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();
        }
Пример #4
0
        internal void CreateRenderTexture()
        {
            Resolution res = SteamVR_Camera.GetResolutionForAspect(16, 9);

            m_overlayTarget = new RenderTexture(res.width, res.height, 16, RenderTextureFormat.ARGBFloat);
        }