Add XR sample assets and update settings

This commit is contained in:
2026-01-21 14:18:30 +01:00
parent da213b4475
commit 0ae28bf32d
1990 changed files with 506411 additions and 76 deletions

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Shader "Lit/XRCompositionLayers/Sample"
{
Properties
{
// Specular vs Metallic workflow
_WorkflowMode("WorkflowMode", Float) = 1.0
[MainTexture] _BaseMap("Albedo", 2D) = "white" {}
[MainColor] _BaseColor("Color", Color) = (1,1,1,1)
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
_SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
_Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_MetallicGlossMap("Metallic", 2D) = "white" {}
_SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
_SpecGlossMap("Specular", 2D) = "white" {}
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
_BumpScale("Scale", Float) = 1.0
_BumpMap("Normal Map", 2D) = "bump" {}
_Parallax("Scale", Range(0.005, 0.08)) = 0.005
_ParallaxMap("Height Map", 2D) = "black" {}
_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
_OcclusionMap("Occlusion", 2D) = "white" {}
[HDR] _EmissionColor("Color", Color) = (0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
_DetailMask("Detail Mask", 2D) = "white" {}
_DetailAlbedoMapScale("Scale", Range(0.0, 2.0)) = 1.0
_DetailAlbedoMap("Detail Albedo x2", 2D) = "linearGrey" {}
_DetailNormalMapScale("Scale", Range(0.0, 2.0)) = 1.0
[Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {}
// SRP batching compatibility for Clear Coat (Not used in Lit)
[HideInInspector] _ClearCoatMask("_ClearCoatMask", Float) = 0.0
[HideInInspector] _ClearCoatSmoothness("_ClearCoatSmoothness", Float) = 0.0
// Blending state
_Surface("__surface", Float) = 0.0
_Blend("__blend", Float) = 0.0
_Cull("__cull", Float) = 2.0
[ToggleUI] _AlphaClip("__clip", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _SrcBlendAlpha("__srcA", Float) = 1.0
[HideInInspector] _DstBlendAlpha("__dstA", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
[HideInInspector] _BlendModePreserveSpecular("_BlendModePreserveSpecular", Float) = 1.0
[HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0
[ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0
// Editmode props
_QueueOffset("Queue offset", Float) = 0.0
// ObsoleteProperties
[HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
[HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1)
[HideInInspector] _GlossMapScale("Smoothness", Float) = 0.0
[HideInInspector] _Glossiness("Smoothness", Float) = 0.0
[HideInInspector] _GlossyReflections("EnvironmentReflections", Float) = 0.0
[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
}
SubShader
{
PackageRequirements
{
"com.unity.render-pipelines.universal": "12.0"
}
// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
// this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
// material work with both Universal Render Pipeline and Builtin Unity Pipeline
Tags
{
"RenderType" = "Opaque"
"RenderPipeline" = "UniversalPipeline"
"UniversalMaterialType" = "Lit"
"IgnoreProjector" = "True"
}
LOD 300
// ------------------------------------------------------------------
// Forward pass. Shades all light in a single pass. GI + emission + Fog
Pass
{
// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
// no LightMode tag are also rendered by Universal Render Pipeline
Name "ForwardLit"
Tags
{
"LightMode" = "UniversalForward"
}
// -------------------------------------
// Render State Commands
Blend[_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha]
ZWrite[_ZWrite]
Cull[_Cull]
AlphaToMask[_AlphaToMask]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex LitPassVertex
#pragma fragment LitPassFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local _PARALLAXMAP
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
#pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
#pragma shader_feature_local_fragment _EMISSION
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature_local_fragment _OCCLUSIONMAP
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
#pragma shader_feature_local_fragment _SPECULAR_SETUP
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _LIGHT_LAYERS
#pragma multi_compile _ _FORWARD_PLUS
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#pragma multi_compile_fragment _ DEBUG_DISPLAY
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl"
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags
{
"LightMode" = "ShadowCaster"
}
// -------------------------------------
// Render State Commands
ZWrite On
ZTest LEqual
ColorMask 0
Cull[_Cull]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _ALPHATEST_ON
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
// -------------------------------------
// Universal Pipeline keywords
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
// This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
ENDHLSL
}
Pass
{
// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
// no LightMode tag are also rendered by Universal Render Pipeline
Name "GBuffer"
Tags
{
"LightMode" = "UniversalGBuffer"
}
// -------------------------------------
// Render State Commands
ZWrite[_ZWrite]
ZTest LEqual
Cull[_Cull]
HLSLPROGRAM
#pragma target 4.5
// Deferred Rendering Path does not support the OpenGL-based graphics API:
// Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0.
