Hello I have some problems and questions about ARCore materials and lighting in front - camera
When ı paint a mesh from substancfe painter and export its textures then put them on unity material and after assigning to a mesh.Model is cool but when lighting is in the game.Model goes black.Textures does not appear. How can i do ligthing in front camera any advices can you give? Thank you.
Apply light Estimationfor from camera for all lights on scene and rendersetting ambient light with ARFoundation
using UnityEngine;
using System.Collections.Generic;
using UnityEngine.XR.ARFoundation;
public class lightEstimationController: MonoBehaviour
{
private ARCameraManager arCameraManager;
private Light[] lights;
private void Awake()
{
lights = GetComponentsInChildren<Light>();
arCameraManager = this.GetComponent<ARCameraManager>();
}
private void OnEnable()
{
if (arCameraManager)
arCameraManager.frameReceived += FrameUpdated;
}
private void OnDisable()
{
if (arCameraManager)
arCameraManager.frameReceived -= FrameUpdated;
}
private void FrameUpdated(ARCameraFrameEventArgs args)
{
if(args.lightEstimation.averageBrightness.HasValue)
{
for(int i=0;i< lights.Length; i++)
{
lights[i].intensity = args.lightEstimation.averageBrightness.Value;
if (args.lightEstimation.averageColorTemperature.HasValue)
{
lights[i].colorTemperature = args.lightEstimation.averageColorTemperature.Value;
}
if (args.lightEstimation.colorCorrection.HasValue)
{
lights[i].color = args.lightEstimation.colorCorrection.Value;
}
}
float factor = args.lightEstimation.averageBrightness.Value;
Color color = new Color(SceneConfig.SceneLightColor.r * factor, SceneConfig.SceneLightColor.g * factor, SceneConfig.SceneLightColor.b * factor);
RenderSettings.ambientLight = color;
// Debug.Log( $"Color Correction: {args.lightEstimation.colorCorrection.Value}");
// Debug.Log($"Color Temperature: {args.lightEstimation.averageColorTemperature.Value}");
// Debug.Log ( $"Brightness: {args.lightEstimation.averageBrightness.Value}");
}
}
}