/// <summary> /// The Unity Update() method. /// </summary> public void Update() { // Shadows are cast onto the light estimation shadow plane, which do not respect depth. // Shadows are disabled when depth is enabled to prevent undesirable rendering // artifacts. if (_shadowQuad.activeSelf == _depthMenu.IsDepthEnabled()) { _shadowQuad.SetActive(!_depthMenu.IsDepthEnabled()); } }
/// <summary> /// Unity's Update() method. /// </summary> public void Update() { _currentOcclusionTransparency += (OcclusionTransparency - _currentOcclusionTransparency) * Time.deltaTime * OcclusionFadeVelocity; _currentOcclusionTransparency = Mathf.Clamp(_currentOcclusionTransparency, 0.0f, OcclusionTransparency); _depthMaterial.SetFloat("_OcclusionTransparency", _currentOcclusionTransparency); _depthMaterial.SetFloat("_TransitionSize", TransitionSize); if (Session.Status == SessionStatus.Tracking && DepthMenu != null && DepthMenu.IsDepthEnabled()) { // Gets the latest depth map from ARCore. Frame.CameraImage.UpdateDepthTexture(ref _depthTexture); } // Updates the screen orientation for each material. UpdateScreenOrientationOnMaterial(); }