您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
110 行
3.8 KiB
110 行
3.8 KiB
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;
|
|
}
|