[import] Copy files from https://github.com/UltraCombos/Project_2018_Frozen/tree/master/Unity_2018_Frozen and copy UnityUtility files (git repo is removed). Upgraded to Unity 2017.4.16. This version is runnable (without kinect ditected particles)
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# Created by https://www.gitignore.io/api/unity |
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### Unity ### |
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/[Ll]ibrary/ |
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/[Tt]emp/ |
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/[Oo]bj/ |
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/[Bb]uild/ |
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/[Bb]uilds/ |
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/Assets/AssetStoreTools* |
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|
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# Visual Studio 2015 cache directory |
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/.vs/ |
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|
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# Autogenerated VS/MD/Consulo solution and project files |
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ExportedObj/ |
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.consulo/ |
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*.csproj |
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*.unityproj |
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*.sln |
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*.suo |
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*.tmp |
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*.user |
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*.userprefs |
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*.pidb |
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*.booproj |
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*.svd |
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*.pdb |
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|
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# Unity3D generated meta files |
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*.pidb.meta |
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|
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# Unity3D Generated File On Crash Reports |
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sysinfo.txt |
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|
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# Builds |
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*.apk |
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*.unitypackage |
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# End of https://www.gitignore.io/api/unity |
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m_applyBuoyancy: {fileID: 7200000, guid: 0d7710a16db583e418df13bddb0be43d, type: 3} |
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m_ParentPrefab: {fileID: 0} |
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defaultReferences: [] |
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icon: {instanceID: 0} |
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fileFormatVersion: 2 |
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guid: a924471615937564f81ebb1540cd8b36 |
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MonoImporter: |
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defaultReferences: [] |
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folderAsset: yes |
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DefaultImporter: |
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userData: |
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@ -0,0 +1,244 @@ |
