Web报错:路径问题

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using UnityEngine;
using UnityEngine.UI;
namespace GPUInstancer
{
public class TerrainGenerator : MonoBehaviour
{
public Texture2D groundTexture;
public Texture2D detailTexture;
public GameObject FpsController;
public GameObject FixedCamera;
private int terrainSize = 32;
private int terrainCounter;
private Vector3 terrainShiftX;
private Vector3 terrainShiftZ;
private Terrain[] terrainArray;
private bool isCurrentCameraFixed = true;
private float[,,] alphaMap;
#region Prototype settings
// color settings
private Color _healthyColor = new Color(0.263f, 0.976f, 0.165f, 1f); // default unity terrain prototype healthy color
private Color _dryColor = new Color(0.804f, 0.737f, 0.102f, 1f); // default unity terrain prototype dry color
private float _noiseSpread = 0.2f;
private float _ambientOcclusion = 0.5f;
private float _gradientPower = 0.5f;
// wind settings
private float _windIdleSway = 0.6f;
private bool _windWavesOn = false;
private float _windWaveTint = 0.5f;
private float _windWaveSize = 0.5f;
private float _windWaveSway = 0.5f;
private Color _windWaveTintColor = new Color(160f / 255f, 82f / 255f, 45f / 255f, 1f); // sienna
// mesh settings
private bool _isBillboard = true;
private bool _useCrossQuads = false;
private int _crossQuadCount = 2;
private float _crossQuadBillboardDistance = 50f;
private Vector4 _scale = new Vector4(0.5f, 3.0f, 0.5f, 3.0f);
// GPU Instancer settings
private bool _isShadowCasting = false;
private bool _isFrustumCulling = true;
private float _frustumOffset = 0.2f;
private float _maxDistance = 250f;
// GPU Instancer terrain Settings
private Vector2 _windVector = new Vector2(0.4f, 0.8f);
#endregion Prototype settings
#region UI properties
private Image _healthyColorImage;
private Image _dryColorImage;
private Slider _noiseSpreadSlider;
private Slider _ambientOcclusionSlider;
private Slider _gradientPowerSlider;
private Slider _windIdleSwaySlider;
private Toggle _windWavesOnToggle;
private Slider _windWavesTintSlider;
private Slider _windWavesSizeSlider;
private Slider _windWavesSwaySlider;
private Image _windWavesTintColorImage;
private Toggle _billboardToggle;
private Toggle _crossQuadsToggle;
private Slider _crossQuadsCountSlider;
private Slider _crossQuadsBillboardDistanceSlider;
private InputField _scaleMinWidthInput;
private InputField _scaleMaxWidthInput;
private InputField _scaleMinHeightInput;
private InputField _scaleMaxHeightInput;
private Toggle _isShadowCastingToggle;
private Toggle _isFrustumCullingToggle;
private Slider _frustumOffsetSlider;
private Slider _maxDistanceSlider;
private InputField _windVectorXInput;
private InputField _windVectorZInput;
private Text _helpDescriptionText;
private Text _helpDescriptionTitleText;
private Selectable _addTerrainButton;
private Selectable _removeTerrainButton;
private Canvas _uiCanvas;
#endregion UI properties
#region Help Description Constants
public static readonly string HELPTEXT_detailHealthyColor = "\"Healthy\" color of the the Healthy / Dry noise variation for the prototypes that use the \"GPUInstancer\\Foliage\" shader. This corresponds to the \"Healhy Color\" property of the detail prototypes in the Unity terrain. The Healthy / Dry noise texture can be changed globally (terrain specific) for all detail prototypes that use the \"GPUInstancer\\Foliage\" shader from the \"Healthy/Dry Noise Texture\" property of the detail manager.";
public static readonly string HELPTEXT_detailDryColor = "\"Dry\" color of the the Healthy / Dry noise variation for the prototypes that use the \"GPUInstancer\\Foliage\" shader. This corresponds to the \"Dry Color\" property of the detail prototypes in the Unity terrain. The Healthy / Dry noise texture can be changed globally (terrain specific) for all detail prototypes that use the \"GPUInstancer\\Foliage\" shader from the \"Healthy/Dry Noise Texture\" property of the detail manager.";
public static readonly string HELPTEXT_noiseSpread = "The \"Noise Spread\" property specifies the size of the \"Healthy\" and \"Dry\" patches for the Detail Prototypes that use the \"GPUInstancer\\Foliage\" shader. This corresponds to the \"Noise Spread\" propety of the detail prototypes in the Unity terrain. A higher number results in smaller patches. The Healthy / Dry noise texture can be changed globally (terrain specific) for all detail prototypes that use the \"GPUInstancer\\Foliage\" shader from the \"Healthy/Dry Noise Texture\" property of the detail manager.";
public static readonly string HELPTEXT_ambientOcclusion = "The amount of \"Ambient Occlusion\" to apply to the objects that use the \"GPUInstancer\\Foliage\" shader.";
public static readonly string HELPTEXT_gradientPower = "\"GPUInstancer\\Foliage\" shader provides an option to darken the lower regions of the mesh that uses it. This results in a more realistic look for foliage. You can set the amount of this darkening effect with the \"Gradient Power\" property, or turn it off completly by setting the slider to zero.";
public static readonly string HELPTEXT_windIdleSway = "\"Wind Idle Sway\" specifies the amount of idle wind animation for the detail prototypes that use the \"GPUInstancer\\Foliage\" shader. This is the wind animation that occurs where wind waves are not present. Turning the slider down to zero disables this idle wind animation.";
