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5
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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ef00dc22b3 | ||
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2f409b3606 | ||
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a64346ee62 | ||
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8f4b9e2ae2 | ||
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6f6894c29c |
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folderAsset: yes
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externalObjects: {}
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@@ -0,0 +1,24 @@
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#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
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||||||
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StructuredBuffer<float3> _Positions;
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||||||
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#endif
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||||||
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float _Step;
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||||||
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||||||
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void ConfigureProcedural()
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||||||
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{
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||||||
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#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
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||||||
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float3 position = _Positions[unity_InstanceID];
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unity_ObjectToWorld = 0.0;
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unity_ObjectToWorld._m03_m13_m23_m33 = float4(position, 1.0);
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unity_ObjectToWorld._m00_m11_m22 = _Step;
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#endif
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||||||
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}
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||||||
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||||||
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void ShaderGraphFunction_float (float3 In, out float3 Out) {
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||||||
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Out = In;
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||||||
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}
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void ShaderGraphFunction_half (half3 In, out half3 Out) {
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Out = In;
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}
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Shader "Graph/Point Surface GPU"
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{
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Properties
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{
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_Smoothness("Smoothness", Range(0, 1)) = 0.5
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}
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SubShader
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{
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CGPROGRAM
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#pragma surface ConfigureSurface Standard fullforwardshadows addshadow
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#pragma instancing_options assumeuniformscaling procedural:ConfigureProcedural
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|
#pragma editor_sync_compilation
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||||||
|
#pragma target 4.5
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||||||
|
|
||||||
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#include "Point GPU.hlsl"
|
||||||
|
|
||||||
|
struct Input
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|
{
|
||||||
|
float3 worldPos;
