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multi image tracking sample uploaded

/4.1
Shan Jiang 4 年前
当前提交
8ac01b2b
共有 79 个文件被更改,包括 12632 次插入45 次删除
  1. 75
      ProjectSettings/EditorBuildSettings.asset
  2. 1
      ProjectSettings/GraphicsSettings.asset
  3. 33
      Assets/Scenes/ImageTracking/Prefabs/ImageInfoPrefab.prefab
  4. 8
      Assets/Scenes/ImageTracking/Multi Prefab - Image Tracking.meta
  5. 8
      Assets/Scenes/ImageTracking/Prefabs.meta
  6. 8
      Assets/Scenes/ImageTracking/Single Prefab - Image Tracking.meta
  7. 858
      Assets/Scenes/ImageTracking/Multi Prefab - Image Tracking/Multi-Image Tracking.unity
  8. 7
      Assets/Scenes/ImageTracking/Multi Prefab - Image Tracking/Multi-Image Tracking.unity.meta
  9. 294
      Assets/Scenes/ImageTracking/Multi Prefab - Image Tracking/MultiTrackedImageInfoManager.cs
  10. 11
      Assets/Scenes/ImageTracking/Multi Prefab - Image Tracking/MultiTrackedImageInfoManager.cs.meta
  11. 8
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab.meta
  12. 1001
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/FireFliesPrefab.prefab
  13. 7
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/FireFliesPrefab.prefab.meta
  14. 1001
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  15. 23
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  16. 8
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Materials.meta
  17. 92
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Materials/FireFly.mat
  18. 8
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  19. 97
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Materials/FireFlyTrail.mat
  20. 8
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Materials/FireFlyTrail.mat.meta
  21. 8
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Models.meta
  22. 75
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Models/FireFly.fbx
  23. 94
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Models/FireFly.fbx.meta
  24. 8
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Prefabs.meta
  25. 1001
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Prefabs/FireFliesPrefab.prefab
  26. 8
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  27. 79
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Prefabs/ParticlesLight.prefab
  28. 8
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Prefabs/ParticlesLight.prefab.meta
  29. 8
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Shaders.meta
  30. 114
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Shaders/FireFly.shader
  31. 9
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Shaders/FireFly.shader.meta
  32. 8
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  33. 1001
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  34. 86
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  35. 1001
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  36. 86
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Textures/FireFlyEmission.tif.meta
  37. 362
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Textures/FireFlyWings.png
  38. 86
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Textures/FireFlyWings.png.meta
  39. 5
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Textures/Ramp01.png
  40. 86
      Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Textures/Ramp01.png.meta
  41. 8
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab.meta
  42. 300
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/FlowerPrefab.prefab
  43. 7
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/FlowerPrefab.prefab.meta
  44. 8
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Materials.meta
  45. 77
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Materials/VegetationLarge03_Mat.mat
  46. 8
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Materials/VegetationLarge03_Mat.mat.meta
  47. 8
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Models.meta
  48. 1001
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Models/VegetationLarge03.fbx
  49. 115
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Models/VegetationLarge03.fbx.meta
  50. 8
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Textures.meta
  51. 1001
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Textures/VegetationLarge03_Albedo.tif
  52. 88
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Textures/VegetationLarge03_Albedo.tif.meta
  53. 1001
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Textures/VegetationLarge03_MetallicSmooth.tif
  54. 88
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Textures/VegetationLarge03_MetallicSmooth.tif.meta
  55. 99
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Textures/VegetationLarge03_Normals.tif.meta
  56. 1001
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Textures/VegetationLarge03_Occlusion.tif
  57. 88
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Textures/VegetationLarge03_Occlusion.tif.meta
  58. 73
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Vegetation.shader
  59. 9
      Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Vegetation.shader.meta
  60. 0
      /Assets/Scenes/ImageTracking/Prefabs/ImageInfoPrefab.prefab
  61. 0
      /Assets/Scenes/ImageTracking/Prefabs/ImageInfoPrefab.prefab.meta
  62. 0
      /Assets/Scenes/ImageTracking/Single Prefab - Image Tracking/ImageTracking.unity.meta
  63. 0
      /Assets/Scenes/ImageTracking/Single Prefab - Image Tracking/TrackedImageInfoManager.cs
  64. 0
      /Assets/Scenes/ImageTracking/Single Prefab - Image Tracking/TrackedImageInfoManager.cs.meta
  65. 0
      /Assets/Scenes/ImageTracking/Single Prefab - Image Tracking/ImageTracking.unity

