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README.md


# arfoundation-demos
AR Foundation demo projects.
Demo projects that use [*AR Foundation 4.1.5*](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.1/manual/index.html) and demonstrate more advanced functionality around certain features
Demo projects that use [*AR Foundation 4.1.7*](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.1/manual/index.html) and demonstrate more advanced functionality around certain features
* ARSubsystems ([documentation](https://docs.unity3d.com/Packages/com.unity.xr.arsubsystems@3.0/manual/index.html))
* ARCore XR Plugin ([documentation](https://docs.unity3d.com/Packages/com.unity.xr.arcore@3.0/manual/index.html))
* ARKit XR Plugin ([documentation](https://docs.unity3d.com/Packages/com.unity.xr.arkit@3.0/manual/index.html))
* ARKit Face Tracking ([documentation](https://docs.unity3d.com/Packages/com.unity.xr.arkit-face-tracking@3.0/manual/index.html))
* ARFoundation ([documentation](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@3.0/manual/index.html))
* ARSubsystems ([documentation](https://docs.unity3d.com/Packages/com.unity.xr.arsubsystems@4.1/manual/index.html))
* ARCore XR Plugin ([documentation](https://docs.unity3d.com/Packages/com.unity.xr.arcore@4.1/manual/index.html))
* ARKit XR Plugin ([documentation](https://docs.unity3d.com/Packages/com.unity.xr.arkit@4.1/manual/index.html))
* ARFoundation ([documentation](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.1/manual/index.html))
The `master` branch is compatible with Unity 2019.4.15f1+ and Unity 2020.2
The `master` branch is compatible with Unity 2020.3.13f1+
### Building for Unity 2020.2
When building for *Android in Unity 2020.2* you need to modify the following settings under Project Settings / Player / Publishing Settings

These are currently enabled to support building an ARCore project in Unity 2019.4
These are been removed during the upgrade to Unity 2020.3 LTS
  
[Image Tracking](#image-tracking--also-available-on-the-asset-store-here) | [Onboarding UX](#ux--also-available-on-the-asset-store-here) | [Mesh Placement](#mesh-placement) | [Shaders](#shaders)

![ShadowsHardGif](https://user-images.githubusercontent.com/2120584/90287687-33ab9980-de2d-11ea-86ba-50c8d95dc3df.gif)
This uses a custom node to consume the lighting data in the scene and apply it to a transparent surface. The shadows of this shader are driven by the graphics and quality settings in the project. These are the level of shadows you can expect out of the box from Unity. It is recommended to use these shadows for static content.
## Camera Grain - Only compatible in Unity 2020.2+ and ARKit
## Camera Grain - Only compatible in Unity 2020.3+ and ARKit
![CameraGrainGif](https://user-images.githubusercontent.com/2120584/90287142-2215c200-de2c-11ea-8663-e180019c1e1d.gif)
![CameraGrain](https://user-images.githubusercontent.com/2120584/90286950-af0c4b80-de2b-11ea-8fdb-fb15bf8bd253.png)
Camera grain is a unique feature to ARKit which produces a tileable metal texture to match the visual characteristics of the current video stream. In Unity this is surfaced as a 3D grain texture through the [ARCameraFrameEventArgs](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.1/api/UnityEngine.XR.ARFoundation.ARCameraFrameEventArgs.html). For the shader sample this grain texture is then applied to a custom shader graph that also creates visual noise on the object. This effect in general is very subtle and more visible in darker areas where the grain on the camera feed is also more apparent.

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