/* * Copyright (c) Meta Platforms, Inc. and affiliates. * All rights reserved. * * Licensed under the Oculus SDK License Agreement (the "License"); * you may not use the Oculus SDK except in compliance with the License, * which is provided at the time of installation or download, or which * otherwise accompanies this software in either electronic or hard copy form. * * You may obtain a copy of the License at * * https://developer.oculus.com/licenses/oculussdk/ * * Unless required by applicable law or agreed to in writing, the Oculus SDK * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #nullable enable using UnityEngine; using UnityEngine.Rendering; public class ToggleMaterialsForRendering : MonoBehaviour { [SerializeField] private Material? builtInMaterial; [SerializeField] private Material? urpMaterial; private void Start() { // Get the current rendering pipeline bool isBuiltInPipeline = GraphicsSettings.renderPipelineAsset == null; bool isUrpPipeline = GraphicsSettings.renderPipelineAsset != null && GraphicsSettings.renderPipelineAsset.GetType().Name == "UniversalRenderPipelineAsset"; if (isBuiltInPipeline && builtInMaterial != null) { GetComponent().material = builtInMaterial; } else if (isUrpPipeline && urpMaterial != null) { GetComponent().material = urpMaterial; } else { Debug.LogWarning($"Skipping setting materials for {gameObject.name} based on rendering pipeline, material is not set.."); } } }