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d635eeadd2
Author | SHA1 | Date | |
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d635eeadd2 | |||
e987949600 | |||
7ee4755a6a | |||
dd11842558 | |||
9e6b1592ef |
File diff suppressed because one or more lines are too long
@ -152,7 +152,70 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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depth: 8
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mesh: {fileID: 10207, guid: 0000000000000000e000000000000000, type: 0}
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leafMesh: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0}
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material: {fileID: 2100000, guid: 8f3914ac4291e664ba60ae208ae66460, type: 2}
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gradientA:
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serializedVersion: 2
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key0: {r: 0.764151, g: 0.18413278, b: 0, a: 0.3137255}
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key1: {r: 1, g: 1, b: 0, a: 0.3529412}
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key2: {r: 0, g: 0, b: 0, a: 0}
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key3: {r: 0, g: 0, b: 0, a: 0}
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key4: {r: 0, g: 0, b: 0, a: 0}
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key5: {r: 0, g: 0, b: 0, a: 0}
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key6: {r: 0, g: 0, b: 0, a: 0}
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key7: {r: 0, g: 0, b: 0, a: 0}
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ctime0: 0
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ctime1: 65535
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ctime2: 65535
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ctime3: 0
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ctime4: 0
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ctime5: 0
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ctime6: 0
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ctime7: 0
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atime0: 0
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atime1: 65535
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atime2: 0
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atime3: 0
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atime4: 0
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atime5: 0
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atime6: 0
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atime7: 0
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m_Mode: 0
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m_NumColorKeys: 2
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m_NumAlphaKeys: 2
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gradientB:
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serializedVersion: 2
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key0: {r: 0.40392157, g: 0.14109339, b: 0, a: 0.54901963}
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key1: {r: 0, g: 0.6320754, b: 0, a: 0.627451}
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key2: {r: 1, g: 1, b: 0, a: 0}
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key3: {r: 0, g: 0, b: 0, a: 0}
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key4: {r: 0, g: 0, b: 0, a: 0}
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key5: {r: 0, g: 0, b: 0, a: 0}
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key6: {r: 0, g: 0, b: 0, a: 0}
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key7: {r: 0, g: 0, b: 0, a: 0}
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ctime0: 0
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ctime1: 65535
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ctime2: 65535
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ctime3: 0
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ctime4: 0
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ctime5: 0
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ctime6: 0
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ctime7: 0
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atime0: 0
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atime1: 65535
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atime2: 0
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atime3: 0
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atime4: 0
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atime5: 0
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atime6: 0
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atime7: 0
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m_Mode: 0
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m_NumColorKeys: 2
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m_NumAlphaKeys: 2
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leafColorA: {r: 0.45882356, g: 0.97647065, b: 0.29803923, a: 0.49803922}
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leafColorB: {r: 0.21568629, g: 0.4901961, b: 0.13333334, a: 0.9019608}
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maxSagAngleA: 15
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maxSagAngleB: 25
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--- !u!4 &197491476
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Transform:
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m_ObjectHideFlags: 0
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@ -160,13 +223,13 @@ Transform:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 197491472}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalRotation: {x: 0, y: 0, z: 0.17364816, w: 0.9848078}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 0}
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m_RootOrder: 4
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 20}
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--- !u!1 &705507993
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GameObject:
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m_ObjectHideFlags: 0
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@ -3,6 +3,7 @@ using Unity.Collections;
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using Unity.Jobs;
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using Unity.Mathematics;
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using UnityEngine;
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using Random = UnityEngine.Random;
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using static Unity.Mathematics.math;
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using quaternion = Unity.Mathematics.quaternion;
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@ -12,8 +13,8 @@ public class Fractal : MonoBehaviour
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[BurstCompile(FloatPrecision.Standard, FloatMode.Fast, CompileSynchronously = true)]
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private struct UpdateFractalLevelJob : IJobFor
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{
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public float spinAngleDelta;
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public float scale;
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public float deltaTime;
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[ReadOnly]
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public NativeArray<FractalPart> parents;
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@ -27,13 +28,34 @@ public class Fractal : MonoBehaviour
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{
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var parent = parents[i / 5];
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var part = parts[i];
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part.spinAngle += spinAngleDelta;
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part.worldRotation = mul(parent.worldRotation,
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part.spinAngle += part.spinVelocity * deltaTime;
