From b3e32dd0177716c96c970deb225a54a6c5ec6aeb Mon Sep 17 00:00:00 2001 From: uc-hoba Date: Thu, 15 Mar 2018 14:31:36 +0800 Subject: [PATCH] update --- .../Assets/Frozen/Frozen Flow.unity | 2634 +++++++++++++++++ .../Assets/Frozen/Frozen Flow.unity.meta | 9 + Unity_2018_Frozen/Assets/Frozen/Frozen.unity | 1287 +++++--- .../Frozen/FrozenParticleUniforms.asset | 30 + .../Frozen/FrozenParticleUniforms.asset.meta | 10 + .../Assets/Frozen/Material/Point.mat | 6 +- .../Assets/Frozen/Material/Space.mat | 76 + .../Assets/Frozen/Material/Space.mat.meta | 10 + .../Assets/Frozen/PostProcessingProfile.asset | 76 +- .../Frozen/Script/DFVolumeParticleUpdater.cs | 120 + .../Script/DFVolumeParticleUpdater.cs.meta | 13 + .../Frozen/Script/SnowflakeParticleUpdater.cs | 4 - .../Frozen/Script/SpaceMeshGenerator.cs | 146 + .../Frozen/Script/SpaceMeshGenerator.cs.meta | 13 + .../Shader/DFVolumeParticleUpdate.compute | 221 ++ .../DFVolumeParticleUpdate.compute.meta | 10 + .../Shader/FrozenParticleUnlitPoint.shader | 4 +- .../Shader/SnowflakeParticleUpdate.compute | 50 - .../RenderTexture-Final.renderTexture} | 6 +- .../RenderTexture-Final.renderTexture.meta | 10 + .../RenderTexture-Particle.renderTexture | 33 + ...RenderTexture-Particle.renderTexture.meta} | 0 .../Texture/RenderTexture-Scene.renderTexture | 33 + .../RenderTexture-Scene.renderTexture.meta | 10 + .../Assets/Frozen/Texture/frozen_checker.png | 3 + .../Frozen/Texture/frozen_checker.png.meta | 97 + .../Frozen/Texture/space-dark-mountain-v1.png | 3 + .../Texture/space-dark-mountain-v1.png.meta | 97 + .../Frozen/Texture/space-ice-forest-v1.png | 3 + .../Texture/space-ice-forest-v1.png.meta | 97 + .../Script/ParticleViewerProcedural.cs | 4 + .../ProjectSettings/QualitySettings.asset | 16 +- .../ProjectSettings/TagManager.asset | 4 +- 33 files changed, 4516 insertions(+), 619 deletions(-) create mode 100644 Unity_2018_Frozen/Assets/Frozen/Frozen Flow.unity create mode 100644 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ScreenSpaceReflections - m_EditorClassIdentifier: - active: 0 - enabled: - overrideState: 1 - value: 1 - preset: - overrideState: 0 - value: 2 - maximumIterationCount: - overrideState: 0 - value: 16 - resolution: - overrideState: 0 - value: 0 - thickness: - overrideState: 0 - value: 8 - maximumMarchDistance: - overrideState: 0 - value: 100 - distanceFade: - overrideState: 0 - value: 0.5 - vignette: - overrideState: 0 - value: 0.5 diff --git a/Unity_2018_Frozen/Assets/Frozen/Script/DFVolumeParticleUpdater.cs b/Unity_2018_Frozen/Assets/Frozen/Script/DFVolumeParticleUpdater.cs new file mode 100644 index 0000000..c142f70 --- /dev/null +++ b/Unity_2018_Frozen/Assets/Frozen/Script/DFVolumeParticleUpdater.cs @@ -0,0 +1,120 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace UltraCombos.Frozen +{ + public class DFVolumeParticleUpdater : MonoBehaviour + { + public bool reset = false; + [Range(1, 1 << 20)] + public int maxParticles = 1 << 15; + public StructuredBuffer particleBuffer = null; + List buffer_data = null; + + public ComputeShader shader = null; + ComputeBuffer args_buffer = null; + + public UniformStructuredBuffer uniformBuffer; + ParticleUniforms uniforms = null; + + public Klak.Chromatics.CosineGradient cosineGradient = null; + + bool is_initialized = false; + + [SerializeField] + KinectOpticalFlow kinectOpticalFlow; + [SerializeField] + FluidSim3DProject.SmokeFluidSim smokeFluidSim; + [SerializeField] + ParticleViewerMesh