比较提交

...
此合并请求有变更与目标分支冲突。
/.gitignore
/Assets/Scenes/Plane Detection/FeatheredPlanes.unity
/Assets/Scenes/Plane Detection/TogglePlaneDetection.unity
/Packages/manifest.json
/ProjectSettings/EditorBuildSettings.asset
/ProjectSettings/GraphicsSettings.asset
/ProjectSettings/ProjectSettings.asset
/ProjectSettings/ProjectVersion.txt
/README.md
/Assets/Scenes/ARWorldMap.unity
/Assets/Scenes/LightEstimation.unity
/Assets/Scenes/CameraImage.unity
/Assets/Scenes/FaceTracking/Face.unity
/Assets/Scenes/FaceTracking/FaceBlendShapes.unity
/Assets/Scenes/FaceTracking/FaceMesh.unity
/Assets/Scenes/SimpleAR.unity
/Assets/Scenes/UX/SampleUXScene.unity
/Assets/Scenes/Scale.unity

2 次代码提交

作者 SHA1 备注 提交日期
Todd Stinson b732498d Adding the LWRP scene and scripts. 5 年前
Todd Stinson 6fad5990 Updating the project, scenes, and readme. 5 年前
共有 54 个文件被更改,包括 2035 次插入65 次删除
  1. 6
      README.md
  2. 2
      .gitignore
  3. 2
      Assets/Scenes/LightEstimation.unity
  4. 17
      Assets/Scenes/CameraImage.unity
  5. 17
      Assets/Scenes/ARWorldMap.unity
  6. 17
      Assets/Scenes/Plane Detection/FeatheredPlanes.unity
  7. 17
      Assets/Scenes/Plane Detection/TogglePlaneDetection.unity
  8. 17
      Assets/Scenes/FaceTracking/Face.unity
  9. 17
      Assets/Scenes/FaceTracking/FaceBlendShapes.unity
  10. 17
      Assets/Scenes/FaceTracking/FaceMesh.unity
  11. 17
      Assets/Scenes/SimpleAR.unity
  12. 2
      Assets/Scenes/UX/SampleUXScene.unity
  13. 4
      Assets/Scenes/Scale.unity
  14. 14
      Packages/manifest.json
  15. 2
      ProjectSettings/ProjectVersion.txt
  16. 36
      ProjectSettings/EditorBuildSettings.asset
  17. 7
      ProjectSettings/GraphicsSettings.asset
  18. 46
      ProjectSettings/ProjectSettings.asset
  19. 68
      ProjectSettings/UnityConnectSettings.asset
  20. 8
      Assets/LWRPSupport.meta
  21. 91
      Assets/Materials/LWRPCube.mat
  22. 8
      Assets/Materials/LWRPCube.mat.meta
  23. 93
      Assets/Materials/LWRPPlane.mat
  24. 8
      Assets/Materials/LWRPPlane.mat.meta
  25. 124
      Assets/Prefabs/AR LWRP Placed Cube.prefab
  26. 8
      Assets/Prefabs/AR LWRP Placed Cube.prefab.meta
  27. 218
      Assets/Prefabs/AR LWRP Plane Debug Visualizer.prefab
  28. 8
      Assets/Prefabs/AR LWRP Plane Debug Visualizer.prefab.meta
  29. 44
      Assets/Prefabs/LightweightRP.asset
  30. 8
      Assets/Prefabs/LightweightRP.asset.meta
  31. 485
      Assets/Scenes/SampleLWRPScene.unity
  32. 7
      Assets/Scenes/SampleLWRPScene.unity.meta
  33. 10
      ProjectSettings/XRSettings.asset
  34. 57
      Assets/LWRPSupport/ARCoreBackgroundLWRP.shader
  35. 9
      Assets/LWRPSupport/ARCoreBackgroundLWRP.shader.meta
  36. 87
      Assets/LWRPSupport/ARCoreBackgroundLWRPMaterial.mat
  37. 8
      Assets/LWRPSupport/ARCoreBackgroundLWRPMaterial.mat.meta
  38. 95
      Assets/LWRPSupport/ARKitLWRPMaterial.mat
  39. 8
      Assets/LWRPSupport/ARKitLWRPMaterial.mat.meta
  40. 77
      Assets/LWRPSupport/ARKitLWRPShader.shader
  41. 9
      Assets/LWRPSupport/ARKitLWRPShader.shader.meta
  42. 63
      Assets/LWRPSupport/LWRPBackgroundRenderPass.cs
  43. 11
      Assets/LWRPSupport/LWRPBackgroundRenderPass.cs.meta
  44. 56
      Assets/LWRPSupport/LWRPBackgroundRenderer.cs
  45. 11
      Assets/LWRPSupport/LWRPBackgroundRenderer.cs.meta
  46. 17
      Assets/LWRPSupport/LWRPBackgroundRendererAsset.asset
  47. 8
      Assets/LWRPSupport/LWRPBackgroundRendererAsset.asset.meta
  48. 65
      Assets/LWRPSupport/LWRPBackgroundRendererAsset.cs
  49. 11
      Assets/LWRPSupport/LWRPBackgroundRendererAsset.cs.meta
  50. 29
      Assets/LWRPSupport/LWRPBeforeCameraRender.cs
  51. 11
      Assets/LWRPSupport/LWRPBeforeCameraRender.cs.meta
  52. 16
      Assets/LWRPSupport/Unity.XR.ARFoundation.LWRPSupport.asmdef
  53. 7
      Assets/LWRPSupport/Unity.XR.ARFoundation.LWRPSupport.asmdef.meta

