Unity引擎AR渲染流程详解
摄像头采集子系统:负责从设备摄像头获取实时图像跟踪子系统:处理空间定位与运动追踪渲染管线:负责虚拟内容与现实图像的合成后处理系统:应用各种图像效果和调整摄像头采集:获取实时现实世界图像,并处理为纹理位姿跟踪:确定设备在空间中的位置和方向环境理解:处理平面检测、深度估计和环境光照估计前景渲染:渲染虚拟对象,应用正确的遮挡和光照后处理集成:将虚拟内容与现实图像无缝融合性能优化:动态调整渲染设置以适应不
AR(增强现实)应用在Unity引擎中的渲染需要精确协调多个图形和计算组件,以实现真实世界与虚拟内容的无缝融合。本文将深入探讨Unity AR渲染的完整流程,从摄像头捕获到最终显示。
一、AR渲染基础架构
1.1 Unity AR渲染系统概述
在Unity中,AR渲染系统主要由以下几个核心部分组成:
- 摄像头采集子系统:负责从设备摄像头获取实时图像
- 跟踪子系统:处理空间定位与运动追踪
- 渲染管线:负责虚拟内容与现实图像的合成
- 后处理系统:应用各种图像效果和调整
1.2 Unity AR支持框架
Unity支持多种AR框架,每种框架都有其特定的渲染流程:
- AR Foundation:Unity原生跨平台AR框架
- ARCore (Google):专注于Android平台
- ARKit (Apple):专用于iOS平台
- Vuforia:专注于图像识别和跟踪的第三方AR平台
本文将主要以AR Foundation为基础,因为它封装了平台特定的API,提供了统一的接口。
二、摄像头图像捕获与处理
2.1 摄像头配置与初始化
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
public class ARCameraManager : MonoBehaviour
{
private ARCameraManager arCameraManager;
private ARSession arSession;
void Awake()
{
arCameraManager = GetComponent<ARCameraManager>();
arSession = FindObjectOfType<ARSession>();
// 注册相机帧接收事件
arCameraManager.frameReceived += OnCameraFrameReceived;
}
// 配置相机参数
void ConfigureCamera()
{
// 检查并请求摄像头权限
var cameraPermissionRequester = arSession.subsystem as ICameraPermissionRequester;
if (cameraPermissionRequester != null)
{
cameraPermissionRequester.RequestPermission();
}
// 选择相机配置(分辨率、帧率等)
var configs = arCameraManager.GetConfigurations(Allocator.Temp);
if (configs.Length > 0)
{
// 选择适合需求的配置,一般选择平衡性能和质量的配置
arCameraManager.currentConfiguration = configs[0];
configs.Dispose();
}
}
// 相机帧接收回调
void OnCameraFrameReceived(ARCameraFrameEventArgs args)
{
// 获取相机内参
XRCameraIntrinsics intrinsics;
if (arCameraManager.TryGetIntrinsics(out intrinsics))
{
// 相机内参可用于纹理映射计算
// 焦距: intrinsics.focalLength
// 主点: intrinsics.principalPoint
// 图像尺寸: intrinsics.resolution
}
// 获取光照估计信息
if (args.lightEstimation.averageBrightness.HasValue)
{
float brightness = args.lightEstimation.averageBrightness.Value;
// 使用亮度调整AR对象的光照
}
}
void OnDestroy()
{
if (arCameraManager != null)
arCameraManager.frameReceived -= OnCameraFrameReceived;
}
}
2.2 摄像头图像处理
摄像头图像在渲染系统中需要处理成背景纹理:
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.Rendering;
public class ARBackgroundTextureProcessor : MonoBehaviour
{
private ARCameraBackground arCameraBackground;
private ARCameraManager arCameraManager;
[SerializeField]
private Material customProcessingMaterial;
private RenderTexture processedTexture;
void Awake()
{
arCameraBackground = GetComponent<ARCameraBackground>();
arCameraManager = GetComponent<ARCameraManager>();
}
void Start()
{
// 创建用于处理的渲染纹理
processedTexture = new RenderTexture(Screen.width, Screen.height, 0,
RenderTextureFormat.ARGB32);
// 设置背景渲染模式
arCameraBackground.backgroundRenderingMode =
ARCameraBackgroundRenderingMode.BeforeOpaques;
// 注册纹理获取回调
arCameraManager.frameReceived += OnCameraFrameReceived;
}
void OnCameraFrameReceived(ARCameraFrameEventArgs args)
{
if (customProcessingMaterial != null)
{
// 获取原始相机纹理
Texture cameraTexture = arCameraBackground.material.mainTexture;
if (cameraTexture != null)
{
// 应用自定义处理
Graphics.Blit(cameraTexture, processedTexture, customProcessingMaterial);
// 替换原始纹理
if (arCameraBackground.material.HasProperty("_MainTex"))
{
arCameraBackground.material.SetTexture("_MainTex", processedTexture);
}
}
}
}
// 示例:动态调整图像处理参数
public void UpdateImageProcessing(float contrast, float brightness)
{
if (customProcessingMaterial != null)
{
customProcessingMaterial.SetFloat("_Contrast", contrast);
customProcessingMaterial.SetFloat("_Brightness", brightness);
}
}
void OnDestroy()
{
if (arCameraManager != null)
arCameraManager.frameReceived -= OnCameraFrameReceived;
if (processedTexture != null)
processedTexture.Release();
}
}
三、AR跟踪系统与渲染准备
3.1 空间跟踪与相机位姿估计
跟踪系统是AR渲染的基础,确保虚拟内容正确对齐到现实世界:
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
public class ARTrackingSystem : MonoBehaviour
{
private ARSession arSession;
private ARSessionOrigin arSessionOrigin;
[SerializeField]
private Text trackingStateText;
private bool isTracking = false;
void Awake()
{
arSession = FindObjectOfType<ARSession>();
arSessionOrigin = FindObjectOfType<ARSessionOrigin>();
}
void Update()
{
// 监控跟踪状态
ARSessionState sessionState = ARSession.state;
switch (sessionState)
{
case ARSessionState.CheckingAvailability:
UpdateTrackingStatus("Checking AR availability");
break;
case ARSessionState.Ready:
UpdateTrackingStatus("AR Ready");
break;
case ARSessionState.SessionInitializing:
UpdateTrackingStatus("Initializing AR session");
break;
case ARSessionState.SessionTracking:
HandleSessionTracking();
break;
case ARSessionState.Unsupported:
UpdateTrackingStatus("AR not supported on this device");
break;
default:
UpdateTrackingStatus("Unknown AR state");
break;
}
}
private void HandleSessionTracking()
{
// 获取当前跟踪状态
TrackingState trackingState = arSessionOrigin.camera.trackingState;
switch (trackingState)
{
case TrackingState.Tracking:
if (!isTracking)
{
isTracking = true;
OnTrackingAcquired();
}
UpdateTrackingStatus("Tracking");
break;
case TrackingState.Limited:
isTracking = false;
UpdateTrackingStatus("Limited Tracking");
break;
case TrackingState.None:
isTracking = false;
UpdateTrackingStatus("No Tracking");
break;
}
}
private void OnTrackingAcquired()
{
Debug.Log("AR tracking acquired - rendering can proceed normally");
// 发送事件或通知渲染系统tracking已准备就绪
EventBus.Publish(new TrackingReadyEvent());
}
private void UpdateTrackingStatus(string status)
{
if (trackingStateText != null)
trackingStateText.text = "Tracking: " + status;
Debug.Log("AR Tracking status: " + status);
}
}
3.2 跟踪数据与渲染变换矩阵
using UnityEngine;
using UnityEngine.XR.ARFoundation;
public class ARRenderingTransform : MonoBehaviour
{
private ARCameraManager arCameraManager;
private Camera arCamera;
// 缓存相机矩阵用于渲染系统
private Matrix4x4 viewMatrix;
private Matrix4x4 projectionMatrix;
// 暴露给着色器的矩阵
private static readonly int ViewMatrixID = Shader.PropertyToID("_ViewMatrix");
private static readonly int ProjMatrixID = Shader.PropertyToID("_ProjMatrix");
void Awake()
{
arCameraManager = GetComponent<ARCameraManager>();
arCamera = GetComponent<Camera>();
}
void Start()
{
arCameraManager.frameReceived += OnCameraFrameReceived;
}
void OnCameraFrameReceived(ARCameraFrameEventArgs args)
{
// 更新视图和投影矩阵
UpdateRenderingMatrices();
}
void UpdateRenderingMatrices()
{
if (arCamera != null)
{
// 获取当前AR相机的视图矩阵
viewMatrix = arCamera.worldToCameraMatrix;
// 获取当前AR相机的投影矩阵
projectionMatrix = arCamera.projectionMatrix;
// 将矩阵传递给所有使用AR渲染的材质
Shader.SetGlobalMatrix(ViewMatrixID, viewMatrix);
Shader.SetGlobalMatrix(ProjMatrixID, projectionMatrix);
// 计算View-Projection矩阵(常用于阴影计算等)
Matrix4x4 viewProjMatrix = projectionMatrix * viewMatrix;
Shader.SetGlobalMatrix("_ViewProjMatrix", viewProjMatrix);
}
}
// 获取矩阵供其他渲染组件使用
public Matrix4x4 GetViewMatrix() => viewMatrix;
public Matrix4x4 GetProjectionMatrix() => projectionMatrix;
void OnDestroy()
{
if (arCameraManager != null)
arCameraManager.frameReceived -= OnCameraFrameReceived;
}
}
四、虚拟物体渲染原理
4.1 AR渲染管线配置
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class ARRenderPipelineConfigurator : MonoBehaviour
{
[SerializeField]
private UniversalRenderPipelineAsset renderPipelineAsset;
[SerializeField]
private bool optimizeForMobile = true;
void Awake()
{
if (renderPipelineAsset != null)
{
// 设置为当前渲染管线资产
GraphicsSettings.renderPipelineAsset = renderPipelineAsset;
// 优化移动端AR渲染设置
if (optimizeForMobile)
{
OptimizeForMobileAR();
}
}
}
private void OptimizeForMobileAR()
{
// 设置一些针对AR场景的渲染管线优化
renderPipelineAsset.shadowDistance = 5.0f; // 减小阴影距离
renderPipelineAsset.shadowCascadeCount = 1; // 减少阴影级联
renderPipelineAsset.supportsCameraDepthTexture = true; // 启用深度纹理(对AR很重要)
renderPipelineAsset.supportsCameraOpaqueTexture = true; // 启用背景纹理
// 减少抗锯齿等级以提高性能
renderPipelineAsset.msaaSampleCount = 1;
// 在运行时动态调整其他设置
var additionalCameraData = Camera.main.GetUniversalAdditionalCameraData();
if (additionalCameraData != null)
{
additionalCameraData.renderPostProcessing = true;
additionalCameraData.antialiasing = AntialiasingMode.FastApproximateAntialiasing;
additionalCameraData.dithering = true;
}
}
// 在不同环境光条件下调整渲染质量
public void AdjustQualityForLighting(float lightingIntensity)
{
// 在光线较暗环境下减少后处理效果以提高帧率
if (lightingIntensity < 0.3f)
{
renderPipelineAsset.msaaSampleCount = 1; // 禁用MSAA
// 减少其他耗时效果...
