浏览代码

Merge branch 'latest-preview' into light-estimation

/4.1
Shan Jiang 4 年前
当前提交
b34f1c32
共有 15 个文件被更改,包括 1724 次插入77 次删除
  1. 932
      Assets/Scenes/Depth/DepthImages.unity
  2. 457
      Assets/Scripts/DisplayDepthImage.cs
  3. 2
      ProjectSettings/ProjectSettings.asset
  4. 4
      ProjectSettings/ProjectVersion.txt
  5. 6
      README.md
  6. 80
      Assets/Materials/DepthGradientMaterial.mat
  7. 8
      Assets/Materials/DepthGradientMaterial.mat.meta
  8. 78
      Assets/Materials/HumanStencil.mat
  9. 8
      Assets/Materials/HumanStencil.mat.meta
  10. 115
      Assets/Shaders/DepthGradient.shader
  11. 9
      Assets/Shaders/DepthGradient.shader.meta
  12. 93
      Assets/Shaders/HumanStencil.shader
  13. 9
      Assets/Shaders/HumanStencil.shader.meta
  14. 0
      /Assets/Scripts/DisplayDepthImage.cs.meta
  15. 0
      /Assets/Scripts/DisplayDepthImage.cs

932
Assets/Scenes/Depth/DepthImages.unity
文件差异内容过多而无法显示
查看文件

457
Assets/Scripts/DisplayDepthImage.cs


using System;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;

/// <summary>
/// This component tests getting the latest camera image
/// and converting it to RGBA format. If successful,
/// it displays the image on the screen as a RawImage
/// and also displays information about the image.
///
/// This is useful for computer vision applications where
/// you need to access the raw pixels from camera image
/// on the CPU.
///
/// This is different from the ARCameraBackground component, which
/// efficiently displays the camera image on the screen. If you
/// just want to blit the camera texture to the screen, use
/// the ARCameraBackground, or use Graphics.Blit to create
/// a GPU-friendly RenderTexture.
///
/// In this example, we get the camera image data on the CPU,
/// convert it to an RGBA format, then display it on the screen
/// as a RawImage texture to demonstrate it is working.
/// This is done as an example; do not use this technique simply
/// to render the camera image on screen.
/// This component displays a picture-in-picture view of the environment depth texture, the human depth texture, or
/// the human stencil texture.
public class TestDepthImage : MonoBehaviour
public class DisplayDepthImage : MonoBehaviour
[SerializeField]
[Tooltip("The AROcclusionManager which will produce frame events.")]
AROcclusionManager m_OcclusionManager;
/// <summary>
/// The display mode for the texture widget. Values must match the UI dropdown.
/// </summary>
enum DisplayMode
{
EnvironmentDepth = 0,
HumanDepth = 1,
HumanStencil = 2,
}
/// <summary>
/// Name of the max distance property in the shader.
/// </summary>
const string k_MaxDistanceName = "_MaxDistance";
/// <summary>
/// Name of the display rotation matrix in the shader.
/// </summary>
const string k_DisplayRotationPerFrameName = "_DisplayRotationPerFrame";
/// <summary>
/// The default texture aspect ratio.
/// </summary>
const float k_DefaultTextureAspectRadio = 1.0f;
/// <summary>
/// ID of the max distance property in the shader.
/// </summary>
static readonly int k_MaxDistanceId = Shader.PropertyToID(k_MaxDistanceName);
/// <summary>
/// ID of the display rotation matrix in the shader.
/// </summary>
static readonly int k_DisplayRotationPerFrameId = Shader.PropertyToID(k_DisplayRotationPerFrameName);
/// <summary>
/// A string builder for construction of strings.
/// </summary>
readonly StringBuilder m_StringBuilder = new StringBuilder();
/// <summary>
/// The current screen orientation remembered so that we are only updating the raw image layout when it changes.
/// </summary>
ScreenOrientation m_CurrentScreenOrientation;
/// <summary>
/// The current texture aspect ratio remembered so that we can resize the raw image layout when it changes.
/// </summary>
float m_TextureAspectRatio = k_DefaultTextureAspectRadio;
/// <summary>
/// The mode indicating which texture to display.
/// </summary>
DisplayMode m_DisplayMode = DisplayMode.EnvironmentDepth;
/// <summary>
/// The display rotation matrix for the shader.
/// </summary.
Matrix4x4 m_DisplayRotationMatrix = Matrix4x4.identity;
#if UNITY_ANDROID
/// <summary>
/// A matrix to flip the Y coordinate for the Android platform.
/// </summary>
Matrix4x4 k_AndroidFlipYMatrix = Matrix4x4.identity;
#endif // UNITY_ANDROID
/// <summary>
/// Get or set the <c>AROcclusionManager</c>.