public static readonly string HELPTEXT_windWavesOn = "The \"Wind Waves\" toggle specifies whether there will be wind waves for the detail prototypes that use the \"GPUInstancer\\Foliage\" shader. The normals texture that is used to calculate winds can be changed globally (terrain specific) for all detail prototypes that use the \"GPUInstancer\\Foliage\" shader from the \"Wind Wave Normal Texture\" property of the detail manager. ";
public static readonly string HELPTEXT_windWaveTintColor = "\"Wind Wave Tint Color\" is a shader property that acts similar to the \"Grass Tint\" property of the Unity terrain, except it applies on a per-prototype basis. This color applies to the \"Wind Wave Tint\" properties of all the objects that use the \"GPUInstancer\\Foliage\" shader.";
public static readonly string HELPTEXT_windWaveSize = "\"Wind Wave Size\" specifies the size of the wind waves for the detail prototypes that use the \"GPUInstancer\\Foliage\" shader.";
public static readonly string HELPTEXT_windWaveSway = "\"Wind Wave Sway\" specifies the amount of wind animation that is applied by the wind waves for the detail prototypes that use the \"GPUInstancer\\Foliage\" shader. This is the wind animation that occurs in addition to the idle wind animation. Turning the slider down to zero disables this extra wave animation.";
public static readonly string HELPTEXT_windWaveTint = "\"Wind Wave Tint\" specifies how much the \"Wind Wave Tint\" color applies to the wind wave effect for the detail prototypes that use the \"GPUInstancer\\Foliage\" shader. Turning the slider down to zero disables wind wave coloring.";
public static readonly string HELPTEXT_isBillboard = "If \"Billboard\" is enabled, the generated mesh for this prototype will be billboarded. Note that billboarding will turn off automatically if cross quads are enabled.";
public static readonly string HELPTEXT_crossQuads = "If \"Cross Quads\" is enabled, a mesh with multiple quads will be generated for this detail texture (instead of a single quad or billboard). The generated quads will be equiangular to each other. Cross quadding means more polygons for a given prototype, so turning this off will increase performance if there will be a huge number of instances of this detail prototype.";
public static readonly string HELPTEXT_quadCount = "\"Cross Quad Count\" defines the number of generated equiangular quads for this detail texture. Using less quads will increase performance (especially where there will be a huge number of instances of this prototype).";
public static readonly string HELPTEXT_billboardDistance = "When Cross Quads is enabled, \"Cross Quad Billboard Distance\" specifies the distance from the selected camera where the objects will be drawn as billboards to increase performance further. This is useful beacause at a certain distance, the difference between a multiple quad mesh and a billboard is barely visible. The value used here is similar to the screenRelativeTransitionHeight property of Unity LOD groups.";
public static readonly string HELPTEXT_detailScale = "\"Detail Scale\" can be used to set a range for the instance sizes for detail prototypes. For the texture type detail prototypes, this range applies to the \"Healthy / Dry Noise Texture\" property of the detail manager. The values here correspond to the width and height values for the detail prototypes in the Unity terrain. \nX: Minimum Width - Y: Maximum Width\nZ: Minimum Height - W: Maximum Height";
public static readonly string HELPTEXT_isShadowCasting = "The \"Shadow Casting\" toggle specifies whether the object will cast shadows or not. Shadow casting requires extra shadow passes in the shader resulting in additional rendering operations. GPU Instancer uses various techniques that boost the performance of these operations, but turning shadow casting off completely will increase performance.";
public static readonly string HELPTEXT_isFrustumCulling = "The \"Frustum Culling\" toggle specifies whether the objects that are not in the selected camera's view frustum will be rendered or not. If enabled, GPU Instancer will not render the objects that are outside the selected camera's view frustum. This will increase performance. It is recommended to turn frustum culling on unless there are multiple cameras rendering the scene at the same time.";
public static readonly string HELPTEXT_frustumOffset = "\"Frustum Offset\" defines the size of the area around the camera frustum planes within which objects will be rendered while frustum culling is enabled. GPU Instancer does frustum culling on the GPU which provides a performance boost. However, if there is a performance hit (usually while rendering an extreme amount of objects), and if the camera is moving very fast, rendering can lag behind camera movement. This could result in some objects not being rendered around the frustum edges. This offset expands the calculated frustum area so that the renderer can keep up.";
public static readonly string HELPTEXT_maxDetailDistance = "\"Max Detail Distance\" defines the maximum distance from the camera within which the terrain details will be rendered. Details that are farther than the specified distance will not be visible. Note that this setting can also be limited globally (terrain specific) by the \"Max distance\" property of the detail manager itself.";