}
else
{
renderPipelineAsset.msaaSampleCount = 2; // 适当开启MSAA
// 增加其他效果...
}
}
}
4.2 深度处理与遮挡处理
AR中正确的深度处理对虚拟物体与现实场景的融合至关重要:
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.Rendering;
public class ARDepthManager : MonoBehaviour
{
private ARCameraManager arCameraManager;
private AROcclusionManager arOcclusionManager;
[SerializeField]
private Material occlusionMaterial;
[SerializeField]
private bool useEnvironmentDepth = true;
[SerializeField]
private bool useHumanSegmentation = true;
private Texture2D humanStencilTexture;
private Texture2D humanDepthTexture;
private Texture2D environmentDepthTexture;
private static readonly int HumanStencilTextureID = Shader.PropertyToID("_HumanStencilTexture");
private static readonly int HumanDepthTextureID = Shader.PropertyToID("_HumanDepthTexture");
private static readonly int EnvDepthTextureID = Shader.PropertyToID("_EnvironmentDepthTexture");
void Awake()
{
arCameraManager = GetComponent<ARCameraManager>();
arOcclusionManager = GetComponent<AROcclusionManager>();
}
void Start()
{
// 设置遮挡管理器
if (arOcclusionManager != null)
{
arOcclusionManager.requestedEnvironmentDepthMode =
useEnvironmentDepth ?
EnvironmentDepthMode.Fastest :
EnvironmentDepthMode.Disabled;
arOcclusionManager.requestedHumanDepthMode =
useHumanSegmentation ?
HumanSegmentationDepthMode.Fastest :
HumanSegmentationDepthMode.Disabled;
arOcclusionManager.requestedHumanStencilMode =
useHumanSegmentation ?
HumanSegmentationStencilMode.Fastest :
HumanSegmentationStencilMode.Disabled;
}
// 注册遮挡纹理更新事件
arOcclusionManager.frameReceived += OnOcclusionFrameReceived;
}
void OnOcclusionFrameReceived(AROcclusionFrameEventArgs args)
{
// 更新人体分割纹理
if (args.humanStencilTexture != null && useHumanSegmentation)
{
humanStencilTexture = args.humanStencilTexture;
Shader.SetGlobalTexture(HumanStencilTextureID, humanStencilTexture);
}
if (args.humanDepthTexture != null && useHumanSegmentation)
{
humanDepthTexture = args.humanDepthTexture;
Shader.SetGlobalTexture(HumanDepthTextureID, humanDepthTexture);
}
// 更新环境深度纹理
if (args.environmentDepthTexture != null && useEnvironmentDepth)
{
environmentDepthTexture = args.environmentDepthTexture;
Shader.SetGlobalTexture(EnvDepthTextureID, environmentDepthTexture);
}
// 更新遮挡材质
UpdateOcclusionMaterial();
}
void UpdateOcclusionMaterial()
{
if (occlusionMaterial != null)
{
if (humanStencilTexture != null)
occlusionMaterial.SetTexture(HumanStencilTextureID, humanStencilTexture);
if (humanDepthTexture != null)
occlusionMaterial.SetTexture(HumanDepthTextureID, humanDepthTexture);
if (environmentDepthTexture != null)
occlusionMaterial.SetTexture(EnvDepthTextureID, environmentDepthTexture);
// 设置相机参数
if (arCameraManager != null)
{
// 传递近平面和远平面信息
occlusionMaterial.SetFloat("_ZNear", arCameraManager.GetComponent<Camera>().nearClipPlane);
occlusionMaterial.SetFloat("_ZFar", arCameraManager.GetComponent<Camera>().farClipPlane);
}
}
}
void OnDestroy()
{
if (arOcclusionManager != null)
arOcclusionManager.frameReceived -= OnOcclusionFrameReceived;
}
}
4.3 AR光照估计与物体渲染
正确的光照估计可以使AR内容更好地融入现实环境:
using UnityEngine;
using UnityEngine.XR.ARFoundation;
public class ARLightingManager : MonoBehaviour
{
private ARCameraManager arCameraManager;
[SerializeField]
private Light directionalLight;
[SerializeField]
private ReflectionProbe reflectionProbe;
// 用于控制环境反射的立方体贴图
[SerializeField]
private Cubemap[] environmentCubemaps;
// 光照信息
private float? brightness;
private float? colorTemperature;
private Color? colorCorrection;
private SphericalHarmonicsL2? sphericalHarmonics;
void Awake()
{
arCameraManager = GetComponent<ARCameraManager>();
}
void Start()
{
arCameraManager.frameReceived += OnCameraFrameReceived;
// 初始化默认光照
if (directionalLight != null)
{
directionalLight.intensity = 1.0f;
directionalLight.color = Color.white;
}
// 初始化反射探针
if (reflectionProbe != null)
{
reflectionProbe.mode = ReflectionProbeMode.Realtime;
reflectionProbe.refreshMode = ReflectionProbeRefreshMode.EveryFrame;
reflectionProbe.timeSlicingMode = ReflectionProbeTimeSlicingMode.AllFacesAtOnce;
}
}
void OnCameraFrameReceived(ARCameraFrameEventArgs args)
{
// 获取光照估计数据
brightness = args.lightEstimation.averageBrightness;
colorTemperature = args.lightEstimation.averageColorTemperature;
colorCorrection = args.lightEstimation.colorCorrection;
sphericalHarmonics = args.lightEstimation.averageSphericalHarmonics;
// 更新光照设置
UpdateLighting();
}
void UpdateLighting()
{
if (directionalLight != null)
{
// 更新方向光亮度
if (brightness.HasValue)
{
directionalLight.intensity = brightness.Value;
}
// 更新光源颜色
if (colorCorrection.HasValue)
{
directionalLight.color = colorCorrection.Value;
}
else if (colorTemperature.HasValue)
{
// 从色温计算光源颜色
directionalLight.color = Mathf.CorrelatedColorTemperatureToRGB(colorTemperature.Value);
}
}
// 更新球谐光照(全局环境光)
if (sphericalHarmonics.HasValue)
{
RenderSettings.ambientMode = AmbientMode.Skybox;
RenderSettings.ambientProbe = sphericalHarmonics.Value;
// 根据球谐估计环境亮度选择合适的Cubemap
if (environmentCubemaps.Length > 0 && brightness.HasValue)
{
int index = Mathf.Clamp(Mathf.FloorToInt(brightness.Value * environmentCubemaps.Length),
0, environmentCubemaps.Length - 1);
RenderSettings.customReflection = environmentCubemaps[index];
if (reflectionProbe != null)
{
reflectionProbe.customBakedTexture = environmentCubemaps[index];
}
}
}
// 将光照信息传递给所有AR材质
Shader.SetGlobalFloat("_ARBrightness", brightness.HasValue ? brightness.Value : 1.0f);
if (colorCorrection.HasValue)
{
Shader.SetGlobalColor("_ARColorCorrection", colorCorrection.Value);
}
}
void OnDestroy()
{
if (arCameraManager != null)
arCameraManager.frameReceived -= OnCameraFrameReceived;
}
}
五、特殊AR渲染技术
5.1 阴影渲染
在AR环境中渲染逼真的阴影:
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.Rendering;
public class ARShadowRenderer : MonoBehaviour
{
[SerializeField]
private ARPlaneManager planeManager;
[SerializeField]
private Light mainLight;
[SerializeField]
private Material shadowReceiverMaterial;
private Camera arCamera;
private CommandBuffer commandBuffer;
// 阴影相机
private Camera shadowCamera;
private RenderTexture shadowTexture;
void Awake()
{
arCamera = GetComponent<Camera>();
// 创建命令缓冲
commandBuffer = new CommandBuffer();
commandBuffer.name = "AR Shadow Pass";
// 初始化阴影相机
InitializeShadowCamera();
}
void Start()
{
// 注册平面检测事件
if (planeManager != null)
{
planeManager.planesChanged += OnPlanesChanged;
}
// 添加命令缓冲到相机
arCamera.AddCommandBuffer(CameraEvent.BeforeForwardOpaque, commandBuffer);
}
void InitializeShadowCamera()
{
// 创建阴影相机对象
GameObject shadowCameraObj = new GameObject("AR Shadow Camera");
shadowCamera = shadowCameraObj.AddComponent<Camera>();
shadowCamera.enabled = false;
shadowCamera.clearFlags = CameraClearFlags.SolidColor;
shadowCamera.backgroundColor = Color.white;
shadowCamera.orthographic = true;
shadowCamera.nearClipPlane = 0.1f;
shadowCamera.farClipPlane = 10.0f;
// 创建阴影纹理
shadowTexture = new RenderTexture(1024, 1024, 16, RenderTextureFormat.ARGB32);
shadowTexture.wrapMode = TextureWrapMode.Clamp;
shadowTexture.filterMode = FilterMode.Bilinear;
shadowCamera.targetTexture = shadowTexture;
}
void OnPlanesChanged(ARPlanesChangedEventArgs args)
{
// 有新的平面检测到,更新阴影投射
UpdateShadowProjection();
}
void UpdateShadowProjection()
{
// 清除之前的命令