get { return m_OcclusionManager; }
set { m_OcclusionManager = value; }
get => m_OcclusionManager;
set => m_OcclusionManager = value;
RawImage m_RawImage;
[Tooltip("The AROcclusionManager which will produce depth textures.")]
AROcclusionManager m_OcclusionManager;
/// <summary>
/// Get or set the <c>ARCameraManager</c>.
/// </summary>
public ARCameraManager cameraManager
{
get => m_CameraManager;
set => m_CameraManager = value;
}
[SerializeField]
[Tooltip("The ARCameraManager which will produce camera frame events.")]
ARCameraManager m_CameraManager;
/// <summary>
/// The UI RawImage used to display the image on screen.

get { return m_RawImage; }
set { m_RawImage = value; }
get => m_RawImage;
set => m_RawImage = value;
Text m_ImageInfo;
RawImage m_RawImage;
/// <summary>
/// The UI Text used to display information about the image on screen.

get { return m_ImageInfo; }
set { m_ImageInfo = value; }
get => m_ImageInfo;
set => m_ImageInfo = value;
}
[SerializeField]
Text m_ImageInfo;
/// <summary>
/// The depth material for rendering depth textures.
/// </summary>
public Material depthMaterial
{
get => m_DepthMaterial;
set => m_DepthMaterial = value;
}
[SerializeField]
Material m_DepthMaterial;
/// <summary>
/// The stencil material for rendering stencil textures.
/// </summary>
public Material stencilMaterial
{
get => m_StencilMaterial;
set => m_StencilMaterial = value;
void LogTextureInfo(StringBuilder stringBuilder, string textureName, Texture2D texture)
[SerializeField]
Material m_StencilMaterial;
/// <summary>
/// The max distance value for the shader when showing an environment depth texture.
/// </summary>
public float maxEnvironmentDistance
stringBuilder.AppendFormat("texture : {0}\n", textureName);
if (texture == null)
{
stringBuilder.AppendFormat(" <null>\n");
}
else
{
stringBuilder.AppendFormat(" format : {0}\n", texture.format.ToString());
stringBuilder.AppendFormat(" width : {0}\n", texture.width);
stringBuilder.AppendFormat(" height : {0}\n", texture.height);
stringBuilder.AppendFormat(" mipmap : {0}\n", texture.mipmapCount);
}
get => m_MaxEnvironmentDistance;
set => m_MaxEnvironmentDistance = value;
}
[SerializeField]
float m_MaxEnvironmentDistance = 8.0f;
/// <summary>
/// The max distance value for the shader when showing an human depth texture.
/// </summary>
public float maxHumanDistance
{
get => m_MaxHumanDistance;
set => m_MaxHumanDistance = value;
}
[SerializeField]
float m_MaxHumanDistance = 3.0f;
void Awake()
{
#if UNITY_ANDROID
k_AndroidFlipYMatrix[1,1] = -1.0f;
k_AndroidFlipYMatrix[2,1] = 1.0f;
#endif // UNITY_ANDROID
}
void OnEnable()
{
// Subscribe to the camera frame received event, and initialize the display rotation matrix.
Debug.Assert(m_CameraManager != null, "no camera manager");
m_CameraManager.frameReceived += OnCameraFrameEventReceived;
m_DisplayRotationMatrix = Matrix4x4.identity;
// When enabled, get the current screen orientation, and update the raw image UI.
m_CurrentScreenOrientation = Screen.orientation;
UpdateRawImage();
}
void OnDisable()
{
// Unsubscribe to the camera frame received event, and initialize the display rotation matrix.
Debug.Assert(m_CameraManager != null, "no camera manager");
m_CameraManager.frameReceived -= OnCameraFrameEventReceived;
m_DisplayRotationMatrix = Matrix4x4.identity;
// If we are on a device that does supports neither human stencil, human depth, nor environment depth,
// display a message about unsupported functionality and return.
if ((m_OcclusionManager.descriptor?.supportsHumanSegmentationStencilImage == false)
&& (m_OcclusionManager.descriptor?.supportsHumanSegmentationDepthImage == false)
&& (m_OcclusionManager.descriptor?.supportsEnvironmentDepthImage == false))
switch (m_DisplayMode)
if (m_ImageInfo != null)
{
m_ImageInfo.text = "Depth functionality is not supported on this device.";
}
return;
case DisplayMode.HumanDepth:
case DisplayMode.HumanStencil:
if ((m_OcclusionManager.descriptor?.supportsHumanSegmentationStencilImage == false)
&& (m_OcclusionManager.descriptor?.supportsHumanSegmentationDepthImage == false))
{
LogText("Human segmentation is not supported on this device.");
m_RawImage.texture = null;
if (!Mathf.Approximately(m_TextureAspectRatio, k_DefaultTextureAspectRadio))
{
m_TextureAspectRatio = k_DefaultTextureAspectRadio;
UpdateRawImage();
}
return;
}
break;
case DisplayMode.EnvironmentDepth :
default:
if (m_OcclusionManager.descriptor?.supportsEnvironmentDepthImage == false)
{
LogText("Environment depth is not supported on this device.");
m_RawImage.texture = null;
if (!Mathf.Approximately(m_TextureAspectRatio, k_DefaultTextureAspectRadio))
{
m_TextureAspectRatio = k_DefaultTextureAspectRadio;
UpdateRawImage();
}
return;
}
break;
StringBuilder sb = new StringBuilder();
// Get all of the occlusion textures.
LogTextureInfo(sb, "stencil", humanStencil);
LogTextureInfo(sb, "depth", humanDepth);
LogTextureInfo(sb, "env", envDepth);
// Display some text information about each of the textures.
m_StringBuilder.Clear();
BuildTextureInfo(m_StringBuilder, "stencil", humanStencil);
BuildTextureInfo(m_StringBuilder, "depth", humanDepth);
BuildTextureInfo(m_StringBuilder, "env", envDepth);
LogText(m_StringBuilder.ToString());
// Decide which to display based on the current mode.
Texture2D displayTexture;
switch (m_DisplayMode)
{
case DisplayMode.HumanStencil:
displayTexture = humanStencil;
break;
case DisplayMode.HumanDepth:
displayTexture = humanDepth;
break;
case DisplayMode.EnvironmentDepth:
default:
displayTexture = envDepth;
break;
}
// Assign the texture to display to the raw image.
Debug.Assert(m_RawImage != null, "no raw image");
m_RawImage.texture = displayTexture;
// Get the aspect ratio for the current texture.
float textureAspectRatio = (displayTexture == null) ? 1.0f : ((float)displayTexture.width / (float)displayTexture.height);
// If the raw image needs to be updated because of a device orientation change or because of a texture
// aspect ratio difference, then update the raw image with the new values.
if ((m_CurrentScreenOrientation != Screen.orientation)
|| !Mathf.Approximately(m_TextureAspectRatio, textureAspectRatio))
{
m_CurrentScreenOrientation = Screen.orientation;
m_TextureAspectRatio = textureAspectRatio;
UpdateRawImage();
}
}
/// <summary>
/// When the camera frame event is raised, capture the display rotation matrix.
/// </summary>
/// <param name="cameraFrameEventArgs">The arguments when a camera frame event is raised.</param>
void OnCameraFrameEventReceived(ARCameraFrameEventArgs cameraFrameEventArgs)
{
Debug.Assert(m_RawImage != null, "no raw image");
if (m_RawImage.material != null)
{
// Copy the display rotation matrix from the camera.
Matrix4x4 cameraMatrix = cameraFrameEventArgs.displayMatrix ?? Matrix4x4.identity;
Vector2 affineBasisX = new Vector2(1.0f, 0.0f);
Vector2 affineBasisY = new Vector2(0.0f, 1.0f);
Vector2 affineTranslation = new Vector2(0.0f, 0.0f);
#if UNITY_IOS
affineBasisX = new Vector2(cameraMatrix[0, 0], cameraMatrix[1, 0]);
affineBasisY = new Vector2(cameraMatrix[0, 1], cameraMatrix[1, 1]);
affineTranslation = new Vector2(cameraMatrix[2, 0], cameraMatrix[2, 1]);
#endif // UNITY_IOS
#if UNITY_ANDROID
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_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
// the scene because that will line up the depth image with the camera image. However, for this demo,
// we want to show the full depth image as a picture-in-picture, so we remove these scaling and offset
// factors while preserving the orientation.
affineBasisX = affineBasisX.normalized;
affineBasisY = affineBasisY.normalized;
m_DisplayRotationMatrix = Matrix4x4.identity;
m_DisplayRotationMatrix[0,0] = affineBasisX.x;
m_DisplayRotationMatrix[0,1] = affineBasisY.x;