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||||||
|
};
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|
|
||||||
|
float _Smoothness;
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||||||
|
|
||||||
|
void ConfigureSurface(Input input, inout SurfaceOutputStandard surface)
|
||||||
|
{
|
||||||
|
surface.Albedo = saturate(input.worldPos * 0.5 + 0.5);
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||||||
|
surface.Smoothness = _Smoothness;
|
||||||
|
}
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||||||
|
|
||||||
|
ENDCG
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|
}
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|
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FallBack "Diffuse"
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}
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%YAML 1.1
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Material:
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Material:
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|
Shader "Graph/Point Surface"
|
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|
{
|
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|
Properties
|
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|
{
|
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|
_Smoothness("Smoothness", Range(0, 1)) = 0.5
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|
}
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|
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|
SubShader
|
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|
{
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|
CGPROGRAM
|
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|
#pragma surface ConfigureSurface Standard fullforwardshadows
|
||||||
|
#pragma target 3.0
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||||||
|
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|
struct Input
|
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|
{
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|
float3 worldPos;
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||||||
|
};
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||||||
|
|
||||||
|
float _Smoothness;
|
||||||
|
|
||||||
|
void ConfigureSurface(Input input, inout SurfaceOutputStandard surface)
|
||||||
|
{
|
||||||
|
surface.Albedo = saturate(input.worldPos * 0.5 + 0.5);
|
||||||
|
surface.Smoothness = _Smoothness;
|
||||||
|
}
|
||||||
|
|
||||||
|
ENDCG
|
||||||
|
}
|
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|
|
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|
FallBack "Diffuse"
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|
}
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fileFormatVersion: 2
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userData:
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assetBundleName:
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|
|||||||
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|
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externalObjects: {}
|
externalObjects: {}
|
||||||
@@ -0,0 +1,66 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using TMPro;
|
||||||
|
|
||||||
|
public class FrameRateCounter : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
TextMeshProUGUI display = default;
|
||||||
|
|
||||||
|
public enum DisplayMode { FPS, MS };
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
DisplayMode displayMode = DisplayMode.FPS;
|
||||||
|
|
||||||
|
[SerializeField, Range(0.1f, 2.0f)]
|
||||||
|
float sampleDuration = 1.0f;
|
||||||
|
|
||||||
|
int frames;
|
||||||
|
|
||||||
|
float duration;
|
||||||
|
float bestDuration = float.MaxValue;
|
||||||
|
float worstDuration = 0.0f;
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
var frameDuration = Time.unscaledDeltaTime;
|
||||||
|
frames++;
|
||||||
|
duration += frameDuration;
|
||||||
|
|
||||||
|
if (frameDuration < bestDuration)
|
||||||
|
{
|
||||||
|
bestDuration = frameDuration;
|
||||||
|
}
|
||||||
|
if (frameDuration > worstDuration)
|
||||||
|
{
|
||||||
|
worstDuration = frameDuration;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (duration >= sampleDuration)
|
||||||
|
{
|
||||||
|
if (displayMode == DisplayMode.FPS)
|
||||||
|
{
|
||||||
|
display.SetText(
|
