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@Merlin-san Merlin-san/LODBiasFixer.cs Secret
Created Jul 22, 2019

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Basic script that modifies the LODBias in Unity to make LODGroup falloff match desktop in VR
/**
* MIT License
*
* Copyright (c) 2019 Merlin
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
// Basic implementation of joejo's fix @ https://forum.unity.com/threads/lodgroup-in-vr.455394/ that adjusts LODBias to account for the FoV disparity between desktop mode and VR mode
// This lets LODGroups work the same on desktop and VR
using UnityEngine;
public class LODBiasFixer : MonoBehaviour
{
private Camera MainCamera = null;
private float BaseLodBias = 1f;
private float DesktopFovTan = 1f;
void Start ()
{
BaseLodBias = QualitySettings.lodBias;
DesktopFovTan = Mathf.Tan(Mathf.Deg2Rad * 60f * 0.5f);
}
void Update()
{
if (MainCamera == null)
MainCamera = Camera.main;
float newBias = BaseLodBias * (Mathf.Tan(MainCamera.fieldOfView * Mathf.Deg2Rad * 0.5f) / DesktopFovTan);
QualitySettings.lodBias = newBias;
}
}
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