public static readonly string HELPTEXT_windVector = "The \"Wind Vector\" specifies the [X, Z] vector (world axis) of the wind for all the prototypes (terrain specific) that use the \"GPUInstancer\\Foliage\" shader. This vector supplies both direction and magnitude information for wind.";
#endregion Help Description Constants
#region MonoBehaviour Methods
private void Start()
{
SetupUI();
if (FixedCamera)
FixedCamera.SetActive(true);
if (FpsController)
FpsController.SetActive(false);
terrainCounter = 0;
terrainShiftX = new Vector3(terrainSize, 0, 0);
terrainShiftZ = new Vector3(0, 0, -terrainSize);
terrainArray = new Terrain[9];
AddTerrain();
}
private void Update()
{
if (Input.GetKeyUp(KeyCode.Q))
{
AddTerrain();
}
if (Input.GetKeyUp(KeyCode.E))
{
RemoveTerrain();
}
if (Input.GetKeyUp(KeyCode.C))
{
SwitchCameras();
isCurrentCameraFixed = !isCurrentCameraFixed;
}
if (Input.GetKeyUp(KeyCode.U))
{
_uiCanvas.gameObject.SetActive(!_uiCanvas.gameObject.activeSelf);
}
}
#endregion MonoBehaviour Methods
#region Main
public void AddTerrain()
{
if (terrainCounter == 9)
return;
GenerateTerrain();
AddInstancer(terrainArray[terrainCounter]);
terrainCounter++;
ManageButtons();
}
public void RemoveTerrain()
{
if (terrainCounter == 0)
return;
Destroy(terrainArray[terrainCounter - 1].gameObject);
terrainCounter--;
ManageButtons();
}
private void AddInstancer(Terrain terrain)
{
GPUInstancerDetailManager detailManager = terrain.gameObject.AddComponent<GPUInstancerDetailManager>();
GPUInstancerAPI.SetupManagerWithTerrain(detailManager, terrain);
detailManager.terrainSettings.windVector = _windVector;
// Can change prototype properties here
if(detailManager.prototypeList.Count > 0)
{
GPUInstancerDetailPrototype detailPrototype = (GPUInstancerDetailPrototype)detailManager.prototypeList[0];
detailPrototype.detailHealthyColor = _healthyColor;
detailPrototype.detailDryColor = _dryColor;
detailPrototype.noiseSpread = _noiseSpread;
detailPrototype.ambientOcclusion = _ambientOcclusion;
detailPrototype.gradientPower = _gradientPower;
detailPrototype.windIdleSway = _windIdleSway;
detailPrototype.windWavesOn = _windWavesOn;
detailPrototype.windWaveTint = _windWaveTint;
detailPrototype.windWaveSize = _windWaveSize;
detailPrototype.windWaveSway = _windWaveSway;
detailPrototype.windWaveTintColor = _windWaveTintColor;
detailPrototype.isBillboard = _isBillboard;
detailPrototype.useCrossQuads = _useCrossQuads;
detailPrototype.quadCount = _crossQuadCount;
detailPrototype.billboardDistance = _crossQuadBillboardDistance;
detailPrototype.detailScale = _scale;
detailPrototype.isShadowCasting = _isShadowCasting;
detailPrototype.isFrustumCulling = _isFrustumCulling;
detailPrototype.frustumOffset = _frustumOffset;
detailPrototype.maxDistance = _maxDistance;
}
GPUInstancerAPI.InitializeGPUInstancer(detailManager);
}
private void UpdateManagers()
{
for (int i = 0; i < terrainCounter; i++)
{
GPUInstancerDetailManager detailManager = terrainArray[i].GetComponent<GPUInstancerDetailManager>();
detailManager.terrainSettings.windVector = _windVector;
for (int j = 0; j < detailManager.prototypeList.Count; j++)
{
GPUInstancerDetailPrototype detailPrototype = (GPUInstancerDetailPrototype) detailManager.prototypeList[j];
// noise settings:
detailPrototype.detailHealthyColor = _healthyColor;
detailPrototype.detailDryColor = _dryColor;
detailPrototype.noiseSpread = _noiseSpread;
detailPrototype.ambientOcclusion = _ambientOcclusion;
detailPrototype.gradientPower = _gradientPower;
// wind settings:
detailPrototype.windIdleSway = _windIdleSway;
detailPrototype.windWavesOn = _windWavesOn;
detailPrototype.windWaveTint = _windWaveTint;
detailPrototype.windWaveSize = _windWaveSize;
detailPrototype.windWaveSway = _windWaveSway;
detailPrototype.windWaveTintColor = _windWaveTintColor;
// mesh settings:
detailPrototype.isBillboard = _useCrossQuads ? false : _isBillboard;
detailPrototype.useCrossQuads = _useCrossQuads;
detailPrototype.quadCount = _crossQuadCount;
detailPrototype.billboardDistance = _crossQuadBillboardDistance;
detailPrototype.detailScale = _scale;
// GPU Instancer settings
detailPrototype.isShadowCasting = _isShadowCasting;
detailPrototype.isFrustumCulling = _isFrustumCulling;
detailPrototype.frustumOffset = _frustumOffset;
detailPrototype.maxDistance = _maxDistance;
}
GPUInstancerAPI.UpdateDetailInstances(detailManager, true);
}
}
public void ReInitializeManagers()
{
for (int i = 0; i < terrainCounter; i++)
{
GPUInstancerDetailManager detailManager = terrainArray[i].GetComponent<GPUInstancerDetailManager>();
GPUInstancerAPI.InitializeGPUInstancer(detailManager);
}
}
#endregion Main
#region Camera and GUI
private void SetupUI()
{
_uiCanvas = GameObject.Find("Canvas").GetComponent<Canvas>();
_addTerrainButton = GameObject.Find("AddTerrainButton").GetComponent<Selectable>();
_removeTerrainButton = GameObject.Find("RemoveTerrainButton").GetComponent<Selectable>();
_helpDescriptionText = GameObject.Find("HelpDescriptionText").GetComponent<Text>();
_helpDescriptionTitleText = GameObject.Find("HelpDescriptionTitleText").GetComponent<Text>();
_healthyColorImage = GameObject.Find("HealthyColorPicker").transform.GetChild(0).GetComponent<Image>();
