Defaulting to the OpenXR runtime and preparing docs for the 0.3.0 release.
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@ -17,7 +17,7 @@ Before getting started with Graphics Tools, make sure that you have [installed t
## Getting the prebuilt plugin
If you just want to add Graphics Tools to your game project, the quickest way is through the packaged plugin provided in the release page:
1. Download the packaged plugin zip from the [latest release](https://github.com/microsoft/MixedReality-GraphicsTools-Unreal/releases) page (e.g. _MixedReality-GraphicsTools-Unreal-0.2.0.zip_).
1. Download the packaged plugin zip from the [latest release](https://github.com/microsoft/MixedReality-GraphicsTools-Unreal/releases) page (e.g. _MixedReality-GraphicsTools-Unreal-0.3.0.zip_).
1. Unzip the file directly into your project's _Plugins_ folder. The _Plugins_ folder should be located at the root of your project, where the _.uproject_ file is. Create it if it doesn't exist.
1. Make sure your game project is a code one, as opposed to blueprint-only, if you are planning to package it for HoloLens. Otherwise UE will fail to package it because it can't build the plugin sources.
1. Open your project and enable the _GT Tools_ plugin in the plugins menu.

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@ -8,66 +8,32 @@ ms.localizationpriority: high
keywords: Unreal, Unreal Engine, UE4, HoloLens, HoloLens 2, Mixed Reality, development, MRTK, GT, Graphics Tools, release notes
---
# Graphics Tools 0.2.0 release notes
# Graphics Tools 0.3.0 release notes
- [What's New](#whats-new)
- [Breaking Changes](#breaking-changes)
- [Known Issues](#known-issues)
The second release of the Graphics Tools supports only HoloLens 2, but many material/shader techniques should work on other platforms. Support for other MR platforms remains a goal for us but is not the current focus. Please see the [README](../README.md#graphics-building-blocks) page for a list of all features and building blocks.
Unreal 4.26.x required.
The third release of the Graphics Tools supports Windows, HoloLens 2, and Android, but many material/shader techniques should work on other platforms. Please see the [README](../README.md#graphics-building-blocks) page for a list of all features and building blocks.
## What's new
### Android Support
Graphics Tools can now be used with on Android platforms. Testing is limited, but current tests pass on a Samsung Galaxy S20 5G.
### OpenXR Support
Graphics Tools is now compatible with the OpenXR and Windows MR plugins! See the [OpenXR plugin](https://github.com/microsoft/Microsoft-OpenXR-Unreal) to learn more.
### Clipping Primitives
Tools to dynamically slice away a mesh and peer inside the geometry
[![ClippingPrimitives](Images/FeatureCards/ClippingPrimitives.png)](ClippingPrimitives.md)
### Profiling
Explore profiling techniques and tools useful for Mixed Reality development
[![Profiling](Images/FeatureCards/Profiling.png)](Profiling.md)
### Spatial Perception
Techniques that create visually compelling materials for real world geometry
[![SpatialPerception](Images/FeatureCards/SpatialPerception.png)](SpatialPerception.md)
### Support for arbitrary proximity light counts
Added documentation and examples to go above the three proximity light limit. See the [proximity lights](ProximityLights.md#Advanced-usage) and `GTSceneComponent` for additional information.
### Direct and indirect light scalar
Added two new scalar inputs to the `MF_GTDefaultLit` material function named `DirectLightIntensity` and `IndirectLightIntensity` to provide finer grained control over material lighting.
Graphics Tools now defaults to the OpenXR runtime. The Windows MR plugins is still supported. See the [OpenXR plugin](https://github.com/microsoft/Microsoft-OpenXR-Unreal) to learn more.
## Breaking changes
### Fully rough materials may appear a bit darker
This can be adjusted by altering the value of the `IndirectLightIntensity` to a value of ~0.9.
### The `GTLightComponent` now derives from the `GTSceneComponent` rather than the `SceneComponent`
This change allows all lights to have a material property collection override.
None
## Known issues
### Crash when exiting the Spatial Perception example level on HoloLens 2
### Performance issues when updating the spatial mesh.
This is a know engine issue in 4.26.1. A fix is slated for the next release of the engine.
### Translucent material reprojection
Translucent materials located with the examples plugin may "wobble or smear" on HoloLens 2 because translucent materials do not write depth. Depth is required for all materials to reproject correctly because HoloLens 2 uses [depth based late stage reprojection](https://docs.microsoft.com/en-us/windows/mixed-reality/develop/platform-capabilities-and-apis/hologram-stability#reprojection).
This is a know engine issue, a fix is slated for a future engine release.
If you run into issues caused by Graphics Tools or have questions about how to do something, please [file an issue](https://github.com/microsoft/MixedReality-GraphicsTools-Unreal/issues/new) on the GitHub repo.

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@ -12,14 +12,14 @@ keywords: Unreal, Unreal Engine, UE4, HoloLens, HoloLens 2, Mixed Reality, devel
![Mixed Reality Toolkit](Images/Logos/MRTK_Unreal_GT_Banner_Rounded.png)
Graphics Tools is the second MRTK-Unreal component to be released and is currently only supported on HoloLens 2. The component plugin includes code, blueprints and example assets created to help improve the visual fidelity of Mixed Reality applications while staying within performance budgets.
Graphics Tools is the second MRTK-Unreal component to be released and currently supports Windows, HoloLens 2, and Android platforms. The plugin includes code, blueprints and example assets created to help improve the visual fidelity of Mixed Reality applications while staying within performance budgets.
## Development
If you're new to MRTK or Mixed Reality development in Unreal, we recommend starting at the beginning of our [Unreal development journey](https://docs.microsoft.com/windows/mixed-reality/unreal-development-overview), which was specifically created to walk you through installation, core concepts, and usage.
> [!CAUTION]
> The Unreal development journey currently uses **Graphics Tools 0.2.x** and **Unreal 4.26.0 or later**. If you're working with other configurations it's still recommended that you start there, but you can also refer to the **[installation instructions](Installation.md)**.
> The Unreal development journey currently uses **Graphics Tools 0.3.x** and **Unreal 4.26.0 or later**. If you're working with other configurations it's still recommended that you start there, but you can also refer to the **[installation instructions](Installation.md)**.
## Documentation versioning