particleViewerMesh; + [SerializeField] + [Range(0, 1)] + public float rate = 1.0f; + + [SerializeField] DFVolume.VolumeData volumeData; + + [SerializeField, Range(0, 1)] + float value = 0; + [SerializeField] + string debug; + + private void Start() + { + uniforms = uniformBuffer.uniform as ParticleUniforms; + particleViewerMesh.BufferCount = (int)(maxParticles * rate); + StartCoroutine(Initialize()); + } + + private void FixedUpdate() + { + if (is_initialized == false) + return; + + if (reset) + { + reset = false; + OnReset(); + } + + UpdateParticle(Time.fixedDeltaTime); + } + + private void OnDestroy() + { + Utilities.Release(ref args_buffer); + } + + private void OnReset() + { + particleBuffer.SetData(buffer_data); + } + + private IEnumerator Initialize() + { + { + args_buffer = shader.CreateIndirectComputeArgsBuffer(maxParticles, 1, 1); + } + + { + buffer_data = new List(); + yield return Utilities.GetRandomParticleData(maxParticles, buffer_data); + } + + is_initialized = true; + OnReset(); + } + + private void UpdateParticle(float time_step) + { + { + shader.SetFloat("timeStep", time_step); + shader.SetFloat("timeValue", Utilities.GetTimeValue()); + shader.SetInt("home_count", kinectOpticalFlow.HomeCount); + shader.SetFloat("bufferCount", particleBuffer.count); + + if (cosineGradient != null) + { + shader.SetVector("coeffsA", cosineGradient.coeffsA); + shader.SetVector("coeffsB", cosineGradient.coeffsB); + shader.SetVector("coeffsC", cosineGradient.coeffsC2); + shader.SetVector("coeffsD", cosineGradient.coeffsD2); + } + + shader.SetVector("FluidGridDim", smokeFluidSim.GridDim); + shader.SetVector("FluidGridRoot", smokeFluidSim.GridRoot); + shader.SetVector("FluidGridSize", smokeFluidSim.GridSize); + + shader.SetBuffer(0, particleBuffer.bufferName, particleBuffer.obj); + shader.SetBuffer(0, uniformBuffer.bufferName, uniformBuffer.obj); + shader.SetBuffer(0, "home_position_buffer", kinectOpticalFlow.HomePositionBuffer); + shader.SetBuffer(0, "home_velocity_buffer", kinectOpticalFlow.HomeVelocityBuffer); + shader.SetBuffer(0, "fluid_velocity_buffer", smokeFluidSim.VelocityBuffer); + + shader.SetTexture(0, "DFVolume", volumeData.texture); + + shader.DispatchIndirect(0, args_buffer); + } + } + } +} \ No newline at end of file diff --git a/Unity_2018_Frozen/Assets/Frozen/Script/DFVolumeParticleUpdater.cs.meta b/Unity_2018_Frozen/Assets/Frozen/Script/DFVolumeParticleUpdater.cs.meta new file mode 100644 index 0000000..40c40b2 --- /dev/null +++ b/Unity_2018_Frozen/Assets/Frozen/Script/DFVolumeParticleUpdater.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 73561edc8add6a84082d5ef8c1bb6b71 +timeCreated: 1519889674 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Unity_2018_Frozen/Assets/Frozen/Script/SnowflakeParticleUpdater.cs b/Unity_2018_Frozen/Assets/Frozen/Script/SnowflakeParticleUpdater.cs index 0864c09..ac37d05 100644 --- a/Unity_2018_Frozen/Assets/Frozen/Script/SnowflakeParticleUpdater.cs +++ b/Unity_2018_Frozen/Assets/Frozen/Script/SnowflakeParticleUpdater.cs @@ -32,8 +32,6 @@ namespace UltraCombos.Frozen [Range(0, 1)] public float rate = 1.0f; - [SerializeField] DFVolume.VolumeData volumeData; - [SerializeField, Range(0, 1)] float value = 0; [SerializeField] @@ -111,8 +109,6 @@ namespace UltraCombos.Frozen