6
README.md


# AR Foundation Samples
Example projects that use *AR Foundation* and demonstrate its functionality with sample assets and components.
Compatible with Unity 2018.3.
Compatible with Unity 2018.4.
1. Download the latest version of Unity 2018.3
1. Download the latest version of Unity 2018.4.
2. Open Unity and load the project at the root of the *arfoundation-samples* repository
2. Open Unity, and load the project at the root of the *arfoundation-samples* repository.
3. Open your choice of sample scene.

2
.gitignore


[Ll]ibrary/
[Ll]ogs/
[Tt]emp/
[Oo]bj/
[Bb]uild/

# Visual Studio 2015 cache directory
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.vscode
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uniform mat4 _UnityDisplayTransform;
#ifdef VERTEX
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#endif
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#ifdef FRAGMENT
varying vec2 textureCoord;
uniform samplerExternalOES _MainTex;
void main()
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#ifdef SHADER_API_GLES3
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#endif
ENDGLSL
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Assets/LWRPSupport/ARKitLWRPMaterial.mat.meta


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77
Assets/LWRPSupport/ARKitLWRPShader.shader


Shader "Unlit/ARKitLWRP"
{
Properties
{
_textureY ("TextureY", 2D) = "white" {}
_textureCbCr ("TextureCbCr", 2D) = "black" {}
}
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline"}
LOD 100
Pass
{
Name "Default"
Tags { "LightMode" = "LightweightForward"}
ZTest Always ZWrite Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex Vertex
#pragma fragment Fragment
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
float4x4 _UnityDisplayTransform;
struct VertexInput
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct VertexOutput
{
half4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
};
TEXTURE2D(_textureY);
SAMPLER(sampler_textureY);
TEXTURE2D(_textureCbCr);
SAMPLER(sampler_textureCbCr);
VertexOutput Vertex(VertexInput i)
{
VertexOutput o;
o.pos = TransformObjectToHClip(i.vertex.xyz);
o.uv.x = (_UnityDisplayTransform[0].x * i.uv.x + _UnityDisplayTransform[1].x * (i.uv.y) + _UnityDisplayTransform[2].x);
o.uv.y = (_UnityDisplayTransform[0].y * i.uv.x + _UnityDisplayTransform[1].y * (i.uv.y) + _UnityDisplayTransform[2].y);
return o;
}
half4 Fragment(VertexOutput i) : SV_Target
{
half y = SAMPLE_TEXTURE2D(_textureY, sampler_textureY, i.uv).r;
half4 ycbcr = half4(y, SAMPLE_TEXTURE2D(_textureCbCr, sampler_textureCbCr, i.uv).rg, 1.0);
const half4x4 ycbcrToRGBTransform = half4x4(
half4(1.0, +0.0000, +1.4020, -0.7010),
half4(1.0, -0.3441, -0.7141, +0.5291),
half4(1.0, +1.7720, +0.0000, -0.8860),
half4(0.0, +0.0000, +0.0000, +1.0000)
);
return mul(ycbcrToRGBTransform, ycbcr);
}
ENDHLSL
}
}
}

