Open ShonubiSamuel opened 1 month ago
Not sure what you want to acchieve, but as the hand is part of the camera feed, any effects should be postprocessed.
As an example, here's a part of the fragment shader used in the full app :
inline float3 GetWorldPosFromUVAndDistance(float2 uv, float distance)
{
float4 ndc = float4(2.0 * uv - 1.0, 1, 1);
float4 viewDir = mul(unity_CameraInvProjection, ndc);
#if UNITY_REVERSED_Z
viewDir.z = -viewDir.z;
#endif
float3 viewPos = viewDir * distance;
float3 worldPos = mul(unity_CameraToWorld, float4(viewPos, 1)).xyz;
return worldPos;
}
float4 wp = ARKIT_SAMPLE_TEXTURE2D(_WorldPos,sampler_WorldPos,i.texcoord); float worldDistance = wp.a; float3 worldPos = GetWorldPosFromUVAndDistance(screenUV,worldDistance); float3 N = normalize(cross(ddx(worldPos.xyz), ddy(worldPos.xyz)));
Normally, using ddx/ddy directly on the _EnvironmentDepth should have be sufficient, but I did not manage to make it work. Hence the use of this interim texture, but there might be a better solution_
4. from there, does some fancy calculations ;)
5. returns a color to be added for the postprocess
Hope it helps
Shader "HandShader" { Properties {
_HumanStencil ("HumanStencil", 2D) = "black" {}
_HumanDepth ("HumanDepth", 2D) = "black" {}
_EnvironmentDepth ("EnvironmentDepth", 2D) = "black" {}
_WorldPos ("WorldPos", 2D) = "black" {}
_FingerA ("FingerA", Vector) = (0,1,0,0)
_FingerA ("FingerB", Vector) = (0,1,0,0)
_ScreenA ("ScreenA", Vector) = (0,1,0,0)
_ScreenB ("ScreenB", Vector) = (0,1,0,0)
_Intensity("Intensity", Float) = 1000
_SpotLight ("SpotLight", Vector) = (0,1,0,0)
_Distortion("Distortion", Float) = 1
_Power("Power", Float) = 0.5
_Scale("Scale", Float) = 0.5
_Color("Color", Color) = (0,0,1,1)
}
SubShader
{
Tags
{
"Queue" = "Background"
"RenderType" = "Background"
"ForceNoShadowCasting" = "True"
}
Pass
{
Cull Off
ZWrite Off
Lighting Off
LOD 100
Blend One One
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_local __ HAND_3DLINE HAND_2DLINE HAND_SUBSURFACE
struct appdata
{
float3 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 ray : TEXCOORD1;
float2 texcoord : TEXCOORD0;
float2 uv : TEXCOORD2;
float4 screenPosition : TEXCOORD5;
};
float4 _Color;
float _Intensity;
float4 _FingerA;
float4 _FingerB;
float4 _ScreenA;
float4 _ScreenB;
float _Distortion;
float _Power;
float _Scale;
float4 _SpotLight;
struct fragment_output
{
real4 color : SV_Target;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = TransformObjectToHClip(v.vertex);
float2 texcoord = mul(float3(v.texcoord, 1.0f), _UnityDisplayTransform).xy;
o.texcoord = texcoord; // remapped
o.uv = v.texcoord; // original
o.screenPosition = ComputeScreenPos(o.vertex);
return o;
}
fragment_output frag (v2f i)
{
fragment_output o;
real4 color ;
color = real4(0,0,0,0);
float2 screenUV = i.screenPosition.xy / i.screenPosition.w;
bool isHuman = ARKIT_SAMPLE_TEXTURE2D(_HumanStencil, sampler_HumanStencil, i.texcoord).r > 0.5h;
float4 wp = ARKIT_SAMPLE_TEXTURE2D(_WorldPos,sampler_WorldPos,i.texcoord);
float worldDistance = wp.a;
float3 worldPos = GetWorldPosFromUVAndDistance(screenUV,worldDistance);
float3 N = normalize(cross(ddx(worldPos.xyz), ddy(worldPos.xyz)));
float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - worldPos.xyz) ;
float3 L = normalize(_SpotLight - worldPos);
float3 V = viewDir;
float3 H = normalize(L + N * _Distortion);
float d = dot(V,-H);
float I = pow(saturate(d), _Power) * _Scale;
float lightDistance = distance(worldPos , _SpotLight);
float distanceSqr = max(lightDistance*lightDistance, 0.00001);
float attenuation = 1.0 / distanceSqr;
color = color + I*_Color*attenuation/_Intensity ;
o.color = color;
return o;
}
ENDHLSL
}
}
}
Wow 🤩, Thank you so much for your detailed response and for sharing the fragment shader example! I really appreciate your time and effort in helping me understand the postprocessing of hand effects. Your explanation about calculating normals and using the preprocessed texture makes a lot of sense. Now i have to study and experiment with the approach you mentioned and see how it fits into my project.
Thanks again for the insight—it’s super helpful! 😊 oh it's this your effect i'm trying to achieve 😅
Hi Sir,
I hope you've been doing well with minimal stress. I just wanted to take a moment to appreciate your help and give you an update on the project. I've successfully simulated the hand, and below is the recording. I also posted it on my LinkedIn if you'd like to check it out.
I understand there’s still room for improvement, and I plan to continue working on those areas.
https://github.com/user-attachments/assets/203e9842-d261-41ac-bce8-36099efbb188
Top! Keep up the good work
🤩 Thank you so much, sir! 🙇 I’ve been meaning to express my appreciation, but school exams kept me busy and away from Unity for a while. Coincidentally, I’ll be done with exams today, and I can’t wait to get back to the project and make improvements.
On Mon, 28 Oct 2024 at 9:59 AM, Olivier Goguel @.***> wrote:
Top! Keep up the good work
— Reply to this email directly, view it on GitHub https://github.com/ogoguel/realtimehand/issues/7#issuecomment-2440924232, or unsubscribe https://github.com/notifications/unsubscribe-auth/APEQHPD3KC3WL4E5D2E2LTTZ5XVHVAVCNFSM6AAAAABN4SBNNSVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMZDINBQHEZDIMRTGI . You are receiving this because you authored the thread.Message ID: @.***>
Good afternoon,
Thank you once again for your previous response; I truly appreciate your help. I successfully implemented a hand-tracking system for two hands, though I used a different solution. However, your repository was incredibly valuable, especially for calculating depth using GetHumanDistanceFromEnvironment.
My next challenge is simulating reflections on the hand. Simply casting a light near the hand doesn't enhance the experience. I followed your breakdown on estimating normals and managed to estimate the normal of my hand, but I realized that my approach was essentially post-processing and that the estimated normal isn't usable.
Could you provide guidance or a reference on how to simulate reflections on the hand effectively? Here is this normal I estimated:
![Uploading IMG_1828.png…]()
Thank you for your time and assistance.