shader.SetBuffer(0, "home_velocity_buffer", kinectOpticalFlow.HomeVelocityBuffer); shader.SetBuffer(0, "fluid_velocity_buffer", smokeFluidSim.VelocityBuffer); - shader.SetTexture(0, "DFVolume", volumeData.texture); - shader.DispatchIndirect(0, args_buffer); } } diff --git a/Unity_2018_Frozen/Assets/Frozen/Script/SpaceMeshGenerator.cs b/Unity_2018_Frozen/Assets/Frozen/Script/SpaceMeshGenerator.cs new file mode 100644 index 0000000..74ff3c2 --- /dev/null +++ b/Unity_2018_Frozen/Assets/Frozen/Script/SpaceMeshGenerator.cs @@ -0,0 +1,146 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace UltraCombos.Frozen +{ + [ExecuteInEditMode] + public class SpaceMeshGenerator : MonoBehaviour + { + [SerializeField] + bool update = false; + + [SerializeField] + int width = 1; + + [SerializeField] + int depth = 1; + + [SerializeField] + int height = 1; + + private void Update() + { + var mesh_filter = GetComponent(); + + if (update) + { + update = false; + if (Application.isPlaying) + Destroy(mesh_filter.sharedMesh); + else + DestroyImmediate(mesh_filter.sharedMesh); + mesh_filter.sharedMesh = null; + } + + if (mesh_filter.sharedMesh == null) + { + mesh_filter.sharedMesh = CreateMesh(); + } + + } + + private void OnDrawGizmosSelected() + { + var size = new Vector3(width, height, depth); + var center = transform.position; + center.y += size.y * 0.5f; + var c = Gizmos.color; + Gizmos.color = Color.cyan; + Gizmos.DrawWireCube(center, size); + Gizmos.color = c; + } + + private Mesh CreateMesh() + { + var size = new Vector3(width, height, depth); + var half_size = size * 0.5f; + var tex_size = new Vector2(depth * 2.0f + width, depth + height); + + var points = new List(); + points.Add(new Vector3(-half_size.x, 0.0f, -half_size.z)); + points.Add(new Vector3(-half_size.x, 0.0f, +half_size.z)); + points.Add(new Vector3(+half_size.x, 0.0f, -half_size.z)); + points.Add(new Vector3(+half_size.x, 0.0f, +half_size.z)); + points.Add(new Vector3(-half_size.x, size.y, -half_size.z)); + points.Add(new Vector3(-half_size.x, size.y, +half_size.z)); + points.Add(new Vector3(+half_size.x, size.y, -half_size.z)); + points.Add(new Vector3(+half_size.x, size.y, +half_size.z)); + + var vertices = new List(); + var uvs = new List(); + var indices = new List(); + var normals = new List(); + + // Ground + AddIndexAndNormal(indices, vertices.Count, normals, new Vector3(0, 1, 0)); + vertices.Add(points[0]); + vertices.Add(points[1]); + vertices.Add(points[2]); + vertices.Add(points[3]); + uvs.Add(new Vector2(depth / tex_size.x, 0.0f)); + uvs.Add(new Vector2(depth / tex_size.x, depth / tex_size.y)); + uvs.Add(new Vector2((depth + width) / tex_size.x, 0.0f)); + uvs.Add(new Vector2((depth + width) / tex_size.x, depth / tex_size.y)); + + // Front + AddIndexAndNormal(indices, vertices.Count, normals, new Vector3(0, 0, -1)); + vertices.Add(points[1]); + vertices.Add(points[5]); + vertices.Add(points[3]); + vertices.Add(points[7]); + uvs.Add(new Vector2(depth / tex_size.x, depth / tex_size.y)); + uvs.Add(new Vector2(depth / tex_size.x, (depth + height) / tex_size.y)); + uvs.Add(new Vector2((depth + width) / tex_size.x, depth / tex_size.y)); + uvs.Add(new Vector2((depth + width) / tex_size.x, (depth + height) / tex_size.y)); + + // Left + AddIndexAndNormal(indices, vertices.Count, normals, new Vector3(1, 0, 0)); + vertices.Add(points[0]); + vertices.Add(points[4]); + vertices.Add(points[1]); + vertices.Add(points[5]); + uvs.Add(new Vector2(0.0f, depth / tex_size.y)); + uvs.Add(new Vector2(0.0f, (depth + height) / tex_size.y)); + uvs.Add(new