBox;
[SerializeField] private Transform _mirrorTransform;
[SerializeField] private bool _disablePixelLights = true;
[SerializeField] private int _textureSize = 1024;
[SerializeField] private float _clipPlaneOffset = 0.07f;
[SerializeField] private LayerMask _reflectLayers = -1;
#endregion
#region Unity
/// <summary>
/// Frees the allocated resources.
/// </summary>
protected override void OnDisable()
{
base.OnDisable();
foreach (KeyValuePair<Camera, Camera> camPair in _reflectionCameras)
{
if (camPair.Value != null)
{
DestroyImmediate(camPair.Value.gameObject);
}
}
if (_reflectionTextureLeft)
{
DestroyImmediate(_reflectionTextureLeft);
_reflectionTextureLeft = null;
}
if (_reflectionTextureRight)
{
DestroyImmediate(_reflectionTextureRight);
_reflectionTextureRight = null;
}
_reflectionCameras.Clear();
}
/// <summary>
/// Called by Unity when the object will be rendered. It is used to render the reflection.
/// </summary>
private void OnWillRenderObject()
{
Renderer mirrorRenderer = GetComponent<Renderer>();
_mirrorTransform = _mirrorTransform ? _mirrorTransform : transform;
if (!enabled || !mirrorRenderer || !mirrorRenderer.sharedMaterial || !mirrorRenderer.enabled)
{
return;
}
Camera cam = Camera.current;
if (!cam)
{
return;
}
if (_reflectionCameras.ContainsValue(cam))
{
return;
}
// Avoid recursive rendering
if (s_insideRendering)
{
return;
}
s_insideRendering = true;
CreateResources(cam, out Camera reflectionCamera);
// Lower quality for reflection
int oldPixelLightCount = QualitySettings.pixelLightCount;
if (_disablePixelLights)
{
QualitySettings.pixelLightCount = 0;
}
CopyCameraData(cam, reflectionCamera);
// Update parameters
reflectionCamera.cullingMask = ~(1 << 4) & _reflectLayers.value;
if (TryGetComponent<Renderer>(out var theRenderer))
{
foreach (Material m in theRenderer.sharedMaterials)
{
if (m.HasProperty(VarReflectionTexLeft))
{
m.SetTexture(VarReflectionTexLeft, _reflectionTextureLeft);
}
if (m.HasProperty(VarReflectionTexRight))
{
m.SetTexture(VarReflectionTexRight, _reflectionTextureRight);
}
m.SetFloat(VarReflectionTexelSize, _reflectionTextureLeft.width == 0 ? 1.0f : 1.0f / _reflectionTextureLeft.width);
m.SetFloat(VarReflectionMaxLodBias, _reflectionTextureLeft.width == 0 ? 0.0f : Mathf.Log(_reflectionTextureLeft.width, 2.0f));
m.SetInt(VarStereo, cam.stereoEnabled ? 1 : 0);
}
}
// Render
if (cam.stereoEnabled)
{
if (cam.stereoTargetEye == StereoTargetEyeMask.Both || cam.stereoTargetEye == StereoTargetEyeMask.Left)
{
reflectionCamera.targetTexture = _reflectionTextureLeft;
RenderReflection(cam, reflectionCamera, true, true, _mirrorTransform.position, -_mirrorTransform.forward);
}
if (cam.stereoTargetEye == StereoTargetEyeMask.Both || cam.stereoTargetEye == StereoTargetEyeMask.Right)
{
reflectionCamera.targetTexture = _reflectionTextureRight;
RenderReflection(cam, reflectionCamera, true, false, _mirrorTransform.position, -_mirrorTransform.forward);
}
}
else
{
reflectionCamera.targetTexture = _reflectionTextureLeft;
RenderReflection(cam, reflectionCamera, false, false, _mirrorTransform.position, -_mirrorTransform.forward);
}
// Restore quality
if (_disablePixelLights)
{
QualitySettings.pixelLightCount = oldPixelLightCount;
}
s_insideRendering = false;
}
#endregion
#region Private Methods
/// <summary>
/// Given a plane point and normal in world coordinates, computes the plane in camera space.
