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diff --git a/Assets/ARRealismDemos/DepthEffects/Scenes/FogEffect.unity.meta b/Assets/ARRealismDemos/DepthEffects/Scenes/FogEffect.unity.meta
new file mode 100644
index 0000000..b7be1b4
--- /dev/null
+++ b/Assets/ARRealismDemos/DepthEffects/Scenes/FogEffect.unity.meta
@@ -0,0 +1,7 @@
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diff --git a/Assets/ARRealismDemos/DepthEffects/Scripts/BackgroundToFogEffectController.cs b/Assets/ARRealismDemos/DepthEffects/Scripts/BackgroundToFogEffectController.cs
new file mode 100644
index 0000000..cbfcc60
--- /dev/null
+++ b/Assets/ARRealismDemos/DepthEffects/Scripts/BackgroundToFogEffectController.cs
@@ -0,0 +1,90 @@
+//-----------------------------------------------------------------------
+//
+//
+// Copyright 2020 Google LLC
+//
+// Licensed under the Apache License, Version 2.0 (the "License");
+// you may not use this file except in compliance with the License.
+// You may obtain a copy of the License at
+//
+// http://www.apache.org/licenses/LICENSE-2.0
+//
+// Unless required by applicable law or agreed to in writing, software
+// distributed under the License is distributed on an "AS IS" BASIS,
+// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+// See the License for the specific language governing permissions and
+// limitations under the License.
+//
+//
+//-----------------------------------------------------------------------
+
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+
+///
+/// Blends exponential fog with the camera view based on the real-time depth map.
+///
+public class BackgroundToFogEffectController : MonoBehaviour
+{
+ ///
+ /// Material attached with Background Depth Fog Shader.
+ ///
+ public Material BackgroundToFogEffectMaterial;
+
+ ///
+ /// Slider that controls amount of fog effect.
+ ///
+ public UnityEngine.UI.Slider UISlider;
+
+ ///
+ /// Whether to output fog effect parameters in the console.
+ ///
+ public bool DebugFogEffect = false;
+ private const float _fogMinDistance = 0.01f;
+ private const float _fogMaxDistance = 7.0f;
+ private const float _fogMinThickness = 0.25f;
+ private const float _fogMaxThickness = 8.0f;
+ private static readonly string _halfFogDistancePropertyName = "_FogDistance";
+ private static readonly string _halfFogThicknessPropertyName = "_FogThickness";
+ private static readonly string _halfFogColorPropertyName = "_FogColor";
+ private float _fogThickness;
+ private float _fogDistance;
+
+ private void Start()
+ {
+ _fogDistance = GetFogDistance(/*fogDistanceParam=*/0);
+ _fogThickness = GetFogThickness(UISlider.value);
+ UpdateShaderVariables();
+ }
+
+ private void Update()
+ {
+ _fogThickness = GetFogThickness(UISlider.value);
+ UpdateShaderVariables();
+ }
+
+ private void UpdateShaderVariables()
+ {
+ BackgroundToFogEffectMaterial.SetFloat(_halfFogDistancePropertyName, _fogDistance);
+ BackgroundToFogEffectMaterial.SetFloat(_halfFogThicknessPropertyName, _fogThickness);
+ BackgroundToFogEffectMaterial.SetColor(_halfFogColorPropertyName, Color.white);
+ }
+
+ private float GetFogDistance(float fogDistanceParam)
+ {
+ return _fogMinDistance + ((_fogMaxDistance - _fogMinDistance) * fogDistanceParam);
+ }
+
+ private float GetFogThickness(float fogThicknessParam)
+ {
+ return _fogMinThickness +
+ (_fogMaxThickness * Mathf.SmoothStep(0.0f, 1.0f, 1f - fogThicknessParam));
+ }
+
+ private float RemapValue(float value, float low1, float high1, float low2, float high2)
+ {
+ return low2 + (((value - low1) * (high2 - low2)) / (high1 - low1));
+ }
+}
diff --git a/Assets/ARRealismDemos/DepthEffects/Scripts/BackgroundToFogEffectController.cs.meta b/Assets/ARRealismDemos/DepthEffects/Scripts/BackgroundToFogEffectController.cs.meta
new file mode 100644
index 0000000..cb4916a
--- /dev/null
+++ b/Assets/ARRealismDemos/DepthEffects/Scripts/BackgroundToFogEffectController.cs.meta
@@ -0,0 +1,11 @@
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+guid: c7488e007bb2d463f88397bf15e01db8
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
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+ assetBundleVariant:
diff --git a/Assets/ARRealismDemos/DepthEffects/Shaders/BackgroundToFogEffectShader.shader b/Assets/ARRealismDemos/DepthEffects/Shaders/BackgroundToFogEffectShader.shader
new file mode 100644
index 0000000..b75632e
--- /dev/null
+++ b/Assets/ARRealismDemos/DepthEffects/Shaders/BackgroundToFogEffectShader.shader
@@ -0,0 +1,159 @@
+//-----------------------------------------------------------------------
+//
+//
+// Copyright 2020 Google LLC
+//
+// Licensed under the Apache License, Version 2.0 (the "License");
+// you may not use this file except in compliance with the License.
