Dan
5 年前
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共有 252 个文件被更改,包括 9694 次插入 和 0 次删除
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21LICENSE
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8Assets/Common.meta
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8Assets/Common/Animation.meta
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159Assets/Common/Animation/AR Feathered Plane Fade.controller
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8Assets/Common/Animation/AR Feathered Plane Fade.controller.meta
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305Assets/Common/Animation/PlaneFadeOff.anim
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8Assets/Common/Animation/PlaneFadeOff.anim.meta
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305Assets/Common/Animation/PlaneFadeOn.anim
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8Assets/Common/Animation/PlaneFadeOn.anim.meta
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8Assets/Common/Fonts.meta
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1001Assets/Common/Fonts/Roboto-Black SDF.asset
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8Assets/Common/Fonts/Roboto-Black SDF.asset.meta
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1001Assets/Common/Fonts/Roboto-Black.ttf
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23Assets/Common/Fonts/Roboto-Black.ttf.meta
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1001Assets/Common/Fonts/Roboto-Bold SDF.asset
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8Assets/Common/Fonts/Roboto-Bold SDF.asset.meta
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1001Assets/Common/Fonts/Roboto-Bold.ttf
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22Assets/Common/Fonts/Roboto-Bold.ttf.meta
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8Assets/Common/Materials.meta
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79Assets/Common/Materials/FeaturePointMat.mat
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8Assets/Common/Materials/FeaturePointMat.mat.meta
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77Assets/Common/Materials/PlacedSphereMat.mat
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8Assets/Common/Materials/PlacedSphereMat.mat.meta
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79Assets/Common/Materials/PlaneMat.mat
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8Assets/Common/Materials/PlaneMat.mat.meta
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77Assets/Common/Materials/ShadowMat.mat
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8Assets/Common/Materials/ShadowMat.mat.meta
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8Assets/Common/Prefabs.meta
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138Assets/Common/Prefabs/ARPlane.prefab
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7Assets/Common/Prefabs/ARPlane.prefab.meta
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1001Assets/Common/Prefabs/ARPointCloud.prefab
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7Assets/Common/Prefabs/ARPointCloud.prefab.meta
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126Assets/Common/Prefabs/SphereObject.prefab
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7Assets/Common/Prefabs/SphereObject.prefab.meta
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8Assets/Common/Scripts.meta
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110Assets/Common/Scripts/ARFeatheredPlaneMeshVisualizer.cs
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11Assets/Common/Scripts/ARFeatheredPlaneMeshVisualizer.cs.meta
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53Assets/Common/Scripts/FadePlaneOnBoundaryChange.cs
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11Assets/Common/Scripts/FadePlaneOnBoundaryChange.cs.meta
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153Assets/Common/Scripts/LightEstimation.cs
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11Assets/Common/Scripts/LightEstimation.cs.meta
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8Assets/Common/Shaders.meta
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69Assets/Common/Shaders/FeatheredPlaneShader.shader
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9Assets/Common/Shaders/FeatheredPlaneShader.shader.meta
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73Assets/Common/Shaders/MobileARShadow.shader
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9Assets/Common/Shaders/MobileARShadow.shader.meta
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8Assets/Common/Textures.meta
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3Assets/Common/Textures/FeaturePoint.png
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91Assets/Common/Textures/FeaturePoint.png.meta
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75Assets/Common/Textures/PlanePatternDot.png
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91Assets/Common/Textures/PlanePatternDot.png.meta
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8Assets/ImageTracking.meta
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8Assets/ImageTracking/Art.meta
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8Assets/ImageTracking/Art/One.meta
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46Assets/ImageTracking/Art/One/One3D.fbx
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96Assets/ImageTracking/Art/One/One3D.fbx.meta
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77Assets/ImageTracking/Art/One/OneMat.mat
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8Assets/ImageTracking/Art/One/OneMat.mat.meta
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266Assets/ImageTracking/Art/One/OnePrefab.prefab