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63
Assets/LWRPSupport/LWRPBackgroundRenderPass.cs


using System;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.LightweightPipeline;
using UnityEngine.Rendering;
namespace UnityEngine.XR.ARFoundation
{
public class LWRPBackgroundRenderPass : ScriptableRenderPass
{
Material m_BlitMaterial;
RenderTargetIdentifier m_DepthIdentifier;
RenderTargetIdentifier m_TargetIdentifier;
RenderTextureDescriptor m_Descriptor;
const string k_ARBlitTag = "ARBackground Blit Pass";
/// <summary>
/// This render pass will need to be setup with the following parameters to be able to execute when called to do so.
/// In this case, this method is called from GetPassToEnqueue in IBeforeRender interface.
/// </summary>
/// <param name="mat"> Material to be used to clear the screen. </param>
/// <param name="ident"> RenderTargetIdentifier for the color buffer. </param>
/// <param name="depthIdent"> RenderTargetIdentifier for the depth buffer.</param>
/// <param name="descript"> RenderTextureDescriptor for the target RenderTexture. </param>
/// <returns> True if the material set is not null. </returns>
public bool Setup(Material mat, RenderTargetIdentifier ident, RenderTargetIdentifier depthIdent, RenderTextureDescriptor descript)
{
m_BlitMaterial = mat;
m_TargetIdentifier = ident;
m_DepthIdentifier = depthIdent;
m_Descriptor = descript;
return m_BlitMaterial != null;
}
/// <summary>
/// Custom rendering for clearing the background with the pass-thru video for AR happens here. We use the parameters passed in via setup
/// to create command buffer that clears the render target and blits to it using the clear material.
/// </summary>
/// <param name="renderer"> The ScriptableRenderer that is being used. </param>
/// <param name="context"> The ScriptableRenderContext used to execute the command buffer that we create. </param>
/// <param name="renderingData"> RenderingData (unused here). </param>
/// <exception cref="ArgumentNullException"> Throw this exception if the renderer is null. </exception>
public override void Execute(ScriptableRenderer renderer, ScriptableRenderContext context, ref RenderingData renderingData)
{
if (renderer == null)
throw new ArgumentNullException("renderer");
var cmd = CommandBufferPool.Get(k_ARBlitTag);
RenderBufferLoadAction colorLoadOp = RenderBufferLoadAction.DontCare;
RenderBufferStoreAction colorStoreOp = RenderBufferStoreAction.Store;
RenderBufferLoadAction depthLoadOp = RenderBufferLoadAction.DontCare;
RenderBufferStoreAction depthStoreOp = RenderBufferStoreAction.Store;
SetRenderTarget(cmd, m_TargetIdentifier, colorLoadOp, colorStoreOp,
m_DepthIdentifier, depthLoadOp, depthStoreOp, ClearFlag.All, Color.clear, m_Descriptor.dimension);
cmd.Blit(null, m_TargetIdentifier, m_BlitMaterial);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
}
}

11
Assets/LWRPSupport/LWRPBackgroundRenderPass.cs.meta


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56
Assets/LWRPSupport/LWRPBackgroundRenderer.cs



namespace UnityEngine.XR.ARFoundation
{
public class LWRPBackgroundRenderer : ARFoundationBackgroundRenderer
{
CameraClearFlags m_SavedClearFlags;
LWRPBeforeCameraRender m_LWRPBeforeCameraRender;
protected override bool EnableARBackgroundRendering()
{
if (m_BackgroundMaterial == null)
return false;
camera = m_Camera ? m_Camera : Camera.main;
if (camera == null)
return false;
// Clear flags
m_SavedClearFlags = camera.clearFlags;
camera.clearFlags = CameraClearFlags.Depth;
if (m_LWRPBeforeCameraRender == null)
{
m_LWRPBeforeCameraRender = camera.gameObject.GetComponent<LWRPBeforeCameraRender>();
}
m_LWRPBeforeCameraRender.blitMaterial = m_BackgroundMaterial;
return true;
}
protected override void DisableARBackgroundRendering()
{
if (m_BackgroundMaterial == null)
return;
camera = m_Camera ? m_Camera : Camera.main;
if (camera == null)
return;
camera.clearFlags = m_SavedClearFlags;
if (m_LWRPBeforeCameraRender != null)
{
m_LWRPBeforeCameraRender.blitMaterial = null;
m_LWRPBeforeCameraRender = null;
}
}
}
}