||||
|
||||
#define NUM_THREADS 8 |
||||
|
||||
|
||||
float4 _Size; |
||||
float _DeltaTime, _Dissipate, _Decay, _Forward; |
||||
|
||||
StructuredBuffer<float3> _Velocity; |
||||
StructuredBuffer<float> _Obstacles; |
||||
|
||||
RWStructuredBuffer<float> _Write1f; |
||||
StructuredBuffer<float> _Read1f; |
||||
|
||||
RWStructuredBuffer<float3> _Write3f; |
||||
StructuredBuffer<float3> _Read3f; |
||||
|
||||
StructuredBuffer<float> _Phi_n_1_hat, _Phi_n_hat; |
||||
|
||||
|
||||
float3 GetAdvectedPosTexCoords(float3 pos, int idx) |
||||
{ |
||||
pos -= _DeltaTime * _Forward * _Velocity[idx]; |
||||
|
||||
return pos; |
||||
} |
||||
|
||||
float SampleBilinear(StructuredBuffer<float> buffer, float3 uv, float3 size) |
||||
{ |
||||
int x = uv.x; |
||||
int y = uv.y; |
||||
int z = uv.z; |
||||
|
||||
int X = size.x; |
||||
int XY = size.x*size.y; |
||||
|
||||
float fx = uv.x-x; |
||||
float fy = uv.y-y; |
||||
float fz = uv.z-z; |
||||
|
||||
int xp1 = min(size.x-1, x+1); |
||||
int yp1 = min(size.y-1, y+1); |
||||
int zp1 = min(size.z-1, z+1); |
||||
|
||||
float x0 = buffer[x+y*X+z*XY] * (1.0f-fx) + buffer[xp1+y*X+z*XY] * fx; |
||||
float x1 = buffer[x+y*X+zp1*XY] * (1.0f-fx) + buffer[xp1+y*X+zp1*XY] * fx; |
||||
|
||||
float x2 = buffer[x+yp1*X+z*XY] * (1.0f-fx) + buffer[xp1+yp1*X+z*XY] * fx; |
||||
float x3 = buffer[x+yp1*X+zp1*XY] * (1.0f-fx) + buffer[xp1+yp1*X+zp1*XY] * fx; |
||||
|
||||
float z0 = x0 * (1.0f-fz) + x1 * fz; |
||||
float z1 = x2 * (1.0f-fz) + x3 * fz; |
||||
|
||||
return z0 * (1.0f-fy) + z1 * fy; |
||||
|
||||
} |
||||
|
||||
float3 SampleBilinear(StructuredBuffer<float3> buffer, float3 uv, float3 size) |
||||
{ |
||||
int x = uv.x; |
||||
int y = uv.y; |
||||
int z = uv.z; |
||||
|
||||
int X = size.x; |
||||
int XY = size.x*size.y; |
||||
|
||||
float fx = uv.x-x; |
||||
float fy = uv.y-y; |
||||
float fz = uv.z-z; |
||||
|
||||
int xp1 = min(size.x-1, x+1); |
||||
int yp1 = min(size.y-1, y+1); |
||||
int zp1 = min(size.z-1, z+1); |
||||
|
||||
float3 x0 = buffer[x+y*X+z*XY] * (1.0f-fx) + buffer[xp1+y*X+z*XY] * fx; |
||||
float3 x1 = buffer[x+y*X+zp1*XY] * (1.0f-fx) + buffer[xp1+y*X+zp1*XY] * fx; |
||||
|
||||
float3 x2 = buffer[x+yp1*X+z*XY] * (1.0f-fx) + buffer[xp1+yp1*X+z*XY] * fx; |
||||
float3 x3 = buffer[x+yp1*X+zp1*XY] * (1.0f-fx) + buffer[xp1+yp1*X+zp1*XY] * fx; |
||||
|
||||
float3 z0 = x0 * (1.0f-fz) + x1 * fz; |
||||
float3 z1 = x2 * (1.0f-fz) + x3 * fz; |
||||
|
||||
return z0 * (1.0f-fy) + z1 * fy; |
||||
|
||||
} |
||||
|
||||
#pragma kernel AdvectVelocity |
||||
|
||||
[numthreads(NUM_THREADS,NUM_THREADS,NUM_THREADS)] |
||||
void AdvectVelocity(uint3 id : SV_DispatchThreadID) |
||||
{ |
||||
|
||||
int idx = id.x + id.y*_Size.x + id.z*_Size.x*_Size.y; |
||||
|
||||
if(_Obstacles[idx] > 0.1) |
||||
{ |
||||
_Write3f[idx] = float3(0,0,0); |
||||
return; |
||||
} |
||||
|
||||
float3 uv = GetAdvectedPosTexCoords(id, idx); |
||||
|
||||
_Write3f[idx] = SampleBilinear(_Read3f, uv, _Size.xyz) * _Dissipate; |
||||
|
||||
} |
||||
|
||||
#pragma kernel Advect |
||||
|
||||
[numthreads(NUM_THREADS,NUM_THREADS,NUM_THREADS)] |
||||
void Advect(uint3 id : SV_DispatchThreadID) |
||||
{ |
||||
|
||||
int idx = id.x + id.y*_Size.x + id.z*_Size.x*_Size.y; |
||||
|
||||
if(_Obstacles[idx] > 0.1) |
||||
{ |
||||
_Write1f[idx] = 0; |
||||
return; |
||||
} |
||||
|
||||
float3 uv = GetAdvectedPosTexCoords(id, idx); |
||||
|
||||
_Write1f[idx] = max(0, SampleBilinear(_Read1f, uv, _Size.xyz) * _Dissipate - _Decay); |
||||
|
||||
} |
||||
|
||||
#pragma kernel AdvectBFECC |
||||
|
||||
[numthreads(NUM_THREADS,NUM_THREADS,NUM_THREADS)] |
||||
void AdvectBFECC(uint3 id : SV_DispatchThreadID) |
||||
{ |
||||
|
||||
