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merged in master into Shaders2019

/Shaders2019
Dan 4 年前
当前提交
f32a14f5
共有 285 个文件被更改,包括 14108 次插入105 次删除
  1. 1
      Assets/Common/Scripts/CenterScreenHelper.cs
  2. 39
      Assets/ImageTracking/Art/Three/ThreeMat.mat
  3. 39
      Assets/ImageTracking/Art/Two/TwoMat.mat
  4. 4
      Assets/Meshing/Scripts/ClassificationPlacementManager.cs
  5. 17
      Assets/Meshing/Scripts/MeshClassificationManager.cs
  6. 2
      Assets/Shaders/Scenes.meta
  7. 8
      Assets/Shaders/URP/UniversalRenderPipelineAsset.asset
  8. 30
      Assets/UX/Scenes/UXManagerScene.unity
  9. 14
      Assets/UX/Scripts/PlaceObjectsOnPlane.cs
  10. 2
      Assets/XR/Settings/AR Core Settings.asset.meta
  11. 1
      Packages/manifest.json
  12. 7
      Packages/packages-lock.json
  13. 6
      ProjectSettings/EditorBuildSettings.asset
  14. 4
      ProjectSettings/GraphicsSettings.asset
  15. 8
      ProjectSettings/ProjectSettings.asset
  16. 5
      ProjectSettings/QualitySettings.asset
  17. 32
      README.md
  18. 124
      Assets/Shaders/Wireframe/Scripts/BarycentricMeshData.cs
  19. 2
      Assets/Shaders/Shadows/ShaderGraphs/TransparentShadowReceiver.shadergraph
  20. 3
      Assets/Shaders/Shadows/Materials/HardShadowMat.mat
  21. 7
      Assets/Shaders/Shadows/Materials/Red.mat
  22. 2
      Assets/Shaders/Shadows/ShaderGraphs/CustomShadow.hlsl.meta
  23. 3
      Assembly-CSharp-Editor.csproj.meta
  24. 3
      Assembly-CSharp.csproj.meta
  25. 3
      Assets.meta
  26. 89
      Assets/Common/Materials/PlaneMat_noVisual.mat
  27. 8
      Assets/Common/Materials/PlaneMat_noVisual.mat.meta
  28. 124
      Assets/Common/Prefabs/ARPlane_noVisual.prefab
  29. 7
      Assets/Common/Prefabs/ARPlane_noVisual.prefab.meta
  30. 8
      Assets/Common/SampleObjects.meta
  31. 43
      Assets/Common/Scripts/ProbePlacement.cs
  32. 11
      Assets/Common/Scripts/ProbePlacement.cs.meta
  33. 8
      Assets/Shaders/CameraGrain.meta
  34. 8
      Assets/Shaders/Fog.meta
  35. 8
      Assets/Shaders/Scenes/ShadersTestBed.meta
  36. 596
      Assets/Shaders/Scenes/ShadersTestBed.unity
  37. 7
      Assets/Shaders/Scenes/ShadersTestBed.unity.meta
  38. 8
      Assets/Shaders/Shadows.meta
  39. 8
      Assets/Shaders/Testing.meta
  40. 8
      Assets/Shaders/Wireframe.meta
  41. 63
      Assets/UX/Scenes/UXManagerSceneSettings.lighting
  42. 8
      Assets/UX/Scenes/UXManagerSceneSettings.lighting.meta
  43. 8
      ProjectSettings/VersionControlSettings.asset
  44. 8
      Assets/Common/SampleObjects/CoffeeMaker.meta
  45. 8
      Assets/Common/SampleObjects/CoffeeMaker/FBX.meta
  46. 608
      Assets/Common/SampleObjects/CoffeeMaker/FBX/CoffeeMaker.fbx
  47. 126
      Assets/Common/SampleObjects/CoffeeMaker/FBX/CoffeeMaker.fbx.meta
  48. 8
      Assets/Common/SampleObjects/CoffeeMaker/Materials.meta
  49. 8
      Assets/Common/SampleObjects/CoffeeMaker/Prefab.meta
  50. 8
      Assets/Common/SampleObjects/CoffeeMaker/Textures.meta
  51. 1001
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_Base_A.png
  52. 90
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_Base_A.png.meta
  53. 1001
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_Base_AO.png
  54. 90
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_Base_AO.png.meta
  55. 416
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_Base_MS.png
  56. 90
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_Base_MS.png.meta
  57. 1001
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_Base_N.png
  58. 140
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_Base_N.png.meta
  59. 1001
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_Kettle_A.png
  60. 90
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_Kettle_A.png.meta
  61. 1001
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_Kettle_AO.png
  62. 90
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_Kettle_AO.png.meta
  63. 1001
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_Kettle_MS.png
  64. 90
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_Kettle_MS.png.meta
  65. 1001
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_Kettle_N.png
  66. 140
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_Kettle_N.png.meta
  67. 188
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_LEDGlass_A.png
  68. 90
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_LEDGlass_A.png.meta
  69. 256
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_LEDGlass_AO.png
  70. 90
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_LEDGlass_AO.png.meta
  71. 188
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_LEDGlass_MS.png
  72. 90
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_LEDGlass_MS.png.meta
  73. 321
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_LEDGlass_N.png
  74. 90
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_LEDGlass_N.png.meta
  75. 187
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_LED_A.png
  76. 90
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_LED_A.png.meta
  77. 269
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_LED_AO.png
  78. 90
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_LED_AO.png.meta
  79. 187
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_LED_E.png
  80. 90
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_LED_E.png.meta
  81. 188
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_LED_MS.png
  82. 90
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_LED_MS.png.meta
  83. 317
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_LED_N.png
  84. 90
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_LED_N.png.meta
  85. 196
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_PowerButton_A.png
  86. 90
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_PowerButton_A.png.meta
  87. 325
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_PowerButton_AO.png
  88. 90
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_PowerButton_AO.png.meta
  89. 198
      Assets/Common/SampleObjects/CoffeeMaker/Textures/CoffeeMaker_PowerButton_E.png