/// </summary>
/// <param name="targetCamera">Camera</param>
/// <param name="offset">Clip plane offset</param>
/// <param name="position">Point in plane</param>
/// <param name="normal">Plane normal</param>
/// <param name="sideSign">Plane side of the camera</param>
/// <returns>Plane in camera space</returns>
private Vector4 CameraSpacePlane(Camera targetCamera, float offset, Vector3 position, Vector3 normal, float sideSign)
{
Vector3 offsetPos = position + normal * offset;
Matrix4x4 worldToCameraMatrix = targetCamera.worldToCameraMatrix;
Vector3 localPos = worldToCameraMatrix.MultiplyPoint(offsetPos);
Vector3 localNormal = worldToCameraMatrix.MultiplyVector(normal).normalized * sideSign;
return new Vector4(localNormal.x, localNormal.y, localNormal.z, -Vector3.Dot(localPos, localNormal));
}
/// <summary>
/// Renders the reflection.
/// </summary>
/// <param name="renderCamera">Main camera</param>
/// <param name="reflectionCamera">Camera that will render the reflection</param>
/// <param name="stereo">Is stereo mode active?</param>
/// <param name="isLeft">Is it the left eye in stereo mode?</param>
/// <param name="pos">Reflection plane position</param>
/// <param name="normal">Reflection plane normal</param>
private void RenderReflection(Camera renderCamera, Camera reflectionCamera, bool stereo, bool isLeft, Vector3 pos, Vector3 normal)
{
reflectionCamera.ResetWorldToCameraMatrix();
reflectionCamera.ResetCullingMatrix();
Vector3 camPos = renderCamera.transform.position;
Quaternion camRot = renderCamera.transform.rotation;
// Reflect camera using reflection plane
float d = -Vector3.Dot(normal, pos) - _clipPlaneOffset;
Vector4 reflectionPlane = new Vector4(normal.x, normal.y, normal.z, d);
Matrix4x4 reflection = Matrix4x4Ext.GetReflectionMatrix(reflectionPlane);
Vector3 offset = Vector3.zero;
Matrix4x4 projection = renderCamera.projectionMatrix;
if (stereo && UxrTrackingDevice.GetHeadsetDevice(out InputDevice headsetDevice))
{
reflectionCamera.transform.parent = renderCamera.transform;
headsetDevice.TryGetFeatureValue(CommonUsages.centerEyePosition, out Vector3 centerEyePos);
headsetDevice.TryGetFeatureValue(CommonUsages.centerEyeRotation, out Quaternion centerEyeRot);
headsetDevice.TryGetFeatureValue(CommonUsages.leftEyePosition, out Vector3 leftEyePos);
headsetDevice.TryGetFeatureValue(CommonUsages.leftEyeRotation, out Quaternion leftEyeRot);
headsetDevice.TryGetFeatureValue(CommonUsages.rightEyePosition, out Vector3 rightEyePos);
headsetDevice.TryGetFeatureValue(CommonUsages.rightEyeRotation, out Quaternion rightEyeRot);
renderCamera.transform.SetPositionAndRotation(centerEyePos, centerEyeRot);
if (isLeft)
{
reflectionCamera.transform.SetPositionAndRotation(leftEyePos, leftEyeRot);
projection = renderCamera.GetStereoProjectionMatrix(Camera.StereoscopicEye.Left);
}
else
{
reflectionCamera.transform.SetPositionAndRotation(rightEyePos, rightEyeRot);
projection = renderCamera.GetStereoProjectionMatrix(Camera.StereoscopicEye.Right);
}
renderCamera.transform.SetPositionAndRotation(camPos, camRot);
}
else
{
reflectionCamera.transform.SetPositionAndRotation(renderCamera.transform.position, renderCamera.transform.rotation);
}
// World->ReflectionCamera matrix
reflectionCamera.worldToCameraMatrix *= reflection;
// Create projection matrix. Near plane will be our reflection plane so that we will clip everything on the other side.