int idx = id.x + id.y*_Size.x + id.z*_Size.x*_Size.y; |
||||
|
||||
if(_Obstacles[idx] > 0.1) |
||||
{ |
||||
_Write1f[idx] = 0; |
||||
return; |
||||
} |
||||
|
||||
float3 uv = GetAdvectedPosTexCoords(id, idx); |
||||
|
||||
float r; |
||||
float4 halfVolumeDim = _Size/2; |
||||
float3 diff = abs( halfVolumeDim.xyz - id ); |
||||
|
||||
// Must use regular semi-Lagrangian advection instead of BFECC at the volume boundaries |
||||
if( (diff.x > (halfVolumeDim.x-4)) || (diff.y > (halfVolumeDim.y-4)) || (diff.z > (halfVolumeDim.z-4)) ) |
||||
{ |
||||
r = SampleBilinear(_Read1f, uv, _Size.xyz); |
||||
} |
||||
else |
||||
{ |
||||
r = 1.5f * SampleBilinear(_Read1f, uv, _Size.xyz) - 0.5f * SampleBilinear(_Phi_n_hat, uv, _Size.xyz); |
||||
} |
||||
|
||||
_Write1f[idx] = max(0, r * _Dissipate - _Decay); |
||||
|
||||
} |
||||
|
||||
#pragma kernel AdvectMacCormack |
||||
|
||||
[numthreads(NUM_THREADS,NUM_THREADS,NUM_THREADS)] |
||||
void AdvectMacCormack(uint3 id : SV_DispatchThreadID) |
||||
{ |
||||
|
||||
int idx = id.x + id.y*_Size.x + id.z*_Size.x*_Size.y; |
||||
|
||||
if(_Obstacles[idx] > 0.1) |
||||
{ |
||||
_Write1f[idx] = 0; |
||||
return; |
||||
} |
||||
|
||||
float3 uv = GetAdvectedPosTexCoords(id, idx); |
||||
|
||||
float r; |
||||
float4 halfVolumeDim = _Size/2; |
||||
float3 diff = abs( halfVolumeDim.xyz - id ); |
||||
|
||||
// Must use regular semi-Lagrangian advection instead of MacCormack at the volume boundaries |
||||
if( (diff.x > (halfVolumeDim.x-4)) || (diff.y > (halfVolumeDim.y-4)) || (diff.z > (halfVolumeDim.z-4)) ) |
||||
{ |
||||
r = SampleBilinear(_Read1f, uv, _Size.xyz); |
||||
} |
||||
else |
||||
{ |
||||
int idx0 = (id.x-1) + (id.y-1)*_Size.x + (id.z-1)*_Size.x*_Size.y; |
||||
int idx1 = (id.x-1) + (id.y-1)*_Size.x + (id.z+1)*_Size.x*_Size.y; |
||||
|
||||
int idx2 = (id.x-1) + (id.y+1)*_Size.x + (id.z-1)*_Size.x*_Size.y; |
||||
int idx3 = (id.x-1) + (id.y+1)*_Size.x + (id.z+1)*_Size.x*_Size.y; |
||||
|
||||
int idx4 = (id.x+1) + (id.y-1)*_Size.x + (id.z-1)*_Size.x*_Size.y; |
||||
int idx5 = (id.x+1) + (id.y-1)*_Size.x + (id.z+1)*_Size.x*_Size.y; |
||||
|
||||
int idx6 = (id.x+1) + (id.y+1)*_Size.x + (id.z-1)*_Size.x*_Size.y; |
||||
int idx7 = (id.x+1) + (id.y+1)*_Size.x + (id.z+1)*_Size.x*_Size.y; |
||||
|
||||
float nodes[8]; |
||||
nodes[0] = _Read1f[ idx0 ]; |
||||
nodes[1] = _Read1f[ idx1 ]; |
||||
|
||||
nodes[2] = _Read1f[ idx2 ]; |
||||
nodes[3] = _Read1f[ idx3 ]; |
||||
|
||||
nodes[4] = _Read1f[ idx4 ]; |
||||
nodes[5] = _Read1f[ idx5 ]; |
||||
|
||||
nodes[6] = _Read1f[ idx6 ]; |
||||
nodes[7] = _Read1f[ idx7 ]; |
||||
|
||||
float minPhi = min(min(min(min(min(min(min(nodes[0],nodes[1]),nodes[2]),nodes[3]),nodes[4]),nodes[5]),nodes[6]),nodes[7]); |
||||
|
||||
float maxPhi = max(max(max(max(max(max(max(nodes[0],nodes[1]),nodes[2]),nodes[3]),nodes[4]),nodes[5]),nodes[6]),nodes[7]); |
||||
|
||||
r = SampleBilinear(_Phi_n_1_hat, uv, _Size.xyz) + 0.5f * (_Read1f[idx] - _Phi_n_hat[idx]); |
||||
|
||||
r = max(min(r, maxPhi), minPhi); |
||||
} |
||||
|
||||
_Write1f[idx] = max(0, r * _Dissipate - _Decay); |
||||
|
||||
} |
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@ -0,0 +1,4 @@ |
||||
fileFormatVersion: 2 |
||||
guid: 411cedf0db0a1904693c77b97afbf915 |
||||
ComputeShaderImporter: |
||||
userData: |
||||
@ -0,0 +1,47 @@ |
||||
|
||||
#pragma kernel CSMain |
||||
#define NUM_THREADS 8 |
||||
|
||||
float4 _Size, _Up; |
||||
float _AmbientTemperature, _DeltaTime, _Buoyancy, _Weight; |
||||
|
||||
RWStructuredBuffer<float3> _Write; |
||||
StructuredBuffer<float3> _Velocity; |
||||
StructuredBuffer<float> _Density, _Temperature; |
||||
|
||||
[numthreads(NUM_THREADS,NUM_THREADS,NUM_THREADS)] |
||||
void CSMain (int3 id : SV_DispatchThreadID) |
||||
{ |
