如何在前置摄像头中调整 ARCore 光估计
How to adjust ARCore light estimation in front camera
你好,我有一些关于 ARCore materials 和前置照明的问题和疑问 - 相机
当我从 substancfe painter 绘制网格并导出其纹理然后将它们统一 material 并且在分配给 mesh.Model 之后很酷但是当光照在 game.Model goes black.Textures 没有出现。
我怎样才能在前置摄像头中进行照明 您能提供什么建议吗?
谢谢。
使用 ARFoundation 为场景中的所有灯光应用来自相机的灯光估计并渲染设置环境光
using UnityEngine;
using System.Collections.Generic;
using UnityEngine.XR.ARFoundation;
public class lightEstimationController: MonoBehaviour
{
private ARCameraManager arCameraManager;
private Light[] lights;
private void Awake()
{
lights = GetComponentsInChildren<Light>();
arCameraManager = this.GetComponent<ARCameraManager>();
}
private void OnEnable()
{
if (arCameraManager)
arCameraManager.frameReceived += FrameUpdated;
}
private void OnDisable()
{
if (arCameraManager)
arCameraManager.frameReceived -= FrameUpdated;
}
private void FrameUpdated(ARCameraFrameEventArgs args)
{
if(args.lightEstimation.averageBrightness.HasValue)
{
for(int i=0;i< lights.Length; i++)
{
lights[i].intensity = args.lightEstimation.averageBrightness.Value;
if (args.lightEstimation.averageColorTemperature.HasValue)
{
lights[i].colorTemperature = args.lightEstimation.averageColorTemperature.Value;
}
if (args.lightEstimation.colorCorrection.HasValue)
{
lights[i].color = args.lightEstimation.colorCorrection.Value;
}
}
float factor = args.lightEstimation.averageBrightness.Value;
Color color = new Color(SceneConfig.SceneLightColor.r * factor, SceneConfig.SceneLightColor.g * factor, SceneConfig.SceneLightColor.b * factor);
RenderSettings.ambientLight = color;
// Debug.Log( $"Color Correction: {args.lightEstimation.colorCorrection.Value}");
// Debug.Log($"Color Temperature: {args.lightEstimation.averageColorTemperature.Value}");
// Debug.Log ( $"Brightness: {args.lightEstimation.averageBrightness.Value}");
}
}
}
你好,我有一些关于 ARCore materials 和前置照明的问题和疑问 - 相机
当我从 substancfe painter 绘制网格并导出其纹理然后将它们统一 material 并且在分配给 mesh.Model 之后很酷但是当光照在 game.Model goes black.Textures 没有出现。 我怎样才能在前置摄像头中进行照明 您能提供什么建议吗? 谢谢。
使用 ARFoundation 为场景中的所有灯光应用来自相机的灯光估计并渲染设置环境光
using UnityEngine;
using System.Collections.Generic;
using UnityEngine.XR.ARFoundation;
public class lightEstimationController: MonoBehaviour
{
private ARCameraManager arCameraManager;
private Light[] lights;
private void Awake()
{
lights = GetComponentsInChildren<Light>();
arCameraManager = this.GetComponent<ARCameraManager>();
}
private void OnEnable()
{
if (arCameraManager)
arCameraManager.frameReceived += FrameUpdated;
}
private void OnDisable()
{
if (arCameraManager)
arCameraManager.frameReceived -= FrameUpdated;
}
private void FrameUpdated(ARCameraFrameEventArgs args)
{
if(args.lightEstimation.averageBrightness.HasValue)
{
for(int i=0;i< lights.Length; i++)
{
lights[i].intensity = args.lightEstimation.averageBrightness.Value;
if (args.lightEstimation.averageColorTemperature.HasValue)
{
lights[i].colorTemperature = args.lightEstimation.averageColorTemperature.Value;
}
if (args.lightEstimation.colorCorrection.HasValue)
{
lights[i].color = args.lightEstimation.colorCorrection.Value;
}
}
float factor = args.lightEstimation.averageBrightness.Value;
Color color = new Color(SceneConfig.SceneLightColor.r * factor, SceneConfig.SceneLightColor.g * factor, SceneConfig.SceneLightColor.b * factor);
RenderSettings.ambientLight = color;
// Debug.Log( $"Color Correction: {args.lightEstimation.colorCorrection.Value}");
// Debug.Log($"Color Temperature: {args.lightEstimation.averageColorTemperature.Value}");
// Debug.Log ( $"Brightness: {args.lightEstimation.averageBrightness.Value}");
}
}
}