Vector4 clipPlane = CameraSpacePlane(reflectionCamera, _clipPlaneOffset, pos, normal, 1.0f);
projection = projection.GetObliqueMatrix(clipPlane);
reflectionCamera.projectionMatrix = projection;
reflectionCamera.cullingMatrix = reflectionCamera.projectionMatrix * reflectionCamera.worldToCameraMatrix;
// Render
GL.invertCulling = true;
reflectionCamera.Render();
GL.invertCulling = false;
reflectionCamera.ResetWorldToCameraMatrix();
reflectionCamera.ResetCullingMatrix();
}
/// <summary>
/// Copy data from one camera to another
/// </summary>
/// <param name="src">Source data</param>
/// <param name="dest">Destination data</param>
private void CopyCameraData(Camera src, Camera dest)
{
if (dest == null)
{
return;
}
if (_forceClearSkyBox == false)
{
dest.clearFlags = src.clearFlags;
dest.backgroundColor = src.backgroundColor;
if (src.clearFlags == CameraClearFlags.Skybox)
{
Skybox skySrc = src.GetComponent(typeof(Skybox)) as Skybox;
Skybox skyDst = dest.GetComponent(typeof(Skybox)) as Skybox;
if (skyDst)
{
if (!skySrc || !skySrc.material)
{
skyDst.enabled = false;
}
else
{
skyDst.enabled = true;
skyDst.material = skySrc.material;
}
}
}
}
dest.farClipPlane = src.farClipPlane;
dest.nearClipPlane = src.nearClipPlane;
dest.orthographic = src.orthographic;
if (XRSettings.enabled == false)
{
dest.fieldOfView = src.fieldOfView;
}
dest.aspect = src.aspect;
dest.orthographicSize = src.orthographicSize;
}
/// <summary>
/// Creates the internal resources if necessary.
/// </summary>
/// <param name="currentCamera">Render camera</param>
/// <param name="reflectionCamera">Reflection camera</param>
private void CreateResources(Camera currentCamera, out Camera reflectionCamera)
{
reflectionCamera = null;
// Render textures
if (_oldReflectionTextureSize != _textureSize)
{
CreateRenderTexture(ref _reflectionTextureLeft);
CreateRenderTexture(ref _reflectionTextureRight);
_oldReflectionTextureSize = _textureSize;
}
if (_reflectionTextureLeft == null)
{
CreateRenderTexture(ref _reflectionTextureLeft);
}
if (_reflectionTextureRight == null)
{
CreateRenderTexture(ref _reflectionTextureRight);
}
// Reflection camera
_reflectionCameras.TryGetValue(currentCamera, out reflectionCamera);
if (!reflectionCamera)
{
GameObject go = new GameObject($"{nameof(UxrPlanarReflectionBrp)} Camera", typeof(Camera), typeof(Skybox));
reflectionCamera = go.GetComponent<Camera>();
if (XRSettings.enabled == false)
{
reflectionCamera.fieldOfView = 60.0f;
}
reflectionCamera.transform.SetPositionAndRotation(transform);
reflectionCamera.enabled = true;
go.hideFlags = HideFlags.HideAndDontSave;
_reflectionCameras[currentCamera] = reflectionCamera;
if (_forceClearSkyBox)
{
reflectionCamera.clearFlags = CameraClearFlags.Skybox;
}
}
}
/// <summary>
/// Creates a render texture.
/// </summary>
/// <param name="texture">Texture to create</param>
private void CreateRenderTexture(ref RenderTexture texture)
{
if (texture)
{
DestroyImmediate(texture);
}
texture = new RenderTexture(_textureSize, _textureSize, 16);
texture.name = $"{nameof(UxrPlanarReflectionBrp)} Reflection";
texture.isPowerOfTwo = true;
texture.hideFlags = HideFlags.DontSave;
texture.filterMode = FilterMode.Trilinear;
texture.autoGenerateMips = true;
texture.useMipMap = true; // We will use auto mip-mapping in our shader for blur
}
#endregion
#region Private Types & Data
// Constants
private const string VarReflectionTexLeft = "_ReflectionTexLeft";
private const string VarReflectionTexRight = "_ReflectionTexRight";
private const string VarReflectionMaxLodBias = "_ReflectionMaxLODBias";
private const string VarReflectionTexelSize = "_ReflectionTexelSize";
private const string VarStereo = "_Stereo";
// Static
private static bool s_insideRendering;
// Internal
private readonly Dictionary<Camera, Camera> _reflectionCameras = new Dictionary<Camera, Camera>();
private RenderTexture _reflectionTextureLeft;
private RenderTexture _reflectionTextureRight;
private int _oldReflectionTextureSize;
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="UxrPlanarReflectionUrp.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System.Collections.Generic;
using UltimateXR.Avatar;
using UltimateXR.Core.Components;
using UltimateXR.Devices;
using UltimateXR.Extensions.Unity;
using UltimateXR.Extensions.Unity.Math;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.XR;
#if ULTIMATEXR_UNITY_URP
using UnityEngine.Rendering.Universal;
#endif
namespace UltimateXR.Rendering.FX
{
/// <summary>
/// Component that renders a planar reflection image of the scene on an object, using the URP pipeline:
/// <list type="bullet">
/// <item>
/// If either Mirror Transform or Mirror Renderer ar not set, it will try to get these components on the same
/// GameObjects where the planar reflection is.