commandBuffer.Clear();
if (planeManager != null && planeManager.trackables.count > 0 && mainLight != null)
{
// 更新阴影相机位置和方向
shadowCamera.transform.position = mainLight.transform.position;
shadowCamera.transform.rotation = mainLight.transform.rotation;
// 计算阴影投影区域
Bounds shadowBounds = CalculateShadowBounds();
float shadowOrthoSize = Mathf.Max(shadowBounds.extents.x, shadowBounds.extents.z);
shadowCamera.orthographicSize = shadowOrthoSize;
// 生成阴影纹理
commandBuffer.SetRenderTarget(shadowTexture);
commandBuffer.ClearRenderTarget(true, true, Color.white);
// 渲染所有可投射阴影的对象
var renderers = FindObjectsOfType<Renderer>();
foreach (var renderer in renderers)
{
if (renderer.shadowCastingMode != ShadowCastingMode.Off)
{
commandBuffer.DrawRenderer(renderer, shadowReceiverMaterial, 0, 0);
}
}
// 将阴影纹理传给平面的材质
foreach (var plane in planeManager.trackables)
{
var planeMaterial = plane.GetComponent<Renderer>().material;
if (planeMaterial != null)
{
planeMaterial.SetTexture("_ShadowTex", shadowTexture);
// 设置阴影变换矩阵
Matrix4x4 shadowMatrix = CalculateShadowMatrix(plane.transform);
planeMaterial.SetMatrix("_ShadowMatrix", shadowMatrix);
}
}
}
}
Bounds CalculateShadowBounds()
{
// 计算所有AR平面和虚拟对象的边界盒
Bounds bounds = new Bounds(Vector3.zero, Vector3.zero);
bool initialized = false;
// 包含所有平面
foreach (var plane in planeManager.trackables)
{
if (!initialized)
{
bounds = new Bounds(plane.transform.position, Vector3.zero);
initialized = true;
}
else
{
bounds.Encapsulate(plane.transform.position);
}
// 包含平面的四个角点
foreach (var point in plane.boundary)
{
Vector3 worldPoint = plane.transform.TransformPoint(new Vector3(point.x, 0, point.y));
bounds.Encapsulate(worldPoint);
}
}
// 包含所有虚拟对象
var renderers = FindObjectsOfType<Renderer>();
foreach (var renderer in renderers)
{
if (renderer.shadowCastingMode != ShadowCastingMode.Off)
{
bounds.Encapsulate(renderer.bounds);
}
}
// 添加一些边距
bounds.Expand(1.0f);
return bounds;
}
Matrix4x4 CalculateShadowMatrix(Transform planeTransform)
{
// 计算从世界空间到阴影相机空间的变换
Matrix4x4 worldToShadow = shadowCamera.projectionMatrix *
shadowCamera.worldToCameraMatrix;
// 计算从阴影空间到平面局部空间的变换
Matrix4x4 shadowToLocal = planeTransform.worldToLocalMatrix;
// 组合得到最终的阴影变换矩阵
return shadowToLocal * worldToShadow;
}
void OnDestroy()
{
if (planeManager != null)
planeManager.planesChanged -= OnPlanesChanged;
if (arCamera != null)
arCamera.RemoveCommandBuffer(CameraEvent.BeforeForwardOpaque, commandBuffer);
if (commandBuffer != null)
commandBuffer.Dispose();
if (shadowTexture != null)
shadowTexture.Release();
if (shadowCamera != null)
Destroy(shadowCamera.gameObject);
}
}
5.2 反射与屏幕空间效果
为AR内容添加逼真的反射效果:
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.Rendering;
public class ARReflectionRenderer : MonoBehaviour
{
[SerializeField]
private Camera arCamera;
[SerializeField]
private ARPlaneManager planeManager;
[SerializeField]
private Material reflectionMaterial;
[SerializeField]
private LayerMask reflectiveLayers;
private Camera reflectionCamera;
private RenderTexture reflectionTexture;
private CommandBuffer commandBuffer;
void Start()
{
if (arCamera == null)
arCamera = Camera.main;
// 初始化反射相机和纹理
InitializeReflectionCamera();
// 创建命令缓冲
commandBuffer = new CommandBuffer();
commandBuffer.name = "AR Reflection Pass";
// 注册平面检测事件
if (planeManager != null)
{
planeManager.planesChanged += OnPlanesChanged;
}
}
void InitializeReflectionCamera()
{
GameObject reflectionCameraObj = new GameObject("AR Reflection Camera");
reflectionCamera = reflectionCameraObj.AddComponent<Camera>();
reflectionCamera.enabled = false;
// 设置反射相机参数与主相机匹配
reflectionCamera.CopyFrom(arCamera);
reflectionCamera.cullingMask = reflectiveLayers;
// 创建反射纹理
reflectionTexture = new RenderTexture(Screen.width, Screen.height, 24);
reflectionCamera.targetTexture = reflectionTexture;
}
void OnPlanesChanged(ARPlanesChangedEventArgs args)
{
// 检测到新平面,更新反射设置
foreach (var plane in args.added)
{
SetupPlaneReflection(plane);
}
}
void SetupPlaneReflection(ARPlane plane)
{
// 获取平面材质
Renderer planeRenderer = plane.GetComponent<Renderer>();
if (planeRenderer != null)
{
// 应用反射材质
Material planeMaterial = new Material(reflectionMaterial);
planeRenderer.material = planeMaterial;
// 设置反射纹理
planeMaterial.SetTexture("_ReflectionTex", reflectionTexture);
}
}
void Update()
{
// 如果有水平平面,计算反射
if (planeManager != null && planeManager.trackables.count > 0)
{
// 找到一个水平平面作为反射平面
ARPlane reflectionPlane = null;
foreach (var plane in planeManager.trackables)
{
if (Vector3.Dot(plane.normal, Vector3.up) > 0.9f)
{
reflectionPlane = plane;
break;
}
}
if (reflectionPlane != null)
{
RenderReflection(reflectionPlane);
}
}
}
void RenderReflection(ARPlane plane)
{
// 获取平面法线和位置
Vector3 planeNormal = plane.transform.up;
Vector3 planePos = plane.transform.position;
// 计算反射矩阵
Vector4 reflectionPlane = new Vector4(planeNormal.x, planeNormal.y, planeNormal.z,
-Vector3.Dot(planeNormal, planePos));
Matrix4x4 reflectionMatrix = CalculateReflectionMatrix(reflectionPlane);
// 设置反射相机位置和朝向
Vector3 camPos = arCamera.transform.position;
Vector3 reflectedPos = ReflectPosition(camPos, reflectionPlane);
reflectionCamera.transform.position = reflectedPos;
Vector3 camForward = arCamera.transform.forward;
Vector3 reflectedForward = ReflectDirection(camForward, planeNormal);
Vector3 camUp = arCamera.transform.up;
Vector3 reflectedUp = ReflectDirection(camUp, planeNormal);
reflectionCamera.transform.LookAt(reflectedPos + reflectedForward, reflectedUp);
// 反射裁剪平面,防止渲染平面下方的物体
reflectionCamera.projectionMatrix = arCamera.CalculateObliqueMatrix(
CameraSpacePlane(reflectionCamera, planePos, planeNormal, 1.0f));
// 渲染反射纹理
reflectionCamera.Render();
}
Vector4 CameraSpacePlane(Camera cam, Vector3 planePos, Vector3 planeNormal, float clipSide)
{
// 转换到相机空间
Matrix4x4 worldToCameraMatrix = cam.worldToCameraMatrix;
Vector3 cameraPosition = worldToCameraMatrix.MultiplyPoint(planePos);
Vector3 cameraNormal = worldToCameraMatrix.MultiplyVector(planeNormal).normalized;
// 计算相机空间中的平面
return new Vector4(cameraNormal.x, cameraNormal.y, cameraNormal.z,
-Vector3.Dot(cameraPosition, cameraNormal) * clipSide);
}
Matrix4x4 CalculateReflectionMatrix(Vector4 reflectionPlane)
{
Matrix4x4 reflectionMatrix = Matrix4x4.identity;
reflectionMatrix.m00 = 1 - 2 * reflectionPlane.x * reflectionPlane.x;
reflectionMatrix.m01 = -2 * reflectionPlane.x * reflectionPlane.y;
reflectionMatrix.m02 = -2 * reflectionPlane.x * reflectionPlane.z;
reflectionMatrix.m03 = -2 * reflectionPlane.x * reflectionPlane.w;
reflectionMatrix.m10 = -2 * reflectionPlane.y * reflectionPlane.x;
reflectionMatrix.m11 = 1 - 2 * reflectionPlane.y * reflectionPlane.y;
reflectionMatrix.m12 = -2 * reflectionPlane.y * reflectionPlane.z;
reflectionMatrix.m13 = -2 * reflectionPlane.y * reflectionPlane.w;
reflectionMatrix.m20 = -2 * reflectionPlane.z * reflectionPlane.x;
reflectionMatrix.m21 = -2 * reflectionPlane.z * reflectionPlane.y;
reflectionMatrix.m22 = 1 - 2 * reflectionPlane.z * reflectionPlane.z;
reflectionMatrix.m23 = -2 * reflectionPlane.z * reflectionPlane.w;
reflectionMatrix.m30 = 0;
reflectionMatrix.m31 = 0;
reflectionMatrix.m32 = 0;
reflectionMatrix.m33 = 1;
return reflectionMatrix;
}
Vector3 ReflectPosition(Vector3 position, Vector4 plane)
{