||||||
|
"FPS\n{0:0}\n{1:0}\n{2:0}",
|
||||||
|
1.0f / bestDuration,
|
||||||
|
frames / duration,
|
||||||
|
1.0f / worstDuration
|
||||||
|
);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
display.SetText(
|
||||||
|
"FPS\n{0:1}\n{1:1}\n{2:1}",
|
||||||
|
1000.0f * bestDuration,
|
||||||
|
1000.0f * duration / frames,
|
||||||
|
1000.0f * worstDuration
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
frames = 0;
|
||||||
|
duration = 0.0f;
|
||||||
|
bestDuration = float.MaxValue;
|
||||||
|
worstDuration = 0.0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
@@ -1,5 +1,5 @@
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|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
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||||||
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MonoImporter:
|
MonoImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
@@ -0,0 +1,155 @@
|
|||||||
|
#pragma kernel WaveKernel
|
||||||
|
#pragma kernel WaveToMultiWaveKernel
|
||||||
|
#pragma kernel WaveToRippleKernel
|
||||||
|
#pragma kernel WaveToSphereKernel
|
||||||
|
#pragma kernel WaveToTorusKernel
|
||||||
|
|
||||||
|
#pragma kernel MultiWaveToWaveKernel
|
||||||
|
#pragma kernel MultiWaveKernel
|
||||||
|
#pragma kernel MultiWaveToRippleKernel
|
||||||
|
#pragma kernel MultiWaveToSphereKernel
|
||||||
|
#pragma kernel MultiWaveToTorusKernel
|
||||||
|
|
||||||
|
#pragma kernel RippleToWaveKernel
|
||||||
|
#pragma kernel RippleToMultiWaveKernel
|
||||||
|
#pragma kernel RippleKernel
|
||||||
|
#pragma kernel RippleToSphereKernel
|
||||||
|
#pragma kernel RippleToTorusKernel
|
||||||
|
|
||||||
|
#pragma kernel SphereToWaveKernel
|
||||||
|
#pragma kernel SphereToMultiWaveKernel
|
||||||
|
#pragma kernel SphereToRippleKernel
|
||||||
|
#pragma kernel SphereKernel
|
||||||
|
#pragma kernel SphereToTorusKernel
|
||||||
|
|
||||||
|
#pragma kernel TorusToWaveKernel
|
||||||
|
#pragma kernel TorusToMultiWaveKernel
|
||||||
|
#pragma kernel TorusToRippleKernel
|
||||||
|
#pragma kernel TorusToSphereKernel
|
||||||
|
#pragma kernel TorusKernel
|
||||||
|
|
||||||
|
RWStructuredBuffer<float3> _Positions;
|
||||||
|
|
||||||
|
uint _Resolution;
|
||||||
|
|
||||||
|
float _Step;
|
||||||
|
float _Time;
|
||||||
|
float _TransitionProgress;
|
||||||
|
|
||||||
|
float2 GetUV(uint3 id)
|
||||||
|
{
|
||||||
|
return (id.xy + 0.5) * _Step - 1.0;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SetPositions(uint3 id, float3 positions)
|
||||||
|
{
|
||||||
|
if (id.x < _Resolution && id.y < _Resolution)
|
||||||
|
{
|
||||||
|
_Positions[id.x + id.y * _Resolution] = positions;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#define PI 3.14159265358979323846
|
||||||
|
|
||||||
|
float3 Wave(float u, float v, float t)
|
||||||
|
{
|
||||||
|
float3 p;
|
||||||
|
p.x = u;
|
||||||
|
p.y = sin(PI * (u + v + t));
|
||||||
|
p.z = v;
|
||||||
|
return p;
|
||||||
|
}
|
||||||
|
|
||||||
|
float3 MultiWave(float u, float v, float t)
|
||||||
|
{
|
||||||
|
float3 p;
|
||||||
|
p.x = u;
|
||||||
|
p.y = sin(PI * (u + 0.5 * t));
|
||||||
|
p.y += 0.5 * sin(2.0 * PI * (v + t));
|
||||||
|
p.y += sin(PI * (u + v + 0.25 * t));
|
||||||
|
p.y *= 1.0 / 2.5;
|
||||||
|
p.z = v;
|
||||||
|
return p;
|
||||||
|
}
|
||||||
|
|
||||||
|
float3 Ripple(float u, float v, float t)
|
||||||
|
{
|
||||||
|
float d = sqrt(u * u + v * v);
|
||||||
|
float3 p;
|
||||||
|
p.x = u;
|
||||||
|
p.y = sin(PI * (4.0 * d - t));
|
||||||
|
p.y /= 1.0 + 10.0 * d;
|
||||||
|
p.z = v;
|
||||||
|
return p;
|
||||||
|
}
|
||||||
|
|
||||||
|
float3 Sphere(float u, float v, float t)
|
||||||
|
{
|
||||||
|
float r = 0.9 + 0.1 * sin(PI * (6.0 * u + 4.0 * v + t));
|
||||||
|
float s = r * cos(0.5 * PI * v);
|
||||||
|
float3 p;
|
||||||
|
p.x = s * sin(PI * u);
|
||||||
|
p.y = r * sin(0.5 * PI * v);
|
||||||
|
p.z = s * cos(PI * u);
|
||||||
|
return p;
|
||||||
|
}
|
||||||
|
|
||||||
|
float3 Torus(float u, float v, float t)
|
||||||
|
{
|
||||||
|
float r1 = 0.7 + 0.1 * sin(PI * (6.0 * u + 0.5 * t));
|
||||||
|
float r2 = 0.15 + 0.05 * sin(PI * (8.0 * u + 4.0 * v + 2.0 * t));
|
||||||
|
float s = r1 + r2 * cos(PI * v);
|
||||||
|
float3 p;
|
||||||
|
p.x = s * sin(PI * u);
|
||||||
|
p.y = r2 * sin(PI * v);
|
||||||
|
p.z = s * cos(PI * u);