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Assets/Scenes/ImageTracking/Multi Prefab - Image Tracking/Multi-Image Tracking.unity.meta


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294
Assets/Scenes/ImageTracking/Multi Prefab - Image Tracking/MultiTrackedImageInfoManager.cs


using System;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.XR.ARSubsystems;
using UnityEngine.XR.ARFoundation;
namespace UnityEngine.XR.ARFoundation.Samples
{
/// This component listens for images detected by the <c>XRImageTrackingSubsystem</c>
/// and overlays some information as well as the source Texture2D on top of the
/// detected image.
/// </summary>
[RequireComponent(typeof(ARTrackedImageManager))]
public class MultiTrackedImageInfoManager : MonoBehaviour
{
[SerializeField]
[Tooltip("The camera to set on the world space UI canvas for each instantiated image info.")]
Camera m_WorldSpaceCanvasCamera;
/// <summary>
/// The prefab has a world space UI canvas,
/// which requires a camera to function properly.
/// </summary>
public Camera worldSpaceCanvasCamera
{
get { return m_WorldSpaceCanvasCamera; }
set { m_WorldSpaceCanvasCamera = value; }
}
[SerializeField]
[Tooltip("If an image is detected but no source texture can be found, this texture is used instead.")]
Texture2D m_DefaultTexture;
/// <summary>
/// If an image is detected but no source texture can be found,
/// this texture is used instead.
/// </summary>
public Texture2D defaultTexture
{
get { return m_DefaultTexture; }
set { m_DefaultTexture = value; }
}
[Serializable]
/// <summary>
/// It has a string for name and a GameObject for prefab.
/// </summary>
public struct NamedPrefab
{
[SerializeField]
string m_PrefabName;
[SerializeField]
GameObject m_Prefab;
public string prefabName
{
get { return m_PrefabName; }
set { m_PrefabName = value; }
}
public GameObject prefab
{
get { return m_Prefab; }
set { m_Prefab = value; }
}
public NamedPrefab(string prefabName, GameObject prefab)
{
m_PrefabName = prefabName;
m_Prefab = prefab;
}
}
[SerializeField]
[Tooltip("Each prefab corresponds to each image in the Image Library.")]
List<NamedPrefab> m_PrefabList;
/// <summary>
/// Each prefab corresponds to the each image in the Image Library in the same order.
/// </summary>
public List<NamedPrefab> prefabList
{
get { return m_PrefabList; }
set { m_PrefabList = value; }
}
Dictionary<string, GameObject> m_PrefabsDictionary = new Dictionary<string, GameObject>();
ARTrackedImageManager m_TrackedImageManager;
[SerializeField, ReferenceImageLibraryChanged]
[Tooltip("Reference Image Library")]
XRReferenceImageLibrary m_ImageLibrary;
/// <summary>
/// Get the <c>XRReferenceImageLibrary</c>
/// </summary>
public XRReferenceImageLibrary ImageLibrary
{
get => m_ImageLibrary;
set => m_ImageLibrary = value;
}
void Awake()
{
m_TrackedImageManager = GetComponent<ARTrackedImageManager>();
for (int i = 0; i < prefabList.Count; i++)
{
m_PrefabsDictionary.Add(prefabList[i].prefabName, prefabList[i].prefab);
}
}
void OnEnable()
{
m_TrackedImageManager.trackedImagesChanged += OnTrackedImagesChanged;
}
void OnDisable()
{
m_TrackedImageManager.trackedImagesChanged -= OnTrackedImagesChanged;
}
internal void OnLibraryChanged(XRReferenceImageLibrary library)
{
Debug.Log("OnLibraryChanged");
UpdatePrefabList();
}
void UpdatePrefabList()
{
if (m_PrefabList.Count == m_ImageLibrary.count)
{
for (int i = 0; i < m_PrefabList.Count; i++)
{
var pref = m_PrefabList[i];
pref.prefabName = m_ImageLibrary[i].name;
m_PrefabList[i] = pref;
}
}
else
{
m_PrefabList = new List<NamedPrefab>();
for (int i = 0; i < m_ImageLibrary.count; i++)
