//======= Copyright (c) Valve Corporation, All rights reserved. =============== // // Purpose: CameraFade script adapted to work with SteamVR. // // Usage: Add to your top level SteamVR_Camera (the one with ApplyDistoration // checked) and drag a reference to this component into SteamVR_Camera // RenderComponents list. Then call the static helper function // SteamVR_Fade.Start with the desired color and duration. // Use a duration of zero to set the start color. // // Example: Fade down from black over one second. // SteamVR_Fade.Start(Color.black, 0); // SteamVR_Fade.Start(Color.clear, 1); // // Note: This component is provided to fade out a single camera layer's // scene view. If instead you want to fade the entire view, use: // SteamVR_Fade.View(Color.black, 1); // (Does not affect the game view, however.) // //============================================================================= using UnityEngine; using Valve.VR; namespace Valve.VR { public class SteamVR_Fade : MonoBehaviour { private Color currentColor = new Color(0, 0, 0, 0); // default starting color: black and fully transparent private Color targetColor = new Color(0, 0, 0, 0); // default target color: black and fully transparent private Color deltaColor = new Color(0, 0, 0, 0); // the delta-color is basically the "speed / second" at which the current color should change private bool fadeOverlay = false; static public void Start(Color newColor, float duration, bool fadeOverlay = false) { SteamVR_Events.Fade.Send(newColor, duration, fadeOverlay); } static public void View(Color newColor, float duration) { var compositor = OpenVR.Compositor; if (compositor != null) compositor.FadeToColor(duration, newColor.r, newColor.g, newColor.b, newColor.a, false); } #if TEST_FADE_VIEW void Update() { if (Input.GetKeyDown(KeyCode.Space)) { SteamVR_Fade.View(Color.black, 0); SteamVR_Fade.View(Color.clear, 1); } } #endif public void OnStartFade(Color newColor, float duration, bool fadeOverlay) { if (duration > 0.0f) { targetColor = newColor; deltaColor = (targetColor - currentColor) / duration; } else { currentColor = newColor; } } static Material fadeMaterial = null; static int fadeMaterialColorID = -1; void OnEnable() { if (fadeMaterial == null) { fadeMaterial = new Material(Shader.Find("Custom/SteamVR_Fade")); fadeMaterialColorID = Shader.PropertyToID("fadeColor"); } SteamVR_Events.Fade.Listen(OnStartFade); SteamVR_Events.FadeReady.Send(); } void OnDisable() { SteamVR_Events.Fade.Remove(OnStartFade); } void OnPostRender() { if (currentColor != targetColor) { // if the difference between the current alpha and the desired alpha is smaller than delta-alpha * deltaTime, then we're pretty much done fading: if (Mathf.Abs(currentColor.a - targetColor.a) < Mathf.Abs(deltaColor.a) * Time.deltaTime) { currentColor = targetColor; deltaColor = new Color(0, 0, 0, 0); } else { currentColor += deltaColor * Time.deltaTime; } if (fadeOverlay) { var overlay = SteamVR_Overlay.instance; if (overlay != null) { overlay.alpha = 1.0f - currentColor.a; } } } if (currentColor.a > 0 && fadeMaterial) { fadeMaterial.SetColor(fadeMaterialColorID, currentColor); fadeMaterial.SetPass(0); GL.Begin(GL.QUADS); GL.Vertex3(-1, -1, 0); GL.Vertex3(1, -1, 0); GL.Vertex3(1, 1, 0); GL.Vertex3(-1, 1, 0); GL.End(); } } } }