private static void Prefix(ref Resolution res) { // We use the unscaled resolution for screen liquid effects to prevent the effects from being scaled or going off-screen Resolution scaledHMDRes = SteamVR_Camera.GetResolutionForAspect(16, 9); res.width = scaledHMDRes.width; res.height = scaledHMDRes.height; }
private static void Prefix(ref Resolution res) { if (!VRSystems.Current) { return; } Log.Info("Updating global resolution to 16:9 HMD res..."); // We use a scaled 16:9 resolution because that's the best aspect for rendering the UI of GTFO Resolution scaledHMDRes = SteamVR_Camera.GetResolutionForAspect(16, 9); res.width = scaledHMDRes.width; res.height = scaledHMDRes.height; }
private static void Postfix(GuiManager __instance) { if (!VRSystems.Current) { return; } Log.Info("Updating menu page resolution to HMD res..."); Resolution scaledHMDResolution = SteamVR_Camera.GetResolutionForAspect(16, 9); GuiManager.ScreenRes = scaledHMDResolution; GuiManager.ScreenCenter = new Vector2(GuiManager.ScreenRes.width / 2, GuiManager.ScreenRes.height / 2); __instance.CalcSafeArea(); }
internal void CreateRenderTexture() { Resolution res = SteamVR_Camera.GetResolutionForAspect(16, 9); m_overlayTarget = new RenderTexture(res.width, res.height, 16, RenderTextureFormat.ARGBFloat); }