{
NamedPrefab pref = new NamedPrefab(m_ImageLibrary[i].name, null);
m_PrefabList.Add(pref);
}
}
}
void AssignPrefab(ARTrackedImage trackedImage)
{
GameObject prefab;
if (m_PrefabsDictionary.TryGetValue(trackedImage.referenceImage.name, out prefab)){
Instantiate(prefab, trackedImage.transform);
}
}
void UpdateInfo(ARTrackedImage trackedImage)
{
switch(trackedImage.referenceImage.name)
{
case "Rafflesia":
// Disable the visual plane if it is not being tracked
if (trackedImage.trackingState != TrackingState.None)
{
// The image extents is only valid when the image is being tracked
trackedImage.transform.localScale = new Vector3(trackedImage.size.x/10, trackedImage.size.x/10, trackedImage.size.x/10);
}
break;
// case "Logo":
case "QRCode":
// Set canvas camera
var canvas = trackedImage.GetComponentInChildren<Canvas>();
canvas.worldCamera = worldSpaceCanvasCamera;
// Update information about the tracked image
var text = canvas.GetComponentInChildren<Text>();
text.text = string.Format(
"{0}\ntrackingState: {1}\nGUID: {2}\nReference size: {3} cm\nDetected size: {4} cm",
trackedImage.referenceImage.name,
trackedImage.trackingState,
trackedImage.referenceImage.guid,
trackedImage.referenceImage.size * 100f,
trackedImage.size * 100f);
var planeParentGo = trackedImage.transform.GetChild(0).gameObject;
var planeGo = planeParentGo.transform.GetChild(0).gameObject;
// Disable the visual plane if it is not being tracked
if (trackedImage.trackingState != TrackingState.None)
{
planeGo.SetActive(true);
// The image extents is only valid when the image is being tracked
trackedImage.transform.localScale = new Vector3(trackedImage.size.x, 1f, trackedImage.size.y);
// Set the texture
var material = planeGo.GetComponentInChildren<MeshRenderer>().material;
material.mainTexture = (trackedImage.referenceImage.texture == null) ? defaultTexture : trackedImage.referenceImage.texture;
}
else
{
planeGo.SetActive(false);
}
break;
}
}
void OnTrackedImagesChanged(ARTrackedImagesChangedEventArgs eventArgs)
{
foreach (var trackedImage in eventArgs.added)
{
// Give the initial image a reasonable default scale
trackedImage.transform.localScale = new Vector3(0.02f, 0.02f, 0.02f);
AssignPrefab(trackedImage);
}
foreach (var trackedImage in eventArgs.updated)
UpdateInfo(trackedImage);
}
public class ReferenceImageLibraryChangedAttribute : PropertyAttribute { }
#if UNITY_EDITOR
[CustomPropertyDrawer(typeof(ReferenceImageLibraryChangedAttribute))]
public class ReferenceImageLibraryChangedAttributePropertyDrawer : PropertyDrawer
{
List<XRReferenceImage> m_ReferenceImages = new List<XRReferenceImage>();
bool HasLibraryChanged(XRReferenceImageLibrary library)
{
if (library == null)
return m_ReferenceImages.Count == 0;
if (m_ReferenceImages.Count != library.count)
return true;
for (int i = 0; i < library.count; i++)
{
if (m_ReferenceImages[i] != library[i])
return true;
}
return false;
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
var behaviour = property.serializedObject.targetObject as MultiTrackedImageInfoManager;
var library = property.objectReferenceValue as XRReferenceImageLibrary;
EditorGUI.BeginChangeCheck();
EditorGUI.PropertyField(position, property);
if (EditorGUI.EndChangeCheck())
{
Debug.Log($"Library field changed");
behaviour.OnLibraryChanged(library);
}
else if (HasLibraryChanged(library))
{
Debug.Log("Library changed (items added or removed)");
behaviour.OnLibraryChanged(library);
}
// Update current
m_ReferenceImages.Clear();
if (library)
{
foreach (var referenceImage in library)
{
m_ReferenceImages.Add(referenceImage);
}
}
}
}
#endif
}
}

