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Merge pull request #49 from unity/CameraGrain

Camera Grain Sample Scene
/4.0
GitHub Enterprise 4 年前
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共有 13 个文件被更改,包括 888 次插入1 次删除
  1. 9
      README.md
  2. 8
      Assets/Scenes/CameraGrain.meta
  3. 11
      Assets/Scenes/CameraGrain/CameraGrain.cs.meta
  4. 84
      Assets/Scenes/CameraGrain/CameraGrain.mat
  5. 8
      Assets/Scenes/CameraGrain/CameraGrain.mat.meta
  6. 70
      Assets/Scenes/CameraGrain/CameraGrain.shader
  7. 9
      Assets/Scenes/CameraGrain/CameraGrain.shader.meta
  8. 525
      Assets/Scenes/CameraGrain/CameraGrain.unity
  9. 7
      Assets/Scenes/CameraGrain/CameraGrain.unity.meta
  10. 110
      Assets/Scenes/CameraGrain/CameraGrainCube.prefab
  11. 7
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  12. 41
      Assets/Scenes/CameraGrain/CameraGrain.cs

9
README.md


## AllPointCloudPoints
This sample shows all feature points over time, not just the current frame's feature points as the "AR Default Point Cloud" prefab does. It does this by using a slightly modified version of the `ARPointCloudParticleVisualzier` component that stores all the feature points in a Dictionary. Since each feature point has a unique identifier, it can look up the stored point and update its position in the dictionary if it already exists. This can be a useful starting point for custom solutions that require the entire map of point cloud points, e.g., for custom mesh reconstruction techniques.
This sample shows all feature points over time, not just the current frame's feature points as the "AR Default Point Cloud" prefab does. It does this by using a slightly modified version of the `ARPointCloudParticleVisualizer` component that stores all the feature points in a Dictionary. Since each feature point has a unique identifier, it can look up the stored point and update its position in the dictionary if it already exists. This can be a useful starting point for custom solutions that require the entire map of point cloud points, e.g., for custom mesh reconstruction techniques.
## CameraGrain
This sample demonstrates the camera grain effect. Once a plane is deteced, you can place a cube on it with a material that simulates the camera grain noise in the camera feed. See the `CameraGrain.cs` script. Also see `CameraGrain.shader` which animates and applies the camera grain texture (through linear interpolation) in screenspace.
This sample requires a device running iOS 13 and Unity 2020.2 or later.
## Meshing

### OcclusionMeshes
At first, this scene may appear to be doing nothing. However, it is rendering a depth texture on top of the scene based on the real world geometry. This allows for the real world to occlude virtual content. The scene has a script on it that fires a red ball into the scene when you tap. You will see the occlusion working by firing the red balls into a space which you can then move the iPad camera behind some other real world object to see that the virtual red balls are occluded by the real world object.

8
Assets/Scenes/CameraGrain.meta


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Assets/Scenes/CameraGrain/CameraGrain.shader


Shader "Custom/CameraGrain"
{
Properties
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_MainTex("Albedo (RGB)", 2D) = "white" {}
_NoiseTex("Noise Texture", 3D) = "white" {}
_NoiseIntensity ("Depth", Range(0,1)) = 0.0
_NoiseSpeed("Noise Speed", VECTOR) = (30.0, 20.0, 0, 0)
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CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
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float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float4 screenPos : TEXCOORD1;
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sampler2D _MainTex;
float4 _MainTex_ST;
sampler3D _NoiseTex;
float4 _NoiseTex_ST;
float _NoiseIntensity;
float4 _NoiseSpeed;
v2f vert (appdata v)
{
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o.vertex = UnityObjectToClipPos(v.vertex);
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}
fixed4 frag (v2f i) : SV_Target
{
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nuv.xy += float2(sin(_Time.y * _NoiseSpeed.x), cos(_Time.y * _NoiseSpeed.y));
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ENDCG
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Assets/Scenes/CameraGrain/CameraGrain.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
public class CameraGrain: MonoBehaviour
{
[SerializeField]
ARCameraManager m_CameraManager;
public ARCameraManager cameraManager
{
get { return m_CameraManager; }
set { m_CameraManager = value; }
}
Renderer m_Renderer;
void Start()
{
if(m_CameraManager == null)
{
m_CameraManager = FindObjectOfType (typeof(ARCameraManager)) as ARCameraManager;
}
m_Renderer = GetComponent<Renderer>();
m_CameraManager.frameReceived += OnReceivedFrame;
}
void OnDisable()
{
m_CameraManager.frameReceived -= OnReceivedFrame;
}
void OnReceivedFrame(ARCameraFrameEventArgs eventArgs){
if(m_Renderer != null && eventArgs.cameraGrainTexture != null)
{
m_Renderer.material.SetTexture("_NoiseTex", eventArgs.cameraGrainTexture);
m_Renderer.material.SetFloat("_NoiseIntensity", eventArgs.noiseIntensity);
}
}
}
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