+// You may obtain a copy of the License at
+//
+// http://www.apache.org/licenses/LICENSE-2.0
+//
+// Unless required by applicable law or agreed to in writing, software
+// distributed under the License is distributed on an "AS IS" BASIS,
+// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+// See the License for the specific language governing permissions and
+// limitations under the License.
+//
+//
+//-----------------------------------------------------------------------
+Shader "ARRealism/Background To Fog Effect Shader"
+{
+ Properties {
+ _MainTex ("Main Texture", 2D) = "white" {}
+ _GammaCorrection("Gamma Correction (1.0 = Enabled)", Range(0.0, 1.0)) = 1.0
+ _FogDistance("Fog Threshold", Range(0.0, 5.0)) = 1.5
+ _FogThickness("Fog Thickness", Range(0.0, 1.0)) = 1.0
+ _FogDensityFactor("Fog Density Factor", Range(0.0, 1.0)) = 0.0
+ _FogColor("Fog color", Color) = (1,1,1,1)
+ _ShowColorOnly("Only Render Camera", Range(0.0, 1.0)) = 0.0
+ _CurrentDepthTexture ("Depth Texture", 2D) = "black" {}
+ }
+
+ SubShader
+ {
+ Tags
+ {
+ "Queue" = "Background"
+ "RenderType" = "Background"
+ "ForceNoShadowCasting" = "True"
+ }
+
+ Pass
+ {
+ Cull Off
+ ZTest Always
+ ZWrite On
+ Lighting Off
+ LOD 100
+ Tags
+ {
+ "LightMode" = "Always"
+ }
+
+ GLSLPROGRAM
+
+ #pragma multi_compile_local __ ARCORE_ENVIRONMENT_DEPTH_ENABLED
+
+ #pragma only_renderers gles3
+
+ #include "UnityCG.glslinc"
+
+#ifdef SHADER_API_GLES3
+#extension GL_OES_EGL_image_external_essl3 : require
+#endif // SHADER_API_GLES3
+
+ // Device display transform is provided by the AR Foundation camera background renderer.
+ uniform mat4 _DisplayTransform;
+
+#ifdef VERTEX
+ varying vec2 textureCoord;
+
+ void main()
+ {
+#ifdef SHADER_API_GLES3
+ // Transform the position from object space to clip space.S
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+
+ // Remap the texture coordinates based on the device rotation.
+ textureCoord = (_DisplayTransform * vec4(gl_MultiTexCoord0.x, 1.0f - gl_MultiTexCoord0.y, 1.0f, 0.0f)).xy;
+#endif // SHADER_API_GLES3
+ }
+#endif // VERTEX
+
+#ifdef FRAGMENT
+ varying vec2 textureCoord;
+ uniform samplerExternalOES _MainTex;
+ uniform float _FogDistance;
+ uniform float _FogThickness;
+ uniform vec4 _FogColor;
+
+#ifdef ARCORE_ENVIRONMENT_DEPTH_ENABLED
+ uniform sampler2D _CurrentDepthTexture;
+#endif // ARCORE_ENVIRONMENT_DEPTH_ENABLED
+
+#if defined(SHADER_API_GLES3) && !defined(UNITY_COLORSPACE_GAMMA)
+ float GammaToLinearSpaceExact (float value)
+ {
+ if (value <= 0.04045F)
+ return value / 12.92F;
+ else if (value < 1.0F)
+ return pow((value + 0.055F)/1.055F, 2.4F);
+ else
+ return pow(value, 2.2F);
+ }
+
+ vec3 GammaToLinearSpace (vec3 sRGB)
+ {
+ // Approximate version from http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
+ return sRGB * (sRGB * (sRGB * 0.305306011F + 0.682171111F) + 0.012522878F);
+
+ // Precise version, useful for debugging, but the pow() function is too slow.
