├── ProjectSettings ├── ProjectVersion.txt ├── AudioManager.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── TagManager.asset ├── TimeManager.asset ├── VFXManager.asset ├── EditorSettings.asset ├── PresetManager.asset ├── ClusterInputManager.asset ├── XRSettings.asset ├── EditorBuildSettings.asset ├── UnityConnectSettings.asset ├── DynamicsManager.asset ├── Physics2DSettings.asset ├── GraphicsSettings.asset ├── QualitySettings.asset └── ProjectSettings.asset ├── Assets ├── ARFoundationExtension.meta └── ARFoundationExtension │ ├── PeopleOcclusion.meta │ └── PeopleOcclusion │ ├── Demo.meta │ ├── Demo │ ├── AR Placed Cube.prefab.meta │ ├── AR Default Plane.prefab.meta │ ├── PeopleOcclusionDemo.unity.meta │ ├── AR Default Point Cloud.prefab.meta │ ├── PlaceOnPlane.cs.meta │ ├── PlaceOnPlane.cs │ ├── AR Placed Cube.prefab │ ├── AR Default Plane.prefab │ └── PeopleOcclusionDemo.unity │ ├── Materials.meta │ ├── Scripts.meta │ ├── Shaders.meta │ ├── Materials │ ├── PeopleOcclusionBackground.mat.meta │ └── PeopleOcclusionBackground.mat │ ├── Shaders │ ├── ARKitPeopleOcclusionBackground.shader.meta │ ├── ARKitURPPeopleOcclusionBackground.shader.meta │ ├── ARKitLWRPPeopleOcclusionBackground.shader.meta │ ├── ARKitPeopleOcclusionBackground.shader │ ├── ARKitURPPeopleOcclusionBackground.shader │ └── ARKitLWRPPeopleOcclusionBackground.shader │ └── Scripts │ ├── ARCameraOcculusion.cs.meta │ └── ARCameraOcculusion.cs ├── .gitignore ├── Logs └── Packages-Update.log ├── LICENSE ├── Packages └── manifest.json └── README.md /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2019.2.10f1 2 | m_EditorVersionWithRevision: 2019.2.10f1 (923acd2d43aa) 3 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 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https://raw.githubusercontent.com/KzoNag/ARFoundationPeopleOcclusion/HEAD/ProjectSettings/EditorSettings.asset -------------------------------------------------------------------------------- /ProjectSettings/PresetManager.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/KzoNag/ARFoundationPeopleOcclusion/HEAD/ProjectSettings/PresetManager.asset -------------------------------------------------------------------------------- /ProjectSettings/ClusterInputManager.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/KzoNag/ARFoundationPeopleOcclusion/HEAD/ProjectSettings/ClusterInputManager.asset -------------------------------------------------------------------------------- /Assets/ARFoundationExtension.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 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-------------------------------------------------------------------------------- /Assets/ARFoundationExtension/PeopleOcclusion/Scripts/ARCameraOcculusion.