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MRTK 2.6 以降のドキュメントについては、公式の Microsoft ドキュメント を参照してください。

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    Pulse shader

    MRTK_SpatialMesh_Pulse

    MRTK_HandMesh_Pulse2 Use the pulse shader to animate a visual pulse effect over surface reconstruction, articulated hand mesh, or any other meshes.

    Shader and material

    MRTK_SurfaceReconstruction.mat and MRTK_ArticulatedHandMeshPulse.mat uses SR_Triangles shader. You can configure various options such as fill color, line color, and pulse color.

    Example scene

    Open PulseShaderExamples.unity scene, and observe the pulsing effect on the spheres, surface reconstruction, and the articulated hand mesh.

    Use the SurfacePulse.cs script to animate the pulse effect on the assigned material, or turn on "Auto Pulse" in the material itself.

    Prerequisites

    For surface reconstruction, ensure that MRTK_SurfaceReconstruction.mat is assigned under MRTK Settings -> Spatial Awareness -> Display Settings -> Visible Material.

    For articulated hand, ensure that MRTK_ArticulatedHandMeshPulse.mat is assigned in ArticulatedHandMesh.prefab, which itself should be assigned in MRTK Settings -> Input -> Hand Tracking -> Hand Mesh Prefab.

    How it works

    The hand mesh shader uses UVs to map the pulse along the hand mesh, and to fade out the wrist. The surface reconstruction shader uses the vertex positions to map the pulse.

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