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Merge pull request #41 from unity/3.1-light-estimation

Merge light estimation samples and improve directional reporting
/3.1
GitHub Enterprise 5 年前
当前提交
13db44ef
共有 11 个文件被更改,包括 1069 次插入1039 次删除
  1. 868
      Assets/Scenes/LightEstimation/LightEstimation.unity
  2. 39
      Assets/Scripts/LightEstimation.cs
  3. 18
      README.md
  4. 54
      Assets/Scenes/LightEstimation/PlatformSelector.cs
  5. 11
      Assets/Scenes/LightEstimation/PlatformSelector.cs.meta
  6. 14
      Assets/Scenes/LightEstimation/Rotator.cs
  7. 11
      Assets/Scenes/LightEstimation/Rotator.cs.meta
  8. 77
      Assets/Scenes/LightEstimation/Shiny.mat
  9. 8
      Assets/Scenes/LightEstimation/Shiny.mat.meta
  10. 7
      Assets/Scenes/LightEstimation/ARKitHDRLightEstimation.unity.meta
  11. 1001
      Assets/Scenes/LightEstimation/ARKitHDRLightEstimation.unity

868
Assets/Scenes/LightEstimation/LightEstimation.unity


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39
Assets/Scripts/LightEstimation.cs


[Tooltip("The ARCameraManager which will produce frame events containing light estimation information.")]
ARCameraManager m_CameraManager;
[SerializeField]
Transform m_Arrow;
public Transform arrow
{
get => m_Arrow;
set => m_Arrow = value;
}
/// <summary>
/// Get or set the <c>ARCameraManager</c>.
/// </summary>

{
if (m_CameraManager != null)
m_CameraManager.frameReceived += FrameChanged;
// Disable the arrow to start; enable it later if we get directional light info
arrow?.gameObject.SetActive(false);
Application.onBeforeRender += OnBeforeRender;
Application.onBeforeRender -= OnBeforeRender;
void OnBeforeRender()
{
if (arrow && m_CameraManager)
{
var cameraTransform = m_CameraManager.GetComponent<Camera>().transform;
arrow.position = cameraTransform.position + cameraTransform.forward * .25f;
}
}
void FrameChanged(ARCameraFrameEventArgs args)
{
if (args.lightEstimation.averageBrightness.HasValue)

colorTemperature = args.lightEstimation.averageColorTemperature.Value;
m_Light.colorTemperature = colorTemperature.Value;
}
if (args.lightEstimation.colorCorrection.HasValue)
{
colorCorrection = args.lightEstimation.colorCorrection.Value;

{
mainLightDirection = args.lightEstimation.mainLightDirection;
m_Light.transform.rotation = Quaternion.LookRotation(mainLightDirection.Value);
if (arrow)
{
arrow.gameObject.SetActive(true);
arrow.rotation = Quaternion.LookRotation(mainLightDirection.Value);
}
}
else
{
arrow?.gameObject.SetActive(false);
// 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)

18
README.md


# AR Foundation Samples
Example projects that use [*AR Foundation 3.0*](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@3.0/manual/index.html) and demonstrate its functionality with sample assets and components.
Example projects that use [*AR Foundation 3.0*](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@3.1/manual/index.html) and demonstrate its functionality with sample assets and components.
* 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@3.1/manual/index.html))
* ARCore XR Plugin ([documentation](https://docs.unity3d.com/Packages/com.unity.xr.arcore@3.1/manual/index.html))
* ARKit XR Plugin ([documentation](https://docs.unity3d.com/Packages/com.unity.xr.arkit@3.1/manual/index.html))
* ARKit Face Tracking ([documentation](https://docs.unity3d.com/Packages/com.unity.xr.arkit-face-tracking@3.1/manual/index.html))
* ARFoundation ([documentation](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@3.1/manual/index.html))
ARSubsystems defines an interface, and the platform-specific implementations are in the ARCore and ARKit packages. ARFoundation turns the AR data provided by ARSubsystems into Unity `GameObject`s and `MonoBehavour`s.