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float3 upAxis =
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mul(mul(parent.worldRotation, part.rotation), up());
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float3 sagAxis = cross(up(), upAxis);
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float sagMagnitude = length(sagAxis);
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quaternion baseRotation;
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if (sagMagnitude > 0f)
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{
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sagAxis /= sagMagnitude;
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quaternion sagRotation =
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quaternion.AxisAngle(sagAxis, part.maxSagAngle * sagMagnitude);
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baseRotation = mul(sagRotation, parent.worldRotation);
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}
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else
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{
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baseRotation = parent.worldRotation;
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}
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part.worldRotation = mul(baseRotation,
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mul(part.rotation, quaternion.RotateY(part.spinAngle))
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);
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part.worldPosition =
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parent.worldPosition +
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mul(parent.worldRotation, 1.5f * scale * part.direction);
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mul(part.worldRotation, float3(0f, 1.5f * scale, 0f));
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parts[i] = part;
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float3x3 r = float3x3(part.worldRotation) * scale;
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@ -43,24 +65,39 @@ public class Fractal : MonoBehaviour
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private struct FractalPart
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{
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public float3 direction, worldPosition;
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public float3 worldPosition;
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public quaternion rotation, worldRotation;
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public float spinAngle;
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public float maxSagAngle, spinAngle, spinVelocity;
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}
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NativeArray<FractalPart>[] parts;
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NativeArray<float3x4>[] matrices;
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[SerializeField, Range(1, 8)]
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[SerializeField, Range(3, 8)]
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int depth = 4;
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[SerializeField]
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Mesh mesh = default;
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Mesh mesh = default, leafMesh = default;
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[SerializeField]
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Material material = default;
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[SerializeField]
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Gradient gradientA = default, gradientB = default;
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[SerializeField]
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Color leafColorA = default, leafColorB = default;
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[SerializeField, Range(0f, 90f)]
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float maxSagAngleA = 15f, maxSagAngleB = 25f;
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[SerializeField, Range(0f, 90f)]
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float spinSpeedA = 20f, spinSpeedB = 25f;
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[SerializeField, Range(0f, 1f)]
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float reverseSpinChance = 0.25f;
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static float3[] directions =
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{
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up(), right(), left(), forward(), back()
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@ -77,14 +114,22 @@ public class Fractal : MonoBehaviour
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{
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return new FractalPart()
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{
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direction = directions[childIndex],
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rotation = rotations[childIndex]
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maxSagAngle = radians(Random.Range(maxSagAngleA, maxSagAngleB)),
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rotation = rotations[childIndex],
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spinVelocity =
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(Random.value < reverseSpinChance ? -1f : 1f) *
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radians(Random.Range(spinSpeedA, spinSpeedB))
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};
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}
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ComputeBuffer[] matricesBuffers;
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Vector4[] sequenceNumbers;
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static readonly int colorAId = Shader.PropertyToID("_ColorA");
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static readonly int colorBId = Shader.PropertyToID("_ColorB");
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static readonly int matricesId = Shader.PropertyToID("_Matrices");
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static readonly int sequenceNumbersId = Shader.PropertyToID("_SequenceNumbers");
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static MaterialPropertyBlock propertyBlock;
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@ -93,12 +138,14 @@ public class Fractal : MonoBehaviour
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parts = new NativeArray<FractalPart>[depth];
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matrices = new NativeArray<float3x4>[depth];
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matricesBuffers = new ComputeBuffer[depth];
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sequenceNumbers = new Vector4[depth];
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int stride = 12 * 4;
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for (int i = 0, length = 1; i < parts.Length; i++, length *= 5)
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{
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parts[i] = new NativeArray<FractalPart>(length, Allocator.Persistent);
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matrices[i] = new NativeArray<float3x4>(length, Allocator.Persistent);
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matricesBuffers[i] = new ComputeBuffer(length, stride);
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sequenceNumbers[i] = new Vector4(Random.value, Random.value, Random.value, Random.value);
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}
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parts[0][0] = CreatePart(0);
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@ -131,6 +178,7 @@ public class Fractal : MonoBehaviour
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parts = null;
