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"fullName": "UnityEditor.ShaderGraph.PBRMasterNode"
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@@ -43,13 +24,13 @@
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|||||||
+83
-14
@@ -3,6 +3,7 @@ using Unity.Collections;
|
|||||||
using Unity.Jobs;
|
using Unity.Jobs;
|
||||||
using Unity.Mathematics;
|
using Unity.Mathematics;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using Random = UnityEngine.Random;
|
||||||
|
|
||||||
using static Unity.Mathematics.math;
|
using static Unity.Mathematics.math;
|
||||||
using quaternion = Unity.Mathematics.quaternion;
|
using quaternion = Unity.Mathematics.quaternion;
|
||||||
@@ -12,8 +13,8 @@ public class Fractal : MonoBehaviour
|
|||||||
[BurstCompile(FloatPrecision.Standard, FloatMode.Fast, CompileSynchronously = true)]
|
[BurstCompile(FloatPrecision.Standard, FloatMode.Fast, CompileSynchronously = true)]
|
||||||
private struct UpdateFractalLevelJob : IJobFor
|
private struct UpdateFractalLevelJob : IJobFor
|
||||||
{
|
{
|
||||||
public float spinAngleDelta;
|
|
||||||
public float scale;
|
public float scale;
|
||||||
|
public float deltaTime;
|
||||||
|
|
||||||
[ReadOnly]
|
[ReadOnly]
|
||||||
public NativeArray<FractalPart> parents;
|
public NativeArray<FractalPart> parents;
|
||||||
@@ -27,13 +28,34 @@ public class Fractal : MonoBehaviour
|
|||||||
{
|
{
|
||||||
var parent = parents[i / 5];
|
var parent = parents[i / 5];
|
||||||
var part = parts[i];
|
var part = parts[i];
|
||||||
part.spinAngle += spinAngleDelta;
|
part.spinAngle += part.spinVelocity * deltaTime;
|
||||||
part.worldRotation = mul(parent.worldRotation,
|
|
||||||
|
|
||||||
|
float3 upAxis =
|
||||||
|
mul(mul(parent.worldRotation, part.rotation), up());
|
||||||
|
float3 sagAxis = cross(up(), upAxis);
|
||||||
|
|
||||||
|
float sagMagnitude = length(sagAxis);
|
||||||
|
quaternion baseRotation;
|
||||||
|
if (sagMagnitude > 0f)
|
||||||
|
{
|
||||||
|
sagAxis /= sagMagnitude;
|
||||||
|
quaternion sagRotation =
|
||||||
|
quaternion.AxisAngle(sagAxis, part.maxSagAngle * sagMagnitude);
|
||||||
|
baseRotation = mul(sagRotation, parent.worldRotation);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
baseRotation = parent.worldRotation;
|
||||||
|
}
|
||||||
|
|
||||||
|
part.worldRotation = mul(baseRotation,
|
||||||
mul(part.rotation, quaternion.RotateY(part.spinAngle))
|
mul(part.rotation, quaternion.RotateY(part.spinAngle))
|
||||||
);
|
);
|
||||||
|
|
||||||
part.worldPosition =
|
part.worldPosition =
|
||||||
parent.worldPosition +
|
parent.worldPosition +
|
||||||
mul(parent.worldRotation, 1.5f * scale * part.direction);
|
mul(part.worldRotation, float3(0f, 1.5f * scale, 0f));
|
||||||
parts[i] = part;
|
parts[i] = part;
|
||||||
|
|
||||||
float3x3 r = float3x3(part.worldRotation) * scale;
|
float3x3 r = float3x3(part.worldRotation) * scale;
|
||||||
@@ -43,24 +65,39 @@ public class Fractal : MonoBehaviour
|
|||||||
|
|
||||||
private struct FractalPart
|
private struct FractalPart
|
||||||
{
|
{
|
||||||
public float3 direction, worldPosition;
|
public float3 worldPosition;
|
||||||
public quaternion rotation, worldRotation;
|
public quaternion rotation, worldRotation;
|
||||||
public float spinAngle;
|
public float maxSagAngle, spinAngle, spinVelocity;
|
||||||
}
|
}
|
||||||
|
|
||||||
NativeArray<FractalPart>[] parts;
|
NativeArray<FractalPart>[] parts;
|
||||||
|
|
||||||
NativeArray<float3x4>[] matrices;
|
NativeArray<float3x4>[] matrices;
|
||||||
|
|
||||||
[SerializeField, Range(1, 8)]
|
[SerializeField, Range(3, 8)]
|
||||||
int depth = 4;
|
int depth = 4;
|
||||||
|
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
Mesh mesh = default;
|
Mesh mesh = default, leafMesh = default;
|
||||||
|
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
Material material = default;
|
Material material = default;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
Gradient gradientA = default, gradientB = default;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
