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Merge commit '3bbdd2f9428f6e5fb241f262bfd964f575f367fb' into facesubsystem_examples
Merge commit '3bbdd2f9428f6e5fb241f262bfd964f575f367fb' into facesubsystem_examples
# Conflicts: # Assets/Textures.meta # Packages/manifest.json # ProjectSettings/EditorBuildSettings.asset/1.5-preview
Jimmy Alamparambil
6 年前
当前提交
9b878670
共有 23 个文件被更改,包括 3090 次插入 和 22 次删除
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27Assets/Prefabs/AR Point Cloud Debug Visualizer.prefab
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2Assets/Textures.meta
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13ProjectSettings/EditorBuildSettings.asset
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80Assets/Materials/FeatheredPlaneMaterial.mat
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8Assets/Materials/FeatheredPlaneMaterial.mat.meta
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139Assets/Prefabs/AR Feathered Plane.prefab
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8Assets/Prefabs/AR Feathered Plane.prefab.meta
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396Assets/Scenes/FeatheredPlaneScene.unity
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7Assets/Scenes/FeatheredPlaneScene.unity.meta
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1001Assets/Scenes/LightEstimation.unity
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7Assets/Scenes/LightEstimation.unity.meta
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99Assets/Scripts/ARFeatheredPlaneMeshVisualizer.cs
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11Assets/Scripts/ARFeatheredPlaneMeshVisualizer.cs.meta
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50Assets/Scripts/LightEstimation.cs
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11Assets/Scripts/LightEstimation.cs.meta
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49Assets/Scripts/LightEstimationUI.cs
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11Assets/Scripts/LightEstimationUI.cs.meta
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8Assets/Shaders.meta
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1001Assets/Textures/PlaneGeometricGrid.png
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106Assets/Textures/PlaneGeometricGrid.png.meta
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9Assets/Shaders/FeatheredPlaneShader.shader.meta
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69Assets/Shaders/FeatheredPlaneShader.shader
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1001
Assets/Scenes/LightEstimation.unity
文件差异内容过多而无法显示
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文件差异内容过多而无法显示
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using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.Experimental.XR; |
|||
using UnityEngine.XR.ARFoundation; |
|||
|
|||
[RequireComponent(typeof(ARPlaneMeshVisualizer), typeof(MeshRenderer), typeof(ARPlane))] |
|||
public class ARFeatheredPlaneMeshVisualizer : MonoBehaviour |
|||
{ |
|||
float featheringWidth |
|||
{ |
|||
get { return m_FeatheringWidth; } |
|||
set { m_FeatheringWidth = value; } |
|||
} |
|||
|
|||
[Tooltip("The width of the texture feathering (in world units).")] |
|||
[SerializeField] |
|||
float m_FeatheringWidth = 0.2f; |
|||
|
|||
ARPlaneMeshVisualizer m_PlaneMeshVisualizer; |
|||
Material m_FeatheredPlaneMaterial; |
|||
|
|||
void Awake() |
|||
{ |
|||
m_PlaneMeshVisualizer = GetComponent<ARPlaneMeshVisualizer>(); |
|||
m_FeatheredPlaneMaterial = GetComponent<MeshRenderer>().material; |
|||
} |
|||
|
|||
void OnEnable() |
|||
{ |
|||
m_PlaneMeshVisualizer.meshUpdated += ARPlaneMeshVisualizer_meshUpdated; |
|||
} |
|||
|
|||
void OnDisable() |
|||
{ |
|||
m_PlaneMeshVisualizer.meshUpdated -= ARPlaneMeshVisualizer_meshUpdated; |
|||
} |
|||
|
|||
void ARPlaneMeshVisualizer_meshUpdated(ARPlaneMeshVisualizer planeMeshVisualizer) |
|||
{ |
|||
GenerateBoundaryUVs(planeMeshVisualizer.mesh); |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Generate UV2s to mark the boundary vertices and feathering UV coords.
|
|||
/// </summary>
|
|||
/// <remarks>
|
|||
/// The <c>ARPlaneMeshVisualizer</c> has a <c>meshUpdated</c> event that can be used to modify the generated
|
|||
/// mesh. In this case we'll add UV2s to mark the boundary vertices.
|
|||
/// This technique avoids having to generate extra vertices for the boundary. It works best when the plane is
|
|||
/// is fairly uniform.