|
||||||
|
return p;
|
||||||
|
}
|
||||||
|
|
||||||
|
#define KERNEL_FUNCTION(function) \
|
||||||
|
[numthreads(8, 8, 1)] \
|
||||||
|
void function##Kernel(uint3 id : SV_DISPATCHTHREADID) \
|
||||||
|
{ \
|
||||||
|
float2 uv = GetUV(id); \
|
||||||
|
SetPositions(id, function(uv.x, uv.y, _Time)); \
|
||||||
|
}
|
||||||
|
|
||||||
|
KERNEL_FUNCTION(Wave)
|
||||||
|
KERNEL_FUNCTION(MultiWave)
|
||||||
|
KERNEL_FUNCTION(Ripple)
|
||||||
|
KERNEL_FUNCTION(Sphere)
|
||||||
|
KERNEL_FUNCTION(Torus)
|
||||||
|
|
||||||
|
#define KERNEL_MOPH_FUNCTION(functionA, functionB) \
|
||||||
|
[numthreads(8, 8, 1)] \
|
||||||
|
void functionA##To##functionB##Kernel(uint3 id : SV_DISPATCHTHREADID) \
|
||||||
|
{ \
|
||||||
|
float2 uv = GetUV(id); \
|
||||||
|
float3 position = lerp(functionA(uv.x, uv.y, _Time), functionB(uv.x, uv.y, _Time), _TransitionProgress); \
|
||||||
|
SetPositions(id, position); \
|
||||||
|
}
|
||||||
|
|
||||||
|
KERNEL_MOPH_FUNCTION(Wave, MultiWave)
|
||||||
|
KERNEL_MOPH_FUNCTION(Wave, Ripple)
|
||||||
|
KERNEL_MOPH_FUNCTION(Wave, Sphere)
|
||||||
|
KERNEL_MOPH_FUNCTION(Wave, Torus)
|
||||||
|
|
||||||
|
KERNEL_MOPH_FUNCTION(MultiWave, Wave)
|
||||||
|
KERNEL_MOPH_FUNCTION(MultiWave, Ripple)
|
||||||
|
KERNEL_MOPH_FUNCTION(MultiWave, Sphere)
|
||||||
|
KERNEL_MOPH_FUNCTION(MultiWave, Torus)
|
||||||
|
|
||||||
|
KERNEL_MOPH_FUNCTION(Ripple, Wave)
|
||||||
|
KERNEL_MOPH_FUNCTION(Ripple, MultiWave)
|
||||||
|
KERNEL_MOPH_FUNCTION(Ripple, Sphere)
|
||||||
|
KERNEL_MOPH_FUNCTION(Ripple, Torus)
|
||||||
|
|
||||||
|
KERNEL_MOPH_FUNCTION(Sphere, Wave)
|
||||||
|
KERNEL_MOPH_FUNCTION(Sphere, MultiWave)
|
||||||
|
KERNEL_MOPH_FUNCTION(Sphere, Ripple)
|
||||||
|
KERNEL_MOPH_FUNCTION(Sphere, Torus)
|
||||||
|
|
||||||
|
KERNEL_MOPH_FUNCTION(Torus, Wave)
|
||||||
|
KERNEL_MOPH_FUNCTION(Torus, MultiWave)
|
||||||
|
KERNEL_MOPH_FUNCTION(Torus, Ripple)
|
||||||
|
KERNEL_MOPH_FUNCTION(Torus, Sphere)
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: c7f7fcb3b4a90614b80aa341489318e7
|
||||||
|
ComputeShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
currentAPIMask: 4
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,94 @@
|
|||||||
|
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 int functionCount => functions.Length;
|
||||||
|
|
||||||
|
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));
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e5d4ebe0e863dfd49b58925b59880bf7
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,110 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class GPUGraph : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
ComputeShader computeShader = default;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
Material material = default;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
Mesh mesh = default;
|
||||||
|
|
||||||
|
const int maxResolution = 1000;
|
||||||
|
|
||||||
|
[SerializeField, Range(10, maxResolution)]
|
||||||
|
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;
|
||||||
|
|
||||||
|
float duration = 0.0f;
|
||||||
|
|
||||||
|
bool transitioning;
|
||||||
|
|
||||||
|
FunctionLibrary.FunctionName transitionFunction;
|
||||||
|
|
||||||
|
ComputeBuffer positionsBuffer;
|
||||||
|
|
||||||
|
static readonly int positionsId = Shader.PropertyToID("_Positions");
|
||||||
|
static readonly int resolutionId = Shader.PropertyToID("_Resolution");
|
||||||
|
static readonly int stepId = Shader.PropertyToID("_Step");
|
||||||
|
static readonly int timeId = Shader.PropertyToID("_Time");
|
||||||
|
static readonly int transitionProgressId = Shader.PropertyToID("_TransitionProgress");
|
||||||
|
|
||||||
|
private void OnEnable()
|
||||||
|
{
|
||||||
|
positionsBuffer = new ComputeBuffer(maxResolution * maxResolution, 3 * 4);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDisable()
|
||||||
|
{
|
||||||
|
positionsBuffer.Release();
|
||||||
|
positionsBuffer = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
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();
|
||||||
|
}
|
||||||
|
UpdateFunctionOnGPU();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void PickNextFunction()
|
||||||
|
{
|
||||||
|
if (transitionMode == TransitionMode.Normal) return;
|
||||||
|
function = transitionMode == TransitionMode.Cycle ?
