using System.Collections.Generic; using UnityEngine; using UnityEngine.XR.ARFoundation; namespace UnityEngine.XR.ARFoundation.Samples { /// /// This plane visualizer demonstrates the use of a feathering effect /// at the edge of the detected plane, which reduces the visual impression /// of a hard edge. /// [RequireComponent(typeof(ARPlaneMeshVisualizer), typeof(MeshRenderer), typeof(ARPlane))] public class ARFeatheredPlaneMeshVisualizer : MonoBehaviour { [Tooltip("The width of the texture feathering (in world units).")] [SerializeField] float m_FeatheringWidth = 0.2f; /// /// The width of the texture feathering (in world units). /// public float featheringWidth { get { return m_FeatheringWidth; } set { m_FeatheringWidth = value; } } void Awake() { m_PlaneMeshVisualizer = GetComponent(); m_FeatheredPlaneMaterial = GetComponent().material; m_Plane = GetComponent(); } void OnEnable() { m_Plane.boundaryChanged += ARPlane_boundaryUpdated; } void OnDisable() { m_Plane.boundaryChanged -= ARPlane_boundaryUpdated; } void ARPlane_boundaryUpdated(ARPlaneBoundaryChangedEventArgs eventArgs) { GenerateBoundaryUVs(m_PlaneMeshVisualizer.mesh); } /// /// Generate UV2s to mark the boundary vertices and feathering UV coords. /// /// /// The ARPlaneMeshVisualizer has a meshUpdated 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. /// /// The Mesh generated by ARPlaneMeshVisualizer 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 s_FeatheringUVs = new List(); static List s_Vertices = new List(); ARPlaneMeshVisualizer m_PlaneMeshVisualizer; ARPlane m_Plane; Material m_FeatheredPlaneMaterial; } }