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Add "CameraGrain" button and logic to enable it.

/4.1
Tim Mowrer 4 年前
当前提交
499a5a1e
共有 3 个文件被更改,包括 252 次插入9 次删除
  1. 239
      Assets/Scenes/ARFoundationMenu/Menu.unity
  2. 5
      Assets/Scripts/UX/ARSceneSelectUI.cs
  3. 17
      Assets/Scripts/UX/CheckAvailableFeatures.cs

239
Assets/Scenes/ARFoundationMenu/Menu.unity


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5
Assets/Scripts/UX/ARSceneSelectUI.cs


LoadScene("InputSystem");
}
public void CameraGrainButtonPressed()
{
LoadScene("CameraGrain");
}
void ScrollToStartPosition()
{
m_HorizontalScrollBar.value = 0;

17
Assets/Scripts/UX/CheckAvailableFeatures.cs


set => m_InputSystem = value;
}
// Start is called before the first frame update
[SerializeField]
Button m_CameraGrain;
public Button cameraGrain
{
get => m_CameraGrain;
set => m_CameraGrain = value;
}
void Start()
{
var planeDescriptors = new List<XRPlaneSubsystemDescriptor>();

m_LightEstimation.interactable = true;
foreach(var cameraDescriptor in cameraDescriptors)
{
if((cameraDescriptor.supportsAverageBrightness || cameraDescriptor.supportsAverageIntensityInLumens) &&
if ((cameraDescriptor.supportsAverageBrightness || cameraDescriptor.supportsAverageIntensityInLumens) &&
if(cameraDescriptor.supportsFaceTrackingHDRLightEstimation || cameraDescriptor.supportsWorldTrackingHDRLightEstimation)
if (cameraDescriptor.supportsFaceTrackingHDRLightEstimation || cameraDescriptor.supportsWorldTrackingHDRLightEstimation)
#if UNITY_2020_2_OR_NEWER
m_CameraGrain.interactable = cameraDescriptor.supportsCameraGrain;
#endif
}
}

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