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在使用VR的时候,用头盔看场景会出现闪面的问题,闪面原因之一是Camera的Clipping Planes的值过于小的引起的,而我们将Clipping Planes的值调高后,手柄又会看不见,所以我们创建两个摄影机,一个摄影机专门用来渲染手柄。另一个渲染画面
代码:先创建两个相机

 private static void InitVRCamera()
 {
      var eye = CreateCameraEye();
      eye.transform.SetParent(vrCmaeraPrent);
      var gamePadEye = CreateCameraGamepadEye();
      gamePadEye.transform.SetParent(vrCmaeraPrent);
 }

在渲染的时候通过layer来区分渲染

		//主VR摄像机
  		private static GameObject CreateCameraEye()
        {
            var createCameraEye = new GameObject("Camera (eye)")
            {
                tag = "MainCamera"
            };
            
            var camera = createCameraEye.AddComponent<Camera>();
            camera.clearFlags = CameraClearFlags.Skybox;
            camera.backgroundColor = new Color32(49, 77, 121, 5);
            camera.useOcclusionCulling = false;
            camera.orthographic = false;
            camera.nearClipPlane = 0.5f;
            camera.farClipPlane = 100000000;
            camera.depth               = -1;
            camera.useOcclusionCulling = true;
            camera.allowHDR            = false;
            camera.stereoTargetEye     = StereoTargetEyeMask.Both;
            camera.cullingMask         = Layer.SceneVRCullingMask;
            
            createCameraEye.AddComponent<FlareLayer>();
            createCameraEye.AddComponent<SteamVR_Camera>();
            
            GameObject earsGameObject = CreateCameraEars();
            earsGameObject.transform.SetParent(createCameraEye.transform);

            var collider = createCameraEye.AddComponent<CapsuleCollider>();
            collider.radius = .5f;
            collider.height = 2;
            var rigidbody = createCameraEye.AddComponent<Rigidbody>();
            rigidbody.useGravity = false;
            rigidbody.isKinematic = true;

            return createCameraEye;
        }

		//渲染手柄的摄像机
	    private static GameObject CreateCameraGamepadEye()
        {
            var gamepadGameObject = new GameObject("CameraGamePad (eye)");
            var gamepadCamera = gamepadGameObject.AddComponent<Camera>();
            gamepadCamera.nearClipPlane = 0.01f;
            gamepadCamera.farClipPlane = 5f;
            gamepadCamera.cullingMask         = Layer.VRGamepadCullingMask;   //只渲染手柄的layer
            gamepadCamera.depth = 5;
            gamepadCamera.clearFlags = CameraClearFlags.Depth;
            return gamepadGameObject;
        }

这样就可以有效的解决一部分闪面问题