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7
Commits
| Author | SHA1 | Date | |
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d635eeadd2 | ||
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e987949600 | ||
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7ee4755a6a | ||
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dd11842558 | ||
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9e6b1592ef | ||
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4d861c50dd | ||
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7978a33921 |
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GameObject:
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GameObject:
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@@ -0,0 +1,253 @@
|
|||||||
|
using Unity.Burst;
|
||||||
|
using Unity.Collections;
|
||||||
|
using Unity.Jobs;
|
||||||
|
using Unity.Mathematics;
|
||||||
|
using UnityEngine;
|
||||||
|
using Random = UnityEngine.Random;
|
||||||
|
|
||||||
|
using static Unity.Mathematics.math;
|
||||||
|
using quaternion = Unity.Mathematics.quaternion;
|
||||||
|
|
||||||
|
public class Fractal : MonoBehaviour
|
||||||
|
{
|
||||||
|
[BurstCompile(FloatPrecision.Standard, FloatMode.Fast, CompileSynchronously = true)]
|
||||||
|
private struct UpdateFractalLevelJob : IJobFor
|
||||||
|
{
|
||||||
|
public float scale;
|
||||||
|
public float deltaTime;
|
||||||
|
|
||||||
|
[ReadOnly]
|
||||||
|
public NativeArray<FractalPart> parents;
|
||||||
|
|
||||||
|
public NativeArray<FractalPart> parts;
|
||||||
|
|
||||||
|
[WriteOnly]
|
||||||
|
public NativeArray<float3x4> matrices;
|
||||||
|
|
||||||
|
public void Execute(int i)
|
||||||
|
{
|
||||||
|
var parent = parents[i / 5];
|
||||||
|
var part = parts[i];
|
||||||
|
part.spinAngle += part.spinVelocity * deltaTime;
|
||||||
|
|
||||||
|
|
||||||
|
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))
|
||||||
|
);
|
||||||
|
|
||||||
|
part.worldPosition =
|
||||||
|
parent.worldPosition +
|
||||||
|
mul(part.worldRotation, float3(0f, 1.5f * scale, 0f));
|
||||||
|
parts[i] = part;
|
||||||
|
|
||||||
|
float3x3 r = float3x3(part.worldRotation) * scale;
|
||||||
|
matrices[i] = float3x4(r.c0, r.c1, r.c2, part.worldPosition);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private struct FractalPart
|
||||||
|
{
|
||||||
|
public float3 worldPosition;
|
||||||
|
public quaternion rotation, worldRotation;
|
||||||
|
public float maxSagAngle, spinAngle, spinVelocity;
|
||||||
|
}
|
||||||
|
|
||||||
|
NativeArray<FractalPart>[] parts;
|
||||||
|
|
||||||
|
NativeArray<float3x4>[] matrices;
|
||||||
|
|
||||||
|
[SerializeField, Range(3, 8)]
|
||||||
|
int depth = 4;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
Mesh mesh = default, leafMesh = default;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
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 =
|
||||||
|
{
|
||||||
|
up(), right(), left(), forward(), back()
|
||||||
|
};
|
||||||
|
|
||||||
|
static quaternion[] rotations =
|
||||||
|
{
|
||||||
|
quaternion.identity,
|
||||||
|
quaternion.RotateZ(-0.5f * PI), quaternion.RotateZ(0.5f * PI),
|
||||||
|
quaternion.RotateX(0.5f * PI), quaternion.RotateX(-0.5f * PI)
|
||||||
|
};
|
||||||
|
|
||||||
|
private FractalPart CreatePart(int childIndex)
|
||||||
|
{
|
||||||
|
return new FractalPart()
|
||||||
|
{
|
||||||
|
maxSagAngle = radians(Random.Range(maxSagAngleA, maxSagAngleB)),
|
||||||
|
rotation = rotations[childIndex],
|
||||||
|
spinVelocity =
|
||||||
|
(Random.value < reverseSpinChance ? -1f : 1f) *
|
||||||
|
radians(Random.Range(spinSpeedA, spinSpeedB))