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3f78606eaaeb4410a915dc5bea1afe48 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /ProjectSettings/EditorBuildSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!1045 &1 4 | EditorBuildSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Scenes: 8 | - enabled: 1 9 | path: Assets/ARFoundationExtension/PeopleOcclusion/Demo/PeopleOcclusionDemo.unity 10 | guid: 801b58993349d4b3fafef02fc3b9dc7d 11 | m_configObjects: {} 12 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache directory 9 | .vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | *.opendb 26 | 27 | # Unity3D generated meta files 28 | *.pidb.meta 29 | *.pdb.meta 30 | 31 | # Unity3D Generated File On Crash Reports 32 | sysinfo.txt 33 | 34 | # Builds 35 | *.apk 36 | *.unitypackage 37 | .DS_Store 38 | -------------------------------------------------------------------------------- /Logs/Packages-Update.log: -------------------------------------------------------------------------------- 1 | 2 | === Sat Oct 26 12:34:54 2019 3 | 4 | Packages were changed. 5 | Update Mode: mergeDefaultDependencies 6 | 7 | The following packages were added: 8 | com.unity.package-manager-ui@2.2.0 9 | com.unity.ext.nunit@1.0.0 10 | com.unity.test-framework@1.0.13 11 | com.unity.ide.vscode@1.1.0 12 | com.unity.ide.rider@1.1.0 13 | com.unity.ugui@1.0.0 14 | com.unity.modules.androidjni@1.0.0 15 | The following packages were updated: 16 | com.unity.collab-proxy from version 1.2.9 to 1.2.16 17 | com.unity.textmeshpro from version 2.0.0 to 2.0.1 18 | com.unity.timeline from version 0.0.0-builtin to 1.1.0 19 | 20 | === Sun Oct 27 19:00:50 2019 21 | 22 | Packages were changed. 23 | Update Mode: updateDependencies 24 | 25 | The following packages were updated: 26 | com.unity.ide.vscode from version 1.1.0 to 1.1.2 27 | -------------------------------------------------------------------------------- /Assets/ARFoundationExtension/PeopleOcclusion/Demo/PlaceOnPlane.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.XR.ARFoundation; 5 | using UnityEngine.XR.ARSubsystems; 6 | 7 | namespace ARFoundationExtension.PeopleOcclusion.Demo 8 | { 9 | public class PlaceOnPlane : MonoBehaviour 10 | { 11 | [SerializeField] 12 | private ARRaycastManager raycastManager; 13 | 14 | [SerializeField] 15 | private GameObject prefab; 16 | 17 | void Update() 18 | { 19 | if(Input.touchCount > 0 && Input.touches[0].phase == TouchPhase.Began) 20 | { 21 | var hits = new List(); 22 | if (raycastManager.Raycast(Input.touches[0].position, hits, TrackableType.Planes)) 23 | { 24 | Instantiate(prefab, hits[0].pose.position, Quaternion.identity); 25 | } 26 | } 27 | } 28 | } 29 | } 30 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 1 7 | m_Enabled: 1 8 | m_TestMode: 0 9 | m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events 10 | m_EventUrl: https://cdp.cloud.unity3d.com/v1/events 11 | m_ConfigUrl: https://config.uca.cloud.unity3d.com 12 | m_TestInitMode: 0 13 | CrashReportingSettings: 14 | m_EventUrl: https://perf-events.cloud.unity3d.com 15 | m_Enabled: 0 16 | m_LogBufferSize: 10 17 | m_CaptureEditorExceptions: 1 18 | UnityPurchasingSettings: 19 | m_Enabled: 0 20 | m_TestMode: 0 21 | UnityAnalyticsSettings: 22 | m_Enabled: 0 23 | m_TestMode: 0 24 | m_InitializeOnStartup: 1 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2019 Keizo Nagamine 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Assets/ARFoundationExtension/PeopleOcclusion/Scripts/ARCameraOcculusion.