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Merge branch 'latest-preview' into add-configuration-chooser-sample

/4.1
Todd Stinson 4 年前
当前提交
5c952900
共有 4 个文件被更改,包括 9 次插入11 次删除
  1. 8
      Assets/Scripts/DisplayDepthImage.cs
  2. 2
      ProjectSettings/ProjectSettings.asset
  3. 4
      ProjectSettings/ProjectVersion.txt
  4. 6
      README.md

8
Assets/Scripts/DisplayDepthImage.cs


affineBasisX = new Vector2(cameraMatrix[0, 0], cameraMatrix[0, 1]);
affineBasisY = new Vector2(cameraMatrix[1, 0], cameraMatrix[1, 1]);
affineTranslation = new Vector2(cameraMatrix[0, 2], cameraMatrix[1, 2]);
#endif // UNITY_IOS
#endif // UNITY_ANDROID
// The camera display matrix includes scaling and offsets to fit the aspect ratio of the device. In most
// cases, the camera display matrix should be used directly without modification when applying depth to

#if UNITY_ANDROID
m_DisplayRotationMatrix = k_AndroidFlipYMatrix * m_DisplayRotationMatrix;
#endif // UNITY_IOS
#endif // UNITY_ANDROID
// Set the matrix to the raw image material.
m_RawImage.material.SetMatrix(k_DisplayRotationPerFrameId, m_DisplayRotationMatrix);

switch (m_CurrentScreenOrientation)
{
case ScreenOrientation.LandscapeRight:
rectSize = new Vector2(maxDimension, minDimension);
break;
rectSize = new Vector2(minDimension, maxDimension);
break;
case ScreenOrientation.Portrait:
default:
rectSize = new Vector2(minDimension, maxDimension);

2
ProjectSettings/ProjectSettings.asset


switchNVNShaderPoolsGranularity: 33554432
switchNVNDefaultPoolsGranularity: 16777216
switchNVNOtherPoolsGranularity: 16777216
switchNVNMaxPublicTextureIDCount: 0
switchNVNMaxPublicSamplerIDCount: 0
stadiaPresentMode: 0
stadiaTargetFramerate: 0
vulkanNumSwapchainBuffers: 3

4
ProjectSettings/ProjectVersion.txt


m_EditorVersion: 2020.1.0f1
m_EditorVersionWithRevision: 2020.1.0f1 (2ab9c4179772)
m_EditorVersion: 2020.1.1f1
m_EditorVersionWithRevision: 2020.1.1f1 (2285c3239188)

6
README.md


## DepthImages
This sample demonstrates raw texture depth images from different methods.
* Environment depth (certain Android devices)
* Environment depth (certain Android devices and Apple devices with the LiDAR sensor)
This sample demonstrates occlusion of virtual content by real world content through the use of environment depth images on supported Android devices.
This sample demonstrates occlusion of virtual content by real world content through the use of environment depth images on supported Android and iOS devices.
## AllPointCloudPoints

## Contributions and Pull Requests
We are not accepting pull requests at this time. If you find an issue with the samples, our would like to request a new sample, please [submit a GitHub issue](https://github.com/Unity-Technologies/arfoundation-samples/issues).
We are not accepting pull requests at this time. If you find an issue with the samples, or would like to request a new sample, please [submit a GitHub issue](https://github.com/Unity-Technologies/arfoundation-samples/issues).
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