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- #if AR_FOUNDATION_PRESENT
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.XR.ARFoundation;
- namespace UnityEngine.XR.Interaction.Toolkit.Samples.ARStarterAssets
- {
- /// <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))]
- public class ARFeatheredPlaneMeshVisualizer : MonoBehaviour
- {
- [Tooltip("The width of the texture feathering (in world units).")]
- [SerializeField]
- float m_FeatheringWidth = 0.2f;
- /// <summary>
- /// The width of the texture feathering (in world units).
- /// </summary>
- public float featheringWidth
- {
- get { return m_FeatheringWidth; }
- set { m_FeatheringWidth = value; }
- }
- void Awake()
- {
- m_PlaneMeshVisualizer = GetComponent<ARPlaneMeshVisualizer>();
- m_FeatheredPlaneMaterial = GetComponent<MeshRenderer>().material;
- m_Plane = GetComponent<ARPlane>();
- }
- void OnEnable()
- {
- m_Plane.boundaryChanged += ARPlane_boundaryUpdated;
- }
- void OnDisable()
- {
- m_Plane.boundaryChanged -= ARPlane_boundaryUpdated;
- }
- void ARPlane_boundaryUpdated(ARPlaneBoundaryChangedEventArgs eventArgs)
- {
- 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>
- void GenerateBoundaryUVs(Mesh mesh)
- {
- int vertexCount = mesh.vertexCount;
- // Reuse the list of UVs
- s_FeatheringUVs.Clear();
- if (s_FeatheringUVs.Capacity < vertexCount) { s_FeatheringUVs.Capacity = vertexCount; }
- mesh.GetVertices(s_Vertices);
- Vector3 centerInPlaneSpace = s_Vertices[s_Vertices.Count - 1];
- Vector3 uv = new Vector3(0, 0, 0);
- float shortestUVMapping = float.MaxValue;
- // Assume the last vertex is the center vertex.
- for (int i = 0; i < vertexCount - 1; i++)
- {
- float vertexDist = 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.
- 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;
- }
- }
- #endif
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