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Rendering; 3 | using UnityEngine.Serialization; 4 | using UnityEngine.XR.ARFoundation; 5 | using UnityEngine.UI; 6 | 7 | namespace ARFoundationExtension.PeopleOcclusion 8 | { 9 | [DisallowMultipleComponent] 10 | [RequireComponent(typeof(Camera))] 11 | [RequireComponent(typeof(ARCameraManager))] 12 | [RequireComponent(typeof(ARCameraBackground))] 13 | public class ARCameraOcculusion : MonoBehaviour 14 | { 15 | [SerializeField] 16 | private ARHumanBodyManager humanBodyManager; 17 | 18 | private Material material; 19 | 20 | const string DepthTexName = "_textureDepth"; 21 | const string StencilTexName = "_textureStencil"; 22 | 23 | static readonly int DepthTexId = Shader.PropertyToID(DepthTexName); 24 | static readonly int StencilTexId = Shader.PropertyToID(StencilTexName); 25 | 26 | void Start() 27 | { 28 | material = GetComponent().material; 29 | } 30 | 31 | private void Update() 32 | { 33 | if (humanBodyManager != null) 34 | { 35 | material.SetTexture(DepthTexId, humanBodyManager.humanDepthTexture); 36 | material.SetTexture(StencilTexId, humanBodyManager.humanStencilTexture); 37 | } 38 | } 39 | } 40 | } 41 | -------------------------------------------------------------------------------- /ProjectSettings/DynamicsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!55 &1 4 | PhysicsManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 11 7 | m_Gravity: {x: 0, y: -9.81, z: 0} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_BounceThreshold: 2 10 | m_SleepThreshold: 0.005 11 | m_DefaultContactOffset: 0.01 12 | m_DefaultSolverIterations: 6 13 | m_DefaultSolverVelocityIterations: 1 14 | m_QueriesHitBackfaces: 0 15 | m_QueriesHitTriggers: 1 16 | m_EnableAdaptiveForce: 0 17 | m_ClothInterCollisionDistance: 0 18 | m_ClothInterCollisionStiffness: 0 19 | m_ContactsGeneration: 1 20 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 21 | m_AutoSimulation: 1 22 | m_AutoSyncTransforms: 0 23 | m_ReuseCollisionCallbacks: 1 24 | m_ClothInterCollisionSettingsToggle: 0 25 | m_ContactPairsMode: 0 26 | m_BroadphaseType: 0 27 | m_WorldBounds: 28 | m_Center: {x: 0, y: 0, z: 0} 29 | m_Extent: {x: 250, y: 250, z: 250} 30 | m_WorldSubdivisions: 8 31 | m_FrictionType: 0 32 | m_EnableEnhancedDeterminism: 0 33 | m_EnableUnifiedHeightmaps: 1 34 | m_DefaultMaxAngluarSpeed: 7 35 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.collab-proxy": "1.2.16", 4 | "com.unity.ext.nunit": "1.0.0", 5 | "com.unity.ide.rider": "1.1.0", 6 | "com.unity.ide.vscode": "1.1.2", 7 | "com.unity.package-manager-ui": "2.2.0", 8 | "com.unity.test-framework": "1.0.13", 9 | "com.unity.textmeshpro": "2.0.1", 10 | "com.unity.timeline": "1.1.0", 11 | "com.unity.ugui": "1.0.0", 12 | "com.unity.xr.arfoundation": "3.0.0-preview.4", 13 | "com.unity.xr.arkit": "3.0.0-preview.4", 14 | "com.unity.modules.ai": "1.0.0", 15 | "com.unity.modules.androidjni": "1.0.0", 16 | "com.unity.modules.animation": "1.0.0", 17 | "com.unity.modules.assetbundle": "1.0.0", 18 | "com.unity.modules.audio": "1.0.0", 19 | "com.unity.modules.cloth": "1.0.0", 20 | "com.unity.modules.director": "1.0.0", 21 | "com.unity.modules.imageconversion": "1.0.0", 22 | "com.unity.modules.imgui": "1.0.0", 23 | "com.unity.modules.jsonserialize": "1.0.0", 24 | "com.unity.modules.particlesystem": "1.0.0", 25 | "com.unity.modules.physics": "1.0.0", 26 | "com.unity.modules.physics2d": "1.0.0", 27 | "com.unity.modules.screencapture": "1.0.0", 28 | "com.unity.modules.terrain": "1.0.0", 29 | "com.unity.modules.terrainphysics": "1.0.0", 30 | "com.unity.modules.tilemap": "1.0.0", 31 | "com.unity.modules.ui": "1.0.0", 32 | "com.unity.modules.uielements": "1.0.0", 33 | "com.unity.modules.umbra": "1.0.0", 34 | "com.unity.modules.unityanalytics": "1.0.0", 35 | "com.unity.modules.unitywebrequest": "1.0.0", 36 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 37 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 38 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 39 | "com.unity.modules.unitywebrequestwww": "1.0.0", 40 | "com.unity.modules.vehicles": "1.0.0", 41 | "com.unity.modules.video": "1.0.0", 42 | "com.unity.modules.vr": "1.0.0", 43 | "com.unity.modules.wind": "1.0.0", 44 | "com.unity.modules.xr": "1.0.0" 45 | } 46 | } 47 | -------------------------------------------------------------------------------- /ProjectSettings/Physics2DSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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This repository is simple implementation of them. The shaders reference depth and stencil textures and write calculated depth value to depth buffer. The shader is used as custom material of AR Camera Background component. 7 | 8 | ## Demo 9 | ![demo](https://raw.githubusercontent.com/wiki/KzoNag/ARFoundationPeopleOcclusion/Images/PeopleOcclusionDemo.gif) 10 | 11 | ## Requirement 12 | An official blog article about ARKit3 is [here](https://blogs.unity3d.com/jp/2019/06/06/ar-foundation-support-for-arkit-3/). 13 | According to this artcle, the requiments of people occlusion features are below. 14 | 15 | ``` 16 | Please note that the people occlusion features are available only on iOS devices with the A12 Bionic chip and ANE. 17 | ``` 18 | 19 | Tested environments are below. 20 | 21 | * Unity2019.2.10f1 22 | * AR Foundation 3.0.0-preview.4 23 | * AR SubSystem 3.0.0-preview.4 24 | * ARKit XR Plugin 3.0.0-preview.4 25 | * Xcode 11.0 26 | * iPhone 11 Pro / iOS 13.1.3 27 | 28 | ## Usage 29 | 30 | ### Step1 31 | Add ARHumanBodyManager component to "AR Session Origin" GameObject and set HumanSegmentationStencilMode and HumanSegmentationDepthMode to something other than Disabled. 32 | 33 | ![AR Session Origin](https://raw.githubusercontent.com/wiki/KzoNag/ARFoundationPeopleOcclusion/Images/Usage1.png) 34 | 35 | ### Step2 36 | Enable UseCustomMaterial of ARCameraBackground component and set PeopleOcclusionBackground material. 37 | 38 | ### Step3 39 | Add ARCameraOcclusion component to "AR Camera" GameObject and attach "AR Session Origin". 40 | 41 | ![AR Camera](https://raw.githubusercontent.com/wiki/KzoNag/ARFoundationPeopleOcclusion/Images/Usage2.png) 42 | 43 | ### Installation 44 | Download Unity package from [release page](https://github.com/KzoNag/ARFoundationPeopleOcclusion/releases) and import to your project. 