#pragma exclude_renderers gles3 glcore
// -------------------------------------
// Shader Stages
#pragma vertex LitGBufferPassVertex
#pragma fragment LitGBufferPassFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local_fragment _ALPHATEST_ON
//#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
#pragma shader_feature_local_fragment _EMISSION
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature_local_fragment _OCCLUSIONMAP
#pragma shader_feature_local _PARALLAXMAP
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
#pragma shader_feature_local_fragment _SPECULAR_SETUP
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
//#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
//#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitGBufferPass.hlsl"
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags
{
"LightMode" = "DepthOnly"
}
// -------------------------------------
// Render State Commands
ZWrite On
ColorMask R
Cull[_Cull]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _ALPHATEST_ON
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
ENDHLSL
}
// This pass is used when drawing to a _CameraNormalsTexture texture
Pass
{
Name "DepthNormals"
Tags
{
"LightMode" = "DepthNormals"
}
// -------------------------------------
// Render State Commands
ZWrite On
Cull[_Cull]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex DepthNormalsVertex
#pragma fragment DepthNormalsFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local _PARALLAXMAP
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
// -------------------------------------
// Universal Pipeline keywords
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitDepthNormalsPass.hlsl"
ENDHLSL
}
// This pass it not used during regular rendering, only for lightmap baking.
Pass
{
Name "Meta"
Tags
{
"LightMode" = "Meta"
}
// -------------------------------------
// Render State Commands
Cull Off
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex UniversalVertexMeta
#pragma fragment UniversalFragmentMetaLit
// -------------------------------------
// Material Keywords
#pragma shader_feature_local_fragment _SPECULAR_SETUP
#pragma shader_feature_local_fragment _EMISSION
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
#pragma shader_feature_local_fragment _SPECGLOSSMAP
#pragma shader_feature EDITOR_VISUALIZATION
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
ENDHLSL
}
Pass
{
Name "Universal2D"
Tags
{
"LightMode" = "Universal2D"
}
// -------------------------------------
// Render State Commands
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
Cull[_Cull]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex vert
#pragma fragment frag
// -------------------------------------
// Material Keywords
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
ENDHLSL
}
}
FallBack "Standard"
CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.LitShader"
}

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# Composition Layers Sample
Demonstrates how to use Composition Layers.

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#if UNITY_EDITOR
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
/// <summary>
/// This script is used to ensure that the correct Projection Eye Rig layers are created and assigned to the objects in the sample scene.
/// </summary>
/// <remarks>
/// When creating a new Projection Eye Rig, a layer is created and is also removed from the main camera culling mask.
/// As the sample scene uses a Projection Eye Rig, this script ensures that the layers are created and assigned correctly.