||||
|
||||
int idx = id.x + id.y*_Size.x + id.z*_Size.x*_Size.y; |
||||
|
||||
float T = _Temperature[idx]; |
||||
float D = _Density[idx]; |
||||
float3 V = _Velocity[idx]; |
||||
|
||||
if(T > _AmbientTemperature) |
||||
V += (_DeltaTime * (T - _AmbientTemperature) * _Buoyancy - D * _Weight) * _Up.xyz; |
||||
|
||||
_Write[idx] = V; |
||||
} |
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@ -0,0 +1,4 @@ |
||||
fileFormatVersion: 2 |
||||
guid: 0d7710a16db583e418df13bddb0be43d |
||||
ComputeShaderImporter: |
||||
userData: |
||||
@ -0,0 +1,57 @@ |
||||
|
||||
#define NUM_THREADS 8 |
||||
|
||||
float _Radius, _Amount, _DeltaTime, _Extinguishment; |
||||
float4 _Pos, _Size; |
||||
|
||||
RWStructuredBuffer<float> _Write; |
||||
StructuredBuffer<float> _Read, _Reaction; |
||||
|
||||
#pragma kernel GaussImpulse |
||||
|
||||
[numthreads(NUM_THREADS,NUM_THREADS,NUM_THREADS)] |
||||
void GaussImpulse(uint3 id : SV_DispatchThreadID) |
||||
{ |
||||
|
||||
float3 pos = id/(_Size.xyz-1.0f) - _Pos.xyz; |
||||
float mag = pos.x*pos.x + pos.y*pos.y + pos.z*pos.z; |
||||
float rad2 = _Radius*_Radius; |
||||
|
||||
float amount = exp(-mag/rad2) * _Amount * _DeltaTime; |
||||
|
||||
int idx = id.x + id.y*_Size.x + id.z*_Size.x*_Size.y; |
||||
|
||||
_Write[idx] = _Read[idx] + amount; |
||||
} |
||||
|
||||
#pragma kernel ExtinguishmentImpluse |
||||
|
||||
[numthreads(NUM_THREADS,NUM_THREADS,NUM_THREADS)] |
||||
void ExtinguishmentImpluse(uint3 id : SV_DispatchThreadID) |
||||
{ |
||||
|
||||
int idx = id.x + id.y*_Size.x + id.z*_Size.x*_Size.y; |
||||
|
||||
float amount = 0.0; |
||||
float reaction = _Reaction[idx]; |
||||
|
||||
if(reaction > 0.0 && reaction < _Extinguishment) |
||||
amount = _Amount * reaction; |
||||
|
||||
_Write[idx] = _Read[idx] + amount; |
||||
} |
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@ -0,0 +1,4 @@ |
||||
fileFormatVersion: 2 |
||||
guid: a080c25e6daeb0d4e88fced65f9959ce |
||||
ComputeShaderImporter: |
||||
userData: |
||||
@ -0,0 +1,44 @@ |
||||
|
||||
#pragma kernel CSMain |
||||
#define NUM_THREADS 8 |
||||
|
||||
float _DeltaTime, _Epsilon; |
||||
float4 _Size; |
||||
|
||||
RWStructuredBuffer<float3> _Write; |
||||
StructuredBuffer<float3> _Vorticity, _Read; |
||||
|
||||
[numthreads(NUM_THREADS,NUM_THREADS,NUM_THREADS)] |
||||
void CSMain (int3 id : SV_DispatchThreadID) |
||||
{ |
||||
|
||||
int idxL = max(0, id.x-1) + id.y*_Size.x + id.z*_Size.x*_Size.y; |
||||
int idxR = min(_Size.x-1, id.x+1) + id.y*_Size.x + id.z*_Size.x*_Size.y; |
||||
|
||||
int idxB = id.x + max(0, id.y-1)*_Size.x + id.z*_Size.x*_Size.y; |
||||
int idxT = id.x + min(_Size.y-1, id.y+1)*_Size.x + id.z*_Size.x*_Size.y; |
||||
|
||||
int idxD = id.x + id.y*_Size.x + max(0, id.z-1)*_Size.x*_Size.y; |
||||
int idxU = id.x + id.y*_Size.x + min(_Size.z-1, id.z+1)*_Size.x*_Size.y; |
||||
|
||||
float omegaL = length(_Vorticity[ idxL ]); |
||||
float omegaR = length(_Vorticity[ idxR ]); |
||||
|
||||
float omegaB = length(_Vorticity[ idxB ]); |
||||
float omegaT = length(_Vorticity[ idxT ]); |
||||
|
||||
float omegaD = length(_Vorticity[ idxD ]); |
||||
float omegaU = length(_Vorticity[ idxU ]); |
||||
|
||||
int idx = id.x + id.y*_Size.x + id.z*_Size.x*_Size.y; |
||||
|
||||
float3 omega = _Vorticity[idx]; |
||||
|
||||
float3 eta = 0.5 * float3( omegaR - omegaL, omegaT - omegaB, omegaU - omegaD ); |
||||
|
||||
eta = normalize( eta + float3(0.001,0.001,0.001) ); |
||||
|
||||
float3 force = _DeltaTime * _Epsilon * float3( eta.y * omega.z - eta.z * omega.y, eta.z * omega.x - eta.x * omega.z, eta.x * omega.y - eta.y * omega.x ); |
||||
|
||||
_Write[idx] = _Read[idx] + force; |
||||
} |
||||
@ -0,0 +1,4 @@ |
||||
fileFormatVersion: 2 |
||||
guid: 4b0055f0edf774c4ea97ac8cd62e6158 |
