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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;
/// <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;
}
void OnDisable()
{
if (m_CameraManager != null)
m_CameraManager.frameReceived -= FrameChanged;
}
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 (args.lightEstimation.mainLightColor.HasValue)
{
mainLightColor = args.lightEstimation.mainLightColor;
#if PLATFORM_ANDROID
// ARCore needs to apply energy conservation term (1 / PI) and be placed in gamma
m_Light.color = mainLightColor.Value / Mathf.PI;
m_Light.color = m_Light.color.gamma;
// 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)
{
Debug.LogWarning($"HDR Rendering is not allowed. Color values returned could be above the maximum representable value.");
}
#endif
}
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;
}