public static ARLightEstimate GetLightEstimate() { if (ARSessionManager.Instance.SessionStatus != ARSessionStatus.RUNNING && ARSessionManager.Instance.SessionStatus != ARSessionStatus.PAUSED) { return(new ARLightEstimate(false, 1.0f)); } ARLightEstimate lightEstimate = ARSessionManager.Instance.m_ndkSession.FrameAdapter.GetLightEstimate(); return(lightEstimate); }
void Update() { #if UNITY_EDITOR Shader.SetGlobalFloat("_GlobalLightEstimation", 1.0f); #else ARLightEstimate light = ARFrame.GetLightEstimate(); if (!light.Valid) { return; } const float middleGray = 0.466f; float normalizedIntensity = light.PixelIntensity / middleGray; Shader.SetGlobalFloat("_GlobalLightEstimation", normalizedIntensity); #endif }