/// </remarks>
[InitializeOnLoad]
public static class SampleLayers
{
const string k_ScenePath = "Sample Composition Layers Scene/Scenes/SampleCompositionLayersScene.unity";
static (string, int)[] s_CreatedLayers =
{
("Midground Objects Layer", 8)
};
static SerializedObject s_TagManager;
static SerializedProperty s_Layers;
static SampleLayers()
{
EditorSceneManager.sceneOpened += (scene, _) =>
{
s_TagManager = new SerializedObject(AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/TagManager.asset")[0]);
s_Layers = s_TagManager.FindProperty("layers");
if (scene.path.Contains(k_ScenePath))
AssignIncorrectLayers();
};
}
static void AssignIncorrectLayers()
{
foreach (var (currentLayer, currentIndex) in s_CreatedLayers)
{
GameObject[] objectsWithLayer = FindObjectsWithLayer(currentIndex);
if (objectsWithLayer.Length == 0)
continue;
string layerName = GetLayerNameFromIndex(currentIndex);
if (layerName == string.Empty || layerName != currentLayer) // Layer is empty or Layer is not empty and has a different name
{
int newLayer = CreateLayerAndAssignObjects(currentLayer, objectsWithLayer);
RemoveLayerFromCamera(newLayer);
}
}
}
static void RemoveLayerFromCamera(int layer)
{
var camera = Camera.main;
if (camera == null)
return;
camera.cullingMask &= ~(1 << layer);
}
static int CreateLayerAndAssignObjects(string layerName, GameObject[] objects)
{
int layer = CreateLayer(layerName);
foreach (var go in objects)
{
// Special case for cameras
if (go.TryGetComponent<Camera>(out var camera))
camera.cullingMask = 1 << layer;
go.layer = layer;
}
return layer;
}
static int CreateLayer(string layerName)
{
int index = LayerExists(layerName);
if (index != -1) return index;
for (int i = 8; i < s_Layers.arraySize; i++)
{
SerializedProperty layer = s_Layers.GetArrayElementAtIndex(i);
if (string.IsNullOrEmpty(layer.stringValue))
{
index = i;
break;
}
}
SerializedProperty newLayerProperty = s_Layers.GetArrayElementAtIndex(index);
newLayerProperty.stringValue = layerName;
s_TagManager.ApplyModifiedProperties();
return index;
}
static int LayerExists(string layerName)
{
for (int i = 8; i < s_Layers.arraySize; i++)
{
SerializedProperty layer = s_Layers.GetArrayElementAtIndex(i);
if (layer.stringValue == layerName)
return i;
}
return -1;
}
static GameObject[] FindObjectsWithLayer(int layer)
{
var goArray = Object.FindObjectsByType<GameObject>(FindObjectsSortMode.None);
var objectsWithLayer = new List<GameObject>();
foreach (var go in goArray)
if (go.layer == layer)
objectsWithLayer.Add(go);
return objectsWithLayer.ToArray();
}
static string GetLayerNameFromIndex(int layer)
{
return s_Layers.GetArrayElementAtIndex(layer).stringValue;
}
}
#endif // UNITY_EDITOR

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# Andriod Surface Sample
Demonstrates testing of a still imgae for Adriod Surface Layer in the Composition Layers Package using the Unity.

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using UnityEngine;
using System.Runtime.InteropServices;
/// <summary>
/// A static class that initializes a test surface on Android
/// using Java Native Interface (JNI) calls. It facilitates interaction between Unity and
/// Android native code, particularly for handling texture and surface operations.
/// </summary>
public static class AndroidTestSurface
{
private static System.IntPtr? _TestSurfaceClass;
private static System.IntPtr initTestSurfaceMethodId;
/// <summary>
/// Gets the reference to the Java class 'TestSurface'. It uses JNI to find and hold a
/// global reference to the class for future use.
/// </summary>
private static System.IntPtr TestSurfaceClass
{
get
{
if (!_TestSurfaceClass.HasValue)
{
try
{
// Find the Java class and create a global reference
System.IntPtr testSurfaceClassLocal = AndroidJNI.FindClass("com/unity/xr/compositorlayers/TestSurface");
if (testSurfaceClassLocal != System.IntPtr.Zero)
{
_TestSurfaceClass = AndroidJNI.NewGlobalRef(testSurfaceClassLocal);
AndroidJNI.DeleteLocalRef(testSurfaceClassLocal);
}
else
{
Debug.LogError("Failed to find Java class `TestSurface`");
_TestSurfaceClass = System.IntPtr.Zero;
}
}
catch (System.Exception ex)
{
Debug.LogError("Exception occurred while finding Java class `TestSurface`");
Debug.LogException(ex);
_TestSurfaceClass = System.IntPtr.Zero;
}
}
return _TestSurfaceClass.GetValueOrDefault();
}
}
/// <summary>
/// Initializes a test surface using a JNI call to the 'InitTestSurface' method of the
/// 'TestSurface' Java class. It passes a native Android object and a texture converted to
/// a Bitmap to the Java method.