1
Assets/Common/Scripts/CenterScreenHelper.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.iOS;
public class CenterScreenHelper : MonoBehaviour
{

39
Assets/ImageTracking/Art/Three/ThreeMat.mat


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39
Assets/ImageTracking/Art/Two/TwoMat.mat


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4
Assets/Meshing/Scripts/ClassificationPlacementManager.cs


using DG.Tweening;
using UnityEngine;
using UnityEngine.EventSystems;
#if UNITY_IOS
#endif // UNITY_IOS
using UnityEngine.XR.ARSubsystems;
public class ClassificationPlacementManager : MonoBehaviour

void Update()
{
#if UNITY_IOS
if (m_ClassificationManager.currentClassification == ARMeshClassification.Table ||
m_ClassificationManager.currentClassification == ARMeshClassification.Floor ||
m_ClassificationManager.currentClassification == ARMeshClassification.Wall)

m_WallUI.SetActive(false);
m_TableUI.SetActive(false);
}
#endif
}
public void PlaceFloorObject(int indexToPlace)

17
Assets/Meshing/Scripts/MeshClassificationManager.cs


using UnityEngine;
using UnityEngine.XR;
using UnityEngine.XR.ARFoundation;
#if UNITY_IOS
#endif // UNITY_IOS
using UnityEngine.XR.ARSubsystems;
public class MeshClassificationManager : MonoBehaviour

RaycastHit m_Hit;
TrackableId m_CurrentTrackableID;
XRMeshSubsystem m_MeshSubsystem;
#if UNITY_IOS
#endif
#if UNITY_IOS
#endif
m_MeshManager.meshesChanged += MeshManagerOnmeshesChanged;
}

{
if (Physics.Raycast(m_MainCamera.ScreenPointToRay(CenterScreenHelper.Instance.GetCenterScreen()), out m_Hit))
{
#if UNITY_IOS
#endif
#if UNITY_IOS
foreach (MeshFilter mesh in obj.added)
{
TrackableId trackableId = ExtractTrackableId(mesh.name);

m_MeshDictionary.Remove(trackableId);
}
#endif
#if UNITY_IOS
void SetCurrentClassification(TrackableId meshID, int triangleIndex)
{
Debug.Assert(m_MeshDictionary.ContainsKey(meshID), $"Mesh ID [{meshID}] does not exist in the dictionary");