GameObject.Find("HealthyColorPicker").GetComponent<ColorPicker>().Color = _healthyColor;
GameObject.Find("HealthyColorPicker").GetComponent<ColorPicker>().SetOnValueChangeCallback(UpdateDetailSettings);
_dryColorImage = GameObject.Find("DryColorPicker").transform.GetChild(0).GetComponent<Image>();
GameObject.Find("DryColorPicker").GetComponent<ColorPicker>().Color = _dryColor;
GameObject.Find("DryColorPicker").GetComponent<ColorPicker>().SetOnValueChangeCallback(UpdateDetailSettings);
_noiseSpreadSlider = GameObject.Find("NoiseSpreadSlider").GetComponent<Slider>();
_ambientOcclusionSlider = GameObject.Find("AmbientOcclusionSlider").GetComponent<Slider>();
_gradientPowerSlider = GameObject.Find("GradientPowerSlider").GetComponent<Slider>();
_windIdleSwaySlider = GameObject.Find("WindIdleSwaySlider").GetComponent<Slider>();
_windWavesOnToggle = GameObject.Find("WindWavesToggle").GetComponent<Toggle>();
_windWavesTintSlider = GameObject.Find("WindWavesTintSlider").GetComponent<Slider>();
_windWavesSizeSlider = GameObject.Find("WindWavesSizeSlider").GetComponent<Slider>();
_windWavesSwaySlider = GameObject.Find("WindWavesSwaySlider").GetComponent<Slider>();
_windWavesTintColorImage = GameObject.Find("WindWavesTintColorPicker").transform.GetChild(0).GetComponent<Image>();
GameObject.Find("WindWavesTintColorPicker").GetComponent<ColorPicker>().Color = _windWaveTintColor;
GameObject.Find("WindWavesTintColorPicker").GetComponent<ColorPicker>().SetOnValueChangeCallback(UpdateDetailSettings);
_billboardToggle = GameObject.Find("BillboardToggle").GetComponent<Toggle>();
_crossQuadsToggle = GameObject.Find("CrossQuadsToggle").GetComponent<Toggle>();
_crossQuadsCountSlider = GameObject.Find("CrossQuadsCountSlider").GetComponent<Slider>();
_crossQuadsBillboardDistanceSlider = GameObject.Find("CrossQuadsBillboardDistanceSlider").GetComponent<Slider>();
_scaleMinWidthInput = GameObject.Find("ScaleMinimumWidthInput").GetComponent<InputField>();
_scaleMaxWidthInput = GameObject.Find("ScaleMaximumWidthInput").GetComponent<InputField>();
_scaleMinHeightInput = GameObject.Find("ScaleMinimumHeightInput").GetComponent<InputField>();
_scaleMaxHeightInput = GameObject.Find("ScaleMaximumHeightInput").GetComponent<InputField>();
_isShadowCastingToggle = GameObject.Find("ShadowCastingToggle").GetComponent<Toggle>();
_isFrustumCullingToggle = GameObject.Find("FrustumCullingToggle").GetComponent<Toggle>();
_frustumOffsetSlider = GameObject.Find("FrustumOffsetSlider").GetComponent<Slider>();
_maxDistanceSlider = GameObject.Find("MaxDistanceSlider").GetComponent<Slider>();
_windVectorXInput = GameObject.Find("WindVectorXInput").GetComponent<InputField>();
_windVectorZInput = GameObject.Find("WindVectorZInput").GetComponent<InputField>();
}
public void UpdateDetailSettings()
{
_healthyColor = _healthyColorImage.color;
_dryColor = _dryColorImage.color;
_noiseSpread = _noiseSpreadSlider.value;
_ambientOcclusion = _ambientOcclusionSlider.value;
_gradientPower = _gradientPowerSlider.value;
_windIdleSway = _windIdleSwaySlider.value;
_windWavesOn = _windWavesOnToggle.isOn;
_windWaveTint = _windWavesTintSlider.value;
_windWaveSize = _windWavesSizeSlider.value;
_windWaveSway = _windWavesSwaySlider.value;
_windWaveTintColor = _windWavesTintColorImage.color;
_isBillboard = _crossQuadsToggle.isOn ? false : _billboardToggle.isOn;
_billboardToggle.isOn = _isBillboard;
_useCrossQuads = _crossQuadsToggle.isOn;
_crossQuadCount = (int)_crossQuadsCountSlider.value;
_crossQuadBillboardDistance = _crossQuadsBillboardDistanceSlider.value;
if (!float.TryParse(_scaleMinWidthInput.text, out _scale.x))
{
_scale.x = 1.0f;
_scaleMinWidthInput.text = "1.0";
}
if (!float.TryParse(_scaleMaxWidthInput.text, out _scale.y))
{
_scale.y = 1.0f;
_scaleMaxWidthInput.text = "1.0";
}
if (!float.TryParse(_scaleMinHeightInput.text, out _scale.z))
{
_scale.z = 1.0f;
_scaleMinHeightInput.text = "1.0";
}
if (!float.TryParse(_scaleMaxHeightInput.text, out _scale.w))
{
_scale.w = 1.0f;
_scaleMaxHeightInput.text = "1.0";
}
_isShadowCasting = _isShadowCastingToggle.isOn;
_isFrustumCulling = _isFrustumCullingToggle.isOn;
_frustumOffset = _frustumOffsetSlider.value;
_maxDistance = _maxDistanceSlider.value;
if (!float.TryParse(_windVectorXInput.text, out _windVector.x))
{
_windVector.x = 0.4f;
_windVectorXInput.text = "0.4";
}
if (!float.TryParse(_windVectorZInput.text, out _windVector.y))
{
_windVector.y = 0.8f;
_windVectorZInput.text = "0.8";
}
UpdateManagers();
}
public void ShowHelpDescription(Text itemTitle)
{
_helpDescriptionTitleText.text = itemTitle.text;
switch (itemTitle.text)
{
case "Healthy Color":
_helpDescriptionText.text = HELPTEXT_detailHealthyColor;
break;
case "Dry Color":
_helpDescriptionText.text = HELPTEXT_detailDryColor;
break;
case "Noise Spread":
_helpDescriptionText.text = HELPTEXT_noiseSpread;
break;
case "Ambient Occlusion":
_helpDescriptionText.text = HELPTEXT_ambientOcclusion;
break;
case "Gradient Power":
_helpDescriptionText.text = HELPTEXT_gradientPower;
break;
case "Wind Idle Sway":
_helpDescriptionText.text = HELPTEXT_windIdleSway;
break;
case "Wind Waves":
_helpDescriptionText.text = HELPTEXT_windWavesOn;
break;
case "Wind Waves Tint":
_helpDescriptionText.text = HELPTEXT_windWaveTint;
break;