/// </summary>
/// <param name="jobject">The native Android object to which the surface is attached.</param>
/// <param name="texture">The Unity Texture2D to be converted and passed as a Bitmap.</param>
public static void InitTestSurface(System.IntPtr jobject, Texture2D texture)
{
if (initTestSurfaceMethodId == System.IntPtr.Zero)
{
// Retrieve the method ID for 'InitTestSurface'
initTestSurfaceMethodId = AndroidJNI.GetStaticMethodID(TestSurfaceClass, "InitTestSurface", "(Ljava/lang/Object;Landroid/graphics/Bitmap;)V");
}
// Convert the texture to a Bitmap and call the Java method
using (AndroidJavaObject bitmap = Texture2DToBitmap(texture))
{
System.IntPtr bitmapPtr = bitmap.GetRawObject();
jvalue[] args = new jvalue[2];
args[0] = new jvalue { l = jobject };
args[1] = new jvalue { l = bitmapPtr };
AndroidJNI.CallStaticVoidMethod(TestSurfaceClass, initTestSurfaceMethodId, args);
}
}
/// <summary>
/// Converts a Unity Texture2D to an Android Bitmap object. This is used to pass textures
/// from Unity to Android native code.
/// </summary>
/// <param name="texture">The Unity Texture2D to be converted.</param>
/// <returns>An AndroidJavaObject representing the Bitmap.</returns>
private static AndroidJavaObject Texture2DToBitmap(Texture2D texture)
{
byte[] imageBytes = texture.EncodeToPNG();
sbyte[] signedImageBytes = (sbyte[])(System.Array)imageBytes;
using (AndroidJavaClass byteBufferClass = new AndroidJavaClass("java.nio.ByteBuffer"))
{
AndroidJavaObject byteBuffer = byteBufferClass.CallStatic<AndroidJavaObject>("wrap", signedImageBytes);
using (AndroidJavaClass bitmapFactory = new AndroidJavaClass("android.graphics.BitmapFactory"))
{
AndroidJavaObject bitmap = bitmapFactory.CallStatic<AndroidJavaObject>("decodeByteArray", byteBuffer.Call<sbyte[]>("array"), 0, signedImageBytes.Length);
if (SystemInfo.graphicsDeviceType == UnityEngine.Rendering.GraphicsDeviceType.OpenGLES3)
{
using (var matrix = new AndroidJavaObject("android.graphics.Matrix"))
{
matrix.Call<bool>("preScale", 1.0f, -1.0f);
using (var bitmapClass = new AndroidJavaClass("android.graphics.Bitmap"))
{
AndroidJavaObject flippedBitmap = bitmapClass.CallStatic<AndroidJavaObject>("createBitmap",
bitmap, 0, 0, bitmap.Call<int>("getWidth"), bitmap.Call<int>("getHeight"), matrix, false);
return flippedBitmap;
}
}
}
return bitmap;
}
}
}
}

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#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEngine;
/// <summary>
/// A class that ensures that the Android minimum SDK version meets certain requirements.
/// </summary>
[InitializeOnLoad]
public class AndroidBuildSettings : IPreprocessBuildWithReport
{
/// Specifies the order in which this pre-build process should be executed.
public int callbackOrder { get { return 0; } }
/// Static constructor called on load to initially set Android build settings.
static AndroidBuildSettings()
{
SetAndroidBuildSettings();
}
/// <summary>
/// Called before the build process begins. Ensures Android build settings are correctly set.
/// </summary>
/// <param name="report">Contains information about the build, such as its target platform and output path.</param>
public void OnPreprocessBuild(BuildReport report)
{
SetAndroidBuildSettings();
}
/// <summary>
/// Sets the minimum SDK version for Android builds to a specified level if it is currently set lower.
/// This ensures compatibility with features provided in composition layers.