|
||||||
|
FunctionLibrary.GetNextFunctionName(function) :
|
||||||
|
FunctionLibrary.GetRandomFunctionNameOtherThan(function);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateFunctionOnGPU()
|
||||||
|
{
|
||||||
|
var step = 2f / resolution;
|
||||||
|
computeShader.SetInt(resolutionId, resolution);
|
||||||
|
computeShader.SetFloat(stepId, step);
|
||||||
|
computeShader.SetFloat(timeId, Time.time);
|
||||||
|
if (transitioning)
|
||||||
|
{
|
||||||
|
computeShader.SetFloat(transitionProgressId, Mathf.SmoothStep(0f, 1f, duration / transitionDuration));
|
||||||
|
}
|
||||||
|
|
||||||
|
var kernelIndex = (int)function +
|
||||||
|
(int)(transitioning ? transitionFunction : function) * FunctionLibrary.functionCount;
|
||||||
|
computeShader.SetBuffer(kernelIndex, positionsId, positionsBuffer);
|
||||||
|
|
||||||
|
var groups = Mathf.CeilToInt(resolution / 8f);
|
||||||
|
computeShader.Dispatch(kernelIndex, groups, groups, 1);
|
||||||
|
|
||||||
|
material.SetBuffer(positionsId, positionsBuffer);
|
||||||
|
material.SetFloat(stepId, step);
|
||||||
|
var bounds = new Bounds(Vector3.zero, Vector3.one * (2f + 2f / resolution));
|
||||||
|
Graphics.DrawMeshInstancedProcedural(mesh, 0, material, bounds, resolution * resolution);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 4e99d61420a0d1f459f961121d6fbe77
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,123 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Graph : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
Transform pointPrefab = default;
|
||||||
|
|
||||||
|
[SerializeField, Range(10, 200)]
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 14cd06bfa92d53e4ebc0cde4a0e39db8
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -1,258 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class MovingSphere : MonoBehaviour
|
|
||||||
{
|
|
||||||
[SerializeField, Range(0f, 100f)]
|
|
||||||
private float maxSpeed = 10f;
|
|
||||||
|
|
||||||
[SerializeField, Range(0f, 100f)]
|
|
||||||
private float maxAcceleration = 10f, maxAirAcceleration = 1f;
|
|
||||||
|
|
||||||
[SerializeField, Range(0f, 10f)]
|
|
||||||
private float jumpHeight = 2f;
|
|
||||||
|
|
||||||
[SerializeField, Range(0, 5)]
|
|
||||||
private int maxAirJumps = 0;
|
|
||||||
|
|
||||||
[SerializeField, Range(0f, 90f)]
|
|
||||||
private float maxGroundAngle = 25f, maxStairsAngle = 50f;
|
|
||||||
|
|
||||||
[SerializeField, Range(0f, 100f)]
|
|
||||||
float maxSnapSpeed = 100f;
|
|
||||||
|
|
||||||
[SerializeField, Min(0f)]
|
|
||||||
float probeDistance = 1f;
|
|
||||||
|
|
||||||
[SerializeField]
|
|
||||||
LayerMask probeMask = -1, stairsMask = -1;
|
|
||||||
|
|
||||||
private Rigidbody body;
|
|
||||||
|
|
||||||
private Vector3 desiredVelocity = new Vector3(0f, 0f, 0f);
|
|
||||||
private bool desiredJump = false;
|
|
||||||
|
|
||||||
private int jumpPhase;
|
|
||||||
private Vector3 velocity;
|
|
||||||
private Vector3 contactNormal, steepNormal;
|
|
||||||
private int groundContactCount, steepContactCount;
|
|
||||||
private float minGroundDotProduct, minStairsDotProduct;
|
|
||||||
private int stepsSinceLastGrounded, stepsSinceLastJump;
|
|
||||||
private bool onGround => groundContactCount > 0;
|
|
||||||
private bool onSteep => steepContactCount > 0;
|
|
||||||
|
|
||||||
private float GetMinDot(int layer)
|
|
||||||
{
|
|
||||||
return (stairsMask & (1 << layer)) == 0 ?
|
|
||||||
minGroundDotProduct : minStairsDotProduct;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnValidate()
|
|
||||||
{
|
|
||||||
minGroundDotProduct = Mathf.Cos(maxGroundAngle * Mathf.Deg2Rad);
|
|
||||||
minStairsDotProduct = Mathf.Cos(maxStairsAngle * Mathf.Deg2Rad);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
body = GetComponent<Rigidbody>();
|
|
||||||
OnValidate();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Update()
|
|
||||||
{
|
|
||||||
Vector2 playerInput;
|
|
||||||
playerInput.x = Input.GetAxis("Horizontal");
|
|
||||||
playerInput.y = Input.GetAxis("Vertical");
|
|
||||||
playerInput = Vector2.ClampMagnitude(playerInput, 1f);
|
|
||||||
desiredVelocity = new Vector3(playerInput.x, 0f, playerInput.y) * maxSpeed;
|
|
||||||
|
