SteamVR_Fade.cs 4.25 KB
//======= 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();
            }
        }
    }
}