111 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			111 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| 
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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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|     /// <summary>
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|     /// This plane visualizer demonstrates the use of a feathering effect
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|     /// at the edge of the detected plane, which reduces the visual impression
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|     /// of a hard edge.
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|     /// </summary>
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| [RequireComponent(typeof(ARPlaneMeshVisualizer), typeof(MeshRenderer), typeof(ARPlane))]
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| public class NewBehaviourScript : MonoBehaviour
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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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| 
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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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|             get { return m_FeatheringWidth; }
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|             set { m_FeatheringWidth = value; }
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|         }
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| 
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|         void Awake()
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|         {
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|             m_PlaneMeshVisualizer = GetComponent<ARPlaneMeshVisualizer>();
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|             m_FeatheredPlaneMaterial = GetComponent<MeshRenderer>().material;
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|             m_Plane = GetComponent<ARPlane>();
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|         }
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| 
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|         void OnEnable()
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|         {
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|             m_Plane.boundaryChanged += ARPlane_boundaryUpdated;
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|         }
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| 
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|         void OnDisable()
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|         {
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|             m_Plane.boundaryChanged -= ARPlane_boundaryUpdated;
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|         }
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| 
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|         void ARPlane_boundaryUpdated(ARPlaneBoundaryChangedEventArgs eventArgs)
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|         {
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|             GenerateBoundaryUVs(m_PlaneMeshVisualizer.mesh);
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|         }
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| 
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|         /// <summary>
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|         /// Generate UV2s to mark the boundary vertices and feathering UV coords.
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|         /// </summary>
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|         /// <remarks>
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|         /// The <c>ARPlaneMeshVisualizer</c> has a <c>meshUpdated</c> event that can be used to modify the generated
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|         /// mesh. In this case we'll add UV2s to mark the boundary vertices.
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|         /// This technique avoids having to generate extra vertices for the boundary. It works best when the plane is
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|         /// is fairly uniform.
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|         /// </remarks>
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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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|             int vertexCount = mesh.vertexCount;
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| 
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|             // Reuse the list of UVs
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|             s_FeatheringUVs.Clear();
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|             if (s_FeatheringUVs.Capacity < vertexCount) { s_FeatheringUVs.Capacity = vertexCount; }
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| 
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|             mesh.GetVertices(s_Vertices);
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| 
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|             Vector3 centerInPlaneSpace = s_Vertices[s_Vertices.Count - 1];
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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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|             // Assume the last vertex is the center vertex.
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|             for (int i = 0; i < vertexCount - 1; i++)
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|             {
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|                 float vertexDist = Vector3.Distance(s_Vertices[i], centerInPlaneSpace);
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| 
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|                 // Remap the UV so that a UV of "1" marks the feathering boudary.
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|                 // The ratio of featherBoundaryDistance/edgeDistance is the same as featherUV/edgeUV.
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|                 // Rearrange to get the edge UV.
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|                 float uvMapping = vertexDist / Mathf.Max(vertexDist - featheringWidth, 0.001f);
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|                 uv.x = uvMapping;
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| 
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|                 // All the UV mappings will be different. In the shader we need to know the UV value we need to fade out by.
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|                 // Choose the shortest UV to guarentee we fade out before the border.
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|                 // This means the feathering widths will be slightly different, we again rely on a fairly uniform plane.
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|                 if (shortestUVMapping > uvMapping) { shortestUVMapping = uvMapping; }
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| 
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|                 s_FeatheringUVs.Add(uv);
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|             }
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| 
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|             m_FeatheredPlaneMaterial.SetFloat("_ShortestUVMapping", shortestUVMapping);
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| 
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|             // Add the center vertex UV
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|             uv.Set(0, 0, 0);
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|             s_FeatheringUVs.Add(uv);
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| 
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|             mesh.SetUVs(1, s_FeatheringUVs);
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|             mesh.UploadMeshData(false);
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|         }
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| 
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|         static List<Vector3> s_FeatheringUVs = new List<Vector3>();
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| 
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|         static List<Vector3> s_Vertices = new List<Vector3>();
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| 
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|         ARPlaneMeshVisualizer m_PlaneMeshVisualizer;
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| 
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|         ARPlane m_Plane;
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| 
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|         Material m_FeatheredPlaneMaterial;
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|     }
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