Vector2(depth / tex_size.x, depth / tex_size.y)); + uvs.Add(new Vector2(depth / tex_size.x, (depth + height) / tex_size.y)); + + // Right + AddIndexAndNormal(indices, vertices.Count, normals, new Vector3(-1, 0, 0)); + vertices.Add(points[3]); + vertices.Add(points[7]); + vertices.Add(points[2]); + vertices.Add(points[6]); + uvs.Add(new Vector2((depth + width) / tex_size.x, depth / tex_size.y)); + uvs.Add(new Vector2((depth + width) / tex_size.x, (depth + height) / tex_size.y)); + uvs.Add(new Vector2((depth * 2.0f + width) / tex_size.x, depth / tex_size.y)); + uvs.Add(new Vector2((depth * 2.0f + width) / tex_size.x, (depth + height) / tex_size.y)); + + + var mesh = new Mesh(); + mesh.name = string.Format("Space Mesh: ({0}x{1}x{2})", width, depth, height); + mesh.SetVertices(vertices); + mesh.SetUVs(0, uvs); + mesh.SetNormals(normals); + mesh.SetIndices(indices.ToArray(), MeshTopology.Triangles, 0); + mesh.UploadMeshData(true); + + return mesh; + } + + private void AddIndexAndNormal(List indices, int index, List normals, Vector3 normal) + { + indices.Add(index + 0); + indices.Add(index + 1); + indices.Add(index + 2); + indices.Add(index + 1); + indices.Add(index + 3); + indices.Add(index + 2); + normals.Add(normal); + normals.Add(normal); + normals.Add(normal); + normals.Add(normal); + } + } +} + diff --git a/Unity_2018_Frozen/Assets/Frozen/Script/SpaceMeshGenerator.cs.meta b/Unity_2018_Frozen/Assets/Frozen/Script/SpaceMeshGenerator.cs.meta new file mode 100644 index 0000000..84ef01e --- /dev/null +++ b/Unity_2018_Frozen/Assets/Frozen/Script/SpaceMeshGenerator.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 16e57166815b2534daf1be5fd19595f2 +timeCreated: 1521011481 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Unity_2018_Frozen/Assets/Frozen/Shader/DFVolumeParticleUpdate.compute b/Unity_2018_Frozen/Assets/Frozen/Shader/DFVolumeParticleUpdate.compute new file mode 100644 index 0000000..a7f55ad --- /dev/null +++ b/Unity_2018_Frozen/Assets/Frozen/Shader/DFVolumeParticleUpdate.compute @@ -0,0 +1,221 @@ +#pragma kernel CSMain + +#include "UnityCG.cginc" +#include "../../ParticleWorks/Shader/Inc/Defines.cginc" +#include "../../ParticleWorks/Shader/Inc/Math.cginc" +#include "../../ParticleWorks/Shader/Noise/noise3Dgrad.cginc" +#include "../../ParticleWorks/Shader/ParticleUniforms.cginc" + +CBUFFER_START(Variables) + float timeStep; + float timeValue; + float bufferCount; + int home_count; + float3 coeffsA; + float3 coeffsB; + float3 coeffsC; + float3 coeffsD; + float4 FluidGridDim; + float4 FluidGridRoot; + float4 FluidGridSize; +CBUFFER_END + +RWStructuredBuffer ssbo; +RWStructuredBuffer uniform_buffer; +RWStructuredBuffer home_position_buffer; +RWStructuredBuffer home_velocity_buffer; +RWStructuredBuffer fluid_velocity_buffer; + +Texture3D DFVolume; +SamplerState samplerDFVolume; + +float4 SampleVolume(float3 p) +{ + return DFVolume.SampleLevel(samplerDFVolume, p, 0); +} + +[numthreads(WORK_GROUP_SIZE, 1, 1)] +void CSMain(uint3 id : SV_DispatchThreadID) +{ + uint idx = id.x; + Particle p = ssbo[idx]; + float4 home_position = (home_count > 0) ? home_position_buffer[p.seed * home_count] : float4(0, 0, 0, 1); + float4 home_velocity = (home_count > 0) ? home_velocity_buffer[p.seed * home_count] : float4(0, 0, 0, 1); + ParticleUniforms uni = uniform_buffer[0]; + + float factor = p.color.a; + float3 acc = float3(0, 0, 0); + float3 F = float3(0, 0, 0); + + if (home_count > 