/// </item>
/// <item>The mirror normal is determined by the -forward axis of Mirror Transform.</item>
/// <item>
/// For some reason the reflection will not work if the clear skybox is not set on the camera.
/// Unity doesn't seem to compute the projection matrices correctly.
/// </item>
/// <item>
/// The mirror renderer should have a material compatible with the URP planar reflection. They can be found
/// in the UltimateXR/FX/ category.
/// </item>
/// </list>
/// </summary>
public class UxrPlanarReflectionUrp : UxrComponent
{
#region Inspector Properties/Serialized Fields
// Inspector
[SerializeField] private bool _forceClearSkyBox;
[SerializeField] private Transform _mirrorTransform;
[SerializeField] private Renderer _mirrorRenderer;
[SerializeField] private Material _materialWhenDisabled;
[SerializeField] private bool _disablePixelLights = true;
[SerializeField] private int _textureSize = 1024;
[SerializeField] private float _clipPlaneOffset;
[SerializeField] private LayerMask _reflectLayers = -1;
#endregion
#region Unity
/// <summary>
/// Stores the current material so that a "cheap" material can be assigned when disabled and the original material
/// re-assigned when enabled back again.
/// </summary>
protected override void Awake()
{
base.Awake();
if (_mirrorRenderer != null)
{
_originalMaterial = _mirrorRenderer.sharedMaterial;
}
}
/// <summary>
/// Frees resources.
/// </summary>
protected override void OnDestroy()
{
base.OnDestroy();
foreach (KeyValuePair<Camera, Camera> camPair in _reflectionCameras)
{
if (camPair.Value != null)
{
DestroyImmediate(camPair.Value.gameObject);
}
}
if (_reflectionTextureLeft)
{
DestroyImmediate(_reflectionTextureLeft);
_reflectionTextureLeft = null;
}
if (_reflectionTextureRight)
{
DestroyImmediate(_reflectionTextureRight);
_reflectionTextureRight = null;
}
if (_renderCameraObject)
{
Destroy(_renderCameraObject);
_renderCameraObject = null;
}
_reflectionCameras.Clear();
}
/// <summary>
/// Subscribes to the URP camera rendering callback.
/// </summary>
protected override void OnEnable()
{
base.OnEnable();
if (_mirrorRenderer != null && _originalMaterial)
{
_mirrorRenderer.sharedMaterial = _originalMaterial;
}
RenderPipelineManager.beginCameraRendering += RenderPipelineManager_BeginCameraRendering;
}
/// <summary>
/// Unsubscribes from the URP camera rendering callback.
/// </summary>
protected override void OnDisable()
{
base.OnDisable();
RenderPipelineManager.beginCameraRendering -= RenderPipelineManager_BeginCameraRendering;
foreach (KeyValuePair<Camera, Camera> camPair in _reflectionCameras)
{
if (camPair.Value != null)
{
camPair.Value.enabled = false;
}
}
if (_mirrorRenderer != null && _materialWhenDisabled)
{
_mirrorRenderer.sharedMaterial = _materialWhenDisabled;
}
}
#endregion
#region Event Handling Methods
/// <summary>
/// Called by Unity when the rendering starts. It is used in this component to render the reflection.
/// </summary>
private void RenderPipelineManager_BeginCameraRendering(ScriptableRenderContext context, Camera renderCamera)
{
// Avoid other cameras except for the main one.