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matrices = null;
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matricesBuffers = null;
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sequenceNumbers = null;
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}
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void OnValidate()
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@ -144,9 +192,9 @@ public class Fractal : MonoBehaviour
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private void Update()
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{
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float spinAngleDelta = 0.125f * PI * Time.deltaTime;
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float deltaTime = Time.deltaTime;
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FractalPart rootPart = parts[0][0];
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rootPart.spinAngle += spinAngleDelta;
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rootPart.spinAngle += rootPart.spinVelocity * deltaTime;
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rootPart.worldRotation = mul(transform.rotation,
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mul(rootPart.rotation, quaternion.RotateY(rootPart.spinAngle))
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);
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@ -163,7 +211,7 @@ public class Fractal : MonoBehaviour
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scale *= 0.5f;
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jobHandle = new UpdateFractalLevelJob
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{
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spinAngleDelta = spinAngleDelta,
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deltaTime = deltaTime,
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scale = scale,
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parents = parts[li - 1],
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parts = parts[li],
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@ -173,12 +221,33 @@ public class Fractal : MonoBehaviour
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jobHandle.Complete();
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var bounds = new Bounds(rootPart.worldPosition, float3(3f * objectScale));
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int leafIndex = matricesBuffers.Length - 1;
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for (int i = 0; i < matricesBuffers.Length; i++)
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{
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Mesh instanceMesh;
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Color colorA, colorB;
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if (i == leafIndex)
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{
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colorA = leafColorA;
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colorB = leafColorB;
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instanceMesh = leafMesh;
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}
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else
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{
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colorA = gradientA.Evaluate(i / (matricesBuffers.Length - 2f));
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colorB = gradientB.Evaluate(i / (matricesBuffers.Length - 2f));
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instanceMesh = mesh;
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}
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propertyBlock.SetColor(colorAId, colorA);
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propertyBlock.SetColor(colorBId, colorB);
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ComputeBuffer buffer = matricesBuffers[i];
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buffer.SetData(matrices[i]);
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float gradientInterpolator = i / (matricesBuffers.Length - 1f);
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propertyBlock.SetColor(colorAId, gradientA.Evaluate(gradientInterpolator));
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propertyBlock.SetColor(colorBId, gradientB.Evaluate(gradientInterpolator));
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propertyBlock.SetBuffer(matricesId, buffer);
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Graphics.DrawMeshInstancedProcedural(mesh, 0, material, bounds, buffer.count, propertyBlock);
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propertyBlock.SetVector(sequenceNumbersId, sequenceNumbers[i]);
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Graphics.DrawMeshInstancedProcedural(instanceMesh, 0, material, bounds, buffer.count, propertyBlock);
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}
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}
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}
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@ -2,6 +2,27 @@
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StructuredBuffer<float3x4> _Matrices;
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#endif
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float4 _ColorA, _ColorB;
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float4 _SequenceNumbers;
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float4 GetFractalColor () {
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#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
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float4 color;
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color.rgb = lerp(
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_ColorA.rgb, _ColorB.rgb,
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frac(unity_InstanceID * _SequenceNumbers.x + _SequenceNumbers.y)
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);
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color.a = lerp(
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_ColorA.a, _ColorB.a,
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frac(unity_InstanceID * _SequenceNumbers.z + _SequenceNumbers.w)
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);
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return color;
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#else
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return _ColorA;
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#endif
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}
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void ConfigureProcedural () {
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#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
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float3x4 m = _Matrices[unity_InstanceID];
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@ -12,10 +33,12 @@ void ConfigureProcedural () {
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#endif
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}
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void ShaderGraphFunction_float (float3 In, out float3 Out) {
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void ShaderGraphFunction_float (float3 In, out float3 Out, out float4 FractalColor) {
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Out = In;
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FractalColor = GetFractalColor();
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}
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void ShaderGraphFunction_half (half3 In, out half3 Out) {
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void ShaderGraphFunction_half (half3 In, out half3 Out, out half4 FractalColor) {
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Out = In;
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FractalColor = GetFractalColor();
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}
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Reference in New Issue
Block a user