## LightEstimation
Demonstrates light estimation information from the camera frame. You should see values for "Brightness", "Color Temp", and "Color Correct" on screen. Most devices only support a subset of these 3, so some will be listed as "unavailable."
This sample also attempts to read HDR lighting information. On iOS, this is only available when face tracking is enabled and requires a device with a TrueDepth camera (such as an iPhone X, XS or 11). When available, a virtual arrow appears in front of the camera which indicates the estimated main light direction. The virtual light direction is also updated, so that virtual content appears to be lit from the direction of the real light source.
The relevant scripts are on the "Directional Light" GameObject.

## ImageTracking
This sample demonstrates image tracking. Image tracking is supported on ARCore and ARKit. To enable image tracking, you must first create an `XRReferenceImageLibrary`. This is the set of images to look for in the environment. [Click here](https://docs.unity3d.com/Packages/com.unity.xr.arsubsystems@3.0/manual/image-tracking.html) for instructions on creating one.
This sample demonstrates image tracking. Image tracking is supported on ARCore and ARKit. To enable image tracking, you must first create an `XRReferenceImageLibrary`. This is the set of images to look for in the environment. [Click here](https://docs.unity3d.com/Packages/com.unity.xr.arsubsystems@3.1/manual/image-tracking.html) for instructions on creating one.
At runtime, ARFoundation will generate an `ARTrackedImage` for each detected reference image. This sample uses the [`TrackedImageInfoManager.cs`](https://github.com/Unity-Technologies/arfoundation-samples/blob/master/Assets/Scenes/ImageTracking/TrackedImageInfoManager.cs) script to overlay the original image on top of the detected image, along with some meta data.

Similar to the image tracking sample, this sample detects a 3D object from a set of reference objects in an `XRReferenceObjectLibrary`. [Click here](https://docs.unity3d.com/Packages/com.unity.xr.arsubsystems@3.0/manual/object-tracking.html) for instructions on creating one.
Similar to the image tracking sample, this sample detects a 3D object from a set of reference objects in an `XRReferenceObjectLibrary`. [Click here](https://docs.unity3d.com/Packages/com.unity.xr.arsubsystems@3.1/manual/object-tracking.html) for instructions on creating one.
To use this sample, you must have a physical object the device can recognize. The sample's reference object library is built using two reference objects. The sample includes [printable templates](https://github.com/Unity-Technologies/arfoundation-samples/tree/master/Assets/Scenes/Object%20Tracking/Printable%20Templates) which can be printed on 8.5x11 inch paper and folded into a cube and cylinder.

54
Assets/Scenes/LightEstimation/PlatformSelector.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
/// <summary>
/// On ARKit, HDR light estimation only works in face tracking mode.
/// On ARCore, HDR light estimation only works when NOT in face tracking mode.
/// This script enables face tracking on iOS and disables it otherwise.
/// </summary>
[RequireComponent(typeof(ARSessionOrigin))]
[RequireComponent(typeof(ARFaceManager))]
public class PlatformSelector : MonoBehaviour
{
[SerializeField]
GameObject m_WorldSpaceObject;
public GameObject worldSpaceObject
{
get => m_WorldSpaceObject;
set => m_WorldSpaceObject = value;
}
#if UNITY_IOS
const bool k_PlatformIsIOS = true;
#else
const bool k_PlatformIsIOS = false;
#endif
void OnEnable()
{
GetComponent<ARFaceManager>().enabled = k_PlatformIsIOS;
if (!k_PlatformIsIOS)
{
worldSpaceObject?.SetActive(true);
Application.onBeforeRender += OnBeforeRender;
}
}
void OnDisable()
{
GetComponent<ARFaceManager>().enabled = false;
Application.onBeforeRender -= OnBeforeRender;
}
void OnBeforeRender()
{
var camera = GetComponent<ARSessionOrigin>().camera;
if (camera && worldSpaceObject)
{
worldSpaceObject.transform.position = camera.transform.position + camera.transform.forward;
}
}
}

11
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Assets/Scenes/LightEstimation/Rotator.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Rotator : MonoBehaviour
{
float m_Angle;
void Update()
{
m_Angle += Time.deltaTime * 10f;
transform.rotation = Quaternion.Euler(m_Angle, m_Angle, m_Angle);
}
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Assets/Scenes/LightEstimation/ARKitHDRLightEstimation.unity
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