45 | 46 | ### Render Pipeline support 47 | There are 3 shaders that support each Render Pipeline(Legacy/LightWeight/Universal). 48 | Set proper shader to PeopleOcclusionBackground material.(Legacy one is default) 49 | 50 | * ARKitPeopleOcclusionBackground is for Legacy. 51 | * ARKitLWRPPeopleOcclusionBackground is for LightWeight. 52 | * ARKitURPPeopleOcclusionBackground is for Universal. 53 | 54 | They are based on default background shader located on *Packages/ARKit XR Plugin/Assets/Shaders*. 55 | 56 | **NOTE** 57 | LWRP one is tested on **lwrp** branch. Universal one is not enough tested. 58 | 59 | ### License 60 | [MIT](https://github.com/KzoNag/ARFoundationPeopleOcclusion/blob/master/LICENSE) 61 | 62 | -------------------------------------------------------------------------------- /Assets/ARFoundationExtension/PeopleOcclusion/Materials/PeopleOcclusionBackground.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_CorrespondingSourceObject: {fileID: 0} 8 | m_PrefabInstance: {fileID: 0} 9 | m_PrefabAsset: {fileID: 0} 10 | m_Name: PeopleOcclusionBackground 11 | m_Shader: {fileID: 4800000, guid: d65b62290b4a94a1885418e11624a049, type: 3} 12 | m_ShaderKeywords: 13 | m_LightmapFlags: 4 14 | m_EnableInstancingVariants: 0 15 | m_DoubleSidedGI: 0 16 | m_CustomRenderQueue: -1 17 | stringTagMap: {} 18 | disabledShaderPasses: [] 19 | m_SavedProperties: 20 | serializedVersion: 3 21 | m_TexEnvs: 22 | - _BumpMap: 23 | m_Texture: {fileID: 0} 24 | m_Scale: {x: 1, y: 1} 25 | m_Offset: {x: 0, y: 0} 26 | - _DetailAlbedoMap: 27 | m_Texture: {fileID: 0} 28 | m_Scale: {x: 1, y: 1} 29 | m_Offset: {x: 0, y: 0} 30 | - _DetailMask: 31 | m_Texture: {fileID: 0} 32 | m_Scale: {x: 1, y: 1} 33 | m_Offset: {x: 0, y: 0} 34 | - _DetailNormalMap: 35 | m_Texture: {fileID: 0} 36 | m_Scale: {x: 1, y: 1} 37 | m_Offset: {x: 0, y: 0} 38 | - _EmissionMap: 39 | m_Texture: {fileID: 0} 40 | m_Scale: {x: 1, y: 1} 41 | m_Offset: {x: 0, y: 0} 42 | - _MainTex: 43 | m_Texture: {fileID: 0} 44 | m_Scale: {x: 1, y: 1} 45 | m_Offset: {x: 0, y: 0} 46 | - _MetallicGlossMap: 47 | m_Texture: {fileID: 0} 48 | m_Scale: {x: 1, y: 1} 49 | m_Offset: {x: 0, y: 0} 50 | - _OcclusionMap: 51 | m_Texture: {fileID: 0} 52 | m_Scale: {x: 1, y: 1} 53 | m_Offset: {x: 0, y: 0} 54 | - _ParallaxMap: 55 | m_Texture: {fileID: 0} 56 | m_Scale: {x: 1, y: 1} 57 | m_Offset: {x: 0, y: 0} 58 | - _textureCbCr: 59 | m_Texture: {fileID: 0} 60 | m_Scale: {x: 1, y: 1} 61 | m_Offset: {x: 0, y: 0} 62 | - _textureDepth: 63 | m_Texture: {fileID: 0} 64 | m_Scale: {x: 1, y: 1} 65 | m_Offset: {x: 0, y: 0} 66 | - _textureStencil: 67 | m_Texture: {fileID: 0} 68 | m_Scale: {x: 1, y: 1} 69 | m_Offset: {x: 0, y: 0} 70 | - _textureY: 71 | m_Texture: {fileID: 0} 72 | m_Scale: {x: 1, y: 1} 73 | m_Offset: {x: 0, y: 0} 74 | m_Floats: 75 | - _BumpScale: 1 76 | - _Cutoff: 0.5 77 | - _DetailNormalMapScale: 1 78 | - _DstBlend: 0 79 | - _GlossMapScale: 1 80 | - _Glossiness: 0.5 81 | - _GlossyReflections: 1 82 | - _Metallic: 0 83 | - _Mode: 0 84 | - _OcclusionStrength: 1 85 | - _Parallax: 0.02 86 | - _SmoothnessTextureChannel: 0 87 | - _SpecularHighlights: 1 88 | - _SrcBlend: 1 89 | - _UVSec: 0 90 | - _ZWrite: 1 91 | m_Colors: 92 | - _Color: {r: 1, g: 1, b: 1, a: 1} 93 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} 94 | -------------------------------------------------------------------------------- /Assets/ARFoundationExtension/PeopleOcclusion/Shaders/ARKitPeopleOcclusionBackground.