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Jimmy Alamparambil d57bcd5e pr feedback 6 年前
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AR Feathered Plane Fade.prefab added UX update, feature point texture, plane texture, UX animations for plane finding and placement, UX for fading planes off 6 年前
AR Feathered Plane Fade.prefab.meta added UX update, feature point texture, plane texture, UX animations for plane finding and placement, UX for fading planes off 6 年前
AR Feathered Plane.prefab Added feathered plane sample. 6 年前
AR Feathered Plane.prefab.meta Added feathered plane sample. 6 年前
AR LWRP Placed Cube.prefab add an example scene that uses LWRP materials 6 年前
AR LWRP Placed Cube.prefab.meta add an example scene that uses LWRP materials 6 年前
AR LWRP Plane Debug Visualizer.prefab add an example scene that uses LWRP materials 6 年前
AR LWRP Plane Debug Visualizer.prefab.meta add an example scene that uses LWRP materials 6 年前
AR Placed Cube.prefab Initial push of arfoundation-samples. 6 年前
AR Placed Cube.prefab.meta Initial push of arfoundation-samples. 6 年前
AR Placed Sphere.prefab added UX update, feature point texture, plane texture, UX animations for plane finding and placement, UX for fading planes off 6 年前
AR Placed Sphere.prefab.meta added UX update, feature point texture, plane texture, UX animations for plane finding and placement, UX for fading planes off 6 年前
AR Plane Debug Visualizer.prefab Initial push of arfoundation-samples. 6 年前
AR Plane Debug Visualizer.prefab.meta Initial push of arfoundation-samples. 6 年前
AR Point Cloud Debug Visualizer.prefab Don't transform mesh verts, they're already in plane space. 6 年前
AR Point Cloud Debug Visualizer.prefab.meta Initial push of arfoundation-samples. 6 年前
AR Point Cloud Visualizer.prefab added UX update, feature point texture, plane texture, UX animations for plane finding and placement, UX for fading planes off 6 年前
AR Point Cloud Visualizer.prefab.meta added UX update, feature point texture, plane texture, UX animations for plane finding and placement, UX for fading planes off 6 年前
FaceBlendShapes.prefab pr feedback 6 年前
FaceBlendShapes.prefab.meta add face subsystem examples to branch, and change it to use file versions of needed packages in manifest. before these are published, you can get the compliant versions of these packages from the following sources: 6 年前
FaceMeshPrefab.prefab add face subsystem examples to branch, and change it to use file versions of needed packages in manifest. before these are published, you can get the compliant versions of these packages from the following sources: 6 年前
FaceMeshPrefab.prefab.meta add face subsystem examples to branch, and change it to use file versions of needed packages in manifest. before these are published, you can get the compliant versions of these packages from the following sources: 6 年前
FacePrefab.prefab add face subsystem examples to branch, and change it to use file versions of needed packages in manifest. before these are published, you can get the compliant versions of these packages from the following sources: 6 年前
FacePrefab.prefab.meta add face subsystem examples to branch, and change it to use file versions of needed packages in manifest. before these are published, you can get the compliant versions of these packages from the following sources: 6 年前
LightweightRP.asset allow arfoundation-samples to support LWRP, with a little help from ARFoundation. we could take the changes in the LWRPSupport folder and make them into a separate package (they already have their own assembly). The main idea is when you upgrade to LWRP (by setting up a LWRP settings asset in the graphics settings), you will at the same time, create a LWRPBackgroundRendererAsset, add the two materials in the folder to it, and set it as Custom Renderer Asset on your CameraBackground component on ARCamera. 6 年前
LightweightRP.asset.meta allow arfoundation-samples to support LWRP, with a little help from ARFoundation. we could take the changes in the LWRPSupport folder and make them into a separate package (they already have their own assembly). The main idea is when you upgrade to LWRP (by setting up a LWRP settings asset in the graphics settings), you will at the same time, create a LWRPBackgroundRendererAsset, add the two materials in the folder to it, and set it as Custom Renderer Asset on your CameraBackground component on ARCamera. 6 年前