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7Assets/ImageTracking/Art/One/OnePrefab.prefab.meta
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8Assets/ImageTracking/Art/Three.meta
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162Assets/ImageTracking/Art/Three/Three3D.fbx
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96Assets/ImageTracking/Art/Three/Three3D.fbx.meta
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77Assets/ImageTracking/Art/Three/ThreeMat.mat
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8Assets/ImageTracking/Art/Three/ThreeMat.mat.meta
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87Assets/ImageTracking/Art/Three/ThreePrefab.prefab
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7Assets/ImageTracking/Art/Three/ThreePrefab.prefab.meta
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8Assets/ImageTracking/Art/Two.meta
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90Assets/ImageTracking/Art/Two/Two3D.fbx
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96Assets/ImageTracking/Art/Two/Two3D.fbx.meta
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77Assets/ImageTracking/Art/Two/TwoMat.mat
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8Assets/ImageTracking/Art/Two/TwoMat.mat.meta
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82Assets/ImageTracking/Art/Two/TwoPrefab.prefab
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7Assets/ImageTracking/Art/Two/TwoPrefab.prefab.meta
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8Assets/ImageTracking/Scenes.meta
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746Assets/ImageTracking/Scenes/ImageTracking.unity
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7Assets/ImageTracking/Scenes/ImageTracking.unity.meta
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8Assets/ImageTracking/Scripts.meta
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71Assets/ImageTracking/Scripts/DistanceManager.cs
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11Assets/ImageTracking/Scripts/DistanceManager.cs.meta
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153Assets/ImageTracking/Scripts/ImageTrackingObjectManager.cs
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11Assets/ImageTracking/Scripts/ImageTrackingObjectManager.cs.meta
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MIT License |
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Copyright (c) 2020 Dan Miller |
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Permission is hereby granted, free of charge, to any person obtaining a copy |
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of this software and associated documentation files (the "Software"), to deal |
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in the Software without restriction, including without limitation the rights |
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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copies of the Software, and to permit persons to whom the Software is |
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furnished to do so, subject to the following conditions: |
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The above copyright notice and this permission notice shall be included in all |
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copies or substantial portions of the Software. |
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE |
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SOFTWARE. |
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--- !u!135 &2362380223743076767 |
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DefaultImporter: |
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userData: |
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|
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.XR.ARFoundation; |
|||
|
|||
/// <summary>
|
|||
/// This plane visualizer demonstrates the use of a feathering effect
|
|||
/// at the edge of the detected plane, which reduces the visual impression
|
|||
/// of a hard edge.
|
|||
/// </summary>
|
|||
[RequireComponent(typeof(ARPlaneMeshVisualizer), typeof(MeshRenderer), typeof(ARPlane))] |
|||
public class ARFeatheredPlaneMeshVisualizer : MonoBehaviour |
|||
{ |
|||
[Tooltip("The width of the texture feathering (in world units).")] |
|||
[SerializeField] |
|||
float m_FeatheringWidth = 0.2f; |
|||
|
|||
/// <summary>
|
|||
/// The width of the texture feathering (in world units).
|
|||
/// </summary>
|
|||
public float featheringWidth |
|||
{ |
|||
get { return m_FeatheringWidth; } |
|||
set { m_FeatheringWidth = value; } |
|||
} |
|||
|
|||
void Awake() |
|||
{ |
|||
m_PlaneMeshVisualizer = GetComponent<ARPlaneMeshVisualizer>(); |
|||
m_FeatheredPlaneMaterial = GetComponent<MeshRenderer>().material; |
|||
m_Plane = GetComponent<ARPlane>(); |
|||
} |
|||
|
|||
void OnEnable() |
|||
{ |
|||
m_Plane.boundaryChanged += ARPlane_boundaryUpdated; |
|||
} |
|||
|
|||
void OnDisable() |
|||
{ |
|||
m_Plane.boundaryChanged -= ARPlane_boundaryUpdated; |
|||
} |
|||
|
|||
void ARPlane_boundaryUpdated(ARPlaneBoundaryChangedEventArgs eventArgs) |
|||
{ |
|||
GenerateBoundaryUVs(m_PlaneMeshVisualizer.mesh); |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Generate UV2s to mark the boundary vertices and feathering UV coords.
|
|||
/// </summary>
|
|||
/// <remarks>
|
|||
/// The <c>ARPlaneMeshVisualizer</c> has a <c>meshUpdated</c> event that can be used to modify the generated
|
|||
/// mesh. In this case we'll add UV2s to mark the boundary vertices.
|
|||
/// This technique avoids having to generate extra vertices for the boundary. It works best when the plane is
|
|||
/// is fairly uniform.