_mirrorTransform = _mirrorTransform ? _mirrorTransform : transform;
_mirrorRenderer = _mirrorRenderer ? _mirrorRenderer : GetComponent<Renderer>();
if (UxrAvatar.LocalAvatarCamera != renderCamera || !_mirrorRenderer || !_mirrorRenderer.sharedMaterial)
{
return;
}
// Avoid recursive rendering
if (s_insideRendering)
{
return;
}
s_insideRendering = true;
CreateResources(renderCamera, out Camera reflectionCamera);
// Lower quality for reflection
int oldPixelLightCount = QualitySettings.pixelLightCount;
if (_disablePixelLights)
{
QualitySettings.pixelLightCount = 0;
}
CopyCameraData(renderCamera, reflectionCamera);
// Update parameters
reflectionCamera.cullingMask = ~(1 << 4) & _reflectLayers.value;
if (TryGetComponent<Renderer>(out var theRenderer))
{
foreach (Material m in theRenderer.sharedMaterials)
{
if (m.HasProperty(VarReflectionTexLeft))
{
m.SetTexture(VarReflectionTexLeft, _reflectionTextureLeft);
}
if (m.HasProperty(VarReflectionTexRight))
{
m.SetTexture(VarReflectionTexRight, _reflectionTextureRight);
}
m.SetFloat(VarReflectionMaxLodBias, _reflectionTextureLeft.width == 0 ? 0.0f : Mathf.Log(_reflectionTextureLeft.width, 2.0f));
}
}
// Render
reflectionCamera.enabled = true;
reflectionCamera.targetTexture = _reflectionTextureLeft;
RenderReflection(context, renderCamera, reflectionCamera, true, true, _mirrorTransform.position, -_mirrorTransform.forward);
reflectionCamera.targetTexture = _reflectionTextureRight;
RenderReflection(context, renderCamera, reflectionCamera, true, false, _mirrorTransform.position, -_mirrorTransform.forward);
reflectionCamera.enabled = false;
// Restore quality
if (_disablePixelLights)
{
QualitySettings.pixelLightCount = oldPixelLightCount;
}
s_insideRendering = false;
}
#endregion
#region Private Methods
/// <summary>
/// Renders the reflection.
/// </summary>
/// <param name="context">Render context of the scriptable render pipeline</param>
/// <param name="renderCamera">Main camera</param>
/// <param name="reflectionCamera">Camera that will render reflection</param>
/// <param name="stereo">Is stereo mode active?</param>
/// <param name="isLeft">Is it the left eye in stereo mode?</param>
/// <param name="pos">Reflection plane position</param>
/// <param name="normal">Reflection plane normal</param>
private void RenderReflection(ScriptableRenderContext context, Camera renderCamera, Camera reflectionCamera, bool stereo, bool isLeft, Vector3 pos, Vector3 normal)
{
reflectionCamera.ResetWorldToCameraMatrix();
reflectionCamera.ResetCullingMatrix();
// Reflect camera using reflection plane
float d = -Vector3.Dot(normal, pos) - _clipPlaneOffset;
Vector4 reflectionPlane = new Vector4(normal.x, normal.y, normal.z, d);
Matrix4x4 reflection = Matrix4x4Ext.GetReflectionMatrix(reflectionPlane);
Matrix4x4 projection = renderCamera.projectionMatrix;
if (stereo && UxrTrackingDevice.GetHeadsetDevice(out InputDevice headsetDevice))
{
headsetDevice.TryGetFeatureValue(CommonUsages.leftEyePosition, out Vector3 leftEye);
headsetDevice.TryGetFeatureValue(CommonUsages.rightEyePosition, out Vector3 rightEye);
float ipd = Vector3.Distance(leftEye, rightEye);
if (isLeft)
{
reflectionCamera.transform.SetPositionAndRotation(renderCamera.transform.position - 0.5f * ipd * renderCamera.transform.right, renderCamera.transform.rotation);
projection = renderCamera.GetStereoProjectionMatrix(Camera.StereoscopicEye.Left);
}
else
{
reflectionCamera.transform.SetPositionAndRotation(renderCamera.transform.position + 0.5f * ipd * renderCamera.transform.right, renderCamera.transform.rotation);
projection = renderCamera.GetStereoProjectionMatrix(Camera.StereoscopicEye.Right);
}
}
else
{
reflectionCamera.transform.SetPositionAndRotation(renderCamera.transform);
}
// World->ReflectionCamera matrix
reflectionCamera.worldToCameraMatrix *= reflection;
// Create projection matrix. Near plane will be our reflection plane so that we will clip everything on the other side.