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
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 sequenceNumbersId = Shader.PropertyToID("_SequenceNumbers");
|
||||||
|
|
||||||
|
static MaterialPropertyBlock propertyBlock;
|
||||||
|
|
||||||
|
private void OnEnable()
|
||||||
|
{
|
||||||
|
parts = new NativeArray<FractalPart>[depth];
|
||||||
|
matrices = new NativeArray<float3x4>[depth];
|
||||||
|
matricesBuffers = new ComputeBuffer[depth];
|
||||||
|
sequenceNumbers = new Vector4[depth];
|
||||||
|
int stride = 12 * 4;
|
||||||
|
for (int i = 0, length = 1; i < parts.Length; i++, length *= 5)
|
||||||
|
{
|
||||||
|
parts[i] = new NativeArray<FractalPart>(length, Allocator.Persistent);
|
||||||
|
matrices[i] = new NativeArray<float3x4>(length, Allocator.Persistent);
|
||||||
|
matricesBuffers[i] = new ComputeBuffer(length, stride);
|
||||||
|
sequenceNumbers[i] = new Vector4(Random.value, Random.value, Random.value, Random.value);
|
||||||
|
}
|
||||||
|
|
||||||
|
parts[0][0] = CreatePart(0);
|
||||||
|
for (int li = 1; li < parts.Length; li++)
|
||||||
|
{
|
||||||
|
NativeArray<FractalPart> levelParts = parts[li];
|
||||||
|
for (int fpi = 0; fpi < levelParts.Length; fpi += 5)
|
||||||
|
{
|
||||||
|
for (int ci = 0; ci < 5; ci++)
|
||||||
|
{
|
||||||
|
levelParts[fpi + ci] = CreatePart(ci);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (propertyBlock == null)
|
||||||
|
{
|
||||||
|
propertyBlock = new MaterialPropertyBlock();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDisable()
|
||||||
|
{
|
||||||
|
for (int i = 0; i < matricesBuffers.Length; i++)
|
||||||
|
{
|
||||||
|
matricesBuffers[i].Release();
|
||||||
|
parts[i].Dispose();
|
||||||
|
matrices[i].Dispose();
|
||||||
|
}
|
||||||
|
parts = null;
|
||||||
|
matrices = null;
|
||||||
|
matricesBuffers = null;
|
||||||
|
sequenceNumbers = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnValidate()
|
||||||
|
{
|
||||||
|
if (parts != null && enabled)
|
||||||
|
{
|
||||||
|
OnDisable();
|
||||||
|
OnEnable();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
float deltaTime = Time.deltaTime;
|
||||||
|
FractalPart rootPart = parts[0][0];
|
||||||
|
rootPart.spinAngle += rootPart.spinVelocity * deltaTime;
|
||||||
|
rootPart.worldRotation = mul(transform.rotation,
|
||||||
|
mul(rootPart.rotation, quaternion.RotateY(rootPart.spinAngle))
|
||||||
|
);
|
||||||
|
rootPart.worldPosition = transform.position;
|
||||||
|
parts[0][0] = rootPart;
|
||||||
|
float objectScale = transform.lossyScale.x;
|
||||||
|
float3x3 r = float3x3(rootPart.worldRotation) * objectScale;
|
||||||
|
matrices[0][0] = float3x4(r.c0, r.c1, r.c2, rootPart.worldPosition);
|
||||||
|
|
||||||
|
float scale = objectScale;
|
||||||
|
JobHandle jobHandle = default;
|
||||||
|
for (int li = 1; li < parts.Length; li++)
|
||||||
|
{
|
||||||
|
scale *= 0.5f;
|
||||||
|
jobHandle = new UpdateFractalLevelJob
|
||||||
|
{
|
||||||
|
deltaTime = deltaTime,
|
||||||
|
scale = scale,
|
||||||
|
parents = parts[li - 1],
|
||||||
|
parts = parts[li],
|
||||||
|
matrices = matrices[li]
|
||||||
|
}.ScheduleParallel(parts[li].Length, 5, jobHandle);
|
||||||
|
}
|
||||||
|
jobHandle.Complete();
|
||||||
|
|
||||||
|
var bounds = new Bounds(rootPart.worldPosition, float3(3f * objectScale));
|
||||||
|
int leafIndex = matricesBuffers.Length - 1;
|
||||||
|
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];
|
||||||
|
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.SetVector(sequenceNumbersId, sequenceNumbers[i]);
|
||||||
|
