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swiftaugmented-realityarkitrealitykit

Add UIImage as texture to a Plane in RealityKit


I was trying out the new RealityKit framework in swift and I want to place a 2D image in on an ARAnchor. I managed to create a mesh plane and I tried to add the image as a texture to this plane. I found out that I can give a local image to a material. How can I use a UIImage instead?

let resource = try? TextureResource.load(named: "restart")
var material = UnlitMaterial()
material.baseColor = MaterialColorParameter.texture(resource!)
material.tintColor = UIColor.white.withAlphaComponent(0.99)

let imagePlane = ModelEntity(mesh: MeshResource.generatePlane(width: 0.25, height: 0.25), materials: [SimpleMaterial(color: color, isMetallic: true)])

Solution

  • Currently, you cannot use UIImage or CIImage as a shader's texture in RealityKit 2.0. In both versions of RealityKit, the texture must be loaded via the String type parameter of the load() method.

    RealityKit 2.0

    To assign a texture to a shader in RealityKit 2.0 use the following approach:

    let mesh: MeshResource = .generatePlane(width: 0.45, depth: 0.45)
            
    var material = SimpleMaterial()
    material.color = .init(tint: .white.withAlphaComponent(0.999),
                        texture: .init(try! .load(named: "texture.png")))
    material.metallic = .float(1.0)
    material.roughness = .float(0.0)
    
    let model = ModelEntity(mesh: mesh, materials: [material])
    

    RealityKit 1.0

    To assign a texture to a shader in RealityKit 1.0 use this approach:

    let scene = try! Experience.loadMyScene()
    
    var material = SimpleMaterial()
    material.baseColor = try! .texture(.load(named: "texture.png"))
    material.metallic = MaterialScalarParameter(floatLiteral: 1.0)
    material.roughness = MaterialScalarParameter(floatLiteral: 0.0)
    material.tintColor = UIColor.white
    
    let mesh: MeshResource = .generatePlane(width: 0.45, depth: 0.45)
    let component = ModelComponent(mesh: mesh, materials: [material])
    
    scene.myFavoriteScene?.children[0].components.set(component)
    arView.scene.anchors.append(scene)
    

    CGImage

    Nonetheless, you can create a texture resource from an in-memory Core Graphics image:

    static func generate(from: CGImage, 
                     withName: String?, 
                      options: TextureResource.CreateOptions) -> TextureResource
    

    Also, you can use a URL parameter:

    material.color.texture = .init(try! .load(contentsOf: url))  // RealityKit 2.0