Vector4 clipPlane = GetCameraSpacePlane(reflectionCamera, _clipPlaneOffset, pos, normal, 1.0f);
projection = projection.GetObliqueMatrix(clipPlane);
reflectionCamera.projectionMatrix = projection;
reflectionCamera.cullingMatrix = reflectionCamera.projectionMatrix * reflectionCamera.worldToCameraMatrix;
// Render
GL.invertCulling = true;
#if ULTIMATEXR_UNITY_URP
UniversalRenderPipeline.RenderSingleCamera(context, reflectionCamera);
#endif
GL.invertCulling = false;
reflectionCamera.ResetWorldToCameraMatrix();
reflectionCamera.ResetCullingMatrix();
}
/// <summary>
/// Copies data from one camera to another.
/// </summary>
/// <param name="src">Source data</param>
/// <param name="dest">Destination data</param>
private void CopyCameraData(Camera src, Camera dest)
{
if (dest == null)
{
return;
}
if (_forceClearSkyBox == false)
{
dest.clearFlags = src.clearFlags;
dest.backgroundColor = src.backgroundColor;
if (src.clearFlags == CameraClearFlags.Skybox)
{
Skybox srcSky = src.GetComponent(typeof(Skybox)) as Skybox;
Skybox dstSky = dest.GetComponent(typeof(Skybox)) as Skybox;
if (dstSky)
{
if (!srcSky || !srcSky.material)
{
dstSky.enabled = false;
}
else
{
dstSky.enabled = true;
dstSky.material = srcSky.material;
}
}
}
}
dest.farClipPlane = src.farClipPlane;
dest.nearClipPlane = src.nearClipPlane;
dest.orthographic = src.orthographic;
if (XRSettings.enabled == false)
{
dest.fieldOfView = src.fieldOfView;
}
dest.aspect = src.aspect;
dest.orthographicSize = src.orthographicSize;
}
/// <summary>
/// Creates the internal resources if necessary.
/// </summary>
/// <param name="currentCamera">Render camera</param>
/// <param name="reflectionCamera">Reflection camera</param>
private void CreateResources(Camera currentCamera, out Camera reflectionCamera)
{
reflectionCamera = null;
// Render textures
if (_oldReflectionTextureSize != _textureSize)
{
CreateRenderTexture(ref _reflectionTextureLeft);
CreateRenderTexture(ref _reflectionTextureRight);
_oldReflectionTextureSize = _textureSize;
}
if (_reflectionTextureLeft == null)
{
CreateRenderTexture(ref _reflectionTextureLeft);
}
if (_reflectionTextureRight == null)
{
CreateRenderTexture(ref _reflectionTextureRight);
}
// Reflection camera
_reflectionCameras.TryGetValue(currentCamera, out reflectionCamera);
if (!reflectionCamera)
{
if (_renderCameraObject != null)
{
reflectionCamera = _renderCameraObject.GetComponent<Camera>();
}
else
{
_renderCameraObject = new GameObject($"{nameof(UxrPlanarReflectionUrp)} Camera", typeof(Camera), typeof(Skybox));
reflectionCamera = _renderCameraObject.GetComponent<Camera>();
}
if (XRSettings.enabled == false)
{
reflectionCamera.fieldOfView = 60.0f;
}
reflectionCamera.transform.SetPositionAndRotation(transform);
reflectionCamera.enabled = true;
//go.hideFlags = HideFlags.HideAndDontSave;
_reflectionCameras[currentCamera] = reflectionCamera;
if (_forceClearSkyBox)
{
reflectionCamera.clearFlags = CameraClearFlags.Skybox;
}
reflectionCamera.enabled = false;
}
}
/// <summary>
/// Creates a render texture.