m_DisplayRotationMatrix[1,0] = affineBasisX.y;
m_DisplayRotationMatrix[1,1] = affineBasisY.y;
m_DisplayRotationMatrix[2,0] = Mathf.Round(affineTranslation.x);
m_DisplayRotationMatrix[2,1] = Mathf.Round(affineTranslation.y);
#if UNITY_ANDROID
m_DisplayRotationMatrix = k_AndroidFlipYMatrix * m_DisplayRotationMatrix;
#endif // UNITY_ANDROID
// Set the matrix to the raw image material.
m_RawImage.material.SetMatrix(k_DisplayRotationPerFrameId, m_DisplayRotationMatrix);
}
}
/// <summary>
/// Create log information about the given texture.
/// </summary>
/// <param name="stringBuilder">The string builder to which to append the texture information.</param>
/// <param name="textureName">The semantic name of the texture for logging purposes.</param>
/// <param name="texture">The texture for which to log information.</param>
void BuildTextureInfo(StringBuilder stringBuilder, string textureName, Texture2D texture)
{
stringBuilder.AppendLine($"texture : {textureName}");
if (texture == null)
{
stringBuilder.AppendLine(" <null>");
}
else
{
stringBuilder.AppendLine($" format : {texture.format}");
stringBuilder.AppendLine($" width : {texture.width}");
stringBuilder.AppendLine($" height : {texture.height}");
stringBuilder.AppendLine($" mipmap : {texture.mipmapCount}");
}
}
/// <summary>
/// Log the given text to the screen if the image info UI is set. Otherwise, log the string to debug.
/// </summary>
/// <param name="text">The text string to log.</param>
void LogText(string text)
{
m_ImageInfo.text = sb.ToString();
m_ImageInfo.text = text;
Debug.Log(sb.ToString());
Debug.Log(text);
}
// To use the stencil, be sure the HumanSegmentationStencilMode property on the AROcclusionManager is set to a
// non-disabled value.
m_RawImage.texture = envDepth;
/// <summary>
/// Update the raw image with the current configurations.
/// </summary>
void UpdateRawImage()
{
Debug.Assert(m_RawImage != null, "no raw image");
// To use the depth, be sure the HumanSegmentationDepthMode property on the AROcclusionManager is set to a
/// non-disabled value.
// m_RawImage.texture = eventArgs.humanDepth;
// Determine the raw imge rectSize preserving the texture aspect ratio, matching the screen orientation,
// and keeping a minimum dimension size.
float minDimension = 480.0f;
float maxDimension = Mathf.Round(minDimension * m_TextureAspectRatio);
Vector2 rectSize;
switch (m_CurrentScreenOrientation)
{
case ScreenOrientation.LandscapeRight:
case ScreenOrientation.LandscapeLeft:
rectSize = new Vector2(maxDimension, minDimension);
break;
case ScreenOrientation.PortraitUpsideDown:
case ScreenOrientation.Portrait:
default:
rectSize = new Vector2(minDimension, maxDimension);
break;
}
// Determine the raw image material and maxDistance material parameter based on the display mode.
float maxDistance;
Material material;
switch (m_DisplayMode)
{
case DisplayMode.HumanStencil:
material = m_StencilMaterial;
maxDistance = m_MaxHumanDistance;
break;
case DisplayMode.HumanDepth:
material = m_DepthMaterial;
maxDistance = m_MaxHumanDistance;
break;
case DisplayMode.EnvironmentDepth:
default:
material = m_DepthMaterial;
maxDistance = m_MaxEnvironmentDistance;
break;
}
// Update the raw image dimensions and the raw image material parameters.
m_RawImage.rectTransform.sizeDelta = rectSize;
material.SetFloat(k_MaxDistanceId, maxDistance);
material.SetMatrix(k_DisplayRotationPerFrameId, m_DisplayRotationMatrix);
m_RawImage.material = material;
}
/// <summary>
/// Callback when the depth mode dropdown UI has a value change.
/// </summary>
/// <param name="dropdown">The dropdown UI that changed.</param>
public void OnDepthModeDropdownValueChanged(Dropdown dropdown)
{
// Update the display mode from the dropdown value.
m_DisplayMode = (DisplayMode)dropdown.value;
// Update the raw image following the mode change.
UpdateRawImage();
}
}
}