}
return retVal;
}
#endif
TrackableId ExtractTrackableId(string meshFilterName)
{
string[] nameSplit = meshFilterName.Split(' ');

2
Assets/Shaders/Scenes.meta


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8
Assets/Shaders/URP/UniversalRenderPipelineAsset.asset


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30
Assets/UX/Scenes/UXManagerScene.unity


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14
Assets/UX/Scripts/PlaceObjectsOnPlane.cs


int m_NumberOfPlacedObjects = 0;
[SerializeField]
bool m_CanReposition = true;
public bool canReposition
{
get => m_CanReposition;
set => m_CanReposition = value;
}
void Awake()
{
m_RaycastManager = GetComponent<ARRaycastManager>();

}
else
{
spawnedObject.transform.SetPositionAndRotation(hitPose.position, hitPose.rotation);
if (m_CanReposition)
{
spawnedObject.transform.SetPositionAndRotation(hitPose.position, hitPose.rotation);
}
}
if (onPlacedObject != null)

2
Assets/XR/Settings/AR Core Settings.asset.meta


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Packages/manifest.json


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"com.unity.textmeshpro": "2.0.1",

7
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"depth": 1,

6
ProjectSettings/EditorBuildSettings.asset


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5
ProjectSettings/QualitySettings.asset


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32
README.md


![img](https://user-images.githubusercontent.com/2120584/89490315-6edd0700-d761-11ea-9965-af86a9bbc296.gif)
# Universal Render Pipeline Shader Graph Shaders
## Disclaimer
These shaders are configured with [Universal Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest) and [Shader Graph](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest). They are expected to change or potentially break if either package is updated. Some of the implementations of these shaders are based on current API's and package structures that are not guaranteed to be consistent in future packages.
## Setup
To enable these shaders you must assign the [Universal Render Pipeline Asset](https://github.com/Unity-Technologies/arfoundation-demos/blob/master/Assets/Shaders/URP/UniversalRenderPipelineAsset.asset) in Project Graphics settings. This Pipeline asset has been pre-configured to work well with the shadow shaders and the ARFoundationForwardRendererData asset has been configured to properly render with AR Foundation by adding the AR Background Render Feature.
## Wireframe shader
![MeshViz](https://user-images.githubusercontent.com/2120584/90083549-b7e40c80-dcc7-11ea-8dde-0b41eda98c23.png)

> This sample enables and disables plane tracking by Toggling the AR Plane Manager component. You can see the optimizations with the mesh along flat surfaces when plane tracking is enabled.
## Shadows
Shadows are important for grounding objects in AR. It helps the user better understand the depth and position of augmented content in the real world. For enabling shadows in the Universal Render Pipeline custom .hlsl files have been written and used in shader graphs as custom nodes.
Both of these shaders are built to be applied on a single flat surface such as a plane or quad. For heirarchy setup you can see that the prefabs using these shaders have an empty root game object, the plane at the base of the object and the content positioned above that both as children of the root object.
### Blurred Shadows
![BlurredShadows](https://user-images.githubusercontent.com/2120584/90286951-b03d7880-de2b-11ea-94da-cb81387191e2.gif)
The blurred shadows have two custom node inputs. One for contact shadows created with objects close to the plane using this shader. Another for implementing stocastic blurring to create much softer shadows giving it a blurred edge. It is recommended to use these shadows for dynamic content.
### Hard Shadows
![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
![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.
> Compatibility for 2020.2+ version of Unity is due to how 3D textures are handled and managed
This sample also uses a script [ProbePlacement](https://github.com/Unity-Technologies/arfoundation-demos/blob/master/Assets/Common/Scripts/ProbePlacement.cs) for manually placing environmental probes to further enhance the effect.