|
|||
/// </remarks>
|
|||
/// <param name="mesh">The <c>Mesh</c> generated by <c>ARPlaneMeshVisualizer</c></param>
|
|||
void GenerateBoundaryUVs(Mesh mesh) |
|||
{ |
|||
int vertexCount = mesh.vertexCount; |
|||
|
|||
// Reuse the list of UVs
|
|||
s_FeatheringUVs.Clear(); |
|||
if (s_FeatheringUVs.Capacity < vertexCount) { s_FeatheringUVs.Capacity = vertexCount; } |
|||
|
|||
mesh.GetVertices(s_Vertices); |
|||
|
|||
Vector3 centerInPlaneSpace = s_Vertices[s_Vertices.Count - 1]; |
|||
Vector3 uv = new Vector3(0, 0, 0); |
|||
float shortestUVMapping = float.MaxValue; |
|||
|
|||
// Assume the last vertex is the center vertex.
|
|||
for (int i = 0; i < vertexCount - 1; i++) |
|||
{ |
|||
float vertexDist = Vector3.Distance(s_Vertices[i], centerInPlaneSpace); |
|||
|
|||
// Remap the UV so that a UV of "1" marks the feathering boudary.
|
|||
// The ratio of featherBoundaryDistance/edgeDistance is the same as featherUV/edgeUV.
|
|||
// Rearrange to get the edge UV.
|
|||
float uvMapping = vertexDist / Mathf.Max(vertexDist - featheringWidth, 0.001f); |
|||
uv.x = uvMapping; |
|||
|
|||
// All the UV mappings will be different. In the shader we need to know the UV value we need to fade out by.
|
|||
// Choose the shortest UV to guarentee we fade out before the border.
|
|||
// This means the feathering widths will be slightly different, we again rely on a fairly uniform plane.
|
|||
if (shortestUVMapping > uvMapping) { shortestUVMapping = uvMapping; } |
|||
|
|||
s_FeatheringUVs.Add(uv); |
|||
} |
|||
|
|||
m_FeatheredPlaneMaterial.SetFloat("_ShortestUVMapping", shortestUVMapping); |
|||
|
|||
// Add the center vertex UV
|
|||
uv.Set(0, 0, 0); |
|||
s_FeatheringUVs.Add(uv); |
|||
|
|||
mesh.SetUVs(1, s_FeatheringUVs); |
|||
mesh.UploadMeshData(false); |
|||
} |
|||
|
|||
static List<Vector3> s_FeatheringUVs = new List<Vector3>(); |
|||
|
|||
static List<Vector3> s_Vertices = new List<Vector3>(); |
|||
|
|||
ARPlaneMeshVisualizer m_PlaneMeshVisualizer; |
|||
|
|||
ARPlane m_Plane; |
|||
|
|||
Material m_FeatheredPlaneMaterial; |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 761fd137e44484192aaeabc92606c30e |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using UnityEngine; |
|||
using UnityEngine.XR.ARFoundation; |
|||
|
|||
[RequireComponent(typeof(ARPlane))] |
|||
[RequireComponent(typeof(Animator))] |
|||
public class FadePlaneOnBoundaryChange : MonoBehaviour |
|||
{ |
|||
const string k_FadeOffAnim = "FadeOff"; |
|||
const string k_FadeOnAnim = "FadeOn"; |
|||
const float k_TimeOut = 2.0f; |
|||
|
|||
Animator m_Animator; |
|||
ARPlane m_Plane; |
|||
|
|||
float m_ShowTime = 0; |
|||
bool m_UpdatingPlane = false; |
|||
|
|||
void OnEnable() |
|||
{ |
|||
m_Plane = GetComponent<ARPlane>(); |
|||
m_Animator = GetComponent<Animator>(); |
|||
|
|||
m_Plane.boundaryChanged += PlaneOnBoundaryChanged; |
|||
} |
|||
|
|||
void OnDisable() |
|||
{ |
|||
m_Plane.boundaryChanged -= PlaneOnBoundaryChanged; |
|||
} |
|||
|
|||
void Update() |
|||
{ |
|||
if (m_UpdatingPlane) |
|||
{ |
|||
m_ShowTime -= Time.deltaTime; |
|||
|
|||
if (m_ShowTime <= 0) |
|||
{ |
|||
m_UpdatingPlane = false; |
|||
m_Animator.SetBool(k_FadeOffAnim, true); |
|||
m_Animator.SetBool(k_FadeOnAnim, false); |
|||
} |
|||
} |
|||
} |
|||
|
|||
void PlaneOnBoundaryChanged(ARPlaneBoundaryChangedEventArgs obj) |
|||
{ |
|||
m_Animator.SetBool(k_FadeOffAnim, false); |
|||
m_Animator.SetBool(k_FadeOnAnim, true); |
|||
m_UpdatingPlane = true; |
|||
m_ShowTime = k_TimeOut; |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 88dbe81e1cd074727b11130714ca8d83 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using UnityEngine; |
|||
using UnityEngine.Rendering; |
|||
using UnityEngine.XR.ARFoundation; |
|||
|
|||
/// <summary>
|
|||
/// A component that can be used to access the most
|
|||
/// recently received light estimation information
|
|||
/// for the physical environment as observed by an
|
|||
/// AR device.