Graphics.DrawMeshInstancedProcedural(instanceMesh, 0, material, bounds, buffer.count, propertyBlock);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: e5d4ebe0e863dfd49b58925b59880bf7
|
guid: bef3764eec961e04db4297ce68f82391
|
||||||
MonoImporter:
|
MonoImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
@@ -1,92 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using static UnityEngine.Mathf;
|
|
||||||
|
|
||||||
public static class FunctionLibrary
|
|
||||||
{
|
|
||||||
public delegate Vector3 Function(float u, float v, float t);
|
|
||||||
|
|
||||||
public enum FunctionName { Wave, MultiWave, Ripple, Sphere, Torus }
|
|
||||||
|
|
||||||
private static Function[] functions = { Wave, MultiWave, Ripple, Sphere, Torus };
|
|
||||||
|
|
||||||
public static Function GetFunction(FunctionName name)
|
|
||||||
{
|
|
||||||
return functions[(int)name];
|
|
||||||
}
|
|
||||||
|
|
||||||
public static FunctionName GetNextFunctionName(FunctionName name)
|
|
||||||
{
|
|
||||||
return (int)name < functions.Length - 1 ? name + 1 : 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
public static FunctionName GetRandomFunctionName()
|
|
||||||
{
|
|
||||||
return (FunctionName)Random.Range(0, functions.Length);
|
|
||||||
}
|
|
||||||
|
|
||||||
public static FunctionName GetRandomFunctionNameOtherThan(FunctionName name)
|
|
||||||
{
|
|
||||||
var choice = (FunctionName)Random.Range(1, functions.Length);
|
|
||||||
return choice == name ? 0 : choice;
|
|
||||||
}
|
|
||||||
|
|
||||||
public static Vector3 Wave(float u, float v, float t)
|
|
||||||
{
|
|
||||||
Vector3 p;
|
|
||||||
p.x = u;
|
|
||||||
p.y = Sin(PI * (u + v + t));
|
|
||||||
p.z = v;
|
|
||||||
return p;
|
|
||||||
}
|
|
||||||
|
|
||||||
public static Vector3 MultiWave(float u, float v, float t)
|
|
||||||
{
|
|
||||||
Vector3 p;
|
|
||||||
p.x = u;
|
|
||||||
p.y = Sin(PI * (u + 0.5f * t));
|
|
||||||
p.y += 0.5f * Sin(2f * PI * (v + t));
|
|
||||||
p.y += Sin(PI * (u + v + 0.25f * t));
|
|
||||||
p.y *= 1f / 2.5f;
|
|
||||||
p.z = v;
|
|
||||||
return p;
|
|
||||||
}
|
|
||||||
|
|
||||||
public static Vector3 Ripple(float u, float v, float t)
|
|
||||||
{
|
|
||||||
var d = Sqrt(u * u + v * v);
|
|
||||||
Vector3 p;
|
|
||||||
p.x = u;
|
|
||||||
p.y = Sin(PI * (4f * d - t));
|
|
||||||
p.y /= 1f + 10f * d;
|
|
||||||
p.z = v;
|
|
||||||
return p;
|
|
||||||
}
|
|
||||||
|
|
||||||
public static Vector3 Sphere(float u, float v, float t)
|
|
||||||
{
|
|
||||||
float r = 0.9f + 0.1f * Sin(PI * (6f * u + 4f * v + t));
|
|
||||||
float s = r * Cos(0.5f * PI * v);
|
|
||||||
Vector3 p;
|
|
||||||
p.x = s * Sin(PI * u);
|
|
||||||
p.y = r * Sin(0.5f * PI * v);
|
|
||||||
p.z = s * Cos(PI * u);
|
|
||||||
return p;
|
|
||||||
}
|
|
||||||
|
|
||||||
public static Vector3 Torus(float u, float v, float t)
|
|
||||||
{
|
|
||||||
float r1 = 0.7f + 0.1f * Sin(PI * (6f * u + 0.5f * t));
|
|
||||||
float r2 = 0.15f + 0.05f * Sin(PI * (8f * u + 4f * v + 2f * t));
|
|
||||||
float s = r1 + r2 * Cos(PI * v);
|
|
||||||
Vector3 p;
|
|
||||||
p.x = s * Sin(PI * u);
|
|
||||||
p.y = r2 * Sin(PI * v);
|
|
||||||
p.z = s * Cos(PI * u);
|
|
||||||
return p;
|
|
||||||
}
|
|
||||||
|
|
||||||
public static Vector3 Morph(float u, float v, float t, Function from, Function to, float progress)
|
|
||||||
{
|
|
||||||
return Vector3.LerpUnclamped(from(u, v, t), to(u, v, t), SmoothStep(0.0f, 1.0f, progress));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,123 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class Graph : MonoBehaviour
|
|
||||||
{
|
|
||||||
[SerializeField]
|
|
||||||
Transform pointPrefab = default;
|
|
||||||
|
|
||||||