||||
ComputeShaderImporter: |
||||
userData: |
||||
@ -0,0 +1,49 @@ |
||||
|
||||
#pragma kernel CSMain |
||||
#define NUM_THREADS 8 |
||||
|
||||
float4 _Size; |
||||
|
||||
RWStructuredBuffer<float3> _Write; |
||||
StructuredBuffer<float3> _Velocity; |
||||
StructuredBuffer<float> _Obstacles; |
||||
|
||||
[numthreads(NUM_THREADS,NUM_THREADS,NUM_THREADS)] |
||||
void CSMain (int3 id : SV_DispatchThreadID) |
||||
{ |
||||
|
||||
int idxL = max(0, id.x-1) + id.y*_Size.x + id.z*_Size.x*_Size.y; |
||||
int idxR = min(_Size.x-1, id.x+1) + id.y*_Size.x + id.z*_Size.x*_Size.y; |
||||
|
||||
int idxB = id.x + max(0, id.y-1)*_Size.x + id.z*_Size.x*_Size.y; |
||||
int idxT = id.x + min(_Size.y-1, id.y+1)*_Size.x + id.z*_Size.x*_Size.y; |
||||
|
||||
int idxD = id.x + id.y*_Size.x + max(0, id.z-1)*_Size.x*_Size.y; |
||||
int idxU = id.x + id.y*_Size.x + min(_Size.z-1, id.z+1)*_Size.x*_Size.y; |
||||
|
||||
float3 L = _Velocity[ idxL ]; |
||||
float3 R = _Velocity[ idxR ]; |
||||
|
||||
float3 B = _Velocity[ idxB ]; |
||||
float3 T = _Velocity[ idxT ]; |
||||
|
||||
float3 D = _Velocity[ idxD ]; |
||||
float3 U = _Velocity[ idxU ]; |
||||
|
||||
float3 obstacleVelocity = float3(0,0,0); |
||||
|
||||
if(_Obstacles[idxL] > 0.1) L = obstacleVelocity; |
||||
if(_Obstacles[idxR] > 0.1) R = obstacleVelocity; |
||||
|
||||
if(_Obstacles[idxB] > 0.1) B = obstacleVelocity; |
||||
if(_Obstacles[idxT] > 0.1) T = obstacleVelocity; |
||||
|
||||
if(_Obstacles[idxD] > 0.1) D = obstacleVelocity; |
||||
if(_Obstacles[idxU] > 0.1) U = obstacleVelocity; |
||||
|
||||
float divergence = 0.5 * ( ( R.x - L.x ) + ( T.y - B.y ) + ( U.z - D.z ) ); |
||||
|
||||
int idx = id.x + id.y*_Size.x + id.z*_Size.x*_Size.y; |
||||
|
||||
_Write[idx] = float3(divergence,0,0); |
||||
} |
||||
@ -0,0 +1,4 @@ |
||||
fileFormatVersion: 2 |
||||
guid: e25212f321912c44ab6d9430762d37b6 |
||||
ComputeShaderImporter: |
||||
userData: |
||||
@ -0,0 +1,65 @@ |
||||
|
||||
#pragma kernel CSMain |
||||
#define NUM_THREADS 8 |
||||
|
||||
float4 _Size; |
||||
|
||||
RWStructuredBuffer<float> _Write; |
||||
StructuredBuffer<float> _Pressure, _Obstacles; |
||||
StructuredBuffer<float3> _Divergence; |
||||
|
||||
[numthreads(NUM_THREADS,NUM_THREADS,NUM_THREADS)] |
||||
void CSMain (int3 id : SV_DispatchThreadID) |
||||
{ |
||||
|
||||
int idxL = max(0, id.x-1) + id.y*_Size.x + id.z*_Size.x*_Size.y; |
||||
int idxR = min(_Size.x-1, id.x+1) + id.y*_Size.x + id.z*_Size.x*_Size.y; |
||||
|
||||
int idxB = id.x + max(0, id.y-1)*_Size.x + id.z*_Size.x*_Size.y; |
||||
int idxT = id.x + min(_Size.y-1, id.y+1)*_Size.x + id.z*_Size.x*_Size.y; |
||||
|
||||
int idxD = id.x + id.y*_Size.x + max(0, id.z-1)*_Size.x*_Size.y; |
||||
int idxU = id.x + id.y*_Size.x + min(_Size.z-1, id.z+1)*_Size.x*_Size.y; |
||||
|
||||
float L = _Pressure[ idxL ]; |
||||
float R = _Pressure[ idxR ]; |
||||
|
||||
float B = _Pressure[ idxB ]; |
||||
float T = _Pressure[ idxT ]; |
||||
|
||||
float D = _Pressure[ idxD ]; |
||||
float U = _Pressure[ idxU ]; |
||||
|
||||
int idx = id.x + id.y*_Size.x + id.z*_Size.x*_Size.y; |
||||
|
||||
float C = _Pressure[idx]; |
||||
|
||||
float divergence = _Divergence[idx].r; |
||||
|
||||
if(_Obstacles[idxL] > 0.1) L = C; |
||||
if(_Obstacles[idxR] > 0.1) R = C; |
||||
|
||||
if(_Obstacles[idxB] > 0.1) B = C; |
||||
if(_Obstacles[idxT] > 0.1) T = C; |
||||
|
||||
if(_Obstacles[idxD] > 0.1) D = C; |
||||
if(_Obstacles[idxU] > 0.1) U = C; |
||||
|
||||
_Write[idx] = ( L + R + B + T + U + D - divergence ) / 6.0; |
||||
} |
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@ -0,0 +1,4 @@ |
||||
fileFormatVersion: 2 |
||||
guid: cebd12b982d79674aab2ed65879e49d0 |
||||
ComputeShaderImporter: |
||||
userData: |
||||
@ -0,0 +1,47 @@ |