case "Wind Waves Size":
_helpDescriptionText.text = HELPTEXT_windWaveSize;
break;
case "Wind Waves Sway":
_helpDescriptionText.text = HELPTEXT_windWaveSway;
break;
case "Wind Waves Tint Color":
_helpDescriptionText.text = HELPTEXT_windWaveTintColor;
break;
case "Billboard":
_helpDescriptionText.text = HELPTEXT_isBillboard;
break;
case "Cross Quads":
_helpDescriptionText.text = HELPTEXT_crossQuads;
break;
case "Cross Quad Count":
_helpDescriptionText.text = HELPTEXT_quadCount;
break;
case "CQ Billboard Dist.":
_helpDescriptionTitleText.text = "Cross Quad Billboard Distance";
_helpDescriptionText.text = HELPTEXT_billboardDistance;
break;
case "Scale":
_helpDescriptionText.text = HELPTEXT_detailScale;
break;
case "Shadow Casting":
_helpDescriptionText.text = HELPTEXT_isShadowCasting;
break;
case "(GPU) Furstum Culling":
_helpDescriptionText.text = HELPTEXT_isFrustumCulling;
break;
case "Frustum Offset":
_helpDescriptionText.text = HELPTEXT_frustumOffset;
break;
case "Max Render Distance":
_helpDescriptionText.text = HELPTEXT_maxDetailDistance;
break;
case "Wind Vector":
_helpDescriptionText.text = HELPTEXT_windVector;
break;
}
}
public void HideHelpDescription()
{
_helpDescriptionTitleText.text = "Description";
_helpDescriptionText.text = "This scene is intended to act as a tutorial and to showcase how to use GPU Instancer's terrain detail system to add, remove and modify instanced detail prototypes at runtime.\n\nCheck the \"TerrainGenerator.cs\" in this scene for details.\n\nHover over a setting's title to see it's description here.";
}
private void ManageButtons()
{
_addTerrainButton.interactable = terrainCounter < 9;
_removeTerrainButton.interactable = terrainCounter > 0;
}
private void SwitchCameras()
{
if (!FpsController || !FixedCamera)
return;
FpsController.SetActive(isCurrentCameraFixed);
FixedCamera.SetActive(!isCurrentCameraFixed);
var managers = FindObjectsOfType<GPUInstancerDetailManager>();
foreach (var manager in managers)
{
GPUInstancerAPI.SetCamera(isCurrentCameraFixed
? FpsController.GetComponentInChildren<Camera>()
: FixedCamera.GetComponentInChildren<Camera>());
}
if (!isCurrentCameraFixed)
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
}
#endregion Camera and GUI
#region Unity Terrain Generation
private void GenerateTerrain()
{
SplatPrototype[] splatPrototypes = new SplatPrototype[1];
splatPrototypes[0] = new SplatPrototype();
splatPrototypes[0].texture = groundTexture;
DetailPrototype[] detailPrototypes = new DetailPrototype[1];
detailPrototypes[0] = new DetailPrototype();
detailPrototypes[0].prototypeTexture = detailTexture;
detailPrototypes[0].renderMode = DetailRenderMode.GrassBillboard;
Vector3 terrainPosition = Vector3.zero + (terrainShiftX * (terrainCounter % 3)) + (terrainShiftZ * (Mathf.FloorToInt(terrainCounter / 3f)));
terrainArray[terrainCounter] = InitializeTerrainObject(terrainPosition, terrainSize, terrainSize / 2f, 16, 16, splatPrototypes, detailPrototypes);
terrainArray[terrainCounter].transform.SetParent(transform);
SetDetailMap(terrainArray[terrainCounter]);
}
private Terrain InitializeTerrainObject(Vector3 position, int terrainSize, float terrainHeight, int baseTextureResolution = 16, int detailResolutionPerPatch = 16, SplatPrototype[] splatPrototypes = null, DetailPrototype[] detailPrototypes = null)
{
GameObject terrainGameObject = new GameObject("GenratedTerrain");
terrainGameObject.transform.position = position;
Terrain terrain = terrainGameObject.AddComponent<Terrain>();
TerrainCollider terrainCollider = terrainGameObject.AddComponent<TerrainCollider>();
#if UNITY_2019_2_OR_NEWER || UNITY_2018_4
if (GPUInstancerConstants.gpuiSettings.isURP)
terrain.materialTemplate = new Material(Shader.Find("Universal Render Pipeline/Terrain/Lit"));
else if (GPUInstancerConstants.gpuiSettings.isHDRP)
terrain.materialTemplate = new Material(Shader.Find("HDRP/TerrainLit"));
else
terrain.materialTemplate = new Material(Shader.Find("Nature/Terrain/Standard"));
#endif
TerrainData terrainData = CreateTerrainData(terrainSize, terrainHeight, baseTextureResolution, detailResolutionPerPatch, splatPrototypes, detailPrototypes);
terrainCollider.terrainData = terrainData;
terrain.terrainData = terrainData;
#if UNITY_2019_2_OR_NEWER || UNITY_2018_4
if (alphaMap == null)
{
alphaMap = new float[terrainSize, terrainSize, 1];
for (int i = 0; i < terrainSize; i++)
{
for (int j = 0; j < terrainSize; j++)
{
alphaMap[i, j, 0] = 1;
}
}
}
terrain.terrainData.SetAlphamaps(0, 0, alphaMap);
#endif
return terrain;
}
private TerrainData CreateTerrainData(int terrainSize, float terrainHeight, int baseTextureResolution = 16, int detailResolutionPerPatch = 16, SplatPrototype[] splatPrototypes = null, DetailPrototype[] detailPrototypes = null)
{
TerrainData terrainData = new TerrainData();
terrainData.heightmapResolution = terrainSize + 1;
terrainData.baseMapResolution = baseTextureResolution; //16 is enough.
terrainData.alphamapResolution = terrainSize;
terrainData.SetDetailResolution(terrainSize, detailResolutionPerPatch);
#if UNITY_2018_3_OR_NEWER
terrainData.terrainLayers = SplatPrototypesToTerrainLayers(splatPrototypes);
#else
terrainData.splatPrototypes = splatPrototypes;
#endif
terrainData.detailPrototypes = detailPrototypes;
//terrain size must be set after setting terrain resolution.
