HardOcclusionKeyword
: const string |
Signature
const string Meta.XR.EnvironmentDepth.EnvironmentDepthManager.HardOcclusionKeyword |
SoftOcclusionKeyword
: const string |
Signature
const string Meta.XR.EnvironmentDepth.EnvironmentDepthManager.SoftOcclusionKeyword |
IsDepthAvailable
: bool
[Get] |
Signature
bool Meta.XR.EnvironmentDepth.EnvironmentDepthManager.IsDepthAvailable |
IsSupported
: bool
[Get] |
Signature
bool Meta.XR.EnvironmentDepth.EnvironmentDepthManager.IsSupported |
OcclusionShadersMode
: OcclusionShadersMode
[Get][Set] |
If OcclusionShadersMode is specified, this component will enable a global shader keyword after receiving the depth texture.
To enable per-object occlusion, use a provided occlusion shader or modify your custom shader to support HardOcclusionKeyword or SoftOcclusionKeyword.
Signature
OcclusionShadersMode Meta.XR.EnvironmentDepth.EnvironmentDepthManager.OcclusionShadersMode |
RemoveHands
: bool
[Get][Set] |
If set to true, hands will be removed from the depth texture.
Signature
bool Meta.XR.EnvironmentDepth.EnvironmentDepthManager.RemoveHands |