/// </summary>
private static void SetAndroidBuildSettings()
{
if (PlayerSettings.Android.minSdkVersion < AndroidSdkVersions.AndroidApiLevel24)
{
PlayerSettings.Android.minSdkVersion = AndroidSdkVersions.AndroidApiLevel24;
Debug.Log("Android minimum SDK version has been updated to Level 24. The lowest level supported by the composition layers package.");
}
}
}
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#if UNITY_EDITOR && UNITY_ANDROID
using UnityEditor;
using UnityEditor.Android;
using System.IO;
using UnityEngine;
/// <summary>
/// This class primarily focuses on copying specific files
/// from a source folder to the Android project's assets directory after the Gradle project
/// has been generated.
/// </summary>
public class UploadAndroidFiles : IPostGenerateGradleAndroidProject
{
/// <summary>
/// Specifies the order in which this post-processing task should be executed.
/// </summary>
public int callbackOrder => 1;
/// <summary>
/// Called after the Gradle Android project is generated. Copies files from a specified
/// source folder to the project's assets directory.
/// </summary>
/// <param name="path">The path to the generated Gradle project.</param>
public void OnPostGenerateGradleAndroidProject(string path)
{
string sourceFolder = Path.Combine(Application.dataPath, "Samples/XR Composition Layers/2.2.0/Sample External Android Surface Project/StreamingAssets");
string destinationFolder = Path.Combine(path, "src/main/assets");
// Create the destination folder if it does not exist
if (!Directory.Exists(destinationFolder))
{
Directory.CreateDirectory(destinationFolder);
}
CopyFilesRecursively(sourceFolder, destinationFolder);
}
/// <summary>
/// Copies all files and subdirectories from a source path to a target path recursively.
/// </summary>
/// <param name="sourcePath">The source directory path.</param>
/// <param name="targetPath">The target directory path where files should be copied.</param>
private static void CopyFilesRecursively(string sourcePath, string targetPath)
{
// Copy each file in the source directory to the target directory
foreach (string filePath in Directory.GetFiles(sourcePath))
{
string fileName = Path.GetFileName(filePath);
string destFile = Path.Combine(targetPath, fileName);
File.Copy(filePath, destFile, true);
}
// Recursively copy each subdirectory
foreach (string subdirectoryPath in Directory.GetDirectories(sourcePath))
{
string subdirectoryName = Path.GetFileName(subdirectoryPath);
string destSubdirectory = Path.Combine(targetPath, subdirectoryName);
if (!Directory.Exists(destSubdirectory))
{
Directory.CreateDirectory(destSubdirectory);
}
CopyFilesRecursively(subdirectoryPath, destSubdirectory);
}
}
}
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using UnityEngine;
using System;
using System.Collections;
using System.IO;
using Unity.XR.CompositionLayers;
#if UNITY_XR_OPENXR_COMPLAYER
using UnityEngine.XR.OpenXR.CompositionLayers;
#endif
using UnityEngine.Networking;
/// <summary>
/// Class for loading and displaying an image on Android devices.
/// </summary>
public class TestAndroidImage : MonoBehaviour
{
public string ImageName;
/// <summary>
/// Coroutine started upon script activation to initiate image loading.
/// </summary>
/// <returns>IEnumerator for coroutine management.</returns>
private IEnumerator Start()
{
yield return StartCoroutine(LoadImage());
}
/// <summary>
/// Main coroutine handling the image loading process based on the platform.
/// Loads an image using specified ImageName and displays it if found.
/// </summary>
/// <returns>IEnumerator for coroutine management.</returns>
private IEnumerator LoadImage()
{
if (!string.IsNullOrEmpty(ImageName))
{
Texture2D image = null;
#if UNITY_EDITOR
// Load image for Unity Editor
image = LoadImageForEditor();
#elif UNITY_ANDROID
// Load image for Android
yield return StartCoroutine(LoadImageForAndroid(loadedImage => image = loadedImage));
#endif
if (image != null)
{
// Display the loaded image
yield return DisplayImage(image);
}
else
{
Debug.LogError("Image not found at path: " + ImageName);
}
}
}
#if UNITY_EDITOR
/// <summary>
/// Loads an image from the project's assets when running in the Unity Editor.