[SerializeField, Range(10, 100)]
|
|
||||||
int resolution = 10;
|
|
||||||
|
|
||||||
[SerializeField]
|
|
||||||
FunctionLibrary.FunctionName function = default;
|
|
||||||
|
|
||||||
public enum TransitionMode { Normal, Cycle, Random }
|
|
||||||
|
|
||||||
[SerializeField]
|
|
||||||
TransitionMode transitionMode = TransitionMode.Normal;
|
|
||||||
|
|
||||||
[SerializeField, Min(0.0f)]
|
|
||||||
float functionDuration = 1.0f;
|
|
||||||
|
|
||||||
[SerializeField, Min(0.0f)]
|
|
||||||
float transitionDuration = 1.0f;
|
|
||||||
|
|
||||||
Transform[] points;
|
|
||||||
|
|
||||||
float duration = 0.0f;
|
|
||||||
|
|
||||||
bool transitioning;
|
|
||||||
|
|
||||||
FunctionLibrary.FunctionName transitionFunction;
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
var step = 2f / resolution;
|
|
||||||
var scale = Vector3.one * step;
|
|
||||||
points = new Transform[resolution * resolution];
|
|
||||||
for (int i = 0; i < points.Length; i++)
|
|
||||||
{
|
|
||||||
Transform point = Instantiate(pointPrefab);
|
|
||||||
point.localScale = scale;
|
|
||||||
point.SetParent(transform, false);
|
|
||||||
points[i] = point;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Update()
|
|
||||||
{
|
|
||||||
duration += Time.deltaTime;
|
|
||||||
if (transitioning)
|
|
||||||
{
|
|
||||||
if (duration >= transitionDuration)
|
|
||||||
{
|
|
||||||
duration -= transitionDuration;
|
|
||||||
transitioning = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else if (duration >= functionDuration)
|
|
||||||
{
|
|
||||||
duration -= functionDuration;
|
|
||||||
transitioning = true;
|
|
||||||
transitionFunction = function;
|
|
||||||
PickNextFunction();
|
|
||||||
}
|
|
||||||
if (transitioning)
|
|
||||||
{
|
|
||||||
UpdateFunctionTransition();
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
UpdateFunction();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void PickNextFunction()
|
|
||||||
{
|
|
||||||
if (transitionMode == TransitionMode.Normal) return;
|
|
||||||
function = transitionMode == TransitionMode.Cycle ?
|
|
||||||
FunctionLibrary.GetNextFunctionName(function) :
|
|
||||||
FunctionLibrary.GetRandomFunctionNameOtherThan(function);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void UpdateFunction()
|
|
||||||
{
|
|
||||||
FunctionLibrary.Function f = FunctionLibrary.GetFunction(function);
|
|
||||||
var time = Time.time;
|
|
||||||
var step = 2.0f / resolution;
|
|
||||||
var v = 0.5f * step - 1f;
|
|
||||||
for (int i = 0, x = 0, z = 0; i < points.Length; i++, x++)
|
|
||||||
{
|
|
||||||
if (x == resolution)
|
|
||||||
{
|
|
||||||
x = 0;
|
|
||||||
z += 1;
|
|
||||||
v = (z + 0.5f) * step - 1f;
|
|
||||||
}
|
|
||||||
float u = (x + 0.5f) * step - 1f;
|
|
||||||
points[i].localPosition = f(u, v, time);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void UpdateFunctionTransition()
|
|
||||||
{
|
|
||||||
FunctionLibrary.Function
|
|
||||||
from = FunctionLibrary.GetFunction(transitionFunction),
|
|
||||||
to = FunctionLibrary.GetFunction(function);
|
|
||||||
float progress = duration / transitionDuration;
|
|
||||||
float time = Time.time;
|
|
||||||
float step = 2f / resolution;
|
|
||||||
float v = 0.5f * step - 1f;
|
|
||||||
for (int i = 0, x = 0, z = 0; i < points.Length; i++, x++)
|
|
||||||
{
|
|
||||||
if (x == resolution)
|
|
||||||
{
|
|
||||||
x = 0;
|
|
||||||
z += 1;
|
|
||||||
v = (z + 0.5f) * step - 1f;
|
|
||||||
}
|
|
||||||
float u = (x + 0.5f) * step - 1f;
|
|
||||||
points[i].localPosition = FunctionLibrary.Morph(u, v, time, from, to, progress);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 14cd06bfa92d53e4ebc0cde4a0e39db8