float distance = Vector3.Dot(new Vector3(plane.x, plane.y, plane.z), position) + plane.w;
Vector3 reflection = position - 2 * distance * new Vector3(plane.x, plane.y, plane.z);
return reflection;
}
Vector3 ReflectDirection(Vector3 direction, Vector3 normal)
{
return direction - 2 * Vector3.Dot(direction, normal) * normal;
}
void OnDestroy()
{
if (planeManager != null)
planeManager.planesChanged -= OnPlanesChanged;
if (reflectionTexture != null)
reflectionTexture.Release();
if (reflectionCamera != null)
Destroy(reflectionCamera.gameObject);
if (commandBuffer != null)
commandBuffer.Dispose();
}
}
5.3 透明与半透明物体渲染
处理AR中透明物体的渲染,确保正确的混合和深度排序:
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.XR.ARFoundation;
public class ARTransparencyRenderer : MonoBehaviour
{
[SerializeField]
private Camera arCamera;
[SerializeField]
private AROcclusionManager occlusionManager;
[SerializeField]
private Material transparencyBlendMaterial;
[SerializeField]
private LayerMask transparentObjectLayers;
private CommandBuffer commandBuffer;
private RenderTexture depthTexture;
void Start()
{
if (arCamera == null)
arCamera = Camera.main;
// 创建深度纹理
depthTexture = new RenderTexture(Screen.width, Screen.height, 24,
RenderTextureFormat.Depth);
// 创建命令缓冲
commandBuffer = new CommandBuffer();
commandBuffer.name = "AR Transparency Pass";
// 设置相机
ConfigureARCamera();
// 添加命令缓冲到相机
arCamera.AddCommandBuffer(CameraEvent.BeforeForwardAlpha, commandBuffer);
// 注册遮挡管理器事件
if (occlusionManager != null)
{
occlusionManager.frameReceived += OnOcclusionFrameReceived;
}
}
void ConfigureARCamera()
{
// 确保相机可以渲染深度
arCamera.depthTextureMode |= DepthTextureMode.Depth;
}
void OnOcclusionFrameReceived(AROcclusionFrameEventArgs args)
{
UpdateTransparencyRendering();
}
void UpdateTransparencyRendering()
{
// 清除之前的命令
commandBuffer.Clear();
// 获取环境深度纹理
Texture environmentDepthTexture = null;
if (occlusionManager != null)
{
environmentDepthTexture = occlusionManager.environmentDepthTexture;
}
if (environmentDepthTexture != null)
{
// 首先将环境深度渲染到深度纹理
commandBuffer.SetRenderTarget(depthTexture);
commandBuffer.ClearRenderTarget(true, false, Color.black);
// 使用特殊材质渲染环境深度
commandBuffer.Blit(environmentDepthTexture, depthTexture, transparencyBlendMaterial, 0);
// 设置深度纹理
commandBuffer.SetGlobalTexture("_ARDepthTexture", depthTexture);
// 查找并配置所有透明物体
Renderer[] transparentRenderers = FindTransparentRenderers();
foreach (var renderer in transparentRenderers)
{
// 使材质能够使用深度纹理
foreach (var material in renderer.materials)
{
material.SetTexture("_ARDepthTexture", depthTexture);
material.SetMatrix("_ARWorldToCameraMatrix", arCamera.worldToCameraMatrix);
material.SetMatrix("_ARProjectionMatrix", arCamera.projectionMatrix);
}
}
}
}
Renderer[] FindTransparentRenderers()
{
// 查找所有在透明层上的渲染器
return FindObjectsOfType<Renderer>().Where(r =>
(transparentObjectLayers.value & (1 << r.gameObject.layer)) != 0).ToArray();
}
void OnRenderImage(RenderTexture source, RenderTexture destination)
{
// 这里可以添加自定义后处理效果来增强透明度渲染
if (transparencyBlendMaterial != null)
{
// 将最终的图像与AR相机图像进行混合
Graphics.Blit(source, destination, transparencyBlendMaterial, 1);
}
else
{
Graphics.Blit(source, destination);
}
}
void OnDestroy()
{
if (arCamera != null)
arCamera.RemoveCommandBuffer(CameraEvent.BeforeForwardAlpha, commandBuffer);
if (commandBuffer != null)
commandBuffer.Dispose();
if (depthTexture != null)
depthTexture.Release();
if (occlusionManager != null)
occlusionManager.frameReceived -= OnOcclusionFrameReceived;
}
}
六、后处理与特效
6.1 AR特定后处理效果
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using UnityEngine.XR.ARFoundation;
public class ARPostProcessingManager : MonoBehaviour
{
[SerializeField]
private Volume postProcessVolume;
[SerializeField]
private ARCameraManager arCameraManager;
// 后处理效果参数
[SerializeField, Range(0, 1)]
private float bloomIntensity = 0.5f;
[SerializeField, Range(0, 1)]
private float vignetteIntensity = 0.3f;
[SerializeField, Range(-100, 100)]
private float colorAdjustment = 0f;
// 后处理组件引用
private Bloom bloom;
private Vignette vignette;
private ColorAdjustments colorAdjustments;
private DepthOfField depthOfField;
// 环境光亮度缓存
private float currentBrightness = 1.0f;
void Start()
{
// 获取后处理效果组件
if (postProcessVolume != null && postProcessVolume.profile != null)
{
postProcessVolume.profile.TryGet(out bloom);
postProcessVolume.profile.TryGet(out vignette);
postProcessVolume.profile.TryGet(out colorAdjustments);
postProcessVolume.profile.TryGet(out depthOfField);
// 应用初始设置
ApplyInitialSettings();
}
// 注册相机帧事件
if (arCameraManager != null)
{
arCameraManager.frameReceived += OnCameraFrameReceived;
}
}
void ApplyInitialSettings()
{
// 设置初始Bloom
if (bloom != null)
{
bloom.active = true;
bloom.intensity.value = bloomIntensity;
}
// 设置初始Vignette
if (vignette != null)
{
vignette.active = true;
vignette.intensity.value = vignetteIntensity;
}
// 设置初始颜色调整
if (colorAdjustments != null)
{
colorAdjustments.active = true;
colorAdjustments.saturation.value = colorAdjustment;
}
// 设置初始景深
if (depthOfField != null)
{
depthOfField.active = false; // 默认关闭景深
}
}
void OnCameraFrameReceived(ARCameraFrameEventArgs args)
{
// 根据环境光调整后处理
if (args.lightEstimation.averageBrightness.HasValue)
{
currentBrightness = args.lightEstimation.averageBrightness.Value;
UpdatePostProcessingForEnvironment();
}
// 根据图像统计数据调整后处理
if (args.cameraGrainTexture != null)
{
// 可以使用相机噪点纹理进行自定义后处理
}
}
void UpdatePostProcessingForEnvironment()
{
// 根据环境亮度动态调整后处理参数
// 亮度低时增加Bloom强度
if (bloom != null)
{
float dynamicBloomIntensity = Mathf.Lerp(bloomIntensity * 1.5f, bloomIntensity * 0.5f, currentBrightness);
bloom.intensity.value = Mathf.Clamp(dynamicBloomIntensity, 0, 2);
}
// 亮度低时增加暗角效果
if (vignette != null)
{
float dynamicVignetteIntensity = Mathf.Lerp(vignetteIntensity * 1.5f, vignetteIntensity, currentBrightness);
vignette.intensity.value = Mathf.Clamp(dynamicVignetteIntensity, 0, 1);
}
// 亮度低时增加对比度
if (colorAdjustments != null)
{
float dynamicContrast = Mathf.Lerp(20, 0, currentBrightness);
colorAdjustments.contrast.value = dynamicContrast;
}
}
// 在特定场景中启用景深效果
public void EnableDepthOfField(float focusDistance, float aperture)
{
if (depthOfField != null)
{
depthOfField.active = true;
depthOfField.mode.value = DepthOfFieldMode.Bokeh;
depthOfField.focusDistance.value = focusDistance;
depthOfField.aperture.value = aperture;
}
}
// 禁用景深效果
public void DisableDepthOfField()
{
if (depthOfField != null)
{
depthOfField.active = false;
}
}
// 应用基于AR特定内容的后处理
public void ApplyARContentSpecificPostProcess(ARContentType contentType)
{
switch (contentType)
{
case ARContentType.Fantasy:
// 梦幻风格:增加辉光和饱和度
if (bloom != null) bloom.intensity.value = 1.0f;
if (colorAdjustments != null) colorAdjustments.saturation.value = 20;
break;
case ARContentType.SciFi:
// 科幻风格:冷色调和轻微的色差
if (colorAdjustments != null)
{
colorAdjustments.temperature.value = -20;
colorAdjustments.saturation.value = -10;
}
break;
case ARContentType.Horror:
// 恐怖风格:强烈的暗角和降低饱和度
if (vignette != null) vignette.intensity.value = 0.7f;
if (colorAdjustments != null) colorAdjustments.saturation.value = -50;
break;
default:
// 恢复默认设置
ApplyInitialSettings();
break;
}
}
void OnDestroy()
{
if (arCameraManager != null)
arCameraManager.frameReceived -= OnCameraFrameReceived;
