负责管理平面以及管理检测出的这些平面,但不负责渲染平面,由其Plane Prefab属性指定的预制体负责
两个属性组件:
- Plane Prefab:平面预制体,不赋值的会自动实例化一个空对象
- Detection Mode:设置平面检测方式,如水平平面(Horizontal),垂直平面(Vertical),水平和垂直平面(Everything),不检测平面(Nothing)
可视化平面
要可视化平面,您需要创建一个 Prefab 或 GameObject,其中包含一个订阅 ARPlane 的 boundaryChanged 事件的组件。 ARFoundation 提供了一个 ARPlaneMeshVisualizer。该组件从边界顶点生成网格并将其分配给 MeshCollider、MeshFilter 和 LineRenderer(如果存在)。
要创建一个新的 GameObject,然后您可以使用它来创建您的 Prefab,请在您的 Scene 视图中单击鼠标右键,然后从出现的上下文菜单中选择 GameObject > XR > AR Default Plane
新建一个AR Default Plane对象作为预制体(默认平面预制体)
其中各属性的说明:
AR Plane:负责各类属性事宜,如是否在移除平面时销毁此实例化对象
AR Plane Mesh Visualizer:主要从边界特征点和其他特征点三角化生成一个平面网格
Mesh Renderer:使用Mesh Renderer采用合适材质渲染平面
Line Renderer:负责渲染平面可视化后的边界连线
演示视频:默认浅黄色的平面,黑色的边界线
https://www.bilibili.com/video/BV1pZ4y1f7Ru?spm_id_from=333.999.0.0
创建 AR Default Plane 后,将其分配给 ARPlaneManager 的 Plane Prefab 字段。您可以直接使用它,也可以通过将AR Default Plane 拖到 Assets 文件夹中来创建 Prefab。默认平面如下所示:
个性化渲染平面
我下载的是官方的demo
- 首先将AR Default Plane对象下的Line Renderer组件移除
- 编写一个c#脚本ARFeatheredPlaneMeshVisualizer,并将其作为组件添加到AR Default Plane对象上
usingSystem.Collections.Generic;
usingUnityEngine;
usingUnityEngine.XR.ARFoundation;
/// <summary>
/// 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.
/// </summary>
[RequireComponent(typeof(ARPlaneMeshVisualizer), typeof(MeshRenderer), typeof(ARPlane))]
publicclassARFeatheredPlaneMeshVisualizer : MonoBehaviour
{
[Tooltip("The width of the texture feathering (in world units).")]
[SerializeField]
floatm_FeatheringWidth=0.2f;
/// <summary>
/// The width of the texture feathering (in world units).
/// </summary>
publicfloatfeatheringWidth
{
get { returnm_FeatheringWidth; }
set { m_FeatheringWidth=value; }
}
voidAwake()
{
m_PlaneMeshVisualizer=GetComponent<ARPlaneMeshVisualizer>();
m_FeatheredPlaneMaterial=GetComponent<MeshRenderer>().material;
m_Plane=GetComponent<ARPlane>();
}
voidOnEnable()
{
m_Plane.boundaryChanged+=ARPlane_boundaryUpdated;
}
voidOnDisable()
{
m_Plane.boundaryChanged-=ARPlane_boundaryUpdated;
}
voidARPlane_boundaryUpdated(ARPlaneBoundaryChangedEventArgseventArgs)
{
GenerateBoundaryUVs(m_PlaneMeshVisualizer.mesh);
}
/// <summary>
/// Generate UV2s to mark the boundary vertices and feathering UV coords.
/// </summary>
/// <remarks>
/// The <c>ARPlaneMeshVisualizer</c> has a <c>meshUpdated</c> 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.
/// </remarks>
/// <param name="mesh">The <c>Mesh</c> generated by <c>ARPlaneMeshVisualizer</c></param>
voidGenerateBoundaryUVs(Meshmesh)
{
intvertexCount=mesh.vertexCount;
// Reuse the list of UVs
s_FeatheringUVs.Clear();
if (s_FeatheringUVs.Capacity<vertexCount) { s_FeatheringUVs.Capacity=vertexCount; }
mesh.GetVertices(s_Vertices);
Vector3centerInPlaneSpace=s_Vertices[s_Vertices.Count-1];
Vector3uv=newVector3(0, 0, 0);
floatshortestUVMapping=float.MaxValue;
// Assume the last vertex is the center vertex.
for (inti=0; i<vertexCount-1; i++)
{
floatvertexDist=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.
floatuvMapping=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);
}
staticList<Vector3>s_FeatheringUVs=newList<Vector3>();
staticList<Vector3>s_Vertices=newList<Vector3>();
ARPlaneMeshVisualizerm_PlaneMeshVisualizer;
ARPlanem_Plane;
Materialm_FeatheredPlaneMaterial;
}
- 在project窗口的Assets下新建一个文件夹Shaders,在其中右键-》create-》shader-》Unlit Shader创建一个shader文件,并命名为FeatheredPlaneShader
Shader"Unlit/FeatheredPlaneShader"
{
Properties
{
_MainTex("Texture", 2D) ="white" {}
_TexTintColor("Texture Tint Color", Color) = (1,1,1,1)
_PlaneColor("Plane Color", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Transparent""Queue"="Transparent" }
LOD100
BlendSrcAlphaOneMinusSrcAlpha
ZWriteOff
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
structappdata
{
float4vertex : POSITION;
float2uv : TEXCOORD0;
float3uv2 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
structv2f
{
float4vertex : SV_POSITION;
float2uv : TEXCOORD0;
float3uv2 : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D_MainTex;
float4_MainTex_ST;
fixed4_TexTintColor;
fixed4_PlaneColor;
float_ShortestUVMapping;
v2fvert(appdatav)
{
v2fo;
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;
returno;
}
fixed4frag(v2fi) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4col=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);
returncol;
}
ENDCG
}
}
}
- 然后在Materials文件下创建一个新的材质,右键-》create-》material,并命名为Plane Mat,其下有一属性Shader,在其中搜索刚写好的shader脚本代码,添加进来
- 在project窗口的Assets下新建一个文件夹Textures,将一个png格式的渲染图片拖到此文件夹下,自动生成一个同名的(Texture 2D)文件
- 选中Plant Mat,在Inspector窗口下,有一个Texture属性,选择我们刚拖进来的png图片,其中Texture Tint Color为纹理显示的颜色,Plane Color为平面的颜色,再将这个材质拖动添加到AR Default Plane对象上去,
- 至此个性化渲染平面已经制作完成,总结一下:不同于默认的黄色平面,黑色边界线,自定义的平面效果可以设置Shader脚本渲染Texture图片纹理属性,并将Texture图片设置在一个新材质material上,material可以设置纹理颜色和平面背景颜色(一般是透明),最终在Android手机上跑一下效果:https://www.bilibili.com/video/BV16P4y1j7Po?spm_id_from=333.999.0.0