Color leafColorA = default, leafColorB = default;
|
||||||
|
|
||||||
|
[SerializeField, Range(0f, 90f)]
|
||||||
|
float maxSagAngleA = 15f, maxSagAngleB = 25f;
|
||||||
|
|
||||||
|
[SerializeField, Range(0f, 90f)]
|
||||||
|
float spinSpeedA = 20f, spinSpeedB = 25f;
|
||||||
|
|
||||||
|
[SerializeField, Range(0f, 1f)]
|
||||||
|
float reverseSpinChance = 0.25f;
|
||||||
|
|
||||||
static float3[] directions =
|
static float3[] directions =
|
||||||
{
|
{
|
||||||
up(), right(), left(), forward(), back()
|
up(), right(), left(), forward(), back()
|
||||||
@@ -77,14 +114,22 @@ public class Fractal : MonoBehaviour
|
|||||||
{
|
{
|
||||||
return new FractalPart()
|
return new FractalPart()
|
||||||
{
|
{
|
||||||
direction = directions[childIndex],
|
maxSagAngle = radians(Random.Range(maxSagAngleA, maxSagAngleB)),
|
||||||
rotation = rotations[childIndex]
|
rotation = rotations[childIndex],
|
||||||
|
spinVelocity =
|
||||||
|
(Random.value < reverseSpinChance ? -1f : 1f) *
|
||||||
|
radians(Random.Range(spinSpeedA, spinSpeedB))
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
ComputeBuffer[] matricesBuffers;
|
ComputeBuffer[] matricesBuffers;
|
||||||
|
|
||||||
|
Vector4[] sequenceNumbers;
|
||||||
|
|
||||||
|
static readonly int colorAId = Shader.PropertyToID("_ColorA");
|
||||||
|
static readonly int colorBId = Shader.PropertyToID("_ColorB");
|
||||||
static readonly int matricesId = Shader.PropertyToID("_Matrices");
|
static readonly int matricesId = Shader.PropertyToID("_Matrices");
|
||||||
|
static readonly int sequenceNumbersId = Shader.PropertyToID("_SequenceNumbers");
|
||||||
|
|
||||||
static MaterialPropertyBlock propertyBlock;
|
static MaterialPropertyBlock propertyBlock;
|
||||||
|
|
||||||
@@ -93,12 +138,14 @@ public class Fractal : MonoBehaviour
|
|||||||
parts = new NativeArray<FractalPart>[depth];
|
parts = new NativeArray<FractalPart>[depth];
|
||||||
matrices = new NativeArray<float3x4>[depth];
|
matrices = new NativeArray<float3x4>[depth];
|
||||||
matricesBuffers = new ComputeBuffer[depth];
|
matricesBuffers = new ComputeBuffer[depth];
|
||||||
|
sequenceNumbers = new Vector4[depth];
|
||||||
int stride = 12 * 4;
|
int stride = 12 * 4;
|
||||||
for (int i = 0, length = 1; i < parts.Length; i++, length *= 5)
|
for (int i = 0, length = 1; i < parts.Length; i++, length *= 5)
|
||||||
{
|
{
|
||||||
parts[i] = new NativeArray<FractalPart>(length, Allocator.Persistent);
|
parts[i] = new NativeArray<FractalPart>(length, Allocator.Persistent);
|
||||||
matrices[i] = new NativeArray<float3x4>(length, Allocator.Persistent);
|
matrices[i] = new NativeArray<float3x4>(length, Allocator.Persistent);
|
||||||
matricesBuffers[i] = new ComputeBuffer(length, stride);
|
matricesBuffers[i] = new ComputeBuffer(length, stride);
|
||||||
|
sequenceNumbers[i] = new Vector4(Random.value, Random.value, Random.value, Random.value);
|
||||||
}
|
}
|
||||||
|
|
||||||
parts[0][0] = CreatePart(0);
|
parts[0][0] = CreatePart(0);
|
||||||
@@ -131,6 +178,7 @@ public class Fractal : MonoBehaviour
|
|||||||
parts = null;
|
parts = null;
|
||||||
matrices = null;
|
matrices = null;
|
||||||
matricesBuffers = null;
|
matricesBuffers = null;
|
||||||
|
sequenceNumbers = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
void OnValidate()
|
void OnValidate()
|
||||||
@@ -144,9 +192,9 @@ public class Fractal : MonoBehaviour
|
|||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
float spinAngleDelta = 0.125f * PI * Time.deltaTime;
|
float deltaTime = Time.deltaTime;
|
||||||
FractalPart rootPart = parts[0][0];
|
FractalPart rootPart = parts[0][0];
|
||||||
rootPart.spinAngle += spinAngleDelta;
|
rootPart.spinAngle += rootPart.spinVelocity * deltaTime;
|
||||||
rootPart.worldRotation = mul(transform.rotation,
|
rootPart.worldRotation = mul(transform.rotation,
|
||||||
mul(rootPart.rotation, quaternion.RotateY(rootPart.spinAngle))
|
mul(rootPart.rotation, quaternion.RotateY(rootPart.spinAngle))
|
||||||
);
|
);
|
||||||