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Assets/LWRPSupport/LWRPBackgroundRendererAsset.asset


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Assets/LWRPSupport/LWRPBackgroundRendererAsset.cs


using System;
using UnityEngine.Rendering;
using UnityEngine.XR.ARFoundation;
namespace UnityEngine.XR.ARFoundation
{
[CreateAssetMenu(fileName = "LWRPBackgroundRendererAsset", menuName = "XR/LWRPBackgroundRendererAsset")]
public class LWRPBackgroundRendererAsset : ARBackgroundRendererAsset
{
/// <summary>
/// we're going to reference all materials that we want to use so that they get built into the project
/// </summary>
[SerializeField]
Material[] m_MaterialsUsed;
static bool useRenderPipeline { get { return GraphicsSettings.renderPipelineAsset != null; } }
public override ARFoundationBackgroundRenderer CreateARBackgroundRenderer()
{
return useRenderPipeline ? new LWRPBackgroundRenderer() : new ARFoundationBackgroundRenderer();
}
public override void CreateHelperComponents(GameObject cameraGameObject)
{
if (useRenderPipeline)
{
var lwrpBeforeCameraRender = cameraGameObject.GetComponent<LWRPBeforeCameraRender>();
if (lwrpBeforeCameraRender == null)
{
cameraGameObject.AddComponent<LWRPBeforeCameraRender>();
}
}
}
public override Material CreateCustomMaterial()
{
var cameraSubsystem = ARSubsystemManager.cameraSubsystem;
if (cameraSubsystem == null)
{
Debug.Log("camera subsystem is null");
return null;
}
var shaderName = "";
if (!cameraSubsystem.TryGetShaderName(ref shaderName))
{
return null;
}
// Try to create a material from the plugin's provided shader.
shaderName = shaderName + "LWRP";
Debug.LogFormat("Creating material for shader '{0}'", shaderName);
var shader = Shader.Find(shaderName);
if (shader == null)
{
throw new InvalidOperationException(string.Format(
"Could not find shader named \"{0}\" required for LWRP video overlay on camera subsystem.",
shaderName));
}
return new Material(shader);
}
}
}

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Assets/LWRPSupport/LWRPBackgroundRendererAsset.cs.meta


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Assets/LWRPSupport/LWRPBeforeCameraRender.cs


using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.LightweightPipeline;
namespace UnityEngine.XR.ARFoundation
{
public class LWRPBeforeCameraRender : MonoBehaviour, IBeforeRender
{
const string k_ARBlitTag = "ARBackground Blit Pass";
public Material blitMaterial { get; set; }
/// <summary>
/// Create, setup and return a ScriptableRenderPass that will blit the pass-thru video when this GameObject is rendered.
/// </summary>
/// <param name="baseDescriptor">RenderTextureDescriptor for this pass. </param>
/// <param name="colorHandle">RenderTargetHandle for color buffer.</param>
/// <param name="depthHandle">RenderTargetHandle for depth buffer.</param>
/// <param name="clearFlag">ClearFlag used for rendering.</param>
/// <returns></returns>
public ScriptableRenderPass GetPassToEnqueue(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorHandle,
RenderTargetHandle depthHandle, ClearFlag clearFlag)
{
var lwrpBackgroundRenderPass = new LWRPBackgroundRenderPass();
lwrpBackgroundRenderPass.Setup(blitMaterial, colorHandle.Identifier(), depthHandle.Identifier(),
baseDescriptor);
return lwrpBackgroundRenderPass;
}
}
}

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Assets/LWRPSupport/Unity.XR.ARFoundation.LWRPSupport.asmdef


{
"name": "Unity.XR.ARFoundation.LWRPSupport",
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"Unity.XR.ARFoundation",
"Unity.RenderPipelines.Core.Runtime",
"Unity.RenderPipelines.Lightweight.Runtime"
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