|
|||
/// </remarks>
|
|||
/// <param name="mesh">The <c>Mesh</c> generated by <c>ARPlaneMeshVisualizer</c></param>
|
|||
void GenerateBoundaryUVs(Mesh mesh) |
|||
{ |
|||
int vertexCount = mesh.vertexCount; |
|||
|
|||
// Reuse the list of UVs
|
|||
s_FeatheringUVs.Clear(); |
|||
if (s_FeatheringUVs.Capacity < vertexCount) { s_FeatheringUVs.Capacity = vertexCount; } |
|||
|
|||
mesh.GetVertices(s_Vertices); |
|||
|
|||
Vector3 centerInPlaneSpace = s_Vertices[s_Vertices.Count - 1]; |
|||
Vector3 uv = new Vector3(0, 0, 0); |
|||
float shortestUVMapping = float.MaxValue; |
|||
|
|||
// Assume the last vertex is the center vertex.
|
|||
for (int i = 0; i < vertexCount - 1; i++) |
|||
{ |
|||
float vertexDist = Vector3.Distance(s_Vertices[i], centerInPlaneSpace); |
|||
|
|||
// Remap the UV so that a UV of "1" marks the feathering boudary.
|
|||
// The ratio of featherBoundaryDistance/edgeDistance is the same as featherUV/edgeUV.
|
|||
// Rearrange to get the edge UV.
|
|||
float uvMapping = vertexDist / Mathf.Max(vertexDist - featheringWidth, 0.001f); |
|||
uv.x = uvMapping; |
|||
|
|||
// All the UV mappings will be different. In the shader we need to know the UV value we need to fade out by.
|
|||
// Choose the shortest UV to guarentee we fade out before the border.
|
|||
// This means the feathering widths will be slightly different, we again rely on a fairly uniform plane.
|
|||
if (shortestUVMapping > uvMapping) { shortestUVMapping = uvMapping; } |
|||
|
|||
s_FeatheringUVs.Add(uv); |
|||
} |
|||
|
|||
m_FeatheredPlaneMaterial.SetFloat("_ShortestUVMapping", shortestUVMapping); |
|||
|
|||
// Add the center vertex UV
|
|||
uv.Set(0, 0, 0); |
|||
s_FeatheringUVs.Add(uv); |
|||
|
|||
mesh.SetUVs(1, s_FeatheringUVs); |
|||
mesh.UploadMeshData(false); |
|||
} |
|||
|
|||
static List<Vector3> s_FeatheringUVs = new List<Vector3>(); |
|||
static List<Vector3> s_Vertices = new List<Vector3>(); |
|||
} |
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assetBundleName: |
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assetBundleVariant: |
|
|||
using UnityEngine; |
|||
using UnityEngine.XR.ARFoundation; |
|||
|
|||
[RequireComponent(typeof(Light))] |
|||
public class LightEstimation : MonoBehaviour |
|||
{ |
|||
Light m_Light; |
|||
|
|||
public float? brightness { get; private set; } |
|||
|
|||
public float? colorTemperature { get; private set; } |
|||
|
|||
public Color? colorCorrection { get; private set; } |
|||
|
|||
void Awake () |
|||
{ |
|||
m_Light = GetComponent<Light>(); |
|||
ARSubsystemManager.cameraFrameReceived += FrameChanged; |
|||
} |
|||
|
|||
void FrameChanged(ARCameraFrameEventArgs args) |
|||
{ |
|||
if (args.lightEstimation.averageBrightness.HasValue) |
|||
{ |
|||
brightness = args.lightEstimation.averageBrightness.Value; |
|||
m_Light.intensity = brightness.Value; |
|||
} |
|||
|
|||
if (args.lightEstimation.averageColorTemperature.HasValue) |
|||
{ |
|||
colorTemperature = args.lightEstimation.averageColorTemperature.Value; |
|||
m_Light.colorTemperature = colorTemperature.Value; |
|||
} |
|||
|
|||
if (args.lightEstimation.colorCorrection.HasValue) |
|||
{ |
|||
colorCorrection = args.lightEstimation.colorCorrection.Value; |
|||
m_Light.color = colorCorrection.Value; |
|||
} |
|||
} |
|||
} |
|||
|
|||
|
|||
|
|||
|
|||
|
|||
|
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|
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fileFormatVersion: 2 |