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Shader "Unlit/FireFlyNew"
{
Properties
{
_MainTex ("Albedo (Emissive)", 2D) = "white" {}
_Wings ("Wings", 2D) = "white" {}
_EmissiveAmount ("_EmissiveAmount", Float) =2.0
}
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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{
CGPROGRAM
#pragma vertex vert alpha:fade
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 uv : TEXCOORD0;
float4 color : COLOR;
};
struct v2f
{
float4 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
sampler2D _MainTex;
float _EmissiveAmount;
//float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
//o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.uv = v.uv;
o.color.rgba = v.color.rgba;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
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float4 emissive = i.color * col.a;
clip(i.color.a - 0.5);
col += emissive * pow(_EmissiveAmount, 2.2);
return col;
}
ENDCG
}
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Cull Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
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#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 uv : TEXCOORD0;
float4 color : COLOR;
};
struct v2f
{
float4 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
sampler2D _Wings;
//float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
//o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.uv = v.uv;
o.color.rgba = v.color.rgba;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 wings = tex2D(_Wings, i.uv.zw);
wings.a = lerp( wings.a, 0, i.color.a);
return wings;
}
ENDCG
}
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Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Textures/VegetationLarge03_MetallicSmooth.tif
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73
Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Vegetation.shader


Shader "Custom/Vegetation" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_BumpMap ("Normal", 2D)= "bump" {}
_OcclusionMap ("Occlusion", 2D) = "white" {}
_OcclusionStrength ("Occlusion Strength", Range(0,1)) = 0.0
_MetallicGlossMap ("Metaillic Smoothness (R/A)", 2D) = "white" {}
_EmissionMap ("Emissive", 2D) = "white" {}
[hdr]_EmissiveColor ("Emissive Color", Color) = (0,0,0,0)
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="TransparentCutout" "Queue"="AlphaTest" }
LOD 200
CGPROGRAM
#pragma multi_compile _ LOD_FADE_CROSSFADE
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows vertex:vert
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex, _OcclusionMap, _BumpMap, _MetallicGlossMap, _EmissionMap;
struct Input {
float2 uv_MainTex;
float4 screenPos;
};
half _Glossiness, _Metallic, _OcclusionStrength;
fixed4 _Color, _EmissiveColor;
void vert (inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input,o);
//float3 worldPos = mul (unity_ObjectToWorld, v.vertex).xyz;
//float vLength = length(v.vertex);
//v.vertex.x += sin(_Time * 5) * 0.2 * vLength;
}
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o) {
#ifdef LOD_FADE_CROSSFADE
float2 vpos = IN.screenPos.xy / IN.screenPos.w * _ScreenParams.xy;
UnityApplyDitherCrossFade(vpos);
#endif
fixed4 ms = tex2D (_MetallicGlossMap, IN.uv_MainTex);
o.Albedo = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Normal = UnpackNormal(tex2D (_BumpMap, IN.uv_MainTex));
o.Metallic = ms.r * _Metallic;
o.Smoothness = ms.a * _Glossiness;
o.Occlusion = LerpOneTo (tex2D (_OcclusionMap, IN.uv_MainTex), _OcclusionStrength);
o.Emission = tex2D (_EmissionMap, IN.uv_MainTex) * _EmissiveColor;
//o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}

9
Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Vegetation.shader.meta


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/Assets/Scenes/ImageTracking/ImageInfoPrefab.prefab → /Assets/Scenes/ImageTracking/Prefabs/ImageInfoPrefab.prefab

/Assets/Scenes/ImageTracking/ImageInfoPrefab.prefab.meta → /Assets/Scenes/ImageTracking/Prefabs/ImageInfoPrefab.prefab.meta

/Assets/Scenes/ImageTracking/ImageTracking.unity.meta → /Assets/Scenes/ImageTracking/Single Prefab - Image Tracking/ImageTracking.unity.meta

/Assets/Scenes/ImageTracking/TrackedImageInfoManager.cs → /Assets/Scenes/ImageTracking/Single Prefab - Image Tracking/TrackedImageInfoManager.cs

/Assets/Scenes/ImageTracking/TrackedImageInfoManager.cs.meta → /Assets/Scenes/ImageTracking/Single Prefab - Image Tracking/TrackedImageInfoManager.cs.meta

/Assets/Scenes/ImageTracking/ImageTracking.unity → /Assets/Scenes/ImageTracking/Single Prefab - Image Tracking/ImageTracking.unity

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