|
||||||
desiredJump |= Input.GetButtonDown("Jump");
|
|
||||||
|
|
||||||
GetComponent<MeshRenderer>().material.SetColor(
|
|
||||||
"_BaseColor", onGround ? Color.black : Color.white
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void FixedUpdate()
|
|
||||||
{
|
|
||||||
UpdateState();
|
|
||||||
|
|
||||||
AdjustVelocity();
|
|
||||||
|
|
||||||
if (desiredJump)
|
|
||||||
{
|
|
||||||
desiredJump = false;
|
|
||||||
Jump();
|
|
||||||
}
|
|
||||||
|
|
||||||
body.velocity = velocity;
|
|
||||||
|
|
||||||
ClearState();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void UpdateState()
|
|
||||||
{
|
|
||||||
stepsSinceLastGrounded++;
|
|
||||||
stepsSinceLastJump++;
|
|
||||||
velocity = body.velocity;
|
|
||||||
if (onGround || SnapToGround() || CheckSteepContacts())
|
|
||||||
{
|
|
||||||
stepsSinceLastGrounded = 0;
|
|
||||||
if (stepsSinceLastJump > 1)
|
|
||||||
{
|
|
||||||
jumpPhase = 0;
|
|
||||||
}
|
|
||||||
if (groundContactCount > 1)
|
|
||||||
{
|
|
||||||
contactNormal.Normalize();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
contactNormal = Vector3.up;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnCollisionEnter(Collision collision)
|
|
||||||
{
|
|
||||||
EvaluateCollision(collision);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnCollisionStay(Collision collision)
|
|
||||||
{
|
|
||||||
EvaluateCollision(collision);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void EvaluateCollision(Collision collision)
|
|
||||||
{
|
|
||||||
float minDot = GetMinDot(collision.gameObject.layer);
|
|
||||||
for (int i = 0; i < collision.contactCount; i++)
|
|
||||||
{
|
|
||||||
var normal = collision.GetContact(i).normal;
|
|
||||||
if (normal.y >= minDot)
|
|
||||||
{
|
|
||||||
groundContactCount += 1;
|
|
||||||
contactNormal += normal;
|
|
||||||
}
|
|
||||||
else if (normal.y > -0.01f)
|
|
||||||
{
|
|
||||||
steepContactCount += 1;
|
|
||||||
steepNormal += normal;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Jump()
|
|
||||||
{
|
|
||||||
Vector3 jumpDirection;
|
|
||||||
|
|
||||||
if (onGround)
|
|
||||||
{
|
|
||||||
jumpDirection = contactNormal;
|
|
||||||
}
|
|
||||||
else if (onSteep)
|
|
||||||
{
|
|
||||||
jumpDirection = steepNormal;
|
|
||||||
jumpPhase = 0;
|
|
||||||
}
|
|
||||||
else if (maxAirJumps > 0 && jumpPhase <= maxAirJumps)
|
|
||||||
{
|
|
||||||
if (jumpPhase == 0)
|
|
||||||
{
|
|
||||||
jumpPhase = 1;
|
|
||||||
}
|
|
||||||
jumpDirection = contactNormal;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
stepsSinceLastJump = 0;
|
|
||||||
jumpPhase++;
|
|
||||||
float jumpSpeed = Mathf.Sqrt(-2f * Physics.gravity.y * jumpHeight);
|
|
||||||
jumpDirection = (jumpDirection + Vector3.up).normalized;
|
|
||||||
float alignedSpeed = Vector3.Dot(velocity, jumpDirection);
|
|
||||||
if (alignedSpeed > 0f)
|
|
||||||
{
|
|
||||||
jumpSpeed = Mathf.Max(jumpSpeed - alignedSpeed, 0f);
|
|
||||||
}
|
|
||||||
velocity += jumpDirection * jumpSpeed;
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
private void AdjustVelocity()
|
|
||||||
{
|
|
||||||
Vector3 xAxis = ProjectOnContactPlane(Vector3.right).normalized;
|
|
||||||
Vector3 zAxis = ProjectOnContactPlane(Vector3.forward).normalized;
|
|
||||||
|
|
||||||
float currentX = Vector3.Dot(velocity, xAxis);
|
|
||||||
float currentZ = Vector3.Dot(velocity, zAxis);
|
|
||||||
|
|
||||||
float acceleration = onGround ? maxAcceleration : maxAirAcceleration;
|
|
||||||
float maxSpeedChange = acceleration * Time.deltaTime;
|
|
||||||
|
|
||||||
float newX =
|
|
||||||
Mathf.MoveTowards(currentX, desiredVelocity.x, maxSpeedChange);
|
|
||||||
float newZ =
|
|
||||||
Mathf.MoveTowards(currentZ, desiredVelocity.z, maxSpeedChange);
|
|
||||||
|
|
||||||
velocity += xAxis * (newX - currentX) + zAxis * (newZ - currentZ);
|
|
||||||
}
|
|
||||||
|
|
||||||
private Vector3 ProjectOnContactPlane(Vector3 vector)
|
|
||||||
{
|
|
||||||
return vector - contactNormal * Vector3.Dot(vector, contactNormal);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void ClearState()
|
|
||||||
{
|
|
||||||
groundContactCount = steepContactCount = 0;
|
|
||||||
contactNormal = steepNormal = Vector3.zero;
