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Merge light estimation samples and improve directional reporting

/3.1
Tim Mowrer 5 年前
当前提交
b4bc7ac6
共有 10 个文件被更改,包括 1052 次插入1031 次删除
  1. 868
      Assets/Scenes/LightEstimation/LightEstimation.unity
  2. 32
      Assets/Scripts/LightEstimation.cs
  3. 54
      Assets/Scenes/LightEstimation/PlatformSelector.cs
  4. 11
      Assets/Scenes/LightEstimation/PlatformSelector.cs.meta
  5. 14
      Assets/Scenes/LightEstimation/Rotator.cs
  6. 11
      Assets/Scenes/LightEstimation/Rotator.cs.meta
  7. 77
      Assets/Scenes/LightEstimation/Shiny.mat
  8. 8
      Assets/Scenes/LightEstimation/Shiny.mat.meta
  9. 7
      Assets/Scenes/LightEstimation/ARKitHDRLightEstimation.unity.meta
  10. 1001
      Assets/Scenes/LightEstimation/ARKitHDRLightEstimation.unity

868
Assets/Scenes/LightEstimation/LightEstimation.unity


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32
Assets/Scripts/LightEstimation.cs


[Tooltip("The ARCameraManager which will produce frame events containing light estimation information.")]
ARCameraManager m_CameraManager;
[SerializeField]
Transform m_Arrow;
public Transform arrow
{
get => m_Arrow;
set => m_Arrow = value;
}
/// <summary>
/// Get or set the <c>ARCameraManager</c>.
/// </summary>

{
if (m_CameraManager != null)
m_CameraManager.frameReceived += FrameChanged;
Application.onBeforeRender += OnBeforeRender;
Application.onBeforeRender -= OnBeforeRender;
void OnBeforeRender()
{
if (arrow && m_CameraManager)
{
var cameraTransform = m_CameraManager.GetComponent<Camera>().transform;
arrow.position = cameraTransform.position + cameraTransform.forward * .25f;
}
}
void FrameChanged(ARCameraFrameEventArgs args)
{
if (args.lightEstimation.averageBrightness.HasValue)

colorTemperature = args.lightEstimation.averageColorTemperature.Value;
m_Light.colorTemperature = colorTemperature.Value;
}
if (args.lightEstimation.colorCorrection.HasValue)
{
colorCorrection = args.lightEstimation.colorCorrection.Value;

{
mainLightDirection = args.lightEstimation.mainLightDirection;
m_Light.transform.rotation = Quaternion.LookRotation(mainLightDirection.Value);
if (arrow)
{
arrow.rotation = Quaternion.LookRotation(mainLightDirection.Value);
}
// ARCore returns color in HDR format (can be represented as FP16 and have values above 1.0)
var camera = m_CameraManager.GetComponentInParent<Camera>();
if (camera == null || !camera.allowHDR)

54
Assets/Scenes/LightEstimation/PlatformSelector.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
/// <summary>
/// On ARKit, HDR light estimation only works in face tracking mode.
/// On ARCore, HDR light estimation only works when NOT in face tracking mode.
/// This script enables face tracking on iOS and disables it otherwise.
/// </summary>
[RequireComponent(typeof(ARSessionOrigin))]
[RequireComponent(typeof(ARFaceManager))]
public class PlatformSelector : MonoBehaviour
{
[SerializeField]
GameObject m_WorldSpaceObject;
public GameObject worldSpaceObject
{
get => m_WorldSpaceObject;
set => m_WorldSpaceObject = value;
}
#if UNITY_IOS
const bool k_PlatformIsIOS = true;
#else
const bool k_PlatformIsIOS = false;
#endif
void OnEnable()
{
GetComponent<ARFaceManager>().enabled = k_PlatformIsIOS;
if (!k_PlatformIsIOS)
{
worldSpaceObject?.SetActive(true);
Application.onBeforeRender += OnBeforeRender;
}
}
void OnDisable()
{
GetComponent<ARFaceManager>().enabled = false;
Application.onBeforeRender -= OnBeforeRender;
}
void OnBeforeRender()
{
var camera = GetComponent<ARSessionOrigin>().camera;
if (camera && worldSpaceObject)
{
worldSpaceObject.transform.position = camera.transform.position + camera.transform.forward;
}
}
}

11
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Assets/Scenes/LightEstimation/Rotator.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Rotator : MonoBehaviour
{
float m_Angle;
void Update()
{
m_Angle += Time.deltaTime * 10f;
transform.rotation = Quaternion.Euler(m_Angle, m_Angle, m_Angle);
}
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Assets/Scenes/LightEstimation/Shiny.mat


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Assets/Scenes/LightEstimation/ARKitHDRLightEstimation.unity
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