terrainData.size = new Vector3(terrainSize, terrainHeight, terrainSize);
return terrainData;
}
#if UNITY_2018_3_OR_NEWER
private TerrainLayer[] SplatPrototypesToTerrainLayers(SplatPrototype[] splatPrototypes)
{
if (splatPrototypes == null)
return null;
TerrainLayer[] terrainLayers = new TerrainLayer[splatPrototypes.Length];
for (int i = 0; i < splatPrototypes.Length; i++)
{
terrainLayers[i] = new TerrainLayer() { diffuseTexture = splatPrototypes[i].texture, normalMapTexture = splatPrototypes[i].normalMap };
}
return terrainLayers;
}
#endif
private void SetDetailMap(Terrain terrain)
{
int[,] detailMap = new int[terrain.terrainData.detailResolution, terrain.terrainData.detailResolution];
for (int i = 0; i < terrain.terrainData.detailPrototypes.Length; i++)
{
for (int x = 0; x < terrain.terrainData.detailResolution; x++)
{
for (int y = 0; y < terrain.terrainData.detailResolution; y++)
{
detailMap[x, y] = Random.Range(4, 8);
}
}
terrain.terrainData.SetDetailLayer(0, 0, i, detailMap);
}
terrain.detailObjectDistance = 250;
}
#endregion Unity Terrain Generation
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace GPUInstancer
{
public class AddRemoveInstances : MonoBehaviour
{
public GPUInstancerPrefab prefab;
public GPUInstancerPrefabManager prefabManager;
private Transform parentTransform;
private int instanceCount;
private List<GPUInstancerPrefab> instancesList = new List<GPUInstancerPrefab>();
private List<GPUInstancerPrefab> extraInstancesList = new List<GPUInstancerPrefab>();
private Toggle addRemoveInstantlyToggle;
private Canvas guiCanvas;
private void Awake()
{
parentTransform = GameObject.Find("SphereObjects").transform;
instanceCount = parentTransform.childCount;
guiCanvas = FindObjectOfType<Canvas>();
addRemoveInstantlyToggle = GameObject.Find("AddRemoveInstantlyToggle").GetComponent<Toggle>();
}
private void Start()
{
// No prefab registration or GPU Instancer initialization is necessary since the manager instances the GPU Instancer prefabs automatically.
// Here we are adding these prefabs to a list to manage add/remove operations later at runtime.
for (int i = 0; i < instanceCount; i++)
instancesList.Add(parentTransform.GetChild(i).gameObject.GetComponent<GPUInstancerPrefab>());
}
public void AddInstances()
{
LockAllButtons();
StartCoroutine(AddInstancesAtRuntime());
}
public void RemoveInstances()
{
LockAllButtons();
StartCoroutine(RemoveInstancesAtRuntime());
}
public void AddExtraInstances()
{
LockAllButtons();
StartCoroutine(AddExtraInstancesAtRuntime());
}
public void RemoveExtraInstances()
{
LockAllButtons();
StartCoroutine(RemoveExtraInstancesAtRuntime());
}
private IEnumerator AddInstancesAtRuntime()
{
for (int i = 0; i < instanceCount; i++)
{
GPUInstancerPrefab prefabInstance = Instantiate(prefab);
prefabInstance.transform.localPosition = Random.insideUnitSphere * 10;
prefabInstance.transform.SetParent(parentTransform);
if(!prefabInstance.prefabPrototype.addRuntimeHandlerScript)
GPUInstancerAPI.AddPrefabInstance(prefabManager, prefabInstance);
instancesList.Add(prefabInstance);
if (!addRemoveInstantlyToggle.isOn)
yield return new WaitForSeconds(0.001f);
}
EnableButton("RemoveInstancesButton");
if (extraInstancesList.Count == 0)
EnableButton("AddExtraInstancesButton");
else
EnableButton("RemoveExtraInstancesButton");
}
private IEnumerator RemoveInstancesAtRuntime()
{
for (int i = 0; i < instanceCount; i++)
{
if (!instancesList[instancesList.Count - 1].prefabPrototype.addRuntimeHandlerScript)
GPUInstancerAPI.RemovePrefabInstance(prefabManager, instancesList[instancesList.Count - 1]);
Destroy(instancesList[instancesList.Count - 1].gameObject);
instancesList.RemoveAt(instancesList.Count - 1);
if (!addRemoveInstantlyToggle.isOn)
yield return new WaitForSeconds(0.001f);
}
EnableButton("AddInstancesButton");
if (extraInstancesList.Count == 0)
EnableButton("AddExtraInstancesButton");
else
EnableButton("RemoveExtraInstancesButton");
}
private IEnumerator AddExtraInstancesAtRuntime()
{
// Extra instance count that can be added at runtime is limited by the "Extra buffer size" property defined for this prefab prototype in the manager.
for (int i = 0; i < prefab.prefabPrototype.extraBufferSize; i++)
{
GPUInstancerPrefab prefabInstance = Instantiate(prefab);
prefabInstance.transform.localPosition = Random.insideUnitSphere * 5;
// Move the extra spheres to the outer sphere
prefabInstance.transform.localPosition = prefabInstance.transform.localPosition.normalized * (prefabInstance.transform.localPosition.magnitude + 10f);
prefabInstance.transform.SetParent(parentTransform);
if (!prefabInstance.prefabPrototype.addRuntimeHandlerScript)
GPUInstancerAPI.AddPrefabInstance(prefabManager, prefabInstance);
extraInstancesList.Add(prefabInstance);
if (!addRemoveInstantlyToggle.isOn)
yield return new WaitForSeconds(0.001f);
}
EnableButton("RemoveExtraInstancesButton");
if (instancesList.Count == 0)
EnableButton("AddInstancesButton");
else
EnableButton("RemoveInstancesButton");
}
private IEnumerator RemoveExtraInstancesAtRuntime()
{
for (int i = 0; i < prefab.prefabPrototype.extraBufferSize; i++)
{
if (!extraInstancesList[extraInstancesList.Count - 1].prefabPrototype.addRuntimeHandlerScript)
GPUInstancerAPI.RemovePrefabInstance(prefabManager, extraInstancesList[extraInstancesList.Count - 1]);
Destroy(extraInstancesList[extraInstancesList.Count - 1].gameObject);
extraInstancesList.RemoveAt(extraInstancesList.Count - 1);
if (!addRemoveInstantlyToggle.isOn)
yield return new WaitForSeconds(0.001f);
}
EnableButton("AddExtraInstancesButton");
if (instancesList.Count == 0)
EnableButton("AddInstancesButton");
else
EnableButton("RemoveInstancesButton");
}
private void LockAllButtons()
{
foreach (Selectable button in guiCanvas.transform.GetComponentsInChildren<Selectable>())
{
if (button != addRemoveInstantlyToggle)
button.interactable = false;
}
}
private void EnableButton(string buttonName)
{
guiCanvas.transform.GetChild(0).Find(buttonName).GetComponent<Selectable>().interactable = true;
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace GPUInstancer
{
public class AddRuntimeCreatedGameObjects : MonoBehaviour
{
// Reference to the Prefab Manager in scene (no prefabs need to be defined on it)
public GPUInstancerPrefabManager prefabManager;
public Material material;
private List<GameObject> instanceList;
private GPUInstancerPrefabPrototype prototype;
private GameObject prototypeGameObject;
private void Start()
{
// Create a GameObject to create a prototype from
prototypeGameObject = GameObject.CreatePrimitive(PrimitiveType.Quad);
// Set material of the GameObject
SetMaterial();
// Create a list to keep track of instances
instanceList = new List<GameObject>();
// Add the original to the instanceList
instanceList.Add(prototypeGameObject);
// Your instantiation logic. Uses the prototype GameObject to identify the newly generated prototype.