0) + { + float duration = uni.lifeDuration * (1.0f + factor * uni.lifeVariation); + float current_life = p.life * duration + timeStep; + //bool is_reset = false; + //if (current_life > duration) + //{ + // current_life -= duration; + // is_reset = true; + //} + //if (is_reset || p.life < 0.0f) + if (current_life > duration && uni.lifeDuration > 0.1f) + { + current_life -= duration; + //if (isEmit == 0 && current_life > 0.0) current_life -= duration; + p.position = home_position.xyz; + p.color.rgb = float3(1, 1, 1); + p.velocity = home_velocity.xyz * 20.0f * pow(length(home_velocity.xyz), 2.0f); + //p.velocity = forceDirection * 3.0f; + } + p.life = current_life / duration; + } + + // noise + { + //float n_seed = p.seed * 0.12f; + //float time_seed = timeValue * noiseTimeScale; + float3 np = p.position * uni.noiseFrequency; + float3 n1, n2; + snoise(np, n1); + snoise(np + float3(uni.noiseSeed, p.seed * 0.12f, timeValue * uni.noiseTimeScale), n2); + F = cross(n1, n2); + acc += F * uni.noiseStrength; + } + + // convergence + { + F = -p.position; + acc += F * uni.convergence; + } + + // home as tangential + { + F = cross(p.position, float3(0, 1, 0)); + float d = clamp(abs(p.position.y), 1, 100); + F = normalize(F) * 10.0f / pow(d, 2 * 2); + acc += F * uni.homeStrength; + } + + // force + { + F = float3(0, 0, 0); + if (length(uni.forceDirection) > 0.1f) + F = normalize(uni.forceDirection) * 10.0f; + acc += F * uni.forceStrength; + } + + // impulse + { + //F = uni.impulsePosition - p.position; + //float mag = F.x*F.x + F.y*F.y + F.z*F.z; + //float rad2 = uni.impulseRadius * uni.impulseRadius; + //acc += F * exp(-mag / rad2) * uni.impulseStrength; + } + + // fluid + { + float3 dim = ((p.position - FluidGridRoot) / FluidGridSize) * FluidGridDim; + dim = clamp(dim, float3(0, 0, 0), FluidGridDim - 1); + int idx = (int)dim.x + (int)dim.y * FluidGridDim.x + (int)dim.z * FluidGridDim.x * FluidGridDim.y; + float3 F = fluid_velocity_buffer[idx].xyz * 5.0f; + acc += F * uni.impulseStrength; + } + + float3 volume_cc = float3(0.0, 0.424, 2.853); + + // volume + { + //float3 volume_dim = float3(50, 50, 50); + //float3 dim = ((p.position - FluidGridRoot) / FluidGridSize) * volume_dim; + //dim = clamp(dim, float3(0, 0, 0), volume_dim - 1); + //int idx = (int)dim.x + (int)dim.y * volume_dim.x + (int)dim.z * volume_dim.x * volume_dim.y; + float4 df = SampleVolume((p.position - FluidGridRoot) / FluidGridSize); + float3 F = -df.xyz * pow(saturate(df.w / 1.0), 1.0 / 2.2) * 0.9; + + float3 np = p.position * uni.noiseFrequency; + float3 n1 = float3(0, 0, 0); + snoise(np + float3(uni.noiseSeed, p.seed, timeValue * 5.0), n1); + + //F = float3(0, 0, 0); + //F += cross(-df.xyz, float3(0, -1, 0)) * (1.0 - saturate(df.w / 0.1)) * 0.95; + F += cross(-df.xyz, n1) * (1.0 - saturate(df.w / 0.1)) * 0.15; + //float4 data = volume_data[idx]; + //float3 F = -data.xyz * pow(data.w, 2.2); + //F += cross(-data.xyz, float3(1, 0, 0)) * (1.0 - saturate(data.w)) * 0.1; + //if (data.w < 0.1) F += data.xyz * 10.0; + //float3 F = lerp(cross(data.xyz, p.velocity), -data.xyz, saturate(data.w)); + acc += F * 10.0; + + //float th = 0.01; + //acc += float3(1, 0, 0) * (1.0 - saturate(df.w / th)) * 12.0; + + if (abs(p.position.z - volume_cc.z) < 0.8) + acc += float3(1, 0, 0) * 7.0; + } + + + + acc *= uni.movement; + p.velocity += acc * timeStep; + + { + float4 df = SampleVolume((p.position - FluidGridRoot) / FluidGridSize); + float