||||
|
||||
#pragma kernel CSMain |
||||
#define NUM_THREADS 8 |
||||
|
||||
float4 _Size; |
||||
|
||||
RWStructuredBuffer<float> _Write; |
||||
|
||||
[numthreads(NUM_THREADS,NUM_THREADS,NUM_THREADS)] |
||||
void CSMain (int3 id : SV_DispatchThreadID) |
||||
{ |
||||
|
||||
int idx = id.x + id.y*_Size.x + id.z*_Size.x*_Size.y; |
||||
|
||||
float obstacle = 0; |
||||
|
||||
if(id.x-1 < 0) obstacle = 1; |
||||
if(id.x+1 > (int)_Size.x-1) obstacle = 1; |
||||
|
||||
if(id.y-1 < 0) obstacle = 1; |
||||
if(id.y+1 > (int)_Size.y-1) obstacle = 1; |
||||
|
||||
if(id.z-1 < 0) obstacle = 1; |
||||
if(id.z+1 > (int)_Size.z-1) obstacle = 1; |
||||
|
||||
_Write[idx] = obstacle; |
||||
} |
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@ -0,0 +1,4 @@ |
||||
fileFormatVersion: 2 |
||||
guid: 6a49b38e37bae7a4ab2903fbdde8e4ac |
||||
ComputeShaderImporter: |
||||
userData: |
||||
@ -0,0 +1,76 @@ |
||||
|
||||
#pragma kernel CSMain |
||||
#define NUM_THREADS 8 |
||||
|
||||
float4 _Size; |
||||
|
||||
RWStructuredBuffer<float3> _Write; |
||||
StructuredBuffer<float> _Pressure, _Obstacles; |
||||
StructuredBuffer<float3> _Velocity; |
||||
|
||||
[numthreads(NUM_THREADS,NUM_THREADS,NUM_THREADS)] |
||||
void CSMain (int3 id : SV_DispatchThreadID) |
||||
{ |
||||
int idx = id.x + id.y*_Size.x + id.z*_Size.x*_Size.y; |
||||
|
||||
if(_Obstacles[idx] > 0.1) |
||||
{ |
||||
_Write[idx] = float3(0,0,0); |
||||
return; |
||||
} |
||||
|
||||
int idxL = max(0, id.x-1) + id.y*_Size.x + id.z*_Size.x*_Size.y; |
||||
int idxR = min(_Size.x-1, id.x+1) + id.y*_Size.x + id.z*_Size.x*_Size.y; |
||||
|
||||
int idxB = id.x + max(0, id.y-1)*_Size.x + id.z*_Size.x*_Size.y; |
||||
int idxT = id.x + min(_Size.y-1, id.y+1)*_Size.x + id.z*_Size.x*_Size.y; |
||||
|
||||
int idxD = id.x + id.y*_Size.x + max(0, id.z-1)*_Size.x*_Size.y; |
||||
int idxU = id.x + id.y*_Size.x + min(_Size.z-1, id.z+1)*_Size.x*_Size.y; |
||||
|
||||
float L = _Pressure[ idxL ]; |
||||
float R = _Pressure[ idxR ]; |
||||
|
||||
float B = _Pressure[ idxB ]; |
||||
float T = _Pressure[ idxT ]; |
||||
|
||||
float D = _Pressure[ idxD ]; |
||||
float U = _Pressure[ idxU ]; |
||||
|
||||
float C = _Pressure[idx]; |
||||
|
||||
float3 mask = float3(1,1,1); |
||||
|
||||
if(_Obstacles[idxL] > 0.1) { L = C; mask.x = 0; } |
||||
if(_Obstacles[idxR] > 0.1) { R = C; mask.x = 0; } |
||||
|
||||
if(_Obstacles[idxB] > 0.1) { B = C; mask.y = 0; } |
||||
if(_Obstacles[idxT] > 0.1) { T = C; mask.y = 0; } |
||||
|
||||
if(_Obstacles[idxD] > 0.1) { D = C; mask.z = 0; } |
||||
if(_Obstacles[idxU] > 0.1) { U = C; mask.z = 0; } |
||||
|
||||
float3 v = _Velocity[idx] - float3( R - L, T - B, U - D ) * 0.5; |
||||
|
||||
_Write[idx] = v * mask; |
||||
} |
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@ -0,0 +1,4 @@ |
||||
fileFormatVersion: 2 |
||||
guid: aa1de4528a2c0d24983dce181ecd63af |
||||
ComputeShaderImporter: |
||||
userData: |
||||
@ -0,0 +1,37 @@ |
||||
|
||||
#pragma kernel CSMain |
||||
#define NUM_THREADS 8 |
||||
|
||||
float4 _Size; |
||||
|
||||
RWStructuredBuffer<float3> _Write; |
||||
StructuredBuffer<float3> _Velocity; |
||||
|
||||
[numthreads(NUM_THREADS,NUM_THREADS,NUM_THREADS)] |
||||
void CSMain (int3 id : SV_DispatchThreadID) |
||||
{ |
||||
|
||||
int idxL = max(0, id.x-1) + id.y*_Size.x + id.z*_Size.x*_Size.y; |
||||
int idxR = min(_Size.x-1, id.x+1) + id.y*_Size.x + id.z*_Size.x*_Size.y; |
||||
|
||||
int idxB = id.x + max(0, id.y-1)*_Size.x + id.z*_Size.x*_Size.y; |
||||
int idxT = id.x + min(_Size.y-1, id.y+1)*_Size.x + id.z*_Size.x*_Size.y; |
||||
|
||||
int idxD = id.x + id.y*_Size.x + max(0, id.z-1)*_Size.x*_Size.y; |
||||
int idxU = id.x + id.y*_Size.x + min(_Size.z-1, id.z+1)*_Size.x*_Size.y; |
||||
|
||||
