Unity引擎AR渲染流程详解

Unity引擎AR渲染流程详解

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();

arSession = FindObjectOfType();

// 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();

arCameraManager = GetComponent();

}

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();

arSessionOrigin = FindObjectOfType();

}

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();

arCamera = GetComponent();

}

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();

arOcclusionManager = GetComponent();

}

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().nearClipPlane);

occlusionMaterial.SetFloat("_ZFar", arCameraManager.GetComponent().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();

}

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();

// 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();

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();

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().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();

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();

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();

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().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();

// 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 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 AnalyzePerformanceIssues()

{

List issues = new List();

// 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();

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();

arCamera = GetComponent();

arSession = FindObjectOfType();

arPlaneManager = FindObjectOfType();

arOcclusionManager = GetComponent();

// 创建性能监控组件

if (useAdaptivePerformance)

{

performanceMonitor = gameObject.AddComponent();

dynamicOptimizer = gameObject.AddComponent();

}

// 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().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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