From e0b79c3999f80280040a97dc65add23b84eb634f Mon Sep 17 00:00:00 2001 From: uc-hoba Date: Thu, 19 Apr 2018 16:14:33 +0800 Subject: [PATCH] refine scene combine kinect spout texture refine snowflake size --- Unity_2018_Frozen/Assets/Frozen/Frozen.unity | 827 +++++++----------- .../Shader/SnowflakeParticleUpdate.compute | 13 +- .../Kinect2MotionTexture.renderTexture | 33 + .../Kinect2MotionTexture.renderTexture.meta | 9 + .../KinectOpticalFlow/KinectOpticalFlow.cs | 5 +- .../KinectUpdateShader.compute | 20 +- 6 files changed, 360 insertions(+), 547 deletions(-) create mode 100644 Unity_2018_Frozen/Assets/KinectOpticalFlow/Kinect2MotionTexture.renderTexture create mode 100644 Unity_2018_Frozen/Assets/KinectOpticalFlow/Kinect2MotionTexture.renderTexture.meta diff --git a/Unity_2018_Frozen/Assets/Frozen/Frozen.unity b/Unity_2018_Frozen/Assets/Frozen/Frozen.unity index 8506a92..64a1adf 100644 --- a/Unity_2018_Frozen/Assets/Frozen/Frozen.unity +++ b/Unity_2018_Frozen/Assets/Frozen/Frozen.unity @@ -113,71 +113,34 @@ NavMeshSettings: debug: m_Flags: 0 m_NavMeshData: {fileID: 0} ---- !u!1 &97489477 +--- !u!1 &102745337 GameObject: m_ObjectHideFlags: 0 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} serializedVersion: 5 m_Component: - 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1 : 0); - updateShader.SetTexture(0, "PositionTexture", renderTextures[POSITION]); - updateShader.SetTexture(0, "VelocityTexture", renderTextures[VELOCITY]); + //updateShader.SetTexture(0, "PositionTexture", renderTextures[POSITION]); + //updateShader.SetTexture(0, "VelocityTexture", renderTextures[VELOCITY]); + updateShader.SetTexture(0, "MotionTexture", renderTextures[0]); foreach (var buf in kinectBuffers) updateShader.SetBuffer(0, buf.bufferName, buf.obj); updateShader.SetBuffer(0, "KinectGridBuffer", kinect_grid_buffer); diff --git a/Unity_2018_Frozen/Assets/KinectOpticalFlow/KinectUpdateShader.compute b/Unity_2018_Frozen/Assets/KinectOpticalFlow/KinectUpdateShader.compute index 47ecb43..3f44ad2 100644 --- a/Unity_2018_Frozen/Assets/KinectOpticalFlow/KinectUpdateShader.compute +++ b/Unity_2018_Frozen/Assets/KinectOpticalFlow/KinectUpdateShader.compute @@ -1,4 +1,6 @@ -// Each #kernel tells which function to compile; you can have many kernels +#define WIDTH 512 +#define HEIGHT 424 + #pragma kernel CSMain RWStructuredBuffer KinectPositionBuffer; @@ -8,8 +10,9 @@ RWStructuredBuffer KinectGridBuffer; AppendStructuredBuffer HomePositionBuffer; AppendStructuredBuffer HomeVelocityBuffer; -Texture2D PositionTexture; -Texture2D VelocityTexture; +//Texture2D PositionTexture; +//Texture2D VelocityTexture; +Texture2D MotionTexture; float4 ClipMin; float4 ClipMax; @@ -22,9 +25,9 @@ int flipX; [numthreads(512,1,1)] void CSMain (uint3 id : SV_DispatchThreadID) { - uint2 tex_coord = uint2(id.x % 424, id.x / 424); + uint2 tex_coord = uint2(id.x % HEIGHT, id.x / HEIGHT); - float4 pos = float4(PositionTexture[tex_coord].xyz, 1); + float4 pos = float4(MotionTexture[tex_coord].xyz, 1); //pos.y *= -1; pos.z *= -1; pos.x = lerp(pos.x, -pos.x, flipX); @@ -34,7 +37,7 @@ void CSMain (uint3 id : SV_DispatchThreadID) { pos = mul(pos, ModelMatrix); - float4 vel = VelocityTexture[tex_coord]; + float4 vel = MotionTexture[tex_coord + uint2(WIDTH, 0)]; //vel.y *= -1; vel.z *= -1; vel.x = lerp(vel.x, -vel.x, flipX); @@ -50,8 +53,11 @@ void CSMain (uint3 id : SV_DispatchThreadID) grid_index = (int)grid_pos.x + (int)grid_pos.y * FluidDim.x + (int)grid_pos.z * FluidDim.x * FluidDim.y; KinectGridBuffer[grid_index] += float4(vel.xyz, 1); - if (pos_mag > 0.1f) + if (pos_mag > 0.1f)// && pos.y < 0.5f) { + pos.y = 0.0f; + vel.xyz = float3(0, 0, 0); + HomePositionBuffer.Append(float4(pos.xyz, 0)); HomeVelocityBuffer.Append(float4(vel.xyz, 0)); }