/// </summary>
/// <param name="texture">Texture to create</param>
private void CreateRenderTexture(ref RenderTexture texture)
{
if (texture)
{
DestroyImmediate(texture);
}
texture = new RenderTexture(_textureSize, _textureSize, 16);
texture.name = $"{nameof(UxrPlanarReflectionUrp)} Reflection";
texture.isPowerOfTwo = true;
texture.hideFlags = HideFlags.DontSave;
texture.filterMode = FilterMode.Trilinear;
texture.autoGenerateMips = true;
texture.useMipMap = true; // Mip mapping can be used in shaders for blurring
}
/// <summary>
/// Given a plane point and normal in world coordinates, computes the plane in camera space.
/// </summary>
/// <param name="cam">Camera</param>
/// <param name="offset">Clip plane offset</param>
/// <param name="position">Point in plane</param>
/// <param name="normal">Plane normal</param>
/// <param name="sideSign">Plane side of the camera</param>
/// <returns>Plane in camera space</returns>
private Vector4 GetCameraSpacePlane(Camera cam, float offset, Vector3 position, Vector3 normal, float sideSign)
{
Vector3 offsetPos = position + normal * offset;
Matrix4x4 m = cam.worldToCameraMatrix;
Vector3 cpos = m.MultiplyPoint(offsetPos);
Vector3 cnormal = m.MultiplyVector(normal).normalized * sideSign;
return new Vector4(cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos, cnormal));
}
#endregion
#region Private Types & Data
// Constants
private const string VarReflectionTexLeft = "_ReflectionTexLeft";
private const string VarReflectionTexRight = "_ReflectionTexRight";
private const string VarReflectionMaxLodBias = "_ReflectionMaxLODBias";
// Static
private static bool s_insideRendering;
private readonly Dictionary<Camera, Camera> _reflectionCameras = new Dictionary<Camera, Camera>();
// Internal
private GameObject _renderCameraObject;
private RenderTexture _reflectionTextureLeft;
private RenderTexture _reflectionTextureRight;
private int _oldReflectionTextureSize;
private Material _originalMaterial;
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="UxrLODGroup.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System.Collections;
using UltimateXR.Avatar;
using UltimateXR.Core;
using UltimateXR.Core.Components;
using UltimateXR.Core.Settings;
using UltimateXR.Extensions.Unity.Render;
using UltimateXR.Locomotion;
using UnityEngine;
namespace UltimateXR.Rendering.LOD
{
/// <summary>
/// Fixes LOD levels in VR, which by default do not work correctly. See
/// https://forum.unity.com/threads/lodgroup-in-vr.455394/.<br />
/// In addition, when using non-smooth locomotion, it can switch LOD levels only when the avatar moved.
/// This avoids LOD switching caused by head movement, where the camera is. When using a smooth locomotion
/// system it will use regular LOD switching.<br />
/// Using LOD switching on teleports only can be disabled using the "Only Fix LOD Bias" parameter.
/// </summary>
[RequireComponent(typeof(LODGroup))]
public class UxrLODGroup : UxrComponent<UxrLODGroup>
{
#region Inspector Properties/Serialized Fields
[SerializeField] private bool _onlyFixLodBias;
#endregion
#region Public Types & Data
/// <summary>
/// Gets the Unity LODGroup component.
/// </summary>
public LODGroup UnityLODGroup => GetCachedComponent<LODGroup>();
#endregion
#region Unity
/// <summary>
/// Subscribes to the global event called whenever any <see cref="UxrLocomotion" /> component is enabled.
/// </summary>
protected override void Awake()
{
base.Awake();
if (!_onlyFixLodBias)
{
UxrAvatar.LocalAvatarChanged += UxrAvatar_LocalAvatarChanged;
}
}
/// <summary>
/// Unsubscribes from the global event called whenever any <see cref="UxrLocomotion" /> component is enabled.
/// </summary>
protected override void OnDestroy()
{
base.OnDestroy();
if (!_onlyFixLodBias)
{
UxrAvatar.LocalAvatarChanged -= UxrAvatar_LocalAvatarChanged;
}
}
/// <summary>
/// Subscribes to the event called whenever an avatar was moved.
/// Also starts the LOD Bias fix coroutine and sets up the correct LOD level if there is a local avatar.