th = 0.01; + float3 dp = p.position - df.xyz * df.w; + p.velocity = lerp(df.xyz, p.velocity, saturate(df.w / th)); + if (dot(p.position - dp, volume_cc - dp) > 0.0) p.position = dp + df.xyz * th; + } + + p.position += p.velocity * timeStep; + + //float damping = lerp(0.965f, 0.985f, p.seed) * velocityDamping; + p.velocity *= lerp(0.965f, 0.985f, p.seed) * uni.velocityDamping; + + // calculate rotate quat + { + float vel = length(p.velocity); + float a = (1 + factor) * vel * 0.05f; + float4 q = quat_from_axis_angle(normalize(p.velocity + float3(0, FLT_EPSILON, 0)), a); + q = quat_mult(p.quat, q); + q = normalize(q); + p.quat = lerp(p.quat, q, saturate(vel - 0.01f)); + } + + // calculate model matrix + { + float size = uni.geomSize * lerp(1, pow(1.0f - saturate(p.life), 1.0f / 2.2f), any(uni.lifeDuration)); + size *= lerp(0.5, 1.0, p.seed); + if (idx > (uint)(uni.numRate * bufferCount) || (p.life < 0.0f && uni.lifeDuration > 0.1f)) + { + size = 0.0f; + } + + float4x4 mat = make_translation_matrix(p.position); + mat = mul(mat, quat_to_rotation_matrix(p.quat)); + mat = mul(mat, make_scaling_matrix(size)); + p.model_matrix = mat; + } + + // ground collision + { + float3 pos = mul(p.model_matrix, float4(p.position, 1.0f)).xyz; + pos = p.position; + if (pos.y < 0.0f) + { + p.velocity.y = abs(p.velocity.y) * 0.8f; + p.position.y = 0.0f; + } + } + + // cosine gradient + { + float t = (uni.lifeDuration > 0.1f) ? clamp(p.life, 0.0f, 1.0f) : factor; + half3 rgb = cosine_gradient(coeffsA, coeffsB, coeffsC, coeffsD, t); + #if !defined(UNITY_COLORSPACE_GAMMA) + rgb = GammaToLinearSpace(rgb); + #endif + p.color.rgb = rgb; + } + + ssbo[id.x] = p; +} diff --git a/Unity_2018_Frozen/Assets/Frozen/Shader/DFVolumeParticleUpdate.compute.meta b/Unity_2018_Frozen/Assets/Frozen/Shader/DFVolumeParticleUpdate.compute.meta new file mode 100644 index 0000000..c4a26ef --- /dev/null +++ b/Unity_2018_Frozen/Assets/Frozen/Shader/DFVolumeParticleUpdate.compute.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 8233b22e9c5d09d43ab3350ff5ed572a +timeCreated: 1513318067 +licenseType: Free +ComputeShaderImporter: + externalObjects: {} + currentAPIMask: 4 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Unity_2018_Frozen/Assets/Frozen/Shader/FrozenParticleUnlitPoint.shader b/Unity_2018_Frozen/Assets/Frozen/Shader/FrozenParticleUnlitPoint.shader index 59fad34..1cae15a 100644 --- a/Unity_2018_Frozen/Assets/Frozen/Shader/FrozenParticleUnlitPoint.shader +++ b/Unity_2018_Frozen/Assets/Frozen/Shader/FrozenParticleUnlitPoint.shader @@ -12,7 +12,8 @@ { Tags{ "RenderType" = "Opaque" } LOD 100 - Blend One One + Blend OneMinusDstColor One + //Blend One One Pass { @@ -104,6 +105,7 @@ clip(0.5f / sqrt(2.0f) - length(i.uv - float2(0.5f, 0.5f))); fixed4 col = tex2D(_MainTex, i.uv) * _Color; + //fixed4 col = _Color; col.rgb *= 1 + _Emission; UNITY_APPLY_FOG(i.fogCoord, col); return col; diff --git a/Unity_2018_Frozen/Assets/Frozen/Shader/SnowflakeParticleUpdate.compute b/Unity_2018_Frozen/Assets/Frozen/Shader/SnowflakeParticleUpdate.compute index a7f55ad..e473917 100644 --- a/Unity_2018_Frozen/Assets/Frozen/Shader/SnowflakeParticleUpdate.compute +++ b/Unity_2018_Frozen/Assets/Frozen/Shader/SnowflakeParticleUpdate.compute @@ -25,14 +25,6 @@ RWStructuredBuffer uniform_buffer; RWStructuredBuffer home_position_buffer; RWStructuredBuffer home_velocity_buffer; RWStructuredBuffer fluid_velocity_buffer; - -Texture3D