|
|||
/// </summary>
|
|||
[RequireComponent(typeof(Light))] |
|||
public class LightEstimation : MonoBehaviour |
|||
{ |
|||
[SerializeField] |
|||
[Tooltip("The ARCameraManager which will produce frame events containing light estimation information.")] |
|||
ARCameraManager m_CameraManager; |
|||
|
|||
/// <summary>
|
|||
/// Get or set the <c>ARCameraManager</c>.
|
|||
/// </summary>
|
|||
public ARCameraManager cameraManager |
|||
{ |
|||
get { return m_CameraManager; } |
|||
set |
|||
{ |
|||
if (m_CameraManager == value) |
|||
return; |
|||
|
|||
if (m_CameraManager != null) |
|||
m_CameraManager.frameReceived -= FrameChanged; |
|||
|
|||
m_CameraManager = value; |
|||
|
|||
if (m_CameraManager != null & enabled) |
|||
m_CameraManager.frameReceived += FrameChanged; |
|||
} |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// The estimated brightness of the physical environment, if available.
|
|||
/// </summary>
|
|||
public float? brightness { get; private set; } |
|||
|
|||
/// <summary>
|
|||
/// The estimated color temperature of the physical environment, if available.
|
|||
/// </summary>
|
|||
public float? colorTemperature { get; private set; } |
|||
|
|||
/// <summary>
|
|||
/// The estimated color correction value of the physical environment, if available.
|
|||
/// </summary>
|
|||
public Color? colorCorrection { get; private set; } |
|||
|
|||
/// <summary>
|
|||
/// The estimated direction of the main light of the physical environment, if available.
|
|||
/// </summary>
|
|||
public Vector3? mainLightDirection { get; private set; } |
|||
|
|||
/// <summary>
|
|||
/// The estimated color of the main light of the physical environment, if available.
|
|||
/// </summary>
|
|||
public Color? mainLightColor { get; private set; } |
|||
|
|||
/// <summary>
|
|||
/// The estimated intensity in lumens of main light of the physical environment, if available.
|
|||
/// </summary>
|
|||
public float? mainLightIntensityLumens { get; private set; } |
|||
|
|||
/// <summary>
|
|||
/// The estimated spherical harmonics coefficients of the physical environment, if available.
|
|||
/// </summary>
|
|||
public SphericalHarmonicsL2? sphericalHarmonics { get; private set; } |
|||
|
|||
[SerializeField] |
|||
float m_BrightnessMod = 2.0f; |
|||
|
|||
void Awake () |
|||
{ |
|||
m_Light = GetComponent<Light>(); |
|||
} |
|||
|
|||
void OnEnable() |
|||
{ |
|||
if (m_CameraManager != null) |
|||
m_CameraManager.frameReceived += FrameChanged; |
|||
} |
|||
|
|||
void OnDisable() |
|||
{ |
|||
if (m_CameraManager != null) |
|||
m_CameraManager.frameReceived -= FrameChanged; |
|||
} |
|||
|
|||
void FrameChanged(ARCameraFrameEventArgs args) |
|||
{ |
|||
if (args.lightEstimation.averageBrightness.HasValue) |
|||
{ |
|||
brightness = args.lightEstimation.averageBrightness.Value; |
|||
m_Light.intensity = brightness.Value * m_BrightnessMod; |
|||
} |
|||
|
|||
if (args.lightEstimation.averageColorTemperature.HasValue) |
|||
{ |
|||
colorTemperature = args.lightEstimation.averageColorTemperature.Value; |
|||
m_Light.colorTemperature = colorTemperature.Value; |
|||
} |
|||
|
|||
if (args.lightEstimation.colorCorrection.HasValue) |
|||
{ |
|||
colorCorrection = args.lightEstimation.colorCorrection.Value; |
|||
m_Light.color = colorCorrection.Value; |
|||
} |
|||
|
|||
if (args.lightEstimation.mainLightDirection.HasValue) |
|||
{ |
|||
mainLightDirection = args.lightEstimation.mainLightDirection; |
|||
m_Light.transform.rotation = Quaternion.LookRotation(mainLightDirection.Value); |
|||