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).

80
Assets/Materials/DepthGradientMaterial.mat


%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!21 &2100000
Material:
serializedVersion: 6
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: DepthGradientMaterial
m_Shader: {fileID: 4800000, guid: 1aab677bdaaa5470588b1194d3f271be, type: 3}
m_ShaderKeywords:
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
- _BumpMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailAlbedoMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailMask:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailNormalMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _EmissionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OcclusionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ParallaxMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats:
- _BumpScale: 1
- _Cutoff: 0.5
- _DetailNormalMapScale: 1
- _DstBlend: 0
- _GlossMapScale: 1
- _Glossiness: 0.5
- _GlossyReflections: 1
- _MaxDistance: 8
- _Metallic: 0
- _MinDistance: 0
- _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.02
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
- _TextureRotation: 0
- _UVSec: 0
- _ZWrite: 1
m_Colors:
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}

8
Assets/Materials/DepthGradientMaterial.mat.meta


fileFormatVersion: 2
guid: 1822b099f6c09434b97c31e70184ff72
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 0
userData:
assetBundleName:
assetBundleVariant:

78
Assets/Materials/HumanStencil.mat


%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!21 &2100000
Material:
serializedVersion: 6
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: HumanStencil
m_Shader: {fileID: 4800000, guid: 100cb03e868ab4dd78fa474037e0f92c, type: 3}
m_ShaderKeywords:
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
- _BumpMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailAlbedoMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailMask:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailNormalMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _EmissionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OcclusionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ParallaxMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats:
- _BumpScale: 1
- _Cutoff: 0.5
- _DetailNormalMapScale: 1
- _DstBlend: 0
- _GlossMapScale: 1
- _Glossiness: 0.5
- _GlossyReflections: 1
- _Metallic: 0
- _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.02
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
- _TextureRotation: 0
- _UVSec: 0
- _ZWrite: 1
m_Colors:
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}

8
Assets/Materials/HumanStencil.mat.meta


fileFormatVersion: 2
guid: c0be8d44aefaa41a79f40f503f63619b
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 0
userData:
assetBundleName:
assetBundleVariant:

