Closed knewk closed 2 years ago
Yes, thank you Martin for pointing out. DepthLab was originally developed for ARCore legacy SDK while we haven't integrated the shadow receiver to ARF. Please feel free to contribute :)
This is really cool! Please feel free to send over a PR.
Sorry for my abbreviation - PR is short for pull request. It's your choice whether or not to contribute to the codebase. I probably won't have cycles to transfer all scenes from legacy SDK to the ARF one but will try my best - and I welcome contributions :)
Hi All, got the shadows working in the collision scene. Was as simple as turning on the Shadow Type to Hard Shadows for LightEstimation prefab. Setting the shadow quality setting in Project Settings to high. And the Shadow Distance to 6 and Shadow Near Plane Offset to 0.1.
Hi knewk, thanks a lot for sharing! Would you like to create a pull request and patch the code?
Hi knewk, thanks a lot for sharing! Would you like to create a pull request and patch the code?
Cheers. Can do. I look at some other changes I'd like to make and also discuss stuff. e.g. Upgrading to latest 2020 Unity and 1.29 AR Core Extensions. What's the best way to communicate with contributors?
The shadow is there however it seems to be too big. Maybe the shadow receiver mesh is too close. This could also explain why it shows up in front of the AR Foundation occlusion. I need to investigate further. Below is a screen shot of the current shadow using my suggestions above, moving on a frame where a shadow is cast and received by an object showing a comparable size, and my shadow receiver implementation incorporating occlusionManager.TryAcquireEnvironmentDepthCpuImage(out XRCpuImage cpuDepthImage)
into DepthSource.
Hi Akssieg,
The shadow is in legacy ARCore SDK branch and we don't have enough bandwidth to port it to the ARF version.
I always welcome PRs and please feel free to contribute your shadow!!
Cheers, Ruofei
Nice work. I'm trying to get shadows from the throw objects in the Collision scene but they seem to be missing. They are there in the non AR Foundation version. Looks like the shadow receiving mesh is obscured by the AR Foundation occlusion.