float3 L = _Velocity[ idxL ]; |
||||
float3 R = _Velocity[ idxR ]; |
||||
|
||||
float3 B = _Velocity[ idxB ]; |
||||
float3 T = _Velocity[ idxT ]; |
||||
|
||||
float3 D = _Velocity[ idxD ]; |
||||
float3 U = _Velocity[ idxU ]; |
||||
|
||||
float3 vorticity = 0.5 * float3( (( T.z - B.z ) - ( U.y - D.y )) , (( U.x - D.x ) - ( R.z - L.z )) , (( R.y - L.y ) - ( T.x - B.x )) ); |
||||
|
||||
int idx = id.x + id.y*_Size.x + id.z*_Size.x*_Size.y; |
||||
|
||||
_Write[idx] = vorticity; |
||||
} |
||||
@ -0,0 +1,4 @@ |
||||
fileFormatVersion: 2 |
||||
guid: 62b5b102c778bbd4682f63bf0a9bd2fe |
||||
ComputeShaderImporter: |
||||
userData: |
||||
@ -0,0 +1,193 @@ |
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
||||
|
||||
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' |
||||
|
||||
|
||||
Shader "3DFluidSim/FireRayCast" |
||||
{ |
||||
Properties |
||||
{ |
||||
_FireGradient("FireGradient", 2D) = "red" {} |
||||
_SmokeColor("SmokeGradient", Color) = (0,0,0,1) |
||||
_SmokeAbsorption("SmokeAbsorbtion", float) = 60.0 |
||||
_FireAbsorption("FireAbsorbtion", float) = 40.0 |
||||
} |
||||
SubShader |
||||
{ |
||||
Tags { "Queue" = "Transparent" } |
||||
|
||||
Pass |
||||
{ |
||||
|
||||
Cull front |
||||
Blend SrcAlpha OneMinusSrcAlpha |
||||
|
||||
CGPROGRAM |
||||
#include "UnityCG.cginc" |
||||
#pragma target 5.0 |
||||
#pragma vertex vert |
||||
#pragma fragment frag |
||||
|
||||
#define NUM_SAMPLES 64 |
||||
|
||||
sampler2D _FireGradient; |
||||
float4 _SmokeColor; |
||||
float _SmokeAbsorption, _FireAbsorption; |
||||
uniform float3 _Translate, _Scale, _Size; |
||||
|
||||
StructuredBuffer<float> _Density, _Reaction; |
||||
|
||||
struct v2f |
||||
{ |
||||
float4 pos : SV_POSITION; |
||||
float3 worldPos : TEXCOORD0; |
||||
}; |
||||
|
||||
v2f vert(appdata_base v) |
||||
{ |
||||
v2f OUT; |
||||
OUT.pos = UnityObjectToClipPos(v.vertex); |
||||
OUT.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; |
||||
return OUT; |
||||
} |
||||
|
||||
struct Ray { |
||||
float3 origin; |
||||
float3 dir; |
||||
}; |
||||
|
||||
struct AABB { |
||||
float3 Min; |
||||
float3 Max; |
||||
}; |
||||
|
||||
//find intersection points of a ray with a box |
||||
bool intersectBox(Ray r, AABB aabb, out float t0, out float t1) |
||||
{ |
||||
float3 invR = 1.0 / r.dir; |
||||
float3 tbot = invR * (aabb.Min-r.origin); |
||||
float3 ttop = invR * (aabb.Max-r.origin); |
||||
float3 tmin = min(ttop, tbot); |
||||
float3 tmax = max(ttop, tbot); |
||||
float2 t = max(tmin.xx, tmin.yz); |
||||
t0 = max(t.x, t.y); |
||||
t = min(tmax.xx, tmax.yz); |
||||
t1 = min(t.x, t.y); |
||||
return t0 <= t1; |
||||
} |
||||
|
||||
float SampleBilinear(StructuredBuffer<float> buffer, float3 uv, float3 size) |
||||
{ |
||||
uv = saturate(uv); |
||||
uv = uv * (size-1.0); |
||||
|
||||
int x = uv.x; |
||||
int y = uv.y; |
||||
int z = uv.z; |
||||
|
||||
int X = size.x; |
||||
int XY = size.x*size.y; |
||||
|
||||
float fx = uv.x-x; |
||||
float fy = uv.y-y; |
||||
float fz = uv.z-z; |
||||
|
||||
int xp1 = min(_Size.x-1, x+1); |
||||
int yp1 = min(_Size.y-1, y+1); |
||||
int zp1 = min(_Size.z-1, z+1); |
||||
|
||||
float x0 = buffer[x+y*X+z*XY] * (1.0f-fx) + buffer[xp1+y*X+z*XY] * fx; |
||||
float x1 = buffer[x+y*X+zp1*XY] * (1.0f-fx) + buffer[xp1+y*X+zp1*XY] * fx; |
||||
|
||||
float x2 = buffer[x+yp1*X+z*XY] * (1.0f-fx) + buffer[xp1+yp1*X+z*XY] * fx; |
||||
float x3 = buffer[x+yp1*X+zp1*XY] * (1.0f-fx) + buffer[xp1+yp1*X+zp1*XY] * fx; |
||||
|
||||
float z0 = x0 * (1.0f-fz) + x1 * fz; |
||||
float z1 = x2 * (1.0f-fz) + x3 * fz; |
||||
|
||||
return z0 * (1.0f-fy) + z1 * fy; |
||||
|
||||
} |
||||
|
||||
|
||||
float4 frag(v2f IN) : COLOR |
||||
{ |
||||
float3 pos = _WorldSpaceCameraPos; |
||||
|
||||
Ray r; |