/// </summary>
/// <returns>Texture2D - The loaded image texture.</returns>
private Texture2D LoadImageForEditor()
{
var guids = UnityEditor.AssetDatabase.FindAssets(Path.GetFileNameWithoutExtension(ImageName));
if (guids.Length > 0)
{
string assetPath = UnityEditor.AssetDatabase.GUIDToAssetPath(guids[0]);
return UnityEditor.AssetDatabase.LoadAssetAtPath<Texture2D>(assetPath);
}
return null;
}
#elif UNITY_ANDROID
/// <summary>
/// Coroutine for loading an image in an Android build. Uses UnityWebRequest to fetch the image.
/// </summary>
/// <param name="onLoaded">Callback action to handle the loaded Texture2D.</param>
/// <returns>IEnumerator for coroutine management.</returns>
private IEnumerator LoadImageForAndroid(Action<Texture2D> onLoaded)
{
string filePath = Path.Combine(Application.streamingAssetsPath, ImageName);
using (UnityWebRequest uwr = UnityWebRequestTexture.GetTexture(filePath))
{
yield return uwr.SendWebRequest();
if (uwr.result == UnityWebRequest.Result.ConnectionError || uwr.result == UnityWebRequest.Result.ProtocolError)
{
Debug.LogError("Error while loading image: " + uwr.error);
onLoaded(null);
}
else
{
onLoaded(DownloadHandlerTexture.GetContent(uwr));
}
}
}
#endif
/// <summary>
/// Coroutine handling the display of a loaded image using XR composition layers.
/// Waits for the surface from OpenXRLayerUtility before displaying the image.
/// </summary>
/// <param name="image">The Texture2D image to be displayed.</param>
/// <returns>IEnumerator for coroutine management.</returns>
private IEnumerator DisplayImage(Texture2D image)
{
if (image != null)
{
CompositionLayer layer = gameObject.GetComponent<CompositionLayer>();
IntPtr surface = IntPtr.Zero;
yield return new WaitUntil(() =>
{
#if UNITY_XR_OPENXR_COMPLAYER
surface = OpenXRLayerUtility.GetLayerAndroidSurfaceObject(layer.GetInstanceID());
#endif
return (surface != IntPtr.Zero);
});
AndroidTestSurface.InitTestSurface(surface, image);
}
else
{
Debug.LogError("No image provided.");
}
}
/// <summary>
/// Event handler triggered when the application gains or loses focus.
/// Restarts image loading process when the application gains focus.
/// </summary>
/// <param name="hasFocus">Boolean indicating if the application has focus.</param>
void OnApplicationFocus(bool hasFocus)
{
if (hasFocus)
{
StartCoroutine(LoadImage());
}
}
}

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package com.unity.xr.compositorlayers;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Matrix;
import android.graphics.Paint;
import android.view.Surface;
/**
* Provides functionality to render a Bitmap onto a Surface
* received from Unity. Primarily used for handling and displaying
* texture data passed from Unity to Android native code.
*/
public class TestSurface {
/**
* Initializes and renders a Bitmap onto a specified Surface.
*
* @param surfaceObject An object that should be an instance of android.view.Surface.
* @param bitmap The Bitmap image to be drawn on the surface.
* @throws RuntimeException if surfaceObject is not an instance of Surface or if bitmap is null.
*/
public static void InitTestSurface(Object surfaceObject, Bitmap bitmap) {
if (!(surfaceObject instanceof Surface)) {
throw new RuntimeException("TestSurface.ctor: supplied object is not an android.view.Surface!");
}
Surface surface = (Surface) surfaceObject;
Canvas canvas = surface.lockCanvas(null);
if(bitmap != null)
{
canvas.drawBitmap(bitmap, new Matrix(), new Paint());
}
else
{
throw new RuntimeException("Surface or Image is not initialized or is null.");
}
surface.unlockCanvasAndPost(canvas);
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