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/ARKitPeopleOcclusionBackground" 2 | { 3 | Properties 4 | { 5 | _textureY ("TextureY", 2D) = "white" {} 6 | _textureCbCr ("TextureCbCr", 2D) = "black" {} 7 | _textureDepth ("TetureDepth", 2D) = "black" {} 8 | _textureStencil ("TextureStencil", 2D) = "black" {} 9 | } 10 | SubShader 11 | { 12 | Cull Off 13 | Tags { "RenderType"="Opaque" } 14 | LOD 100 15 | 16 | Pass 17 | { 18 | ZTest Always 19 | ZWrite On 20 | CGPROGRAM 21 | #pragma vertex vert 22 | #pragma fragment frag 23 | 24 | #include "UnityCG.cginc" 25 | 26 | float4x4 _UnityDisplayTransform; 27 | 28 | struct Vertex 29 | { 30 | float4 position : POSITION; 31 | float2 texcoord : TEXCOORD0; 32 | }; 33 | 34 | struct TexCoordInOut 35 | { 36 | float4 position : SV_POSITION; 37 | float2 texcoord : TEXCOORD0; 38 | }; 39 | 40 | struct FragmentOutput 41 | { 42 | half4 color : SV_Target; 43 | half depth : SV_Depth; 44 | }; 45 | 46 | TexCoordInOut vert (Vertex vertex) 47 | { 48 | TexCoordInOut o; 49 | o.position = UnityObjectToClipPos(vertex.position); 50 | 51 | float texX = vertex.texcoord.x; 52 | float texY = vertex.texcoord.y; 53 | 54 | o.texcoord.x = (_UnityDisplayTransform[0].x * texX + _UnityDisplayTransform[1].x * (texY) + _UnityDisplayTransform[2].x); 55 | o.texcoord.y = (_UnityDisplayTransform[0].y * texX + _UnityDisplayTransform[1].y * (texY) + (_UnityDisplayTransform[2].y)); 56 | 57 | return o; 58 | } 59 | 60 | // samplers 61 | sampler2D _textureY; 62 | sampler2D _textureCbCr; 63 | sampler2D _textureDepth; 64 | sampler2D _textureStencil; 65 | 66 | FragmentOutput frag (TexCoordInOut i) 67 | { 68 | // sample the texture 69 | float2 texcoord = i.texcoord; 70 | float y = tex2D(_textureY, texcoord).r; 71 | float4 ycbcr = float4(y, tex2D(_textureCbCr, texcoord).rg, 1.0); 72 | 73 | const float4x4 ycbcrToRGBTransform = float4x4( 74 | float4(1.0, +0.0000, +1.4020, -0.7010), 75 | float4(1.0, -0.3441, -0.7141, +0.5291), 76 | float4(1.0, +1.7720, +0.0000, -0.8860), 77 | float4(0.0, +0.0000, +0.0000, +1.0000) 78 | ); 79 | 80 | float4 color = mul(ycbcrToRGBTransform, ycbcr); 81 | 82 | #if !UNITY_COLORSPACE_GAMMA 83 | // Incoming video texture is in sRGB color space. 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If we are rendering in linear color space, we need to convert. 