|
|
||||||
}
|
|
||||||
|
|
||||||
private bool SnapToGround()
|
|
||||||
{
|
|
||||||
if (stepsSinceLastGrounded > 1 || stepsSinceLastJump <= 2)
|
|
||||||
{
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
float speed = velocity.magnitude;
|
|
||||||
if (speed > maxSnapSpeed)
|
|
||||||
{
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
if (!Physics.Raycast(body.position, Vector3.down, out RaycastHit hit, probeDistance, probeMask))
|
|
||||||
{
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
if (hit.normal.y < GetMinDot(hit.collider.gameObject.layer))
|
|
||||||
{
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
groundContactCount = 1;
|
|
||||||
contactNormal = hit.normal;
|
|
||||||
float dot = Vector3.Dot(velocity, hit.normal);
|
|
||||||
if (dot > 0f)
|
|
||||||
{
|
|
||||||
velocity = (velocity - hit.normal * dot).normalized * speed;
|
|
||||||
}
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool CheckSteepContacts()
|
|
||||||
{
|
|
||||||
if (steepContactCount > 1)
|
|
||||||
{
|
|
||||||
steepNormal.Normalize();
|
|
||||||
if (steepNormal.y >= minGroundDotProduct)
|
|
||||||
{
|
|
||||||
groundContactCount = 1;
|
|
||||||
contactNormal = steepNormal;
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,14 +0,0 @@
|
|||||||
%YAML 1.1
|
|
||||||
%TAG !u! tag:unity3d.com,2011:
|
|
||||||
--- !u!134 &13400000
|
|
||||||
PhysicMaterial:
|
|
||||||
m_ObjectHideFlags: 0
|
|
||||||
m_CorrespondingSourceObject: {fileID: 0}
|
|
||||||
m_PrefabInstance: {fileID: 0}
|
|
||||||
m_PrefabAsset: {fileID: 0}
|
|
||||||
m_Name: Sphere Physic Material
|
|
||||||
dynamicFriction: 0
|
|
||||||
staticFriction: 0
|
|
||||||
bounciness: 0
|
|
||||||
frictionCombine: 1
|
|
||||||
bounceCombine: 1
|
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 3e12b1f04be465e48b61b3ad0978e7ef
|
|
||||||
NativeFormatImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
mainObjectFileID: 0
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,238 +0,0 @@
|
|||||||
%YAML 1.1
|
|
||||||
%TAG !u! tag:unity3d.com,2011:
|
|
||||||
--- !u!1 &6426552592410720839
|
|
||||||
GameObject:
|
|
||||||
m_ObjectHideFlags: 0
|
|
||||||
m_CorrespondingSourceObject: {fileID: 0}
|
|
||||||
m_PrefabInstance: {fileID: 0}
|
|
||||||
m_PrefabAsset: {fileID: 0}
|
|
||||||
serializedVersion: 6
|
|
||||||
m_Component:
|
|
||||||
- component: {fileID: 6426552592410720835}
|
|
||||||
- component: {fileID: 6426552592410720836}
|
|
||||||
- component: {fileID: 6426552592410720837}
|
|
||||||
- component: {fileID: 6426552592410720838}
|
|
||||||
- component: {fileID: 6426552592410720834}
|
|
||||||
- component: {fileID: 6426552592410720833}
|
|
||||||
- component: {fileID: 6426552592410720832}
|
|
||||||
m_Layer: 8
|
|
||||||
m_Name: Sphere
|
|
||||||
m_TagString: Untagged
|
|
||||||
m_Icon: {fileID: 0}
|
|
||||||
m_NavMeshLayer: 0
|
|
||||||
m_StaticEditorFlags: 0
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Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk),
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with Reserved Font Name Anton.
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This Font Software is licensed under the SIL Open Font License, Version 1.1.
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http://scripts.sil.org/OFL
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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|
-----------------------------------------------------------
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|
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PREAMBLE
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|
The goals of the Open Font License (OFL) are to stimulate worldwide
|
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|
development of collaborative font projects, to support the font creation
|
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|
efforts of academic and linguistic communities, and to provide a free and
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||||||
|
open framework in which fonts may be shared and improved in partnership
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with others.