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@ -9,10 +9,10 @@
<id>GraphicsTools-UE4.26.0</id>
<title>Mixed Reality Graphics Tools</title>
<description>Graphics tools and components for developing Mixed Reality applications.</description>
<version>0.2.0</version>
<version>0.3.0</version>
<authors>Microsoft</authors>
<projectUrl>https://github.com/microsoft/MixedReality-GraphicsTools-Unreal</projectUrl>
<releaseNotes>https://github.com/microsoft/MixedReality-GraphicsTools-Unreal/blob/public/0.2.x/Docs/ReleaseNotes.md</releaseNotes>
<releaseNotes>https://github.com/microsoft/MixedReality-GraphicsTools-Unreal/blob/public/0.3.x/Docs/ReleaseNotes.md</releaseNotes>
<license type="expression">MIT</license>
<copyright>Copyright (c) Microsoft Corporation. All rights reserved.</copyright>
<icon>native/Resources/Icon128.png</icon>

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@ -9,16 +9,16 @@
<id>GraphicsToolsExamples-UE4.26.0</id>
<title>Mixed Reality Graphics Tools Examples</title>
<description>Examples for the Mixed Reality Graphics Tools plugin.</description>
<version>0.2.0</version>
<version>0.3.0</version>
<authors>Microsoft</authors>
<projectUrl>https://github.com/microsoft/MixedReality-GraphicsTools-Unreal</projectUrl>
<releaseNotes>https://github.com/microsoft/MixedReality-GraphicsTools-Unreal/blob/public/0.2.x/Docs/ReleaseNotes.md</releaseNotes>
<releaseNotes>https://github.com/microsoft/MixedReality-GraphicsTools-Unreal/blob/public/0.3.x/Docs/ReleaseNotes.md</releaseNotes>
<license type="expression">MIT</license>
<copyright>Copyright (c) Microsoft Corporation. All rights reserved.</copyright>
<icon>native/Resources/Icon128.png</icon>
<tags>HoloLens2 Examples</tags>
<dependencies>
<dependency id="GraphicsTools-UE4.26.0" version="[0.2.0]" />
<dependency id="GraphicsTools-UE4.26.0" version="[0.3.0]" />
</dependencies>
</metadata>
<files>

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@ -19,15 +19,20 @@
]
},
{
"Name": "WindowsMixedReality",
"Name": "RenderDocPlugin",
"Enabled": true
},
{
"Name": "MicrosoftOpenXR",
"Enabled": true,
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/ef8930ca860148c498b46887da196239",
"SupportedTargetPlatforms": [
"Win64",
"HoloLens"
]
},
{
"Name": "RenderDocPlugin",
"Name": "XRVisualization",
"Enabled": true
}
]

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@ -1,7 +1,7 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "0.2.0",
"VersionName": "0.3.0",
"FriendlyName": "Mixed Reality Graphics Tools",
"Description": "Graphics tools and components for developing Mixed Reality applications.",
"Category": "Other",

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@ -1,7 +1,7 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "0.2.0",
"VersionName": "0.3.0",
"FriendlyName": "Mixed Reality Graphics Tools Examples",
"Description": "Examples for the Mixed Reality Graphics Tools plugin.",
"Category": "Other",

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@ -38,7 +38,7 @@ If you want to explore the different Graphics Tools features or want a reference
1. [Clone](https://help.github.com/en/desktop/contributing-to-projects/cloning-a-repository-from-github-to-github-desktop) this repository.
1. [Checkout](https://help.github.com/en/desktop/contributing-to-projects/switching-between-branches) the latest 'public/_version_.x' branch.
* Bear in mind that this branch is alive. It's not a release, and will be **updated regularly with potentially breaking changes**. There will be a release tag (e.g. _release/0.2.0_) marked as such in GitHub.
* Bear in mind that this branch is alive. It's not a release, and will be **updated regularly with potentially breaking changes**. There will be a release tag (e.g. _release/0.3.0_) marked as such in GitHub.
You can now open the _Graphics Tools Project_ (/GraphicsToolsProject) and explore individual example levels or open the _Loader_ level to access some of the examples from a centralized hub. You can also copy the examples (/GraphicsToolsProject/Plugins/GraphicsToolsExamples) into the 'Plugins' folder in your own project and use the pre-made elements as a base for your own Mixed Reality experience.
@ -48,7 +48,7 @@ Please note that the example content might change significantly between releases
We also provide the _Graphics Tools Project_ (/GraphicsToolsProject) pre-packaged for HoloLens 2 so you can try out the main features directly on device easily. To use it:
1. Obtain the packaged game from the latest release page (e.g. _GTProject-HoloLens.0.2.0.zip_) and unzip it to a local directory.
1. Obtain the packaged game from the latest release page (e.g. _GTProject-HoloLens.0.3.0.zip_) and unzip it to a local directory.
1. Install it in the device via the [Device Portal](https://docs.microsoft.com/en-us/windows/uwp/debug-test-perf/device-portal#install-sideload-an-app).
# Videos