} |
|||
|
|||
if (args.lightEstimation.mainLightColor.HasValue) |
|||
{ |
|||
mainLightColor = args.lightEstimation.mainLightColor; |
|||
|
|||
#if PLATFORM_ANDROID
|
|||
// ARCore needs to apply energy conservation term (1 / PI) and be placed in gamma
|
|||
m_Light.color = mainLightColor.Value / Mathf.PI; |
|||
m_Light.color = m_Light.color.gamma; |
|||
|
|||
// ARCore returns color in HDR format (can be represented as FP16 and have values above 1.0)
|
|||
var camera = m_CameraManager.GetComponentInParent<Camera>(); |
|||
if (camera == null || !camera.allowHDR) |
|||
{ |
|||
Debug.LogWarning($"HDR Rendering is not allowed. Color values returned could be above the maximum representable value."); |
|||
} |
|||
#endif
|
|||
} |
|||
|
|||
if (args.lightEstimation.mainLightIntensityLumens.HasValue) |
|||
{ |
|||
mainLightIntensityLumens = args.lightEstimation.mainLightIntensityLumens; |
|||
m_Light.intensity = args.lightEstimation.averageMainLightBrightness.Value; |
|||
} |
|||
|
|||
if (args.lightEstimation.ambientSphericalHarmonics.HasValue) |
|||
{ |
|||
sphericalHarmonics = args.lightEstimation.ambientSphericalHarmonics; |
|||
RenderSettings.ambientMode = AmbientMode.Skybox; |
|||
RenderSettings.ambientProbe = sphericalHarmonics.Value; |
|||
} |
|||
} |
|||
|
|||
Light m_Light; |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: a8f52a23df5a6af4dbc47d6c753a84ce |
|||
MonoImporter: |
|||
externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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fileFormatVersion: 2 |
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guid: 4916cf2bf6f8f74459895b74032cd1bc |
|||
folderAsset: yes |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
Shader "Unlit/FeatheredPlaneShader" |
|||
{ |
|||
Properties |
|||
{ |
|||
_MainTex ("Texture", 2D) = "white" {} |
|||
_TexTintColor("Texture Tint Color", Color) = (1,1,1,1) |
|||
_PlaneColor("Plane Color", Color) = (1,1,1,1) |
|||
} |
|||
SubShader |
|||
{ |
|||
Tags { "RenderType"="Transparent" "Queue"="Transparent" } |
|||
LOD 100 |
|||
Blend SrcAlpha OneMinusSrcAlpha |
|||
ZWrite Off |
|||
|
|||
Pass |
|||
{ |
|||
CGPROGRAM |
|||
#pragma vertex vert |
|||
#pragma fragment frag |
|||
|
|||
#include "UnityCG.cginc" |
|||
|
|||
struct appdata |
|||
{ |
|||
float4 vertex : POSITION; |
|||
float2 uv : TEXCOORD0; |
|||
float3 uv2 : TEXCOORD1; |
|||
}; |
|||
|
|||
struct v2f |
|||
{ |
|||
float4 vertex : SV_POSITION; |
|||
float2 uv : TEXCOORD0; |
|||
float3 uv2 : TEXCOORD1; |
|||
}; |
|||
|
|||
sampler2D _MainTex; |
|||
float4 _MainTex_ST; |
|||
fixed4 _TexTintColor; |
|||
fixed4 _PlaneColor; |
|||
float _ShortestUVMapping; |
|||
|
|||
v2f vert (appdata v) |
|||
{ |
|||
v2f o; |
|||
o.vertex = UnityObjectToClipPos(v.vertex); |
|||
o.uv = TRANSFORM_TEX(v.uv, _MainTex); |
|||
o.uv2 = v.uv2; |
|||
return o; |
|||
} |
|||
|
|||
fixed4 frag (v2f i) : SV_Target |
|||
{ |
|||
fixed4 col = tex2D(_MainTex, i.uv) * _TexTintColor; |
|||
col = lerp( _PlaneColor, col, col.a); |
|||
// Fade out from as we pass the edge. |
|||
// uv2.x stores a mapped UV that will be "1" at the beginning of the feathering. |
|||
// We fade until we reach at the edge of the shortest UV mapping. |
|||
// This is the remmaped UV value at the vertex. |
|||
// We choose the shorted one so that ll edges will fade out completely. |
|||
// See ARFeatheredPlaneMeshVisualizer.cs for more details. |
|||
col.a *= 1-smoothstep(1, _ShortestUVMapping, i.uv2.x); |
|||
return col; |
|||
} |
|||
