2a4 and 2a5 done
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AR-2/Assets/2a3.unity
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AR-2/Assets/2a3.unity
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AR-2/Assets/2a4.unity
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AR-2/Assets/2a4.unity
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8857
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Executable file
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AR-2/Assets/Models/eye_pot.mtl
Executable file
11
AR-2/Assets/Models/eye_pot.mtl
Executable file
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# Blender MTL File: 'eye_pot.blend'
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# Material Count: 1
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newmtl EyePot
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Ns 96.078431
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Ka 0.000000 0.000000 0.000000
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Kd 0.698947 0.698947 0.698947
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Ks 0.000000 0.000000 0.000000
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Ni 1.000000
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d 1.000000
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illum 1
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map_Kd eye_pot_tex.png
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AR-2/Assets/Models/eye_pot_tex.png
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AR-2/Assets/Models/eye_pot_tex.png
Executable file
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2671
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Executable file
2671
AR-2/Assets/Models/fish_muscle.fbx
Executable file
File diff suppressed because it is too large
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Executable file
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Executable file
File diff suppressed because it is too large
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AR-2/Assets/Models/flying_skull_tex.png
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AR-2/Assets/Models/flying_skull_tex.png
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AR-2/Assets/Models/muscle_tex.png
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AR-2/Assets/Models/muscle_tex.png
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AR-2/Assets/Models/ruediger/ruediger_baked_alpha.png
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AR-2/Assets/Models/ruediger/ruediger_baked_alpha.png
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AR-2/Assets/Models/ruediger/ruediger_diffuse.png
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AR-2/Assets/Models/ruediger/ruediger_diffuse.png
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AR-2/Assets/Models/ruediger/ruediger_one.mtl
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# Blender MTL File: 'ruediger.blend'
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# Material Count: 1
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newmtl RuedigerOne
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Ns 96.078431
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Ka 1.000000 1.000000 1.000000
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illum 2
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map_Kd ruediger_baked_alpha.png
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AR-2/Assets/Models/ruediger/ruediger_rigged.fbx
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AR-2/Assets/Models/ruediger/ruediger_simple.mtl
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# Blender MTL File: 'ruediger_simple.blend'
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newmtl RuedigerSimpleOne
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Ns 96.078431
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Ka 1.000000 1.000000 1.000000
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Kd 0.640000 0.640000 0.640000
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d 1.000000
