Class Xrvrs
- Namespace
- Godot
- Assembly
- GodotSharp.dll
This class is used by various XR interfaces to generate VRS textures that can be used to speed up rendering.
[GodotClassName("XRVRS")]
public class Xrvrs : GodotObject, IDisposable
- Inheritance
-
Xrvrs
- Implements
- Inherited Members
Constructors
Xrvrs()
public Xrvrs()
Properties
VrsMinRadius
The minimum radius around the focal point where full quality is guaranteed if VRS is used as a percentage of screen size.
public float VrsMinRadius { get; set; }
Property Value
VrsStrength
The strength used to calculate the VRS density map. The greater this value, the more noticeable VRS is.
public float VrsStrength { get; set; }
Property Value
Methods
HasGodotClassMethod(in godot_string_name)
Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.
protected override bool HasGodotClassMethod(in godot_string_name method)
Parameters
method
godot_string_nameName of the method to check for.
Returns
HasGodotClassSignal(in godot_string_name)
Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.
protected override bool HasGodotClassSignal(in godot_string_name signal)
Parameters
signal
godot_string_nameName of the signal to check for.
Returns
InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)
Parameters
method
godot_string_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.
Returns
MakeVrsTexture(Vector2, Vector2[])
Generates the VRS texture based on a render targetSize
adjusted by our VRS tile size. For each eyes focal point passed in eyeFoci
a layer is created. Focal point should be in NDC.
The result will be cached, requesting a VRS texture with unchanged parameters and settings will return the cached RID.
public Rid MakeVrsTexture(Vector2 targetSize, Vector2[] eyeFoci)