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Add Editor-only construct to check if SPS selected
Used for Inspector window warnings
1 parent 21be90d commit a1bd5fb

2 files changed

Lines changed: 16 additions & 7 deletions

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PostProcessing/Editor/PostProcessLayerEditor.cs

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -117,7 +117,7 @@ public override void OnInspectorGUI()
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var camera = m_Target.GetComponent<Camera>();
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#if !UNITY_2017_2_OR_NEWER
120-
if (RuntimeUtilities.isSinglePassStereoEnabled)
120+
if (RuntimeUtilities.isSinglePassStereoSelected)
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EditorGUILayout.HelpBox("Unity 2017.2+ required for full Single-pass stereo rendering support.", MessageType.Warning);
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#endif
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@@ -181,9 +181,9 @@ void DoAntialiasing()
181181
if (m_AntialiasingMode.intValue == (int)PostProcessLayer.Antialiasing.TemporalAntialiasing)
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{
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#if !UNITY_2017_3_OR_NEWER
184-
if (RuntimeUtilities.isSinglePassStereoEnabled)
184+
if (RuntimeUtilities.isSinglePassStereoSelected)
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EditorGUILayout.HelpBox("TAA requires Unity 2017.3+ for Single-pass stereo rendering support.", MessageType.Warning);
186-
#endif
186+
#endif
187187

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EditorGUILayout.PropertyField(m_TaaJitterSpread);
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EditorGUILayout.PropertyField(m_TaaStationaryBlending);
@@ -192,7 +192,7 @@ void DoAntialiasing()
192192
}
193193
else if (m_AntialiasingMode.intValue == (int)PostProcessLayer.Antialiasing.SubpixelMorphologicalAntialiasing)
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{
195-
if (RuntimeUtilities.isSinglePassStereoEnabled)
195+
if (RuntimeUtilities.isSinglePassStereoSelected)
196196
EditorGUILayout.HelpBox("SMAA doesn't work with Single-pass stereo rendering.", MessageType.Warning);
197197
}
198198
else if (m_AntialiasingMode.intValue == (int)PostProcessLayer.Antialiasing.FastApproximateAntialiasing)

PostProcessing/Runtime/Utils/RuntimeUtilities.cs

Lines changed: 12 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -227,15 +227,24 @@ public static bool scriptableRenderPipelineActive
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get { return GraphicsSettings.renderPipelineAsset != null; } // 5.6+ only
228228
}
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230+
#if UNITY_EDITOR
231+
public static bool isSinglePassStereoSelected
232+
{
233+
get
234+
{
235+
return UnityEditor.PlayerSettings.virtualRealitySupported
236+
&& UnityEditor.PlayerSettings.stereoRenderingPath == UnityEditor.StereoRenderingPath.SinglePass;
237+
}
238+
}
239+
#endif
240+
230241
// TODO: Check for SPSR support at runtime
231242
public static bool isSinglePassStereoEnabled
232243
{
233244
get
234245
{
235246
#if UNITY_EDITOR
236-
return UnityEditor.PlayerSettings.virtualRealitySupported
237-
&& UnityEditor.PlayerSettings.stereoRenderingPath == UnityEditor.StereoRenderingPath.SinglePass
238-
&& Application.isPlaying;
247+
return isSinglePassStereoSelected && Application.isPlaying;
239248
#elif UNITY_2017_2_OR_NEWER
240249
return UnityEngine.XR.XRSettings.eyeTextureDesc.vrUsage == VRTextureUsage.TwoEyes;
241250
#else

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