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Merge pull request #10727 from devloglogan/asymmetrical-fov-doc

Create xr full screen effects doc page
Matthew 4 miesięcy temu
rodzic
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cce8630743

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tutorials/xr/img/xr_full_screen_effects_ending_quad.webp


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tutorials/xr/img/xr_full_screen_effects_starting_quad.webp


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tutorials/xr/img/xr_full_screen_effects_vignette_before_after.webp


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tutorials/xr/index.rst

@@ -29,6 +29,7 @@ Advanced topics
    openxr_settings
    openxr_settings
    xr_action_map
    xr_action_map
    xr_room_scale
    xr_room_scale
+   xr_full_screen_effects
    openxr_composition_layers
    openxr_composition_layers
    openxr_hand_tracking
    openxr_hand_tracking
    openxr_body_tracking
    openxr_body_tracking

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tutorials/xr/xr_full_screen_effects.rst

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+.. _doc_xr_full_screen_effects:
+
+XR full screen effects
+======================
+
+When adding custom full screen effects to your XR application, one approach is
+using a full screen quad and applying effects to that quad's shader.
+Add a :ref:`MeshInstance3D <class_MeshInstance3D>` node
+to your scene as a child of your :ref:`XRCamera3D <class_XRCamera3D>`,
+and set the ``mesh`` property to a :ref:`QuadMesh <class_QuadMesh>`.
+Set the width and height of the quad to ``2``.
+
+.. image:: img/xr_full_screen_effects_starting_quad.webp
+
+You can then add a shader to your quad to make it cover the screen. This is done by setting the
+vertex shader's ``POSITION`` built-in to ``vec4(VERTEX.xy, 1.0, 1.0)``.
+However, when creating an effect that is centered straight ahead in the user's view
+(such as a vignette effect), the end result may look incorrect in XR.
+
+Below shows captures of the right-eye view with a vignette shader, both from the headset and the render target itself.
+The left captures are an unmodified shader; the right captures adjust the full screen quad using the projection matrix.
+While the capture on the left is centered in the render target, it is off-center in the headset view.
+But, after applying the projection matrix, we see that the effect is centered in the headset itself.
+
+.. image:: img/xr_full_screen_effects_vignette_before_after.webp
+
+Applying the projection matrix
+------------------------------
+
+To properly center the effect, the ``POSITION`` of the full screen quad
+needs to take the asymmetric field of view into account. To do this while also ensuring the quad
+has full coverage of the entire render target, we can subdivide the quad and apply the projection matrix
+to the inner vertices. Let's increase the subdivide width and depth of the quad.
+
+.. image:: img/xr_full_screen_effects_ending_quad.webp
+
+Then, in the vertex function of our shader, we apply an offset from the projection matrix to
+the inner vertices. Here's an example of how you might do this with the above simple vignette shader:
+
+.. code-block:: glsl
+
+  shader_type spatial;
+  render_mode depth_test_disabled, skip_vertex_transform, unshaded, cull_disabled;
+
+  // Modify VERTEX.xy using the projection matrix to correctly center the effect.
+  void vertex() {
+	  vec2 vert_pos = VERTEX.xy;
+
+	  if (length(vert_pos) < 0.99) {
+		  vec4 offset = PROJECTION_MATRIX * vec4(0.0, 0.0, 1.0, 1.0);
+		  vert_pos += (offset.xy / offset.w);
+	  }
+
+	  POSITION = vec4(vert_pos, 1.0, 1.0);
+  }
+
+  void fragment() {
+	  ALBEDO = vec3(0.0);
+	  ALPHA = dot(UV * 2.0 - 1.0, UV * 2.0 - 1.0) * 2.0;
+  }
+
+
+.. note:: For more info on asymmetric FOV and its purpose, see this
+          `Meta Asymmetric Field of View FAQ <https://developers.meta.com/horizon/documentation/unity/unity-asymmetric-fov-faq/>`_.
+
+Limitations
+-----------
+
+This full screen effect method has no performance concerns for per-pixel effects such as the above vignette shader.
+However, it is not recommended to read from the screen texture when using this technique.
+Full screen effects that require reading from the screen texture effectively disable all rendering performance optimizations in XR.
+This is because, when reading from the screen texture, Godot makes a full copy of the render buffer;
+this drastically increases the workload for the GPU and can create performance concerns.