115
Assets/Shaders/DepthGradient.shader


Shader "Unlit/DepthGradient"
{
Properties
{
_MainTex ("Main Texture", 2D) = "black" {}
_MinDistance ("Min Distance", Float) = 0.0
_MaxDistance ("Max Distance", Float) = 8.0
}
SubShader
{
Tags
{
"Queue" = "Geometry"
"RenderType" = "Opaque"
"ForceNoShadowCasting" = "True"
}
Pass
{
Cull Off
ZTest Always
ZWrite Off
Lighting Off
LOD 100
Tags
{
"LightMode" = "Always"
}
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#define real half
#define real3 half3
#define real4 half4
#define TransformObjectToHClip UnityObjectToClipPos
#define DECLARE_TEXTURE2D_FLOAT(texture) UNITY_DECLARE_TEX2D_FLOAT(texture)
#define DECLARE_SAMPLER_FLOAT(sampler)
#define SAMPLE_TEXTURE2D(texture,sampler,texcoord) UNITY_SAMPLE_TEX2D(texture,texcoord)
struct appdata
{
float3 position : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 position : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
struct fragment_output
{
real4 color : SV_Target;
};
CBUFFER_START(DisplayRotationPerFrame)
float4x4 _DisplayRotationPerFrame;
CBUFFER_END
v2f vert (appdata v)
{
v2f o;
o.position = TransformObjectToHClip(v.position);
o.texcoord = mul(float3(v.texcoord, 1.0f), _DisplayRotationPerFrame).xy;
return o;
}
real3 HSVtoRGB(real3 arg1)
{
real4 K = real4(1.0h, 2.0h / 3.0h, 1.0h / 3.0h, 3.0h);
real3 P = abs(frac(arg1.xxx + K.xyz) * 6.0h - K.www);
return arg1.z * lerp(K.xxx, saturate(P - K.xxx), arg1.y);
}
DECLARE_TEXTURE2D_FLOAT(_MainTex);
DECLARE_SAMPLER_FLOAT(sampler_MainTex);
real _MinDistance;
real _MaxDistance;
fragment_output frag (v2f i)
{
// Sample the environment depth (in meters).
float envDistance = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord).r;
real lerpFactor = (envDistance - _MinDistance) / (_MaxDistance - _MinDistance);
real hue = lerp(0.70h, -0.15h, saturate(lerpFactor));
if (hue < 0.0h)
{
hue += 1.0h;
}
real3 color = real3(hue, 0.9h, 0.6h);
fragment_output o;
o.color = real4(HSVtoRGB(color), 1.0h);
return o;
}
ENDHLSL
}
}
}

9
Assets/Shaders/DepthGradient.shader.meta


fileFormatVersion: 2
guid: 1aab677bdaaa5470588b1194d3f271be
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

93
Assets/Shaders/HumanStencil.shader


Shader "Unlit/HumanStencil"
{
Properties
{
_MainTex ("Main Texture", 2D) = "black" {}
}
SubShader
{
Tags
{
"Queue" = "Geometry"
"RenderType" = "Opaque"
"ForceNoShadowCasting" = "True"
}
Pass
{
Cull Off
ZTest Always
ZWrite Off
Lighting Off
LOD 100
Tags
{
"LightMode" = "Always"
}
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#define real half
#define real3 half3
#define real4 half4
#define TransformObjectToHClip UnityObjectToClipPos
#define DECLARE_TEXTURE2D_FLOAT(texture) UNITY_DECLARE_TEX2D_FLOAT(texture)
#define DECLARE_SAMPLER_FLOAT(sampler)
#define SAMPLE_TEXTURE2D(texture,sampler,texcoord) UNITY_SAMPLE_TEX2D(texture,texcoord)
struct appdata
{
float3 position : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 position : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
struct fragment_output
{
real4 color : SV_Target;
};
CBUFFER_START(DisplayRotationPerFrame)
float4x4 _DisplayRotationPerFrame;
CBUFFER_END
v2f vert (appdata v)
{
v2f o;
o.position = TransformObjectToHClip(v.position);
o.texcoord = mul(float3(v.texcoord, 1.0f), _DisplayRotationPerFrame).xy;
return o;
}
DECLARE_TEXTURE2D_FLOAT(_MainTex);
DECLARE_SAMPLER_FLOAT(sampler_MainTex);
fragment_output frag (v2f i)
{
float stencilValue = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord).r;
fragment_output o;
o.color = real4(stencilValue, stencilValue, stencilValue, 1.0h);
return o;
}
ENDHLSL
}
}
}

9
Assets/Shaders/HumanStencil.shader.meta


fileFormatVersion: 2
guid: 100cb03e868ab4dd78fa474037e0f92c
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

/Assets/Scripts/TestDepthImage.cs.meta → /Assets/Scripts/DisplayDepthImage.cs.meta

/Assets/Scripts/TestDepthImage.cs → /Assets/Scripts/DisplayDepthImage.cs

正在加载...
取消
保存