124
Assets/Shaders/Wireframe/Scripts/BarycentricMeshData.cs


using System;
using System.Collections.Generic;
using System.Data;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
public class BarycentricMeshData : MonoBehaviour
{
[SerializeField]
ARMeshManager m_MeshManager;
public ARMeshManager meshManager
{
get => m_MeshManager;
set => m_MeshManager = value;
}
[SerializeField]
BarycentricDataBuilder m_DataBuilder;
public BarycentricDataBuilder dataBuilder
{
get => m_DataBuilder;
set => m_DataBuilder = value;
}
List<MeshFilter> m_AddedMeshes = new List<MeshFilter>();
List<MeshFilter> m_UpdatedMeshes = new List<MeshFilter>();
void OnEnable()
{
m_MeshManager.meshesChanged += MeshManagerOnmeshesChanged;
}
void OnDisable()
{
m_MeshManager.meshesChanged -= MeshManagerOnmeshesChanged;
}
void MeshManagerOnmeshesChanged(ARMeshesChangedEventArgs obj)
{
m_AddedMeshes = obj.added;
m_UpdatedMeshes = obj.updated;
foreach (MeshFilter filter in m_AddedMeshes)
{
m_DataBuilder.GenerateData(filter.mesh);
}
foreach (MeshFilter filter in m_UpdatedMeshes)
{
m_DataBuilder.GenerateData(filter.sharedMesh);
}
/*
if (obj.updated.Count > 0)
{
m_DataBuilder.GenerateData(obj.updated[0].sharedMesh);
}
*/
}
}
using System;
using System.Collections.Generic;
using System.Data;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
public class BarycentricMeshData : MonoBehaviour
{
[SerializeField]
ARMeshManager m_MeshManager;
public ARMeshManager meshManager
{
get => m_MeshManager;
set => m_MeshManager = value;
}
[SerializeField]
BarycentricDataBuilder m_DataBuilder;
public BarycentricDataBuilder dataBuilder
{
get => m_DataBuilder;
set => m_DataBuilder = value;
}
List<MeshFilter> m_AddedMeshes = new List<MeshFilter>();
List<MeshFilter> m_UpdatedMeshes = new List<MeshFilter>();
void OnEnable()
{
m_MeshManager.meshesChanged += MeshManagerOnmeshesChanged;
}
void OnDisable()
{
m_MeshManager.meshesChanged -= MeshManagerOnmeshesChanged;
}
void MeshManagerOnmeshesChanged(ARMeshesChangedEventArgs obj)
{
m_AddedMeshes = obj.added;
m_UpdatedMeshes = obj.updated;
foreach (MeshFilter filter in m_AddedMeshes)
{
m_DataBuilder.GenerateData(filter.mesh);
}
foreach (MeshFilter filter in m_UpdatedMeshes)
{
m_DataBuilder.GenerateData(filter.sharedMesh);
}
/*
if (obj.updated.Count > 0)
{
m_DataBuilder.GenerateData(obj.updated[0].sharedMesh);
}
*/
}
}

2
Assets/Shaders/Shadows/ShaderGraphs/TransparentShadowReceiver.shadergraph
文件差异内容过多而无法显示
查看文件

3
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Assets/Common/Scripts/ProbePlacement.cs


using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
public class ProbePlacement : MonoBehaviour
{
[SerializeField]
AREnvironmentProbeManager m_ProbeManager;
public AREnvironmentProbeManager probeManager
{
get => m_ProbeManager;
set => m_ProbeManager = value;
}
[SerializeField]
ARRaycastManager m_RaycastManager;
public ARRaycastManager raycastManager
{
get => m_RaycastManager;
set => m_RaycastManager = value;
}
List<ARRaycastHit> k_Hits = new List<ARRaycastHit>();
void Update()
{
if (Input.touchCount > 0)
{
Touch touch = Input.GetTouch(0);
if (touch.phase == TouchPhase.Began)
{
if (m_RaycastManager.Raycast(new Vector2(Screen.width / 2, Screen.height / 2), k_Hits))
{
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}
}
}
}

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