ENDCG |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 154dea062f480484fb18756eb1c4c396 |
|||
ShaderImporter: |
|||
externalObjects: {} |
|||
defaultTextures: [] |
|||
nonModifiableTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
//This is based on a shader from https://alastaira.wordpress.com/2014/12/30/adding-shadows-to-a-unity-vertexfragment-shader-in-7-easy-steps/ |
|||
|
|||
Shader "Custom/MobileARShadow" |
|||
{ |
|||
SubShader { |
|||
Pass { |
|||
|
|||
// 1.) This will be the base forward rendering pass in which ambient, vertex, and |
|||
// main directional light will be applied. Additional lights will need additional passes |
|||
// using the "ForwardAdd" lightmode. |
|||
// see: http://docs.unity3d.com/Manual/SL-PassTags.html |
|||
Tags { "LightMode" = "ForwardBase" "RenderType"="Opaque" "Queue"="Geometry+1" "ForceNoShadowCasting"="True" } |
|||
LOD 150 |
|||
Blend Zero SrcColor |
|||
ZWrite On |
|||
|
|||
CGPROGRAM |
|||
|
|||
#pragma vertex vert |
|||
#pragma fragment frag |
|||
#include "UnityCG.cginc" |
|||
|
|||
// 2.) This matches the "forward base" of the LightMode tag to ensure the shader compiles |
|||
// properly for the forward bass pass. As with the LightMode tag, for any additional lights |
|||
// this would be changed from _fwdbase to _fwdadd. |
|||
#pragma multi_compile_fwdbase |
|||
|
|||
// 3.) Reference the Unity library that includes all the lighting shadow macros |
|||
#include "AutoLight.cginc" |
|||
|
|||
|
|||
struct v2f |
|||
{ |
|||
float4 pos : SV_POSITION; |
|||
|
|||
// 4.) The LIGHTING_COORDS macro (defined in AutoLight.cginc) defines the parameters needed to sample |
|||
// the shadow map. The (0,1) specifies which unused TEXCOORD semantics to hold the sampled values - |
|||
// As I'm not using any texcoords in this shader, I can use TEXCOORD0 and TEXCOORD1 for the shadow |
|||
// sampling. If I was already using TEXCOORD for UV coordinates, say, I could specify |
|||
// LIGHTING_COORDS(1,2) instead to use TEXCOORD1 and TEXCOORD2. |
|||
LIGHTING_COORDS(0,1) |
|||
}; |
|||
|
|||
|
|||
v2f vert(appdata_base v) { |
|||
v2f o; |
|||
o.pos = UnityObjectToClipPos (v.vertex); |
|||
|
|||
// 5.) The TRANSFER_VERTEX_TO_FRAGMENT macro populates the chosen LIGHTING_COORDS in the v2f structure |
|||
// with appropriate values to sample from the shadow/lighting map |
|||
TRANSFER_VERTEX_TO_FRAGMENT(o); |
|||
|
|||
return o; |
|||
} |
|||
|
|||
fixed4 frag(v2f i) : COLOR { |
|||
|
|||
// 6.) The LIGHT_ATTENUATION samples the shadowmap (using the coordinates calculated by TRANSFER_VERTEX_TO_FRAGMENT |
|||
// and stored in the structure defined by LIGHTING_COORDS), and returns the value as a float. |
|||
float attenuation = LIGHT_ATTENUATION(i); |
|||
return fixed4(1.0,1.0,1.0,1.0) * attenuation; |
|||
} |
|||
|
|||
ENDCG |
|||
} |
|||
} |
|||
|
|||
// 7.) To receive or cast a shadow, shaders must implement the appropriate "Shadow Collector" or "Shadow Caster" pass. |
|||
// Although we haven't explicitly done so in this shader, if these passes are missing they will be read from a fallback |
|||
// shader instead, so specify one here to import the collector/caster passes used in that fallback. |
|||
Fallback "VertexLit" |
|||
|
|||
} |
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Kaydara FBX Binary L � FBXHeaderExtensiont FBXHeaderVersionI� � |
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FBXVersionIL � EncryptionTypeI ) CreationTimeStamp VersionI� 9 YearI� \ MonthI } DayI � HourI � MinuteI5 � SecondI4 MillisecondI r ) CreatorS$ FBX SDK/FBX Plugins version 2017.0.1� ' |