}
}
// AR内容类型枚举
public enum ARContentType
{
Default,
Fantasy,
SciFi,
Horror,
Cartoon
}
6.2 镜头扭曲与边缘处理
处理AR相机镜头扭曲与屏幕边缘效果:
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class ARLensEffectsManager : MonoBehaviour
{
[SerializeField]
private Material lensDistortionMaterial;
[SerializeField]
private ARCameraManager arCameraManager;
[SerializeField, Range(-1, 1)]
private float distortionAmount = 0.0f;
[SerializeField, Range(0, 1)]
private float chromaticAberrationAmount = 0.0f;
[SerializeField, Range(0, 1)]
private float vignetteAmount = 0.2f;
private Camera arCamera;
private CommandBuffer commandBuffer;
void Start()
{
arCamera = GetComponent<Camera>();
// 创建命令缓冲
commandBuffer = new CommandBuffer();
commandBuffer.name = "AR Lens Effects";
// 初始化镜头材质
InitializeLensMaterial();
// 添加命令缓冲到相机
arCamera.AddCommandBuffer(CameraEvent.AfterEverything, commandBuffer);
// 注册相机帧事件
if (arCameraManager != null)
{
arCameraManager.frameReceived += OnCameraFrameReceived;
}
}
void InitializeLensMaterial()
{
if (lensDistortionMaterial != null)
{
// 设置初始参数
lensDistortionMaterial.SetFloat("_DistortionAmount", distortionAmount);
lensDistortionMaterial.SetFloat("_ChromaticAberration", chromaticAberrationAmount);
lensDistortionMaterial.SetFloat("_VignetteAmount", vignetteAmount);
}
}
void OnCameraFrameReceived(ARCameraFrameEventArgs args)
{
// 根据AR相机参数更新镜头效果
UpdateLensEffects(args);
}
void UpdateLensEffects(ARCameraFrameEventArgs args)
{
if (lensDistortionMaterial == null) return;
// 根据相机移动动态调整扭曲效果
if (args.timestampNs > 0)
{
// 计算相机移动速度
float cameraSpeed = 0;
if (args.cameraVelocity.HasValue)
{
cameraSpeed = args.cameraVelocity.Value.magnitude;
}
// 根据相机速度动态调整扭曲和色差
float dynamicDistortion = distortionAmount + Mathf.Min(0.1f, cameraSpeed * 0.01f);
float dynamicChromaticAberration = chromaticAberrationAmount +
Mathf.Min(0.2f, cameraSpeed * 0.02f);
// 应用效果参数
lensDistortionMaterial.SetFloat("_DistortionAmount", dynamicDistortion);
lensDistortionMaterial.SetFloat("_ChromaticAberration", dynamicChromaticAberration);
}
// 更新帧边缘暗角效果
lensDistortionMaterial.SetFloat("_VignetteAmount", vignetteAmount);
// 更新命令缓冲
UpdateCommandBuffer();
}
void UpdateCommandBuffer()
{
// 清除命令缓冲
commandBuffer.Clear();
// 设置屏幕空间纹理来源
int screenCopyID = Shader.PropertyToID("_ScreenCopyTexture");
commandBuffer.GetTemporaryRT(screenCopyID, -1, -1, 0, FilterMode.Bilinear);
commandBuffer.Blit(BuiltinRenderTextureType.CurrentActive, screenCopyID);
// 应用镜头效果
commandBuffer.Blit(screenCopyID, BuiltinRenderTextureType.CurrentActive, lensDistortionMaterial);
// 释放临时RT
commandBuffer.ReleaseTemporaryRT(screenCopyID);
}
// 外部接口:应用强镜头扭曲效果
public void ApplyStrongDistortion(float duration = 0.5f)
{
StartCoroutine(DistortionEffect(0.5f, duration));
}
// 外部接口:应用色差效果
public void ApplyChromaticAberration(float amount, float duration = 0.5f)
{
StartCoroutine(ChromaticAberrationEffect(amount, duration));
}
private System.Collections.IEnumerator DistortionEffect(float maxAmount, float duration)
{
float originalAmount = distortionAmount;
float startTime = Time.time;
// 逐渐增加扭曲
while (Time.time < startTime + duration * 0.5f)
{
float t = (Time.time - startTime) / (duration * 0.5f);
float currentAmount = Mathf.Lerp(originalAmount, maxAmount, t);
lensDistortionMaterial.SetFloat("_DistortionAmount", currentAmount);
yield return null;
}
// 保持最大扭曲一小段时间
lensDistortionMaterial.SetFloat("_DistortionAmount", maxAmount);
yield return new WaitForSeconds(0.1f);
// 逐渐恢复
startTime = Time.time;
while (Time.time < startTime + duration * 0.5f)
{
float t = (Time.time - startTime) / (duration * 0.5f);
float currentAmount = Mathf.Lerp(maxAmount, originalAmount, t);
lensDistortionMaterial.SetFloat("_DistortionAmount", currentAmount);
yield return null;
}
// 恢复原始设置
lensDistortionMaterial.SetFloat("_DistortionAmount", originalAmount);
}
private System.Collections.IEnumerator ChromaticAberrationEffect(float maxAmount, float duration)
{
float originalAmount = chromaticAberrationAmount;
float startTime = Time.time;
// 应用色差效果
while (Time.time < startTime + duration)
{
float t = (Time.time - startTime) / duration;
float currentAmount = Mathf.Lerp(maxAmount, originalAmount, t * t);
lensDistortionMaterial.SetFloat("_ChromaticAberration", currentAmount);
yield return null;
}
// 恢复原始设置
lensDistortionMaterial.SetFloat("_ChromaticAberration", originalAmount);
}
void OnDestroy()
{
if (arCamera != null)
arCamera.RemoveCommandBuffer(CameraEvent.AfterEverything, commandBuffer);
if (commandBuffer != null)
commandBuffer.Dispose();
if (arCameraManager != null)
arCameraManager.frameReceived -= OnCameraFrameReceived;
}
}
七、性能优化
7.1 AR渲染性能监控
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using System.Collections.Generic;
public class ARRenderingPerformanceMonitor : MonoBehaviour
{
[SerializeField]
private bool showOverlay = true;
[SerializeField]
private int performanceHistoryLength = 100;
// 性能数据
private float[] frameTimeHistory;
private float[] gpuTimeHistory;
private int historyIndex = 0;
// 统计数据
private float minFrameTime = float.MaxValue;
private float maxFrameTime = 0f;
private float avgFrameTime = 0f;
// 性能优化状态
private ARRenderingQualityLevel currentQualityLevel = ARRenderingQualityLevel.Medium;
// UI显示
private GUIStyle guiStyle = new GUIStyle();
private Rect windowRect = new Rect(20, 20, 250, 320);
private bool showDetails = false;
void Start()
{
// 初始化性能历史数组
frameTimeHistory = new float[performanceHistoryLength];
gpuTimeHistory = new float[performanceHistoryLength];
// 设置GUI样式
guiStyle.normal.textColor = Color.white;
guiStyle.fontSize = 14;
guiStyle.padding = new RectOffset(10, 10, 5, 5);
// 初始第一次性能检查
Invoke("CheckPerformance", 3.0f);
}
void Update()
{
// 记录帧时间
frameTimeHistory[historyIndex] = Time.deltaTime * 1000f; // 转换为毫秒
// 使用Unity Profiler API获取GPU时间(如果可用)
#if UNITY_2019_3_OR_NEWER
if (FrameTimingManager.IsFeatureEnabled())
{
FrameTimingManager.CaptureFrameTimings();
double gpuTime = 0;
FrameTimingManager.GetGpuTimerFrequency(out double gpuFreq);
if (FrameTimingManager.GetLatestTimings(1, out FrameTiming[] frameTimings) != 0)
{
gpuTime = frameTimings[0].gpuFrameTime * 1000.0;
}
gpuTimeHistory[historyIndex] = (float)gpuTime;
}
#endif
// 更新索引
historyIndex = (historyIndex + 1) % performanceHistoryLength;
// 每10帧更新统计数据
if (historyIndex % 10 == 0)
{
UpdateStatistics();
}
}
void UpdateStatistics()
{
// 计算帧时间统计
float sum = 0f;
minFrameTime = float.MaxValue;
maxFrameTime = 0f;
for (int i = 0; i < performanceHistoryLength; i++)
{
float frameTime = frameTimeHistory[i];
if (frameTime > 0)
{
sum += frameTime;
minFrameTime = Mathf.Min(minFrameTime, frameTime);
maxFrameTime = Mathf.Max(maxFrameTime, frameTime);
}
}
avgFrameTime = sum / performanceHistoryLength;
}
void CheckPerformance()
{
// 根据当前平均帧时间评估性能并推荐优化
float targetFrameTime = 16.67f; // 60FPS
ARRenderingQualityLevel recommendedLevel = currentQualityLevel;
if (avgFrameTime > targetFrameTime * 1.5f)
{
// 性能较差,建议降低质量
recommendedLevel = currentQualityLevel > ARRenderingQualityLevel.Low ?
currentQualityLevel - 1 : ARRenderingQualityLevel.Low;
}
else if (avgFrameTime < targetFrameTime * 0.7f && maxFrameTime < targetFrameTime)
{
// 性能良好,可以提高质量
recommendedLevel = currentQualityLevel < ARRenderingQualityLevel.Ultra ?