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|
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||||||
|
The OFL allows the licensed fonts to be used, studied, modified and
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|
redistributed freely as long as they are not sold by themselves. The
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|
fonts, including any derivative works, can be bundled, embedded,
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|
redistributed and/or sold with any software provided that any reserved
|
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|
names are not used by derivative works. The fonts and derivatives,
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||||||
|
however, cannot be released under any other type of license. The
|
||||||
|
requirement for fonts to remain under this license does not apply
|
||||||
|
to any document created using the fonts or their derivatives.
|
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|
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||||||
|
DEFINITIONS
|
||||||
|
"Font Software" refers to the set of files released by the Copyright
|
||||||
|
Holder(s) under this license and clearly marked as such. This may
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|
include source files, build scripts and documentation.
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|
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"Reserved Font Name" refers to any names specified as such after the
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copyright statement(s).
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"Original Version" refers to the collection of Font Software components as
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distributed by the Copyright Holder(s).
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"Modified Version" refers to any derivative made by adding to, deleting,
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or substituting -- in part or in whole -- any of the components of the
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Original Version, by changing formats or by porting the Font Software to a
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new environment.
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"Author" refers to any designer, engineer, programmer, technical
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writer or other person who contributed to the Font Software.
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PERMISSION & CONDITIONS
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Permission is hereby granted, free of charge, to any person obtaining
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|
a copy of the Font Software, to use, study, copy, merge, embed, modify,
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redistribute, and sell modified and unmodified copies of the Font
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Software, subject to the following conditions:
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|
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1) Neither the Font Software nor any of its individual components,
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|
in Original or Modified Versions, may be sold by itself.
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|
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2) Original or Modified Versions of the Font Software may be bundled,
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|
redistributed and/or sold with any software, provided that each copy
|
||||||
|
contains the above copyright notice and this license. These can be
|
||||||
|
included either as stand-alone text files, human-readable headers or
|
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|
in the appropriate machine-readable metadata fields within text or
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|
binary files as long as those fields can be easily viewed by the user.
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|
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|
3) No Modified Version of the Font Software may use the Reserved Font
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|
Name(s) unless explicit written permission is granted by the corresponding
|
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|
Copyright Holder. This restriction only applies to the primary font name as
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|
presented to the users.
|
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|
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||||||
|
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
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|
Software shall not be used to promote, endorse or advertise any
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|
Modified Version, except to acknowledge the contribution(s) of the
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|
Copyright Holder(s) and the Author(s) or with their explicit written
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permission.
|
||||||
|
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||||||
|
5) The Font Software, modified or unmodified, in part or in whole,
|
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|
must be distributed entirely under this license, and must not be
|
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|
distributed under any other license. The requirement for fonts to
|
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|
remain under this license does not apply to any document created
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|
using the Font Software.
|
||||||
|
|
||||||
|
TERMINATION
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||||||
|
This license becomes null and void if any of the above conditions are
|
||||||
|
not met.
|
||||||
|
|
||||||
|
DISCLAIMER
|
||||||
|
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||||
|
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||||
|
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
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OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||||
|
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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|
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||||
|
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||||
|
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
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|
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||||
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http://scripts.sil.org/OFL
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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-----------------------------------------------------------
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PREAMBLE
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however, cannot be released under any other type of license. The
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http://scripts.sil.org/OFL
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-----------------------------------------------------------
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||||||
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||||
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-----------------------------------------------------------
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||||||
|
|
||||||
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PREAMBLE
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||||||
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The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||||
|
development of collaborative font projects, to support the font creation
|
||||||
|
efforts of academic and linguistic communities, and to provide a free and
|
||||||
|
open framework in which fonts may be shared and improved in partnership
|
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with others.
|
||||||
|
|
||||||
|
The OFL allows the licensed fonts to be used, studied, modified and
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redistributed freely as long as they are not sold by themselves. The
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|
fonts, including any derivative works, can be bundled, embedded,
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redistributed and/or sold with any software provided that any reserved
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names are not used by derivative works. The fonts and derivatives,
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however, cannot be released under any other type of license. The
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||||||
|
requirement for fonts to remain under this license does not apply
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to any document created using the fonts or their derivatives.
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|
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DEFINITIONS
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