您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
174 行
5.4 KiB
174 行
5.4 KiB
using UnityEngine;
|
|
using UnityEngine.Rendering;
|
|
using UnityEngine.XR.ARFoundation;
|
|
|
|
/// <summary>
|
|
/// A component that can be used to access the most
|
|
/// recently received light estimation information
|
|
/// for the physical environment as observed by an
|
|
/// AR device.
|
|
/// </summary>
|
|
[RequireComponent(typeof(Light))]
|
|
public class LightEstimation : MonoBehaviour
|
|
{
|
|
[SerializeField]
|
|
[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>
|
|
public ARCameraManager cameraManager
|
|
{
|
|
get { return m_CameraManager; }
|
|
set
|
|
{
|
|
if (m_CameraManager == value)
|
|
return;
|
|
|
|
if (m_CameraManager != null)
|
|
m_CameraManager.frameReceived -= FrameChanged;
|
|
|
|
m_CameraManager = value;
|
|
|
|
if (m_CameraManager != null & enabled)
|
|
m_CameraManager.frameReceived += FrameChanged;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// The estimated brightness of the physical environment, if available.
|
|
/// </summary>
|
|
public float? brightness { get; private set; }
|
|
|
|
/// <summary>
|
|
/// The estimated color temperature of the physical environment, if available.
|
|
/// </summary>
|
|
public float? colorTemperature { get; private set; }
|
|
|
|
/// <summary>
|
|
/// The estimated color correction value of the physical environment, if available.
|
|
/// </summary>
|
|
public Color? colorCorrection { get; private set; }
|
|
|
|
/// <summary>
|
|
/// The estimated direction of the main light of the physical environment, if available.
|
|
/// </summary>
|
|
public Vector3? mainLightDirection { get; private set; }
|
|
|
|
/// <summary>
|
|
/// The estimated color of the main light of the physical environment, if available.
|
|
/// </summary>
|
|
public Color? mainLightColor { get; private set; }
|
|
|
|
/// <summary>
|
|
/// The estimated intensity in lumens of main light of the physical environment, if available.
|
|
/// </summary>
|
|
public float? mainLightIntensityLumens { get; private set; }
|
|
|
|
/// <summary>
|
|
/// The estimated spherical harmonics coefficients of the physical environment, if available.
|
|
/// </summary>
|
|
public SphericalHarmonicsL2? sphericalHarmonics { get; private set; }
|
|
|
|
void Awake ()
|
|
{
|
|
m_Light = GetComponent<Light>();
|
|
}
|
|
|
|
void OnEnable()
|
|
{
|
|
if (m_CameraManager != null)
|
|
m_CameraManager.frameReceived += FrameChanged;
|
|
|
|
// Disable the arrow to start; enable it later if we get directional light info
|
|
if (arrow)
|
|
{
|
|
arrow.gameObject.SetActive(false);
|
|
}
|
|
Application.onBeforeRender += OnBeforeRender;
|
|
}
|
|
|
|
void OnDisable()
|
|
{
|
|
Application.onBeforeRender -= OnBeforeRender;
|
|
|
|
if (m_CameraManager != null)
|
|
m_CameraManager.frameReceived -= FrameChanged;
|
|
}
|
|
|
|
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)
|
|
{
|
|
brightness = args.lightEstimation.averageBrightness.Value;
|
|
m_Light.intensity = brightness.Value;
|
|
}
|
|
|
|
if (args.lightEstimation.averageColorTemperature.HasValue)
|
|
{
|
|
colorTemperature = args.lightEstimation.averageColorTemperature.Value;
|
|
m_Light.colorTemperature = colorTemperature.Value;
|
|
}
|
|
|
|
if (args.lightEstimation.colorCorrection.HasValue)
|
|
{
|
|
colorCorrection = args.lightEstimation.colorCorrection.Value;
|
|
m_Light.color = colorCorrection.Value;
|
|
}
|
|
|
|
if (args.lightEstimation.mainLightDirection.HasValue)
|
|
{
|
|
mainLightDirection = args.lightEstimation.mainLightDirection;
|
|
m_Light.transform.rotation = Quaternion.LookRotation(mainLightDirection.Value);
|
|
if (arrow)
|
|
{
|
|
arrow.gameObject.SetActive(true);
|
|
arrow.rotation = Quaternion.LookRotation(mainLightDirection.Value);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
arrow?.gameObject.SetActive(false);
|
|
}
|
|
|
|
if (args.lightEstimation.mainLightColor.HasValue)
|
|
{
|
|
mainLightColor = args.lightEstimation.mainLightColor;
|
|
m_Light.color = mainLightColor.Value;
|
|
}
|
|
|
|
if (args.lightEstimation.mainLightIntensityLumens.HasValue)
|
|
{
|
|
mainLightIntensityLumens = args.lightEstimation.mainLightIntensityLumens;
|
|
m_Light.intensity = args.lightEstimation.averageMainLightBrightness.Value;
|
|
}
|
|
|
|
if (args.lightEstimation.ambientSphericalHarmonics.HasValue)
|
|
{
|
|
sphericalHarmonics = args.lightEstimation.ambientSphericalHarmonics;
|
|
RenderSettings.ambientMode = AmbientMode.Skybox;
|
|
RenderSettings.ambientProbe = sphericalHarmonics.Value;
|
|
}
|
|
}
|
|
|
|
Light m_Light;
|
|
}
|