@@ -163,7 +211,7 @@ public class Fractal : MonoBehaviour
|
|||||||
scale *= 0.5f;
|
scale *= 0.5f;
|
||||||
jobHandle = new UpdateFractalLevelJob
|
jobHandle = new UpdateFractalLevelJob
|
||||||
{
|
{
|
||||||
spinAngleDelta = spinAngleDelta,
|
deltaTime = deltaTime,
|
||||||
scale = scale,
|
scale = scale,
|
||||||
parents = parts[li - 1],
|
parents = parts[li - 1],
|
||||||
parts = parts[li],
|
parts = parts[li],
|
||||||
@@ -173,12 +221,33 @@ public class Fractal : MonoBehaviour
|
|||||||
jobHandle.Complete();
|
jobHandle.Complete();
|
||||||
|
|
||||||
var bounds = new Bounds(rootPart.worldPosition, float3(3f * objectScale));
|
var bounds = new Bounds(rootPart.worldPosition, float3(3f * objectScale));
|
||||||
|
int leafIndex = matricesBuffers.Length - 1;
|
||||||
for (int i = 0; i < matricesBuffers.Length; i++)
|
for (int i = 0; i < matricesBuffers.Length; i++)
|
||||||
{
|
{
|
||||||
|
Mesh instanceMesh;
|
||||||
|
Color colorA, colorB;
|
||||||
|
if (i == leafIndex)
|
||||||
|
{
|
||||||
|
colorA = leafColorA;
|
||||||
|
colorB = leafColorB;
|
||||||
|
instanceMesh = leafMesh;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
colorA = gradientA.Evaluate(i / (matricesBuffers.Length - 2f));
|
||||||
|
colorB = gradientB.Evaluate(i / (matricesBuffers.Length - 2f));
|
||||||
|
instanceMesh = mesh;
|
||||||
|
}
|
||||||
|
propertyBlock.SetColor(colorAId, colorA);
|
||||||
|
propertyBlock.SetColor(colorBId, colorB);
|
||||||
ComputeBuffer buffer = matricesBuffers[i];
|
ComputeBuffer buffer = matricesBuffers[i];
|
||||||
buffer.SetData(matrices[i]);
|
buffer.SetData(matrices[i]);
|
||||||
|
float gradientInterpolator = i / (matricesBuffers.Length - 1f);
|
||||||
|
propertyBlock.SetColor(colorAId, gradientA.Evaluate(gradientInterpolator));
|
||||||
|
propertyBlock.SetColor(colorBId, gradientB.Evaluate(gradientInterpolator));
|
||||||
propertyBlock.SetBuffer(matricesId, buffer);
|
propertyBlock.SetBuffer(matricesId, buffer);
|
||||||
Graphics.DrawMeshInstancedProcedural(mesh, 0, material, bounds, buffer.count, propertyBlock);
|
propertyBlock.SetVector(sequenceNumbersId, sequenceNumbers[i]);
|
||||||
|
Graphics.DrawMeshInstancedProcedural(instanceMesh, 0, material, bounds, buffer.count, propertyBlock);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -2,6 +2,27 @@
|
|||||||
StructuredBuffer<float3x4> _Matrices;
|
StructuredBuffer<float3x4> _Matrices;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
float4 _ColorA, _ColorB;
|
||||||
|
|
||||||
|
float4 _SequenceNumbers;
|
||||||
|
|
||||||
|
float4 GetFractalColor () {
|
||||||
|
#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
|
||||||
|
float4 color;
|
||||||
|
color.rgb = lerp(
|
||||||
|
_ColorA.rgb, _ColorB.rgb,
|
||||||
|
frac(unity_InstanceID * _SequenceNumbers.x + _SequenceNumbers.y)
|
||||||
|
);
|
||||||
|
color.a = lerp(
|
||||||
|
_ColorA.a, _ColorB.a,
|
||||||
|
frac(unity_InstanceID * _SequenceNumbers.z + _SequenceNumbers.w)
|
||||||
|
);
|
||||||
|
return color;
|
||||||
|
#else
|
||||||
|
return _ColorA;
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
void ConfigureProcedural () {
|
void ConfigureProcedural () {
|
||||||
#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
|
#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
|
||||||
float3x4 m = _Matrices[unity_InstanceID];
|
float3x4 m = _Matrices[unity_InstanceID];
|
||||||
@@ -12,10 +33,12 @@ void ConfigureProcedural () {
|
|||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
void ShaderGraphFunction_float (float3 In, out float3 Out) {
|
void ShaderGraphFunction_float (float3 In, out float3 Out, out float4 FractalColor) {
|
||||||
Out = In;
|
Out = In;
|
||||||
|
FractalColor = GetFractalColor();
|
||||||
}
|
}
|
||||||
|
|
||||||
void ShaderGraphFunction_half (half3 In, out half3 Out) {
|
void ShaderGraphFunction_half (half3 In, out half3 Out, out half4 FractalColor) {
|
||||||
Out = In;
|
Out = In;
|
||||||
|
FractalColor = GetFractalColor();
|
||||||
}
|
}
|
||||||
Reference in new issue
Block a user