adding basic scene with marker detection
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.XR.ARFoundation;
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||||
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||||
/// <summary>
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/// This plane visualizer demonstrates the use of a feathering effect
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{
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[Tooltip("The width of the texture feathering (in world units).")]
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[SerializeField]
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float m_FeatheringWidth = 0.2f;
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/// <summary>
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/// The width of the texture feathering (in world units).
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/// </summary>
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public float featheringWidth
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{
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m_FeatheredPlaneMaterial = GetComponent<MeshRenderer>().material;
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/// <param name="mesh">The <c>Mesh</c> generated by <c>ARPlaneMeshVisualizer</c></param>
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void GenerateBoundaryUVs(Mesh mesh)
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{
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// Reuse the list of UVs
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mesh.GetVertices(s_Vertices);
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Vector3 uv = new Vector3(0, 0, 0);
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float shortestUVMapping = float.MaxValue;
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{
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|
||||
|
||||
// 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<Vector3> s_FeatheringUVs = new List<Vector3>();
|
||||
|
||||
static List<Vector3> s_Vertices = new List<Vector3>();
|
||||
|
||||
ARPlaneMeshVisualizer m_PlaneMeshVisualizer;
|
||||
|
||||
ARPlane m_Plane;
|
||||
|
||||
Material m_FeatheredPlaneMaterial;
|
||||
}
|
11
AR/Assets/ExampleAssets/Scripts/ARFeatheredPlaneMeshVisualizer.cs.meta
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Normal file
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AR/Assets/ExampleAssets/Scripts/AnchorCreator.cs
Normal file
95
AR/Assets/ExampleAssets/Scripts/AnchorCreator.cs
Normal file
@ -0,0 +1,95 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.XR.ARFoundation;
|
||||
using UnityEngine.XR.ARSubsystems;
|
||||
|
||||
//
|
||||
// This script allows us to create anchors with
|
||||
// a prefab attached in order to visbly discern where the anchors are created.
|
||||
// Anchors are a particular point in space that you are asking your device to track.
|
||||
//
|
||||
|
||||
[RequireComponent(typeof(ARAnchorManager))]
|
||||
[RequireComponent(typeof(ARRaycastManager))]
|
||||
[RequireComponent(typeof(ARPlaneManager))]
|
||||
public class AnchorCreator : MonoBehaviour
|
||||
{
|
||||
// This is the prefab that will appear every time an anchor is created.
|
||||
[SerializeField]
|
||||
GameObject m_AnchorPrefab;
|
||||
|
||||
public GameObject AnchorPrefab
|
||||
{
|
||||
get => m_AnchorPrefab;
|
||||
set => m_AnchorPrefab = value;
|
||||
}
|
||||
|
||||
// Removes all the anchors that have been created.
|
||||
public void RemoveAllAnchors()
|
||||
{
|
||||
foreach (var anchor in m_AnchorPoints)
|
||||
{
|
||||
Destroy(anchor);
|
||||
}
|
||||
m_AnchorPoints.Clear();
|
||||
}
|
||||
|
||||
// On Awake(), we obtains a reference to all the required components.
|
||||
// The ARRaycastManager allows us to perform raycasts so that we know where to place an anchor.
|
||||
// The ARPlaneManager detects surfaces we can place our objects on.
|
||||
// The ARAnchorManager handles the processing of all anchors and updates their position and rotation.
|
||||
void Awake()
|
||||
{
|
||||
m_RaycastManager = GetComponent<ARRaycastManager>();
|
||||
m_AnchorManager = GetComponent<ARAnchorManager>();
|
||||
m_PlaneManager = GetComponent<ARPlaneManager>();
|
||||
m_AnchorPoints = new List<ARAnchor>();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// If there is no tap, then simply do nothing until the next call to Update().
|
||||
if (Input.touchCount == 0)
|
||||
return;
|
||||
|
||||
var touch = Input.GetTouch(0);
|
||||
if (touch.phase != TouchPhase.Began)
|
||||
return;
|
||||
|
||||
if (m_RaycastManager.Raycast(touch.position, s_Hits, TrackableType.PlaneWithinPolygon))
|
||||
{
|
||||
// Raycast hits are sorted by distance, so the first one
|
||||
// will be the closest hit.
|
||||
var hitPose = s_Hits[0].pose;
|
||||
var hitTrackableId = s_Hits[0].trackableId;
|
||||
var hitPlane = m_PlaneManager.GetPlane(hitTrackableId);
|
||||
|
||||
// This attaches an anchor to the area on the plane corresponding to the raycast hit,
|
||||
// and afterwards instantiates an instance of your chosen prefab at that point.
|
||||
// This prefab instance is parented to the anchor to make sure the position of the prefab is consistent
|
||||
// with the anchor, since an anchor attached to an ARPlane will be updated automatically by the ARAnchorManager as the ARPlane's exact position is refined.
|
||||
var anchor = m_AnchorManager.AttachAnchor(hitPlane, hitPose);
|
||||
Instantiate(m_AnchorPrefab, anchor.transform);
|
||||
|
||||
if (anchor == null)
|
||||
{
|
||||
Debug.Log("Error creating anchor.");
|
||||
}
|
||||
else
|
||||
{
|
||||
// Stores the anchor so that it may be removed later.
|
||||
m_AnchorPoints.Add(anchor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static List<ARRaycastHit> s_Hits = new List<ARRaycastHit>();
|
||||
|
||||
List<ARAnchor> m_AnchorPoints;
|
||||
|
||||
ARRaycastManager m_RaycastManager;
|
||||
|
||||
ARAnchorManager m_AnchorManager;
|
||||
|
||||
ARPlaneManager m_PlaneManager;
|
||||
}
|
11
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AR/Assets/ExampleAssets/Shaders/FeatheredPlaneShader.shader
Normal file
80
AR/Assets/ExampleAssets/Shaders/FeatheredPlaneShader.shader
Normal file
@ -0,0 +1,80 @@
|
||||
Shader "Unlit/FeatheredPlaneShader"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex ("Texture", 2D) = "white" {}
|
||||
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|
||||
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|
||||
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|
||||
SubShader
|
||||
{
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float3 uv2 : TEXCOORD1;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float3 uv2 : TEXCOORD1;
|
||||
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
float4 _MainTex_ST;
|
||||
fixed4 _TexTintColor;
|
||||
fixed4 _PlaneColor;
|
||||
float _ShortestUVMapping;
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||
o.uv2 = v.uv2;
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
|
||||
fixed4 col = tex2D(_MainTex, i.uv) * _TexTintColor;
|
||||
col = lerp( _PlaneColor, col, col.a);
|
||||
// Fade out from as we pass the edge.
|
||||
// uv2.x stores a mapped UV that will be "1" at the beginning of the feathering.
|
||||
// We fade until we reach at the edge of the shortest UV mapping.
|
||||
// This is the remmaped UV value at the vertex.
|
||||
// We choose the shorted one so that ll edges will fade out completely.
|
||||
// See ARFeatheredPlaneMeshVisualizer.cs for more details.
|
||||
col.a *= 1-smoothstep(1, _ShortestUVMapping, i.uv2.x);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
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Normal file
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Normal file
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92
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|
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mipMapFadeDistanceStart: 1
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|
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|
||||
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|
||||
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|
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Reference in New Issue
Block a user