DFVolume; -SamplerState samplerDFVolume; - -float4 SampleVolume(float3 p) -{ - return DFVolume.SampleLevel(samplerDFVolume, p, 0); -} [numthreads(WORK_GROUP_SIZE, 1, 1)] void CSMain(uint3 id : SV_DispatchThreadID) @@ -120,52 +112,10 @@ void CSMain(uint3 id : SV_DispatchThreadID) float3 F = fluid_velocity_buffer[idx].xyz * 5.0f; acc += F * uni.impulseStrength; } - - float3 volume_cc = float3(0.0, 0.424, 2.853); - - // volume - { - //float3 volume_dim = float3(50, 50, 50); - //float3 dim = ((p.position - FluidGridRoot) / FluidGridSize) * volume_dim; - //dim = clamp(dim, float3(0, 0, 0), volume_dim - 1); - //int idx = (int)dim.x + (int)dim.y * volume_dim.x + (int)dim.z * volume_dim.x * volume_dim.y; - float4 df = SampleVolume((p.position - FluidGridRoot) / FluidGridSize); - float3 F = -df.xyz * pow(saturate(df.w / 1.0), 1.0 / 2.2) * 0.9; - - float3 np = p.position * uni.noiseFrequency; - float3 n1 = float3(0, 0, 0); - snoise(np + float3(uni.noiseSeed, p.seed, timeValue * 5.0), n1); - - //F = float3(0, 0, 0); - //F += cross(-df.xyz, float3(0, -1, 0)) * (1.0 - saturate(df.w / 0.1)) * 0.95; - F += cross(-df.xyz, n1) * (1.0 - saturate(df.w / 0.1)) * 0.15; - //float4 data = volume_data[idx]; - //float3 F = -data.xyz * pow(data.w, 2.2); - //F += cross(-data.xyz, float3(1, 0, 0)) * (1.0 - saturate(data.w)) * 0.1; - //if (data.w < 0.1) F += data.xyz * 10.0; - //float3 F = lerp(cross(data.xyz, p.velocity), -data.xyz, saturate(data.w)); - acc += F * 10.0; - - //float th = 0.01; - //acc += float3(1, 0, 0) * (1.0 - saturate(df.w / th)) * 12.0; - - if (abs(p.position.z - volume_cc.z) < 0.8) - acc += float3(1, 0, 0) * 7.0; - } - acc *= uni.movement; p.velocity += acc * timeStep; - - { - float4 df = SampleVolume((p.position - FluidGridRoot) / FluidGridSize); - float th = 0.01; - float3 dp = p.position - df.xyz * df.w; - p.velocity = lerp(df.xyz, p.velocity, saturate(df.w / th)); - if (dot(p.position - dp, volume_cc - dp) > 0.0) p.position = dp + df.xyz * th; - } - p.position += p.velocity * timeStep; //float damping = lerp(0.965f, 0.985f, p.seed) * velocityDamping; diff --git a/Unity_2018_Frozen/Assets/Frozen/FrozenCanvas.renderTexture b/Unity_2018_Frozen/Assets/Frozen/Texture/RenderTexture-Final.renderTexture similarity index 90% rename from Unity_2018_Frozen/Assets/Frozen/FrozenCanvas.renderTexture rename to Unity_2018_Frozen/Assets/Frozen/Texture/RenderTexture-Final.renderTexture index af61e94..a780b87 100644 --- a/Unity_2018_Frozen/Assets/Frozen/FrozenCanvas.renderTexture +++ b/Unity_2018_Frozen/Assets/Frozen/Texture/RenderTexture-Final.renderTexture @@ -5,14 +5,14 @@ RenderTexture: m_ObjectHideFlags: 0 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} - m_Name: FrozenCanvas + m_Name: RenderTexture-Final m_ImageContentsHash: serializedVersion: 2 Hash: 00000000000000000000000000000000 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b/Unity_2018_Frozen/Assets/Frozen/Texture/RenderTexture-Particle.renderTexture @@ -0,0 +1,33 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!84 &8400000 +RenderTexture: + m_ObjectHideFlags: 0 + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 0} + m_Name: RenderTexture-Particle + m_ImageContentsHash: + serializedVersion: 2 + Hash: 00000000000000000000000000000000 + m_ForcedFallbackFormat: 4 + m_DownscaleFallback: 0 + m_Width: 5040 + m_Height: 5040 + m_AntiAliasing: 1 + m_DepthFormat: 0 + m_ColorFormat: 0 + m_MipMap: 0 + m_GenerateMips: 