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illum 2
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77
AR-2/Assets/PenguinShaderMat.mat
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AR-2/Assets/PenguinShaderMat.mat
Normal file
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%YAML 1.1
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m_EnableInstancingVariants: 0
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82
AR-2/Assets/StylizedPenguin.shader
Normal file
82
AR-2/Assets/StylizedPenguin.shader
Normal file
|
@ -0,0 +1,82 @@
|
||||||
|
Shader "AR/StylizedPenguin" {
|
||||||
|
|
||||||
|
Properties {
|
||||||
|
_MainTex ("Penguin Texture", 2D) = "white" {}
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader{
|
||||||
|
Tags { "RenderType" = "Opaque" }
|
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|
|
||||||
|
Pass {
|
||||||
|
|
||||||
|
Cull Off
|
||||||
|
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
|
||||||
|
|
||||||
|
fixed4 _Color;
|
||||||
|
|
||||||
|
struct Input {
|
||||||
|
float4 position : POSITION;
|
||||||
|
float4 color : COLOR;
|
||||||
|
float2 coord : TEXCOORD0;
|
||||||
|
half3 normal : NORMAL;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct VertexToFragment {
|
||||||
|
float4 position : SV_POSITION;
|
||||||
|
float4 color : COLOR;
|
||||||
|
float2 coord : TEXCOORD0;
|
||||||
|
half3 normal : NORMAL;
|
||||||
|
};
|
||||||
|
|
||||||
|
VertexToFragment vert(Input IN) {
|
||||||
|
VertexToFragment OUT;
|
||||||
|
OUT.position = UnityObjectToClipPos( IN.position);
|
||||||
|
OUT.color = IN.color;
|
||||||
|
OUT.coord = IN.coord;
|
||||||
|
OUT.normal = UnityObjectToWorldNormal(IN.normal);
|
||||||
|
return OUT;
|
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|
}
|
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|
|
||||||
|
sampler2D _MainTex;
|
||||||
|
float2 _NoiseVector;
|
||||||
|
|
||||||
|
|
||||||
|
fixed4 frag(VertexToFragment IN) : SV_Target {
|
||||||
|
|
||||||
|
half4 c = tex2D(_MainTex, IN.coord);
|
||||||
|
|
||||||
|
float3 forward = mul((float3x3)unity_CameraToWorld, float3(0,0,1));
|
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|
|
||||||
|
|
||||||
|
|
||||||
|
if (dot(normalize(forward), normalize(-1*IN.normal)) < 0.55) {
|
||||||
|
c.rgb = float3(0,0,0);
|
||||||
|
} else {
|
||||||
|
c.rgb = float3(255,255,255);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
float rand = frac(sin(dot(IN.position, _NoiseVector)) * 43758.5453);
|
||||||
|
if (rand < 0.03) {
|
||||||
|
if (c.r == 0) {
|
||||||
|
c.rgb = float3(255, 255, 255);
|
||||||
|
} else {
|
||||||
|
c.rgb = float3(0,0,0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return c;
|
||||||
|
}
|
||||||
|
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
44
AR-2/Assets/StylizedScript.cs
Normal file
44
AR-2/Assets/StylizedScript.cs
Normal file
|
@ -0,0 +1,44 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using OpenCVForUnity.CoreModule;
|
||||||
|
using OpenCVForUnity.ImgprocModule;
|
||||||
|
using Vuforia;
|
||||||
|
|
||||||
|
public class StylizedScript : MonoBehaviour
|
||||||
|
{
|
||||||
|
Mat cameraImageMat;
|
||||||
|
Mat stylizedMat = new Mat();
|
||||||
|
Mat greyMat = new Mat();
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
MatDisplay.SetCameraFoV(41.5f);
|
||||||
|
|
||||||
|
Image cameraImage = CameraDevice.Instance.GetCameraImage(Image.PIXEL_FORMAT.RGBA8888);
|
||||||
|
|
||||||
|
if (cameraImage != null)
|
||||||
|
{
|
||||||
|
if (cameraImageMat == null)
|
||||||
|
{
|
||||||
|
cameraImageMat = new Mat(cameraImage.Height, cameraImage.Width, CvType.CV_8UC4);
|
||||||
|
}
|
||||||
|
cameraImageMat.put(0, 0, cameraImage.Pixels);
|
||||||
|
|
||||||
|
Imgproc.cvtColor(cameraImageMat, greyMat, Imgproc.COLOR_RGB2GRAY);
|
||||||
|
|
||||||
|
Imgproc.adaptiveThreshold(greyMat, stylizedMat, 255, Imgproc.ADAPTIVE_THRESH_MEAN_C, Imgproc.THRESH_BINARY, 11, 5);
|
||||||
|
|
||||||
|
MatDisplay.DisplayMat(stylizedMat, MatDisplaySettings.FULL_BACKGROUND);
|
||||||
|
|
||||||
|
Shader.SetGlobalVector("_NoiseVector", new Vector2(Random.value, Random.value));