// This example just instantiates objects at random positions inside a sphere with radius of 20;
// Replace this with how you want to generate your instances.
for (int i = 0; i < 1000; i++)
instanceList.Add(Instantiate(prototypeGameObject, UnityEngine.Random.insideUnitSphere * 20, Quaternion.identity));
// Define the prototype
prototype = GPUInstancerAPI.DefineGameObjectAsPrefabPrototypeAtRuntime(prefabManager, prototypeGameObject);
// Make changes in the prototype settings
prototype.enableRuntimeModifications = true;
prototype.autoUpdateTransformData = true;
// Add the prototype instances
GPUInstancerAPI.AddInstancesToPrefabPrototypeAtRuntime(prefabManager, prototype, instanceList);
// Start Coroutine to change instances over time
StartCoroutine(AddRemoveAtRuntime());
}
IEnumerator AddRemoveAtRuntime()
{
while (true)
{
// Loop through primitives
foreach (PrimitiveType primitiveType in Enum.GetValues(typeof(PrimitiveType)))
{
yield return new WaitForSeconds(3);
// Remove runtime generated prototype definition
GPUInstancerAPI.RemovePrototypeAtRuntime(prefabManager, prototype);
// Clear the instances
ClearInstances();
yield return new WaitForSeconds(1);
// Create a GameObject to create a prototype from
prototypeGameObject = GameObject.CreatePrimitive(primitiveType);
// Set material of the GameObject
SetMaterial();
// Add the original to the instanceList
instanceList.Add(prototypeGameObject);
// Define the prototype
prototype = GPUInstancerAPI.DefineGameObjectAsPrefabPrototypeAtRuntime(prefabManager, prototypeGameObject);
// Create 1000 new instances
for (int i = 0; i < 1000; i++)
instanceList.Add(Instantiate(prototypeGameObject, UnityEngine.Random.insideUnitSphere * 20, Quaternion.identity));
// Add instances to manager
GPUInstancerAPI.AddInstancesToPrefabPrototypeAtRuntime(prefabManager, prototype, instanceList);
yield return new WaitForSeconds(1);
}
}
}
// Destroy GameObjects and clear the list
public void ClearInstances()
{
foreach (GameObject go in instanceList)
Destroy(go);
instanceList.Clear();
}
public void SetMaterial()
{
prototypeGameObject.GetComponent<MeshRenderer>().sharedMaterial = material;
}
}
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using System.Collections.Generic;
using UnityEngine;
namespace GPUInstancer
{
public class ColorVariations : MonoBehaviour
{
// The reference to the Prototype (the prefab itself can be assigned here since the GPUI Prototype component lives on the Prefab).
public GPUInstancerPrefab prefab;
// The reference to the active Prefab Manager in the scene.
public GPUInstancerPrefabManager prefabManager;
// The count of instances that will be generated.
public int instances = 1000;
// The name of the buffer. Must be the same with the StructuredBuffer in the shader that the Mateiral will use. See: "ColorVariationShader_GPUI.shader".
public string bufferName = "colorBuffer";
// The List to hold the instances that will be generated.
private List<GPUInstancerPrefab> goList;
void Start()
{
goList = new List<GPUInstancerPrefab>();
// Define the buffer to the Prefab Manager.
if (prefabManager != null && prefabManager.isActiveAndEnabled)
{
GPUInstancerAPI.DefinePrototypeVariationBuffer<Vector4>(prefabManager, prefab.prefabPrototype, bufferName);
}
// Generate instances inside a radius.
for (int i = 0; i < instances; i++)
{
GPUInstancerPrefab prefabInstance = Instantiate(prefab);
prefabInstance.transform.localPosition = Random.insideUnitSphere * 20;
prefabInstance.transform.SetParent(transform);
goList.Add(prefabInstance);
// Register the variation buffer for this instance.
prefabInstance.AddVariation(bufferName, (Vector4)Random.ColorHSV());
}
// Register the generated instances to the manager and initialize the manager.
if (prefabManager != null && prefabManager.isActiveAndEnabled)
{
GPUInstancerAPI.RegisterPrefabInstanceList(prefabManager, goList);
GPUInstancerAPI.InitializeGPUInstancer(prefabManager);
}
}
void Update()
{
// Update the variation buffer with a random set of colors every frame, thus changing instance colors per instance every frame.
GPUInstancerAPI.UpdateVariation(prefabManager, goList[Random.Range(0, goList.Count)], bufferName, (Vector4)Random.ColorHSV());
}
}
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Shader "GPUInstancer/ColorVariationShader" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#include "UnityCG.cginc"
#include "./../../../Shaders/Include/GPUInstancerInclude.cginc"
#pragma instancing_options procedural:setupGPUI
#pragma multi_compile_instancing
#pragma surface surf Standard addshadow fullforwardshadows vertex:colorVariationVert
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
float4 colorVariation;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
StructuredBuffer<float4> colorBuffer;
#endif
void colorVariationVert (inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input, o);
o.colorVariation = _Color;
#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
o.colorVariation = colorBuffer[gpui_InstanceID];
#endif
}
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * saturate(IN.colorVariation);
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Standard"
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// Inspired by https://github.com/keijiro/Boids
#include "../../../Resources/Compute/Include/PlatformDefines.hlsl"
#pragma kernel CSGPUIBoids
RWStructuredBuffer<float4x4> boidsData;
uniform uint bufferSize;
uniform Texture2D<float4> noiseTexture;
uniform SamplerState samplernoiseTexture;
uniform float4x4 controllerTransform;
uniform float controllerVelocity;
uniform float controllerVelocityVariation;
uniform float controllerRotationCoeff;
uniform float controllerNeighborDist;
uniform float time;
uniform float deltaTime;
#include "../../../Resources/Compute/Include/DataModel.hlsl"
#include "../../../Resources/Compute/Include/Matrix.hlsl"
float3 GetSeparationVector(float3 pos, float3 targetPos)
{
float3 diff = pos - targetPos;
float diffLen = length(diff);
float scaler = clamp(1.0f - diffLen / controllerNeighborDist, 0, 1);
return diff * (scaler / diffLen);
}
[numthreads(GPUI_THREADS, 1, 1)]
void CSGPUIBoids(uint3 id : SV_DispatchThreadID)
{
if (id.x >= bufferSize)
return;
float4x4 boid = boidsData[id.x];
float3 currentPosition = boid._14_24_34;
float3 currentDirection = boid._13_23_33;
// Current velocity randomized with noise.