currentQualityLevel + 1 : ARRenderingQualityLevel.Ultra;
}
// 如果建议改变质量级别
if (recommendedLevel != currentQualityLevel)
{
Debug.Log($"AR性能监控: 建议将渲染质量从 {currentQualityLevel} 调整为 {recommendedLevel}");
// 这里可以调用外部系统来改变渲染质量
ARRenderingQualityController.SetQualityLevel(recommendedLevel);
currentQualityLevel = recommendedLevel;
}
// 安排下一次检查
Invoke("CheckPerformance", 5.0f);
}
void OnGUI()
{
if (!showOverlay) return;
windowRect = GUI.Window(0, windowRect, DoWindow, "AR渲染性能");
}
void DoWindow(int id)
{
// 显示性能统计
float fps = 1000f / avgFrameTime;
GUI.Label(new Rect(10, 25, 230, 20), $"FPS: {fps:F1}", guiStyle);
GUI.Label(new Rect(10, 45, 230, 20), $"帧时间: {avgFrameTime:F2}ms", guiStyle);
// 质量级别
GUI.Label(new Rect(10, 65, 230, 20), $"当前质量: {currentQualityLevel}", guiStyle);
// 性能评级
string performanceRating = GetPerformanceRating(fps);
GUI.Label(new Rect(10, 85, 230, 20), $"性能评级: {performanceRating}", guiStyle);
// 详细信息按钮
if (GUI.Button(new Rect(10, 110, 230, 30), showDetails ? "隐藏详细信息" : "显示详细信息"))
{
showDetails = !showDetails;
}
// 应用优化按钮
if (GUI.Button(new Rect(10, 145, 230, 30), "应用推荐优化"))
{
ApplyRecommendedOptimizations();
}
// 如果显示详细信息
if (showDetails)
{
GUI.Label(new Rect(10, 180, 230, 20), $"最小帧时间: {minFrameTime:F2}ms", guiStyle);
GUI.Label(new Rect(10, 200, 230, 20), $"最大帧时间: {maxFrameTime:F2}ms", guiStyle);
GUI.Label(new Rect(10, 220, 230, 20), $"GPU时间: {GetAverageGPUTime():F2}ms", guiStyle);
// 瓶颈分析
string bottleneck = AnalyzeBottleneck();
GUI.Label(new Rect(10, 240, 230, 20), $"瓶颈: {bottleneck}", guiStyle);
// 性能问题分析
List<string> issues = AnalyzePerformanceIssues();
for (int i = 0; i < issues.Count; i++)
{
GUI.Label(new Rect(10, 260 + i * 20, 230, 20), $"• {issues[i]}", guiStyle);
}
}
// 使窗口可拖动
GUI.DragWindow();
}
string GetPerformanceRating(float fps)
{
if (fps >= 55) return "极佳";
if (fps >= 45) return "良好";
if (fps >= 30) return "一般";
if (fps >= 20) return "较差";
return "差";
}
float GetAverageGPUTime()
{
float sum = 0f;
int count = 0;
for (int i = 0; i < performanceHistoryLength; i++)
{
if (gpuTimeHistory[i] > 0)
{
sum += gpuTimeHistory[i];
count++;
}
}
return count > 0 ? sum / count : 0;
}
string AnalyzeBottleneck()
{
float avgGpuTime = GetAverageGPUTime();
float cpuOverhead = avgFrameTime - avgGpuTime;
if (avgGpuTime > 0)
{
if (cpuOverhead > avgGpuTime * 1.5f)
return "CPU";
else if (avgGpuTime > cpuOverhead * 1.5f)
return "GPU";
else
return "CPU+GPU";
}
// 无法确定瓶颈
return "未知";
}
List<string> AnalyzePerformanceIssues()
{
List<string> issues = new List<string>();
// 帧率不稳定
if (maxFrameTime > minFrameTime * 2)
{
issues.Add("帧率不稳定");
}
// 过高的GPU负载
float avgGpuTime = GetAverageGPUTime();
if (avgGpuTime > 12)
{
issues.Add("GPU负载过高");
}
// AR特定问题
ARSession arSession = FindObjectOfType<ARSession>();
if (arSession != null)
{
// 检查跟踪质量
var arSubsystem = arSession.subsystem;
if (arSubsystem != null && !arSubsystem.running)
{
issues.Add("AR跟踪未运行");
}
}
// 检测渲染分辨率过高
float resolutionScale = QualitySettings.resolutionScalingFixedDPIFactor;
if (resolutionScale > 1.5f)
{
issues.Add("渲染分辨率可能过高");
}
return issues;
}
void ApplyRecommendedOptimizations()
{
// 分析当前瓶颈
string bottleneck = AnalyzeBottleneck();
// 根据瓶颈应用不同的优化策略
if (bottleneck == "GPU")
{
// GPU瓶颈优化
ARRenderingQualityController.OptimizeForGPUPerformance();
}
else if (bottleneck == "CPU")
{
// CPU瓶颈优化
ARRenderingQualityController.OptimizeForCPUPerformance();
}
else
{
// 平衡优化
ARRenderingQualityController.ApplyBalancedOptimization();
}
// 记录新的质量级别
currentQualityLevel = ARRenderingQualityController.GetCurrentQualityLevel();
Debug.Log("已应用推荐的AR渲染优化");
}
}
// 质量级别枚举
public enum ARRenderingQualityLevel
{
Low,
Medium,
High,
Ultra
}
// 渲染质量控制器(这将是一个单独的类)
public static class ARRenderingQualityController
{
private static ARRenderingQualityLevel currentLevel = ARRenderingQualityLevel.Medium;
public static void SetQualityLevel(ARRenderingQualityLevel level)
{
currentLevel = level;
switch (level)
{
case ARRenderingQualityLevel.Low:
ApplyLowQualitySettings();
break;
case ARRenderingQualityLevel.Medium:
ApplyMediumQualitySettings();
break;
case ARRenderingQualityLevel.High:
ApplyHighQualitySettings();
break;
case ARRenderingQualityLevel.Ultra:
ApplyUltraQualitySettings();
break;
}
}
public static ARRenderingQualityLevel GetCurrentQualityLevel()
{
return currentLevel;
}
public static void OptimizeForGPUPerformance()
{
// 降低GPU密集型设置
QualitySettings.shadows = ShadowQuality.Disable;
QualitySettings.shadowResolution = ShadowResolution.Low;
QualitySettings.antiAliasing = 0;
QualitySettings.softParticles = false;
// 降低渲染分辨率
QualitySettings.resolutionScalingFixedDPIFactor = 0.75f;
}
public static void OptimizeForCPUPerformance()
{
// 降低CPU密集型设置
QualitySettings.shadowCascades = 1;
QualitySettings.realtimeReflectionProbes = false;
QualitySettings.maximumLODLevel = 2;
// 物理和动画性能
Physics.defaultSolverIterations = 2;
Time.fixedDeltaTime = 0.02f;
}
public static void ApplyBalancedOptimization()
{
// 平衡的优化设置
QualitySettings.shadows = ShadowQuality.HardOnly;
QualitySettings.shadowResolution = ShadowResolution.Medium;
QualitySettings.shadowCascades = 2;
QualitySettings.antiAliasing = 0;
QualitySettings.realtimeReflectionProbes = false;
QualitySettings.softParticles = false;
QualitySettings.resolutionScalingFixedDPIFactor = 1.0f;
}
private static void ApplyLowQualitySettings()
{
QualitySettings.SetQualityLevel(0, true);
QualitySettings.shadows = ShadowQuality.Disable;
QualitySettings.antiAliasing = 0;
QualitySettings.realtimeReflectionProbes = false;
QualitySettings.softParticles = false;
QualitySettings.resolutionScalingFixedDPIFactor = 0.6f;
}
private static void ApplyMediumQualitySettings()
{
QualitySettings.SetQualityLevel(1, true);
QualitySettings.shadows = ShadowQuality.HardOnly;
QualitySettings.shadowResolution = ShadowResolution.Low;
QualitySettings.shadowCascades = 1;
QualitySettings.antiAliasing = 0;
QualitySettings.realtimeReflectionProbes = false;
QualitySettings.softParticles = false;
QualitySettings.resolutionScalingFixedDPIFactor = 0.8f;
}
private static void ApplyHighQualitySettings()
{
QualitySettings.SetQualityLevel(2, true);
QualitySettings.shadows = ShadowQuality.All;
QualitySettings.shadowResolution = ShadowResolution.Medium;
QualitySettings.shadowCascades = 2;
QualitySettings.antiAliasing = 2;
QualitySettings.realtimeReflectionProbes = true;
QualitySettings.softParticles = true;
QualitySettings.resolutionScalingFixedDPIFactor = 1.0f;
}
private static void ApplyUltraQualitySettings()
{
QualitySettings.SetQualityLevel(3, true);
QualitySettings.shadows = ShadowQuality.All;
QualitySettings.shadowResolution = ShadowResolution.High;
QualitySettings.shadowCascades = 4;
QualitySettings.antiAliasing = 4;
QualitySettings.realtimeReflectionProbes = true;
QualitySettings.softParticles = true;
QualitySettings.resolutionScalingFixedDPIFactor = 1.2f;
}
}
7.2 动态性能调整
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.Rendering;
public class ARRenderingDynamicOptimizer : MonoBehaviour
{
[SerializeField]
private Camera arCamera;
[SerializeField]
private ARSession arSession;
[SerializeField]
private Volume postProcessVolume;
// 控制动态优化的参数
[SerializeField, Range(15, 60)]
private float targetFrameRate = 30f;
[SerializeField, Range(0.1f, 2.0f)]
private float resolutionScaleFactor = 1.0f;
[SerializeField]
private bool enableDynamicResolution = true;
[SerializeField]
private bool enableDynamicEffects = true;
// 性能监控
private float[] frameTimeHistory = new float[20];
private int frameIndex = 0;
private float adaptationSpeed = 0.2f;
// 优化状态
private float currentResolutionScale = 1.0f;
private int currentShadowQuality = 2;
private int currentEffectsLevel = 2;
// 最近一次优化时间
private float lastOptimizationTime = 0f;
void Start()
{
if (arCamera == null)
arCamera = Camera.main;