||||
r.origin = pos; |
||||
r.dir = normalize(IN.worldPos-pos); |
||||
|
||||
AABB aabb; |
||||
aabb.Min = float3(-0.5,-0.5,-0.5)*_Scale + _Translate; |
||||
aabb.Max = float3(0.5,0.5,0.5)*_Scale + _Translate; |
||||
|
||||
//figure out where ray from eye hit front of cube |
||||
float tnear, tfar; |
||||
intersectBox(r, aabb, tnear, tfar); |
||||
|
||||
//if eye is in cube then start ray at eye |
||||
if (tnear < 0.0) tnear = 0.0; |
||||
|
||||
float3 rayStart = r.origin + r.dir * tnear; |
||||
float3 rayStop = r.origin + r.dir * tfar; |
||||
|
||||
//convert to texture space |
||||
rayStart -= _Translate; |
||||
rayStop -= _Translate; |
||||
rayStart = (rayStart + 0.5*_Scale)/_Scale; |
||||
rayStop = (rayStop + 0.5*_Scale)/_Scale; |
||||
|
||||
float3 start = rayStart; |
||||
float dist = distance(rayStop, rayStart); |
||||
float stepSize = dist/float(NUM_SAMPLES); |
||||
float3 ds = normalize(rayStop-rayStart) * stepSize; |
||||
float fireAlpha = 1.0, smokeAlpha = 1.0; |
||||
|
||||
for(int i=0; i < NUM_SAMPLES; i++, start += ds) |
||||
{ |
||||
|
||||
float D = SampleBilinear(_Density, start, _Size); |
||||
|
||||
float R = SampleBilinear(_Reaction, start, _Size); |
||||
|
||||
fireAlpha *= 1.0-saturate(R*stepSize*_FireAbsorption); |
||||
|
||||
smokeAlpha *= 1.0-saturate(D*stepSize*_SmokeAbsorption); |
||||
|
||||
if(fireAlpha <= 0.01 && smokeAlpha <= 0.01) break; |
||||
} |
||||
|
||||
float4 smoke = _SmokeColor * (1.0-smokeAlpha); |
||||
|
||||
float4 fire = tex2D(_FireGradient, float2(fireAlpha,0)) * (1.0-fireAlpha); |
||||
|
||||
return fire + smoke; |
||||
} |
||||
|
||||
ENDCG |
||||
|
||||
} |
||||
} |
||||
} |
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@ -0,0 +1,5 @@ |
||||
fileFormatVersion: 2 |
||||
guid: ce7e14398ee00d84193a82fb0174f3f6 |
||||
ShaderImporter: |
||||
defaultTextures: [] |
||||
userData: |
||||
@ -0,0 +1,183 @@ |
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
||||
|
||||
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' |
||||
|
||||
|
||||
Shader "3DFluidSim/SmokeRayCast" |
||||
{ |
||||
Properties |
||||
{ |
||||
_SmokeColor("SmokeGradient", Color) = (0,0,0,1) |
||||
_SmokeAbsorption("SmokeAbsorbtion", float) = 60.0 |
||||
} |
||||
SubShader |
||||
{ |
||||
Tags { "Queue" = "Transparent" } |
||||
|
||||
Pass |
||||
{ |
||||
|
||||
Cull front |
||||
Blend SrcAlpha OneMinusSrcAlpha |
||||
|
||||
CGPROGRAM |
||||
#include "UnityCG.cginc" |
||||
#pragma target 5.0 |
||||
#pragma vertex vert |
||||
#pragma fragment frag |
||||
|
||||
#define NUM_SAMPLES 64 |
||||
|
||||
float4 _SmokeColor; |
||||
float _SmokeAbsorption; |
||||
uniform float3 _Translate, _Scale, _Size; |
||||
|
||||
StructuredBuffer<float> _Density; |
||||
|
||||
struct v2f |
||||
{ |
||||
float4 pos : SV_POSITION; |
||||
float3 worldPos : TEXCOORD0; |
||||
}; |
||||
|
||||
v2f vert(appdata_base v) |
||||
{ |
||||
v2f OUT; |
||||
OUT.pos = UnityObjectToClipPos(v.vertex); |
||||
OUT.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; |
||||
return OUT; |
||||
} |
||||
|
||||
struct Ray { |
||||
float3 origin; |
||||
float3 dir; |
||||
}; |
||||
|
||||
struct AABB { |
||||
float3 Min; |
||||
float3 Max; |
||||
}; |
||||
|
||||
//find intersection points of a ray with a box |
||||
bool intersectBox(Ray r, AABB aabb, out float t0, out float t1) |
||||
{ |
||||
float3 invR = 1.0 / r.dir; |
||||
float3 tbot = invR * (aabb.Min-r.origin); |
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{ |
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{ |
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float D = SampleBilinear(_Density, start, _Size); |
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ENDCG |
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