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