/// </summary>
protected override void OnEnable()
{
base.OnEnable();
if (!_onlyFixLodBias)
{
UxrAvatar.GlobalAvatarMoved += UxrAvatar_GlobalAvatarMoved;
UpdateMode(UxrAvatar.LocalAvatar);
}
StartCoroutine(FixLodBiasCoroutine());
}
/// <summary>
/// Unsubscribes from the event called whenever an avatar was moved.
/// </summary>
protected override void OnDisable()
{
base.OnDisable();
if (!_onlyFixLodBias)
{
UxrAvatar.GlobalAvatarMoved -= UxrAvatar_GlobalAvatarMoved;
UnityLODGroup.ForceLOD(-1);
}
}
#endregion
#region Coroutines
/// <summary>
/// Fixes the LOD bias so that the LOD switching in VR behaves like in the editor.
/// From: https://forum.unity.com/threads/lodgroup-in-vr.455394/
/// </summary>
/// <returns>Coroutine enumerator</returns>
private IEnumerator FixLodBiasCoroutine()
{
// Wait until the camera gets the correct VR FOV
yield return null;
yield return null;
yield return null;
while (UxrAvatar.LocalAvatarCamera == null)
{
if (UxrAvatar.LocalAvatar != null && UxrAvatar.LocalStandardAvatarController == null)
{
// Replay or other.
yield break;
}
yield return null;
}
// Fix?
if (!s_lodGroupFixed)
{
float oldLodBias = QualitySettings.lodBias;
float editorCameraRadians = Mathf.PI / 3.0f;
QualitySettings.lodBias *= Mathf.Tan(UxrAvatar.LocalAvatarCamera.fieldOfView * Mathf.Deg2Rad / 2) / Mathf.Tan(editorCameraRadians / 2);
s_lodGroupFixed = true;
if (UxrGlobalSettings.Instance.LogLevelRendering >= UxrLogLevel.Relevant)
{
Debug.Log($"{UxrConstants.RenderingModule}: Fixing LOD Bias for VR cameras. Old value = {oldLodBias}, new value = {QualitySettings.lodBias}.");
}
}
}
#endregion
#region Event Handling Methods
/// <summary>
/// Called whenever the local avatar changed. We use it to store whether the current local avatar
/// uses smooth locomotion.
/// </summary>
/// <param name="sender">Event sender</param>
/// <param name="e">Event parameters</param>
private void UxrAvatar_LocalAvatarChanged(object sender, UxrAvatarEventArgs e)
{
UpdateMode(e.Avatar);
}
/// <summary>
/// Called whenever an avatar moved. In non-smooth locomotion mode it will be used to switch LOD levels manually.
/// </summary>
/// <param name="sender">Event sender</param>
/// <param name="e">Event parameters</param>
private void UxrAvatar_GlobalAvatarMoved(object sender, UxrAvatarMoveEventArgs e)
{
UxrAvatar avatar = sender as UxrAvatar;
if (avatar == UxrAvatar.LocalAvatar && !_isSmoothLocomotionEnabled)
{
EnableLevelRenderers(avatar.CameraComponent);
}
}
#endregion
#region Private Methods
/// <summary>
/// Manually enables the LOD levels for a given camera.
/// </summary>
/// <param name="cam"></param>
private void EnableLevelRenderers(Camera cam)
{
UnityLODGroup.ForceLOD(UnityLODGroup.GetVisibleLevel(cam));
}
/// <summary>
/// Updates the continuous/discrete operation mode of the component.
/// </summary>
/// <param name="avatar">Avatar to update the current mode for</param>
private void UpdateMode(UxrAvatar avatar)
{
_isSmoothLocomotionEnabled = avatar != null && avatar.AvatarController != null && avatar.AvatarController.UsesSmoothLocomotion;
bool autoLod = _isSmoothLocomotionEnabled || avatar == null || avatar.CameraComponent == null;
if (!autoLod)
{
if (avatar != null && avatar.CameraComponent != null)
{
EnableLevelRenderers(avatar.CameraComponent);
}
}
else
{
UnityLODGroup.EnableAllLevelRenderers();
UnityLODGroup.ForceLOD(-1);
}
}
#endregion
#region Private Types & Data
private static bool s_lodGroupFixed;
private bool _isSmoothLocomotionEnabled = true;
#endregion
}
}

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