如何在前置摄像头中调整ARCore光线估算

时间:2019-09-25 21:38:38

标签: arcore

您好,我对ARCore材质和前置照明-相机有一些疑问和疑问

当ı从实体画家绘画网格并导出其纹理后,将它们放在统一材质上并分配给网格后,模型很酷,但是当游戏中有灯光时,模型变黑了。纹理没有出现。 如果您有任何建议,我该如何对前置摄像头进行照明处理? 谢谢。

1 个答案:

答案 0 :(得分:0)

将摄像机的光照估计应用于场景中的所有光照并使用ARFoundation渲染设置环境光照

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}");
        }



    }
}