89 | color = FastSRGBToLinear(color); 90 | #endif // !UNITY_COLORSPACE_GAMMA 91 | 92 | // Calculate 0-1 depth value from meter depth value 93 | // Reverse of LinearEyeDepth function in UnityCG.cginc 94 | float depthMeter = SAMPLE_TEXTURE2D(_textureDepth, sampler_textureDepth, i.uv).r; 95 | float depth = (1.0 - _ZBufferParams.w * depthMeter) / (depthMeter * _ZBufferParams.z); 96 | 97 | // Get people segmentation 98 | half stencil = SAMPLE_TEXTURE2D(_textureStencil, sampler_textureStencil, i.uv).r; 99 | stencil = step(1, stencil); // Get 0 or 1 100 | 101 | FragmentOutput o; 102 | 103 | o.color = color; 104 | o.depth = depth * stencil; // 0 means far plane 105 | 106 | return o; 107 | } 108 | ENDHLSL 109 | } 110 | } 111 | } 112 | -------------------------------------------------------------------------------- /Assets/ARFoundationExtension/PeopleOcclusion/Shaders/ARKitLWRPPeopleOcclusionBackground.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/ARKitLWRPPeopleOcclusionBackground" 2 | { 3 | Properties 4 | { 5 | _textureY ("TextureY", 2D) = "white" {} 6 | _textureCbCr ("TextureCbCr", 2D) = "black" {} 7 | _textureDepth ("TetureDepth", 2D) = "black" {} 8 | _textureStencil ("TextureStencil", 2D) = "black" {} 9 | } 10 | 11 | SubShader 12 | { 13 | Tags { "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline"} 14 | LOD 100 15 | 16 | Pass 17 | { 18 | Name "Default" 19 | Tags { "LightMode" = "LightweightForward"} 20 | 21 | ZTest Always 22 | ZWrite On 23 | Cull Off 24 | 25 | HLSLPROGRAM 26 | // Required to compile gles 2.0 with standard srp library 27 | #pragma prefer_hlslcc gles 28 | #pragma exclude_renderers d3d11_9x 29 | #pragma vertex Vertex 30 | #pragma fragment Fragment 31 | 32 | #include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl" 33 | #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" 34 | 35 | float4x4 _UnityDisplayTransform; 36 | 37 | struct VertexInput 38 | { 39 | float4 vertex : POSITION; 40 | float2 uv : TEXCOORD0; 41 | }; 42 | 43 | struct VertexOutput 44 | { 45 | half4 pos : SV_POSITION; 46 | half2 uv : TEXCOORD0; 47 | }; 48 | 49 | struct FragmentOutput 50 | { 51 | half4 color : SV_Target; 52 | half depth : SV_Depth; 53 | }; 54 | 55 | TEXTURE2D(_textureY); 56 | SAMPLER(sampler_textureY); 57 | TEXTURE2D(_textureCbCr); 58 | SAMPLER(sampler_textureCbCr); 59 | TEXTURE2D(_textureDepth); 60 | SAMPLER(sampler_textureDepth); 61 | TEXTURE2D(_textureStencil); 62 | SAMPLER(sampler_textureStencil); 63 | 64 | VertexOutput Vertex(VertexInput i) 65 | { 66 | VertexOutput o; 67 | o.pos = TransformObjectToHClip(i.vertex.xyz); 68 | o.uv.x = (_UnityDisplayTransform[0].x * i.uv.x + _UnityDisplayTransform[1].x * (i.uv.y) + _UnityDisplayTransform[2].x); 69 | o.uv.y = (_UnityDisplayTransform[0].y * i.uv.x + _UnityDisplayTransform[1].y * (i.uv.y) + _UnityDisplayTransform[2].y); 70 | return o; 71 | } 72 | 73 | FragmentOutput Fragment(VertexOutput i) 74 | { 75 | half y = SAMPLE_TEXTURE2D(_textureY, sampler_textureY, i.uv).r; 76 | half4 ycbcr = half4(y, SAMPLE_TEXTURE2D(_textureCbCr, sampler_textureCbCr, i.uv).rg, 1.0); 77 | 78 | const half4x4 ycbcrToRGBTransform = half4x4( 79 | half4(1.0, +0.0000, +1.4020, -0.7010), 80 | half4(1.0, -0.3441, -0.7141, +0.5291), 81 | half4(1.0, +1.7720, +0.0000, -0.8860), 82 | half4(0.0, +0.0000, +0.0000, +1.0000) 83 | ); 84 | 85 | half4 color = mul(ycbcrToRGBTransform, ycbcr); 86 | 87 | #if !UNITY_COLORSPACE_GAMMA 88 | // Incoming video texture is in sRGB color space. 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