// 初始化当前设置
currentResolutionScale = resolutionScaleFactor;
// 初始应用设置
ApplySettings();
}
void Update()
{
// 记录帧时间
frameTimeHistory[frameIndex] = Time.unscaledDeltaTime;
frameIndex = (frameIndex + 1) % frameTimeHistory.Length;
// 每秒评估性能并可能优化
if (Time.time - lastOptimizationTime > 1.0f)
{
float avgFrameTime = CalculateAverageFrameTime();
float currentFPS = 1.0f / avgFrameTime;
// 如果低于目标帧率,进行优化
if (currentFPS < targetFrameRate * 0.9f)
{
OptimizeForPerformance(currentFPS);
}
// 如果高于目标帧率,可以提高质量
else if (currentFPS > targetFrameRate * 1.2f)
{
OptimizeForQuality(currentFPS);
}
lastOptimizationTime = Time.time;
}
}
float CalculateAverageFrameTime()
{
float sum = 0f;
for (int i = 0; i < frameTimeHistory.Length; i++)
{
sum += frameTimeHistory[i];
}
return sum / frameTimeHistory.Length;
}
void OptimizeForPerformance(float currentFPS)
{
// 当前帧率低于目标,需要降低质量提高性能
bool madeSomeChange = false;
// 1. 降低渲染分辨率
if (enableDynamicResolution && currentResolutionScale > 0.5f)
{
// 动态计算分辨率缩放,性能差距越大,降低幅度越大
float performanceRatio = currentFPS / targetFrameRate;
float targetScale = Mathf.Lerp(currentResolutionScale,
currentResolutionScale * (0.8f + 0.2f * performanceRatio),
adaptationSpeed);
// 确保分辨率不会太低
targetScale = Mathf.Max(0.5f, targetScale);
if (Mathf.Abs(targetScale - currentResolutionScale) > 0.02f)
{
currentResolutionScale = targetScale;
madeSomeChange = true;
}
}
// 2. 降低阴影质量
if (currentShadowQuality > 0 && currentFPS < targetFrameRate * 0.7f)
{
currentShadowQuality--;
madeSomeChange = true;
}
// 3. 降低后处理效果
if (enableDynamicEffects && currentEffectsLevel > 0 && currentFPS < targetFrameRate * 0.6f)
{
currentEffectsLevel--;
madeSomeChange = true;
}
// 应用更改
if (madeSomeChange)
{
ApplySettings();
Debug.Log($"性能优化: FPS={currentFPS:F1} → 分辨率={currentResolutionScale:F2}, 阴影={currentShadowQuality}, 特效={currentEffectsLevel}");
}
}
void OptimizeForQuality(float currentFPS)
{
// 当前帧率高于目标,可以提高质量
bool madeSomeChange = false;
// 1. 提高后处理效果(最先恢复)
if (enableDynamicEffects && currentEffectsLevel < 3 && currentFPS > targetFrameRate * 1.3f)
{
currentEffectsLevel++;
madeSomeChange = true;
}
// 2. 提高阴影质量
else if (currentShadowQuality < 2 && currentFPS > targetFrameRate * 1.4f)
{
currentShadowQuality++;
madeSomeChange = true;
}
// 3. 提高渲染分辨率(最后恢复)
else if (enableDynamicResolution && currentResolutionScale < resolutionScaleFactor)
{
// 逐渐恢复到目标分辨率
float targetScale = Mathf.Lerp(currentResolutionScale,
resolutionScaleFactor,
adaptationSpeed * 0.5f); // 恢复速度较慢
if (Mathf.Abs(targetScale - currentResolutionScale) > 0.02f)
{
currentResolutionScale = targetScale;
madeSomeChange = true;
}
}
// 应用更改
if (madeSomeChange)
{
ApplySettings();
Debug.Log($"质量提升: FPS={currentFPS:F1} → 分辨率={currentResolutionScale:F2}, 阴影={currentShadowQuality}, 特效={currentEffectsLevel}");
}
}
void ApplySettings()
{
// 1. 应用分辨率缩放
if (enableDynamicResolution)
{
#if UNITY_2019_3_OR_NEWER
ScalableBufferManager.ResizeBuffers(currentResolutionScale, currentResolutionScale);
#else
// 旧版Unity需要特定于平台或插件实现
#endif
}
// 2. 应用阴影设置
switch (currentShadowQuality)
{
case 0:
QualitySettings.shadows = ShadowQuality.Disable;
break;
case 1:
QualitySettings.shadows = ShadowQuality.HardOnly;
QualitySettings.shadowResolution = ShadowResolution.Low;
break;
case 2:
QualitySettings.shadows = ShadowQuality.All;
QualitySettings.shadowResolution = ShadowResolution.Medium;
break;
}
// 3. 应用特效设置
if (enableDynamicEffects && postProcessVolume != null)
{
// 获取后处理组件
UnityEngine.Rendering.Universal.Bloom bloom;
if (postProcessVolume.profile.TryGet(out bloom))
{
switch (currentEffectsLevel)
{
case 0:
bloom.active = false;
break;
case 1:
bloom.active = true;
bloom.intensity.value = 0.1f;
break;
case 2:
bloom.active = true;
bloom.intensity.value = 0.5f;
break;
case 3:
bloom.active = true;
bloom.intensity.value = 1.0f;
break;
}
}
// 其他后处理效果控制...
}
// 4. AR会话配置优化
if (arSession != null)
{
if (currentFPS < targetFrameRate * 0.6f)
{
// 性能非常差时,可以临时降低AR特性
arSession.requestedTrackingMode = TrackingMode.PositionOnly;
}
else
{
// 恢复正常AR跟踪
arSession.requestedTrackingMode = TrackingMode.PositionAndRotation;
}
}
}
// 提供给外部调用的API,用于响应系统事件来优化渲染
public void OptimizeForBatteryLevel(float batteryLevel)
{
// 电池电量低时更激进地节省性能
if (batteryLevel < 0.2f)
{
targetFrameRate = 24;
enableDynamicEffects = false;
currentShadowQuality = 0;
currentResolutionScale = 0.6f;
ApplySettings();
}
else if (batteryLevel < 0.5f)
{
targetFrameRate = 30;
currentShadowQuality = 1;
currentResolutionScale = 0.8f;
ApplySettings();
}
}
public void OptimizeForThermalState(int thermalState)
{
// 热状态: 0=正常, 1=温暖, 2=热, 3=严重过热
switch (thermalState)
{
case 3: // 严重过热
targetFrameRate = 20;
enableDynamicEffects = false;
currentShadowQuality = 0;
currentResolutionScale = 0.5f;
break;
case 2: // 热
targetFrameRate = 24;
enableDynamicEffects = false;
currentShadowQuality = 0;
currentResolutionScale = 0.7f;
break;
case 1: // 温暖
targetFrameRate = 30;
enableDynamicEffects = true;
currentEffectsLevel = 1;
currentShadowQuality = 1;
currentResolutionScale = 0.9f;
break;
case 0: // 正常
// 恢复默认设置
targetFrameRate = 30;
enableDynamicEffects = true;
currentEffectsLevel = 2;
currentShadowQuality = 2;
currentResolutionScale = resolutionScaleFactor;
break;
}
ApplySettings();
}
}
八、完整AR渲染流水线
8.1 AR渲染管理器
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using System.Collections.Generic;
[RequireComponent(typeof(ARCameraManager))]
public class ARRenderingManager : MonoBehaviour
{
// 主要AR组件引用
private ARCameraManager arCameraManager;
private ARSession arSession;
private ARPlaneManager arPlaneManager;
private AROcclusionManager arOcclusionManager;
// 渲染组件引用
private Camera arCamera;
[SerializeField]
private Volume postProcessVolume;
[SerializeField]
private UniversalRenderPipelineAsset renderPipelineAsset;
// 渲染阶段管理
private CommandBuffer backgroundCommandBuffer;
private CommandBuffer arEffectsCommandBuffer;
private CommandBuffer postProcessCommandBuffer;
// 资源管理
private RenderTexture arBackgroundTexture;
private RenderTexture depthTexture;
private RenderTexture occlusionTexture;
// 材质
[SerializeField]
private Material arBackgroundMaterial;
[SerializeField]
private Material occlusionMaterial;
[SerializeField]
private Material postEffectsMaterial;
// 渲染设置
[SerializeField]
private bool useOcclusionEffects = true;
[SerializeField]
private bool useEnvironmentLighting = true;
[SerializeField]
private bool useAdaptivePerformance = true;
// 性能监控
private ARRenderingPerformanceMonitor performanceMonitor;
private ARRenderingDynamicOptimizer dynamicOptimizer;
// 渲染参数
private float lastFrameProcessingTime = 0f;
private int frameCount = 0;
void Awake()
{
// 获取组件引用
arCameraManager = GetComponent<ARCameraManager>();
arCamera = GetComponent<Camera>();
arSession = FindObjectOfType<ARSession>();
arPlaneManager = FindObjectOfType<ARPlaneManager>();
arOcclusionManager = GetComponent<AROcclusionManager>();
// 创建性能监控组件
if (useAdaptivePerformance)
{
performanceMonitor = gameObject.AddComponent<ARRenderingPerformanceMonitor>();
dynamicOptimizer = gameObject.AddComponent<ARRenderingDynamicOptimizer>();
}
// 创建命令缓冲
backgroundCommandBuffer = new CommandBuffer();
backgroundCommandBuffer.name = "AR Background Rendering";
arEffectsCommandBuffer = new CommandBuffer();
arEffectsCommandBuffer.name = "AR Effects Rendering";
postProcessCommandBuffer = new CommandBuffer();
postProcessCommandBuffer.name = "AR Post Processing";
}
void Start()
{
// 初始化渲染资源
InitializeRenderingResources();
// 配置渲染管线
ConfigureRenderPipeline();
// 注册AR相机帧事件
arCameraManager.frameReceived += OnCameraFrameReceived;
// 添加命令缓冲到摄像机
arCamera.AddCommandBuffer(CameraEvent.BeforeForwardOpaque, backgroundCommandBuffer);
arCamera.AddCommandBuffer(CameraEvent.BeforeForwardAlpha, arEffectsCommandBuffer);