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guid: 50c11494e9ace475f9dc92e2f907b42c |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.UI; |
|||
|
|||
[RequireComponent(typeof(LightEstimation))] |
|||
public class LightEstimationUI : MonoBehaviour |
|||
{ |
|||
[SerializeField] |
|||
Text m_BrightnessVal; |
|||
|
|||
[SerializeField] |
|||
Text m_ColorTempVal; |
|||
|
|||
[SerializeField] |
|||
Text m_ColorCorrectVal; |
|||
|
|||
LightEstimation m_LightEstimation; |
|||
|
|||
const string k_UnavailableText = "Unavailable"; |
|||
|
|||
void Awake() |
|||
{ |
|||
m_LightEstimation = GetComponent<LightEstimation>(); |
|||
} |
|||
|
|||
void Update() |
|||
{ |
|||
SetUIValue(m_LightEstimation.brightness.HasValue, m_BrightnessVal, m_LightEstimation.brightness.Value.ToString()); |
|||
SetUIValue(m_LightEstimation.colorTemperature.HasValue, m_ColorTempVal, m_LightEstimation.colorTemperature.Value.ToString()); |
|||
SetUIValue(m_LightEstimation.colorCorrection.HasValue, m_ColorCorrectVal, m_LightEstimation.colorTemperature.Value.ToString()); |
|||
} |
|||
|
|||
void SetUIValue(bool ContainsValue, Text UIText, string DisplayValue) |
|||
{ |
|||
if (UIText) |
|||
{ |
|||
if (ContainsValue) |
|||
{ |
|||
UIText.text = DisplayValue; |
|||
} |
|||
else |
|||
{ |
|||
UIText.text = k_UnavailableText; |
|||
} |
|||
} |
|||
} |
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} |
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1001
Assets/Textures/PlaneGeometricGrid.png
文件差异内容过多而无法显示
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文件差异内容过多而无法显示
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linearTexture: 0 |
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Shader "Unlit/FeatheredPlaneShader" |
|||
{ |
|||
Properties |
|||
{ |
|||
_MainTex ("Texture", 2D) = "white" {} |
|||
_TexTintColor("Texture Tint Color", Color) = (1,1,1,1) |
|||
_PlaneColor("Plane Color", Color) = (1,1,1,1) |
|||
} |
|||
SubShader |
|||
{ |
|||
Tags { "RenderType"="Transparent" "Queue"="Transparent" } |
|||
LOD 100 |
|||
Blend SrcAlpha OneMinusSrcAlpha |
|||
ZWrite Off |
|||
|
|||
Pass |
|||
{ |
|||
CGPROGRAM |
|||
#pragma vertex vert |
|||
#pragma fragment frag |
|||
|
|||
#include "UnityCG.cginc" |
|||
|
|||
struct appdata |
|||
{ |
|||
float4 vertex : POSITION; |
|||
float2 uv : TEXCOORD0; |
|||
float3 uv2 : TEXCOORD1; |
|||
}; |
|||
|
|||
struct v2f |
|||
{ |
|||
float4 vertex : SV_POSITION; |
|||
float2 uv : TEXCOORD0; |
|||
float3 uv2 : TEXCOORD1; |
|||
}; |
|||
|
|||
sampler2D _MainTex; |
|||
float4 _MainTex_ST; |
|||
fixed4 _TexTintColor; |
|||
fixed4 _PlaneColor; |
|||
float _ShortestUVMapping; |
|||
|
|||
v2f vert (appdata v) |
|||
{ |
|||
v2f o; |
|||
o.vertex = UnityObjectToClipPos(v.vertex); |
|||
o.uv = TRANSFORM_TEX(v.uv, _MainTex); |
|||
o.uv2 = v.uv2; |
|||
return o; |
|||
} |
|||
|
|||
fixed4 frag (v2f i) : SV_Target |
|||
{ |
|||
fixed4 col = tex2D(_MainTex, i.uv) * _TexTintColor; |
|||
col = lerp( _PlaneColor, col, col.a); |
|||
// Fade out from as we pass the edge. |
|||
// uv2.x stores a mapped UV that will be "1" at the beginning of the feathering. |
|||
// We fade until we reach at the edge of the shortest UV mapping. |
|||
// This is the remmaped UV value at the vertex. |
|||
// We choose the shorted one so that ll edges will fade out completely. |
|||
// See ARFeatheredPlaneMeshVisualizer.cs for more details. |
|||
col.a *= 1-smoothstep(1, _ShortestUVMapping, i.uv2.x); |
|||
return col; |
|||
} |
|||
ENDCG |
|||
} |
|||
} |
|||
} |
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