From Mathematical Surfaces
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Assets/Point/Point Surface.mat
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Assets/Point/Point Surface.shader
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Shader "Graph/Point Surface"
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{
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Properties
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_Smoothness("Smoothness", Range(0, 1)) = 0.5
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{
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CGPROGRAM
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#pragma surface ConfigureSurface Standard fullforwardshadows
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#pragma target 3.0
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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;
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void ConfigureSurface(Input input, inout SurfaceOutputStandard surface)
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{
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surface.Albedo = saturate(input.worldPos * 0.5 + 0.5);
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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Assets/Point/Point URP.mat
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71
Assets/Script/FunctionLibrary.cs
Normal file
71
Assets/Script/FunctionLibrary.cs
Normal file
@ -0,0 +1,71 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using static UnityEngine.Mathf;
|
||||||
|
|
||||||
|
public static class FunctionLibrary
|
||||||
|
{
|
||||||
|
public delegate Vector3 Function(float u, float v, float y);
|
||||||
|
|
||||||
|
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 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;
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Script/FunctionLibrary.cs.meta
Normal file
11
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Normal file
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48
Assets/Script/Graph.cs
Normal file
48
Assets/Script/Graph.cs
Normal file
@ -0,0 +1,48 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Graph : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
Transform pointPrefab = default;
|
||||||
|
|
||||||
|
[SerializeField, Range(10, 100)]
|
||||||
|
int resolution = 10;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
FunctionLibrary.FunctionName function = default;
|
||||||
|
|
||||||
|
Transform[] points;
|
||||||
|
|
||||||
|
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()
|
||||||
|
{
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Script/Graph.cs.meta
Normal file
11
Assets/Script/Graph.cs.meta
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8
Assets/URP.meta
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8
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56
Assets/URP/URP.asset
Normal file
56
Assets/URP/URP.asset
Normal file
@ -0,0 +1,56 @@
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|
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Assets/URP/URP_Renderer.asset
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Reference in New Issue
Block a user