arCamera.AddCommandBuffer(CameraEvent.AfterEverything, postProcessCommandBuffer);
// 初始化遮挡系统
if (useOcclusionEffects && arOcclusionManager != null)
{
arOcclusionManager.frameReceived += OnOcclusionFrameReceived;
}
}
void InitializeRenderingResources()
{
// 创建AR背景纹理
arBackgroundTexture = new RenderTexture(Screen.width, Screen.height, 0, RenderTextureFormat.ARGB32);
arBackgroundTexture.Create();
// 创建深度纹理
depthTexture = new RenderTexture(Screen.width, Screen.height, 24, RenderTextureFormat.Depth);
depthTexture.Create();
// 创建遮挡纹理
occlusionTexture = new RenderTexture(Screen.width, Screen.height, 0, RenderTextureFormat.R8);
occlusionTexture.Create();
// 初始化材质
if (arBackgroundMaterial == null)
{
arBackgroundMaterial = new Material(Shader.Find("Unlit/ARBackground"));
}
if (occlusionMaterial == null && useOcclusionEffects)
{
occlusionMaterial = new Material(Shader.Find("AR/OcclusionBlending"));
}
if (postEffectsMaterial == null)
{
postEffectsMaterial = new Material(Shader.Find("AR/PostEffects"));
}
}
void ConfigureRenderPipeline()
{
if (renderPipelineAsset != null)
{
// 设置URP资产
GraphicsSettings.renderPipelineAsset = renderPipelineAsset;
// 配置AR渲染特定设置
renderPipelineAsset.supportsCameraDepthTexture = true;
renderPipelineAsset.supportsCameraOpaqueTexture = true;
// 获取相机的URP附加数据
var additionalCameraData = arCamera.GetUniversalAdditionalCameraData();
if (additionalCameraData != null)
{
additionalCameraData.renderPostProcessing = true;
additionalCameraData.requiresDepthTexture = true;
additionalCameraData.requiresColorTexture = true;
}
}
}
void OnCameraFrameReceived(ARCameraFrameEventArgs args)
{
frameCount++;
// 记录处理开始时间(用于性能分析)
float startTime = Time.realtimeSinceStartup;
// 处理相机纹理
if (args.cameraGrainTexture != null)
{
// 可以应用相机噪点纹理来增强真实感
Shader.SetGlobalTexture("_ARCameraGrainTexture", args.cameraGrainTexture);
}
// 处理光照估计
ProcessLightingEstimation(args);
// 更新背景渲染
UpdateBackgroundRendering(args);
// 记录帧处理时间
lastFrameProcessingTime = Time.realtimeSinceStartup - startTime;
}
void ProcessLightingEstimation(ARCameraFrameEventArgs args)
{
if (!useEnvironmentLighting) return;
// 获取光照估计数据
float? brightness = args.lightEstimation.averageBrightness;
Color? colorCorrection = args.lightEstimation.colorCorrection;
SphericalHarmonicsL2? sphericalHarmonics = args.lightEstimation.averageSphericalHarmonics;
// 更新主方向光
Light mainLight = RenderSettings.sun;
if (mainLight != null)
{
// 调整亮度
if (brightness.HasValue)
{
mainLight.intensity = brightness.Value;
}
// 调整颜色
if (colorCorrection.HasValue)
{
mainLight.color = colorCorrection.Value;
}
}
// 更新环境光照
if (sphericalHarmonics.HasValue)
{
RenderSettings.ambientMode = AmbientMode.Skybox;
RenderSettings.ambientProbe = sphericalHarmonics.Value;
}
// 将光照参数传递给着色器
if (brightness.HasValue)
{
Shader.SetGlobalFloat("_ARBrightness", brightness.Value);
}
if (colorCorrection.HasValue)
{
Shader.SetGlobalColor("_ARColorCorrection", colorCorrection.Value);
}
}
void UpdateBackgroundRendering(ARCameraFrameEventArgs args)
{
// 清除之前的命令
backgroundCommandBuffer.Clear();
// 获取背景纹理
Texture backgroundTexture = arCameraManager.GetComponent<ARCameraBackground>().material.mainTexture;
if (backgroundTexture != null)
{
// 获取相机内参,用于纹理正确映射
XRCameraIntrinsics intrinsics;
if (arCameraManager.TryGetIntrinsics(out intrinsics))
{
arBackgroundMaterial.SetVector("_CameraIntrinsics",
new Vector4(intrinsics.focalLength.x, intrinsics.focalLength.y,
intrinsics.principalPoint.x, intrinsics.principalPoint.y));
}
// 将显示透视矩阵传给着色器
Matrix4x4 displayTransform = arCameraManager.GetDisplayTransform();
arBackgroundMaterial.SetMatrix("_DisplayTransform", displayTransform);
// 绘制背景
backgroundCommandBuffer.Blit(backgroundTexture, BuiltinRenderTextureType.CurrentActive, arBackgroundMaterial);
}
}
void OnOcclusionFrameReceived(AROcclusionFrameEventArgs args)
{
// 更新AR效果命令缓冲
arEffectsCommandBuffer.Clear();
// 处理环境深度贴图
if (args.environmentDepthTexture != null)
{
Texture environmentDepthTexture = args.environmentDepthTexture;
// 设置遮挡材质参数
if (occlusionMaterial != null)
{
occlusionMaterial.SetTexture("_EnvironmentDepthTexture", environmentDepthTexture);
occlusionMaterial.SetFloat("_ZNear", arCamera.nearClipPlane);
occlusionMaterial.SetFloat("_ZFar", arCamera.farClipPlane);
// 设置全局深度纹理供其他材质使用
Shader.SetGlobalTexture("_AREnvironmentDepthTexture", environmentDepthTexture);
}
}
// 处理人体遮挡
if (args.humanStencilTexture != null && args.humanDepthTexture != null)
{
// 设置人体遮挡材质参数
if (occlusionMaterial != null)
{
occlusionMaterial.SetTexture("_HumanStencilTexture", args.humanStencilTexture);
occlusionMaterial.SetTexture("_HumanDepthTexture", args.humanDepthTexture);
// 设置全局人体遮挡纹理
Shader.SetGlobalTexture("_ARHumanStencilTexture", args.humanStencilTexture);
Shader.SetGlobalTexture("_ARHumanDepthTexture", args.humanDepthTexture);
}
}
}
void Update()
{
// 更新后处理效果命令缓冲
UpdatePostProcessing();
}
void UpdatePostProcessing()
{
// 清除之前的命令
postProcessCommandBuffer.Clear();
// 为后处理创建临时RT
int tempRT = Shader.PropertyToID("_ARPostProcessTemp");
postProcessCommandBuffer.GetTemporaryRT(tempRT, -1, -1, 0, FilterMode.Bilinear);
// 应用后处理效果
if (postEffectsMaterial != null)
{
// 应用环境深度到后处理
if (arOcclusionManager != null && arOcclusionManager.environmentDepthTexture != null)
{
postEffectsMaterial.SetTexture("_DepthTex", arOcclusionManager.environmentDepthTexture);
}
// 设置其他后处理参数
postEffectsMaterial.SetFloat("_FrameCount", frameCount);
// 应用后处理效果
postProcessCommandBuffer.Blit(BuiltinRenderTextureType.CurrentActive, tempRT);
postProcessCommandBuffer.Blit(tempRT, BuiltinRenderTextureType.CurrentActive, postEffectsMaterial);
}
// 释放临时RT
postProcessCommandBuffer.ReleaseTemporaryRT(tempRT);
}
// 外部访问接口,用于控制AR渲染设置
public void SetOcclusionEnabled(bool enabled)
{
useOcclusionEffects = enabled;
if (arOcclusionManager != null)
{
arOcclusionManager.requestedEnvironmentDepthMode =
enabled ? EnvironmentDepthMode.Fastest : EnvironmentDepthMode.Disabled;
}
}
public void SetEnvironmentLightingEnabled(bool enabled)
{
useEnvironmentLighting = enabled;
if (arCameraManager != null)
{
arCameraManager.requestedLightEstimationMode =
enabled ? LightEstimationMode.EnvironmentalHDR : LightEstimationMode.Disabled;
}
}
public void SetRenderingQuality(int qualityLevel)
{
if (dynamicOptimizer != null)
{
dynamicOptimizer.OptimizeForThermalState(3 - qualityLevel); // 反转值:0=最低质量,3=最高质量
}
else
{
// 如果没有优化器,直接设置质量级别
QualitySettings.SetQualityLevel(qualityLevel, true);
}
}
// 获取性能统计
public string GetPerformanceStats()
{
string stats = $"帧处理时间: {lastFrameProcessingTime * 1000:F2}ms\n";
stats += $"FPS: {1.0f / Time.smoothDeltaTime:F1}\n";
return stats;
}
void OnDestroy()
{
// 清理事件订阅
if (arCameraManager != null)
arCameraManager.frameReceived -= OnCameraFrameReceived;
if (arOcclusionManager != null)
arOcclusionManager.frameReceived -= OnOcclusionFrameReceived;
// 移除命令缓冲
if (arCamera != null)
{
arCamera.RemoveCommandBuffer(CameraEvent.BeforeForwardOpaque, backgroundCommandBuffer);
arCamera.RemoveCommandBuffer(CameraEvent.BeforeForwardAlpha, arEffectsCommandBuffer);
arCamera.RemoveCommandBuffer(CameraEvent.AfterEverything, postProcessCommandBuffer);
}
// 释放命令缓冲
backgroundCommandBuffer?.Dispose();
arEffectsCommandBuffer?.Dispose();
postProcessCommandBuffer?.Dispose();
// 释放渲染纹理
if (arBackgroundTexture != null)
arBackgroundTexture.Release();
if (depthTexture != null)
depthTexture.Release();
if (occlusionTexture != null)
occlusionTexture.Release();
}
}
九、总结
Unity引擎中的AR渲染流程是一个复杂而精密的过程,涉及多个子系统之间的协作:
- 摄像头采集:获取实时现实世界图像,并处理为纹理
- 位姿跟踪:确定设备在空间中的位置和方向
- 环境理解:处理平面检测、深度估计和环境光照估计
- 前景渲染:渲染虚拟对象,应用正确的遮挡和光照
- 后处理集成:将虚拟内容与现实图像无缝融合
- 性能优化:动态调整渲染设置以适应不同设备和条件
通过深入理解这些流程,开发者可以创建高质量的AR体验,实现虚拟内容与现实世界的自然融合。随着AR技术的不断发展,Unity的AR渲染流程也在持续优化,支持更加逼真的光照、阴影、反射和遮挡效果,为用户提供更加沉浸式的AR体验。
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