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0 @@ -173,7 +173,36 @@ MonoBehaviour: ctime7: 0 atime0: 0 atime1: 65535 - atime2: 65535 + atime2: 0 + atime3: 0 + atime4: 0 + atime5: 0 + atime6: 0 + atime7: 0 + m_Mode: 0 + m_NumColorKeys: 3 + m_NumAlphaKeys: 2 + gradientB: + serializedVersion: 2 + key0: {r: 0, g: 0, b: 1, a: 1} + key1: {r: 1, g: 1, b: 1, a: 1} + key2: {r: 1, g: 1, b: 0, a: 0} + key3: {r: 0, g: 0, b: 0, a: 0} + key4: {r: 0, g: 0, b: 0, a: 0} + key5: {r: 0, g: 0, b: 0, a: 0} + key6: {r: 0, g: 0, b: 0, a: 0} + key7: {r: 0, g: 0, b: 0, a: 0} + ctime0: 0 + ctime1: 32768 + ctime2: 65535 + ctime3: 0 + ctime4: 0 + ctime5: 0 + ctime6: 0 + ctime7: 0 + atime0: 0 + atime1: 65535 + atime2: 0 atime3: 0 atime4: 0 atime5: 0 diff --git a/Assets/Script/Fractal.cs b/Assets/Script/Fractal.cs index 0d00670..97e0295 100644 --- a/Assets/Script/Fractal.cs +++ b/Assets/Script/Fractal.cs @@ -3,6 +3,7 @@ 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; @@ -62,7 +63,10 @@ public class Fractal : MonoBehaviour Material material = default; [SerializeField] - Gradient gradient = default; + Gradient gradientA = default; + + [SerializeField] + Gradient gradientB = default; static float3[] directions = { @@ -87,8 +91,12 @@ public class Fractal : MonoBehaviour ComputeBuffer[] matricesBuffers; - static readonly int colorId = Shader.PropertyToID("_Color"); + 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; @@ -97,12 +105,14 @@ public class Fractal : MonoBehaviour parts = new NativeArray[depth]; matrices = new NativeArray[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(length, Allocator.Persistent); matrices[i] = new NativeArray(length, Allocator.Persistent); matricesBuffers[i] = new ComputeBuffer(length, stride); + sequenceNumbers[i] = new Vector4(Random.value, Random.value); } parts[0][0] = CreatePart(0); @@ -135,6 +145,7 @@ public class Fractal : MonoBehaviour parts = null; matrices = null; matricesBuffers = null; + sequenceNumbers = null; } void OnValidate() @@ -181,8 +192,11 @@ public class Fractal : MonoBehaviour { ComputeBuffer buffer = matricesBuffers[i]; buffer.SetData(matrices[i]); - propertyBlock.SetColor(colorId, gradient.Evaluate(i / (matricesBuffers.Length - 1f))); + 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(mesh, 0, material, bounds, buffer.count, propertyBlock); } } diff --git a/Assets/Script/PartGPU.hlsl b/Assets/Script/PartGPU.hlsl index 7b0bcdf..80822ac 100644 --- a/Assets/Script/PartGPU.hlsl +++ b/Assets/Script/PartGPU.hlsl @@ -2,6 +2,21 @@ StructuredBuffer _Matrices; #endif +float4 _ColorA, _ColorB; + +float2 _SequenceNumbers; + +float4 GetFractalColor () { + #if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED) + return lerp( + _ColorA, _ColorB, + frac(unity_InstanceID * _SequenceNumbers.x + _SequenceNumbers.y) + ); + #else + return _ColorA; + #endif +} + void ConfigureProcedural () { #if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED) float3x4 m = _Matrices[unity_InstanceID]; @@ -12,10 +27,12 @@ void ConfigureProcedural () { #endif } -void ShaderGraphFunction_float (float3 In, out float3 Out) { +void ShaderGraphFunction_float (float3 In, out float3 Out, out float4 FractalColor) { Out = In; + FractalColor = GetFractalColor(); } -void ShaderGraphFunction_half (half3 In, out half3 Out) { +void ShaderGraphFunction_half (half3 In, out half3 Out, out half4 FractalColor) { Out = In; + FractalColor = GetFractalColor(); }