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -0,0 +1,44 @@
|
|||||||
|
#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
|
||||||
|
StructuredBuffer<float3x4> _Matrices;
|
||||||
|
#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 () {
|
||||||
|
#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
|
||||||
|
float3x4 m = _Matrices[unity_InstanceID];
|
||||||
|
unity_ObjectToWorld._m00_m01_m02_m03 = m._m00_m01_m02_m03;
|
||||||
|
unity_ObjectToWorld._m10_m11_m12_m13 = m._m10_m11_m12_m13;
|
||||||
|
unity_ObjectToWorld._m20_m21_m22_m23 = m._m20_m21_m22_m23;
|
||||||
|
unity_ObjectToWorld._m30_m31_m32_m33 = float4(0.0, 0.0, 0.0, 1.0);
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
|
void ShaderGraphFunction_float (float3 In, out float3 Out, out float4 FractalColor) {
|
||||||
|
Out = In;
|
||||||
|
FractalColor = GetFractalColor();
|
||||||
|
}
|
||||||
|
|
||||||
|
void ShaderGraphFunction_half (half3 In, out half3 Out, out half4 FractalColor) {
|
||||||
|
Out = In;
|
||||||
|
FractalColor = GetFractalColor();
|
||||||
|
}
|
||||||
@@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: dc209e68d98853d44a1454b74031fae0
|
guid: 0ed85852d1001bf44b1fef32640df23b
|
||||||
ShaderImporter:
|
ShaderImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
defaultTextures: []
|
defaultTextures: []
|
||||||
@@ -1,5 +1,6 @@
|
|||||||
{
|
{
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
|
"com.unity.burst": "1.4.4",
|
||||||
"com.unity.render-pipelines.universal": "7.5.3",
|
"com.unity.render-pipelines.universal": "7.5.3",
|
||||||
"com.unity.textmeshpro": "2.1.3",
|
"com.unity.textmeshpro": "2.1.3",
|
||||||
"com.unity.modules.ai": "1.0.0",
|
"com.unity.modules.ai": "1.0.0",
|
||||||
|
|||||||
@@ -1,5 +1,21 @@
|
|||||||
{
|
{
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
|
"com.unity.burst": {
|
||||||
|
"version": "1.4.4",
|
||||||
|
"depth": 0,
|
||||||
|
"source": "registry",
|
||||||
|
"dependencies": {
|
||||||
|
"com.unity.mathematics": "1.2.1"
|
||||||
|
},
|
||||||
|
"url": "https://packages.unity.cn"
|
||||||
|
},
|
||||||
|
"com.unity.mathematics": {
|
||||||
|
"version": "1.2.1",
|
||||||
|
"depth": 1,
|
||||||
|
"source": "registry",
|
||||||
|
"dependencies": {},
|
||||||
|
"url": "https://packages.unity.cn"
|
||||||
|
},
|
||||||
"com.unity.render-pipelines.core": {
|
"com.unity.render-pipelines.core": {
|
||||||
"version": "7.5.3",
|
"version": "7.5.3",
|
||||||
"depth": 1,
|
"depth": 1,
|
||||||
|
|||||||
@@ -0,0 +1,16 @@
|
|||||||
|
{
|
||||||
|
"MonoBehaviour": {
|
||||||
|
"Version": 3,
|
||||||
|
"EnableBurstCompilation": true,
|
||||||
|
"EnableOptimisations": true,
|
||||||
|
"EnableSafetyChecks": false,
|
||||||
|
"EnableDebugInAllBuilds": false,
|
||||||
|
"UsePlatformSDKLinker": false,
|
||||||
|
"CpuMinTargetX32": 0,
|
||||||
|
"CpuMaxTargetX32": 0,
|
||||||
|
"CpuMinTargetX64": 0,
|
||||||
|
"CpuMaxTargetX64": 0,
|
||||||
|
"CpuTargetsX32": 6,
|
||||||
|
"CpuTargetsX64": 72
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -584,7 +584,8 @@ PlayerSettings:
|
|||||||
webGLWasmStreaming: 0
|
webGLWasmStreaming: 0
|
||||||
scriptingDefineSymbols: {}
|
scriptingDefineSymbols: {}
|
||||||
platformArchitecture: {}
|
platformArchitecture: {}
|
||||||
scriptingBackend: {}
|
scriptingBackend:
|
||||||
|
Standalone: 0
|
||||||
il2cppCompilerConfiguration: {}
|
il2cppCompilerConfiguration: {}
|
||||||
managedStrippingLevel: {}
|
managedStrippingLevel: {}
|
||||||
incrementalIl2cppBuild: {}
|
incrementalIl2cppBuild: {}
|
||||||
|
|||||||
Reference in New Issue
Block a user