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
File diff suppressed because one or more lines are too long
61
AR-2/Assets/TreeGrayShader.shader
Normal file
61
AR-2/Assets/TreeGrayShader.shader
Normal file
|
@ -0,0 +1,61 @@
|
||||||
|
|
||||||
|
Shader "AR/GrayCylinder" {
|
||||||
|
|
||||||
|
Properties {
|
||||||
|
_MainTex ("Cylinder Texture", 2D) = "white" {}
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader{
|
||||||
|
Tags { "RenderType" = "Opaque" }
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
|
||||||
|
Cull Off
|
||||||
|
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
|
||||||
|
fixed4 _Color;
|
||||||
|
|
||||||
|
struct Input {
|
||||||
|
float4 position : POSITION;
|
||||||
|
float4 color : COLOR;
|
||||||
|
float2 coord : TEXCOORD0;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct VertexToFragment {
|
||||||
|
float4 position : SV_POSITION;
|
||||||
|
float4 color : COLOR;
|
||||||
|
float2 coord : TEXCOORD0;
|
||||||
|
};
|
||||||
|
|
||||||
|
VertexToFragment vert(Input IN) {
|
||||||
|
VertexToFragment OUT;
|
||||||
|
OUT.position = UnityObjectToClipPos( IN.position);
|
||||||
|
OUT.color = IN.color;
|
||||||
|
OUT.coord = IN.coord;
|
||||||
|
return OUT;
|
||||||
|
}
|
||||||
|
|
||||||
|
sampler2D _MainTex;
|
||||||
|
float2 _NoiseVector;
|
||||||
|
|
||||||
|
|
||||||
|
fixed4 frag(VertexToFragment IN) : SV_Target {
|
||||||
|
half4 c = tex2D(_MainTex, IN.coord);
|
||||||
|
|
||||||
|
float rand = frac(sin(dot(IN.position, _NoiseVector)) * 43758.5453);
|
||||||
|
|
||||||
|
c.rgb = dot(c.rgb, float3(0.3, 0.59, 0.11));
|
||||||
|
|
||||||
|
c.rgb -= rand*0.2;
|
||||||
|
return c;
|
||||||
|
}
|
||||||
|
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -28,6 +28,7 @@ public class VideoBGScript : MonoBehaviour
|
||||||
cameraImageMat.put(0,0, cameraImage.Pixels);
|
cameraImageMat.put(0,0, cameraImage.Pixels);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
MatDisplay.DisplayMat(cameraImageMat, MatDisplaySettings.FULL_BACKGROUND);
|
MatDisplay.DisplayMat(cameraImageMat, MatDisplaySettings.FULL_BACKGROUND);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
42
AR-2/Assets/VideoBGScript2.cs
Normal file
42
AR-2/Assets/VideoBGScript2.cs
Normal file
|
@ -0,0 +1,42 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using OpenCVForUnity.CoreModule;
|
||||||
|
using OpenCVForUnity.ImgprocModule;
|
||||||
|
using Vuforia;
|
||||||
|
|
||||||
|
public class VideoBGScript2 : MonoBehaviour
|
||||||
|
{
|
||||||
|
Mat cameraImageMat;
|
||||||
|
Mat cameraImageGrayMat = new Mat();
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
MatDisplay.SetCameraFoV(41.5f);
|
||||||
|
|
||||||
|
Image cameraImage = CameraDevice.Instance.GetCameraImage(Image.PIXEL_FORMAT.RGBA8888);
|
||||||
|
|
||||||
|
if (cameraImage != null) {
|
||||||
|
if (cameraImageMat == null) {
|
||||||
|
cameraImageMat = new Mat(cameraImage.Height, cameraImage.Width, CvType.CV_8UC4);
|
||||||
|
}
|
||||||
|
cameraImageMat.put(0,0, cameraImage.Pixels);
|
||||||
|
|
||||||
|
Imgproc.cvtColor(cameraImageMat, cameraImageGrayMat, Imgproc.COLOR_BGR2GRAY);
|
||||||
|
|
||||||
|
MatDisplay.DisplayMat(cameraImageGrayMat, MatDisplaySettings.FULL_BACKGROUND);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
Shader.SetGlobalVector("_NoiseVector", new Vector2(Random.value, Random.value));
|
||||||
|
//Shader.SetGlobalFloat("_NoiseScale", Random.value);
|
||||||
|
//Shader.SetGlobalFloat("_NoiseOffset", Random.value);
|
||||||
|
}
|
||||||
|
}
|
|
@ -8,7 +8,7 @@ Material:
|
||||||
m_PrefabInstance: {fileID: 0}
|
m_PrefabInstance: {fileID: 0}
|
||||||
m_PrefabAsset: {fileID: 0}
|
m_PrefabAsset: {fileID: 0}
|
||||||
m_Name: DefaultTarget
|
m_Name: DefaultTarget
|
||||||
m_Shader: {fileID: 10755, guid: 0000000000000000f000000000000000, type: 0}
|
m_Shader: {fileID: 4800000, guid: bd60f254bfe034e099e9f70c306d67e7, type: 3}
|
||||||
m_ShaderKeywords:
|
m_ShaderKeywords:
|
||||||
m_LightmapFlags: 5
|
m_LightmapFlags: 5
|
||||||
m_EnableInstancingVariants: 0
|
m_EnableInstancingVariants: 0
|
||||||
|
|
Loading…
Reference in New Issue
Block a user