1 + m_SRGB: 0 + m_UseDynamicScale: 0 + m_BindMS: 0 + m_TextureSettings: + serializedVersion: 2 + m_FilterMode: 1 + m_Aniso: 0 + m_MipBias: 0 + m_WrapU: 1 + m_WrapV: 1 + m_WrapW: 1 + m_Dimension: 2 + m_VolumeDepth: 1 diff --git a/Unity_2018_Frozen/Assets/Frozen/FrozenCanvas.renderTexture.meta b/Unity_2018_Frozen/Assets/Frozen/Texture/RenderTexture-Particle.renderTexture.meta similarity index 100% rename from Unity_2018_Frozen/Assets/Frozen/FrozenCanvas.renderTexture.meta rename to Unity_2018_Frozen/Assets/Frozen/Texture/RenderTexture-Particle.renderTexture.meta diff --git a/Unity_2018_Frozen/Assets/Frozen/Texture/RenderTexture-Scene.renderTexture b/Unity_2018_Frozen/Assets/Frozen/Texture/RenderTexture-Scene.renderTexture new file mode 100644 index 0000000..6c63dc6 --- /dev/null +++ b/Unity_2018_Frozen/Assets/Frozen/Texture/RenderTexture-Scene.renderTexture @@ -0,0 +1,33 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!84 &8400000 +RenderTexture: + m_ObjectHideFlags: 0 + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 0} + m_Name: RenderTexture-Scene + m_ImageContentsHash: + serializedVersion: 2 + Hash: 00000000000000000000000000000000 + m_ForcedFallbackFormat: 4 + m_DownscaleFallback: 0 + m_Width: 5040 + m_Height: 5040 + m_AntiAliasing: 1 + m_DepthFormat: 0 + m_ColorFormat: 0 + m_MipMap: 0 + m_GenerateMips: 1 + m_SRGB: 0 + m_UseDynamicScale: 0 + m_BindMS: 0 + 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crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + spritePackingTag: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Unity_2018_Frozen/Assets/ParticleWorks/Script/ParticleViewerProcedural.cs b/Unity_2018_Frozen/Assets/ParticleWorks/Script/ParticleViewerProcedural.cs index 6843b92..aadf360 100644 --- a/Unity_2018_Frozen/Assets/ParticleWorks/Script/ParticleViewerProcedural.cs +++ b/Unity_2018_Frozen/Assets/ParticleWorks/Script/ParticleViewerProcedural.cs @@ -9,6 +9,7 @@ namespace UltraCombos ComputeBuffer args_buffer = null; public int VertexCount { set { vertex_count = value; } } int vertex_count = -1; + public bool cullingMask = false; private void OnRenderObject() { @@ -16,6 +17,9 @@ namespace UltraCombos return; if (Utilities.SkipCamera(Camera.current.name)) return; + int mask = Camera.current.cullingMask; + if (cullingMask && mask > -1 && mask != 1 << gameObject.layer) + return; material.SetPass(0); material.SetMatrix("model_matrix", transform.localToWorldMatrix); diff --git a/Unity_2018_Frozen/ProjectSettings/QualitySettings.asset b/Unity_2018_Frozen/ProjectSettings/QualitySettings.asset index 2f1888d..932d866 100644 --- a/Unity_2018_Frozen/ProjectSettings/QualitySettings.asset +++ b/Unity_2018_Frozen/ProjectSettings/QualitySettings.asset @@ -174,18 +174,4 @@ QualitySettings: asyncUploadBufferSize: 4 resolutionScalingFixedDPIFactor: 1 excludedTargetPlatforms: [] - m_PerPlatformDefaultQuality: - Android: 2 - Nintendo 3DS: 5 - Nintendo Switch: 5 - PS4: 5 - PSM: 5 - PSP2: 2 - Standalone: 5 - Tizen: 2 - WebGL: 3 - WiiU: 5 - Windows Store Apps: 5 - XboxOne: 5 - iPhone: 2 - tvOS: 2 + m_PerPlatformDefaultQuality: {} diff --git a/Unity_2018_Frozen/ProjectSettings/TagManager.asset b/Unity_2018_Frozen/ProjectSettings/TagManager.asset index 1c92a78..efc24ac 100644 --- a/Unity_2018_Frozen/ProjectSettings/TagManager.asset +++ b/Unity_2018_Frozen/ProjectSettings/TagManager.asset @@ -13,8 +13,8 @@ TagManager: - UI - - - - - - + - Scene + - Particle - - -