+ // return vec3(GammaToLinearSpaceExact(sRGB.r), GammaToLinearSpaceExact(sRGB.g), GammaToLinearSpaceExact(sRGB.b));
+ }
+
+#endif // SHADER_API_GLES3 && !UNITY_COLORSPACE_GAMMA
+
+ void main()
+ {
+ vec3 result = vec3(0.0, 0.0, 0.0);
+
+#ifdef SHADER_API_GLES3
+ vec3 background = texture(_MainTex, textureCoord).xyz;
+
+#ifdef ARCORE_ENVIRONMENT_DEPTH_ENABLED
+ float distance = texture(_CurrentDepthTexture, textureCoord).x;
+
+ vec4 fogColor = _FogColor;
+ vec4 grey = vec4(dot(background, vec3(0.3, 0.59, 0.11)));
+
+ if (distance < _FogDistance)
+ {
+ fogColor = vec4(background, 1.0);
+ }
+ else
+ {
+ float fogFactor = clamp((distance - _FogDistance) / _FogThickness, 0.0, 1.0);
+ vec4 colorGrey = mix(vec4(background, 1.0), grey, fogFactor);
+ fogColor = mix(colorGrey, fogColor, fogFactor * 0.97);
+ }
+
+ result = fogColor.rgb;
+#endif // ARCORE_ENVIRONMENT_DEPTH_ENABLED
+
+#ifndef UNITY_COLORSPACE_GAMMA
+ result = GammaToLinearSpace(result);
+#endif // UNITY_COLORSPACE_GAMMA
+
+ gl_FragColor = vec4(result, 1.0);
+ // To enable occlusion with the depth image add `gl_FragDepth = depth;`.
+#endif // SHADER_API_GLES3
+ }
+
+#endif // FRAGMENT
+ ENDGLSL
+ }
+ }
+
+ FallBack Off
+}
diff --git a/Assets/ARRealismDemos/DepthEffects/Shaders/BackgroundToFogEffectShader.shader.meta b/Assets/ARRealismDemos/DepthEffects/Shaders/BackgroundToFogEffectShader.shader.meta
new file mode 100644
index 0000000..2420213
--- /dev/null
+++ b/Assets/ARRealismDemos/DepthEffects/Shaders/BackgroundToFogEffectShader.shader.meta
@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: 1543b7d4b9dbd488e8f6ce6ad312cc3d
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ preprocessorOverride: 0
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Packages/manifest.json b/Packages/manifest.json
index bfc6b68..4edb60f 100644
--- a/Packages/manifest.json
+++ b/Packages/manifest.json
@@ -4,6 +4,7 @@
"com.unity.ide.vscode": "1.2.3",
"com.unity.multiplayer-hlapi": "1.0.8",
"com.unity.test-framework": "1.1.24",
+ "com.google.ar.core.arfoundation.extensions": "https://github.com/google-ar/arcore-unity-extensions.git",
"com.unity.ugui": "1.0.0",
"com.unity.xr.arcore": "4.2.0-pre.7",
"com.unity.xr.arfoundation": "4.2.0-pre.7",
diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset
index cadcc90..546b7a8 100644
--- a/ProjectSettings/EditorBuildSettings.asset
+++ b/ProjectSettings/EditorBuildSettings.asset
@@ -23,6 +23,9 @@ EditorBuildSettings:
- enabled: 1
path: Assets/ARRealismDemos/PointCloud/Scenes/RawPointClouds.unity
guid: 9dda67f2895da44a2a949d2298c7ff3a
+ - enabled: 1
+ path: Assets/ARRealismDemos/DepthEffects/Scenes/FogEffect.unity
+ guid: cba38d357e68f4c298a27ebc19c42f6c
m_configObjects:
Unity.XR.WindowsMR.Settings: {fileID: 11400000, guid: 744b813df90924c169af73489b8325de,
type: 2}
diff --git a/README.md b/README.md
index bc66ddc..ac7f76e 100755
--- a/README.md
+++ b/README.md
@@ -48,29 +48,8 @@ require
[**AR Foundation 4.2.0-pre.7**](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.2/manual/index.html)
or newer,
[ARCore Extensions](https://developers.google.com/ar/develop/unity-arf) **1.24**
-or newer. Download `arcore-unity-extensions-1.24.0.tgz` from the ARCore
-Extensions for AR Foundation
-[releases page on GitHub](https://github.com/google-ar/arcore-unity-extensions/releases).
-
-Choose one of the following approaches to import the ARCore Extensions Package:
-
-1. Manually update dependencies before launching the project:
-
- * Locate `arcore-depth-lab/Packages/manifest.json`.
- * Add the dependency of ARCore Extensions SDK with the loca path:
- `"com.google.ar.core.arfoundation.extensions":
- "file:{path/to}/arcore-unity-extensions-1.24.0.tgz",`
- * Launch the project with Unity Editor 2020.3.
-
-2. Use Package Manager to import dependent package:
-
- * Use Unity 2020.3 to open the project.
- * It's expected that a window pops up and shows there are compile errors
- in this project due to missing Extensions SDK, select **Continue**.
- * In Unity editor, navigate to `Window` -> `Package Manager`
- * Click the plus button, and choose the `Add package from tarball...`
- option from the drop-down menu.
- * Locate `arcore-unity-extensions-1.24.0.tgz` and click Open.
+or newer. The [ARCore Extensions sources](https://github.com/google-ar/arcore-unity-extensions)
+are automatically included via the Unity package manager.
This project only builds with the Build Platform **Android**. Build the project
to an Android device instead of using the **Play** button in the Unity editor.