float4 noiseTxt = noiseTexture.SampleLevel(samplernoiseTexture, float2(time / 100.0, (float(id.x) / float(bufferSize))), 0);
float velocity = controllerVelocity * (1.0 + lerp(0, lerp(-1, 1, noiseTxt.r), controllerVelocityVariation));
// Initializes the vectors.
float3 separation = float3(0, 0, 0);
float3 alignment = float3(0, 0, 0);
float3 cohesion = controllerTransform._14_24_34;
uint nearbyCount = 1;
// Accumulates the vectors.
for (uint i = 0; i < bufferSize; i++)
{
if (i == id.x)
continue;
float4x4 checkBoid = boidsData[i];
float3 checkPos = checkBoid._14_24_34;
if (distance(currentPosition, checkPos) <= controllerNeighborDist)
{
separation += GetSeparationVector(currentPosition, checkPos);
alignment += checkBoid._13_23_33;
cohesion += checkPos;
nearbyCount++;
}
}
float avg = 1.0f / nearbyCount;
alignment *= avg;
cohesion *= avg;
cohesion = normalize(cohesion - currentPosition);
// Calculates a rotation from the vectors.
float3 direction = normalize(separation + alignment + cohesion);
// Applys the rotation with interpolation.
float ip = frac(exp(-controllerRotationCoeff * deltaTime) * controllerRotationCoeff / 100);
float4x4 newRotation = SetMatrixRotationWithQuaternion(identityMatrix, FromToRotation(float3(0, 0, 1), lerp(currentDirection, direction, ip)));
// Moves forward.
currentPosition = currentPosition + newRotation._13_23_33 * (velocity * deltaTime);
boidsData[id.x] = TRS(currentPosition, newRotation, vector3One);
}

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// Inspired by https://github.com/keijiro/Boids
using UnityEngine;
using GPUInstancer;
public class BoidController : MonoBehaviour
{
public int spawnCount = 10;
public float spawnRadius = 4.0f;
[Range(0.1f, 20.0f)]
public float velocity = 6.0f;
[Range(0.0f, 0.9f)]
public float velocityVariation = 0.5f;
[Range(0.1f, 20.0f)]
public float rotationCoeff = 4.0f;
[Range(0.1f, 10.0f)]
public float neighborDist = 2.0f;
public Transform centerTransform;
public Texture2D noiseTexture;
public string variationBufferName = "colorBuffer";
private Matrix4x4[] _spawnArray;
private Vector4[] _variationArray;
private GPUInstancerPrefabManager _prefabManager;
private ComputeShader _gpuiBoidsCS;
private float[] _centerTransformArray = new float[16];
private ComputeBuffer _transformDataBuffer;
// CS params
public static class BoidProperties
{
public static readonly int BP_boidsData = Shader.PropertyToID("boidsData");
public static readonly int BP_bufferSize = Shader.PropertyToID("bufferSize");
public static readonly int BP_controllerTransform = Shader.PropertyToID("controllerTransform");
public static readonly int BP_controllerVelocity = Shader.PropertyToID("controllerVelocity");
public static readonly int BP_controllerVelocityVariation = Shader.PropertyToID("controllerVelocityVariation");
public static readonly int BP_controllerRotationCoeff = Shader.PropertyToID("controllerRotationCoeff");
public static readonly int BP_controllerNeighborDist = Shader.PropertyToID("controllerNeighborDist");
public static readonly int BP_time = Shader.PropertyToID("time");
public static readonly int BP_deltaTime = Shader.PropertyToID("deltaTime");
public static readonly int BP_noiseTexture = Shader.PropertyToID("noiseTexture");
}
void Start()
{
_spawnArray = new Matrix4x4[spawnCount];
_variationArray = new Vector4[spawnCount];
for (var i = 0; i < spawnCount; i++)
Spawn(i);
_prefabManager = FindObjectOfType<GPUInstancerPrefabManager>();
if (_prefabManager != null && _prefabManager.prototypeList.Count > 0)
{
GPUInstancerPrefabPrototype prototype = (GPUInstancerPrefabPrototype)_prefabManager.prototypeList[0];
GPUInstancerAPI.InitializeWithMatrix4x4Array(_prefabManager, prototype, _spawnArray);
GPUInstancerAPI.DefineAndAddVariationFromArray(_prefabManager, prototype, variationBufferName, _variationArray);
_transformDataBuffer = GPUInstancerAPI.GetTransformDataBuffer(_prefabManager, prototype);
}
}
public void Spawn(int index)
{
_spawnArray[index] = Matrix4x4.TRS(centerTransform.position + Random.insideUnitSphere * spawnRadius, Random.rotation, Vector3.one);
_variationArray[index] = Random.ColorHSV();
}
void Update()
{
if (_gpuiBoidsCS == null)
_gpuiBoidsCS = Resources.Load<ComputeShader>("GPUIBoids");
if (_gpuiBoidsCS == null || _transformDataBuffer == null)
return;
centerTransform.localToWorldMatrix.Matrix4x4ToFloatArray(_centerTransformArray);
_gpuiBoidsCS.SetBuffer(0, BoidProperties.BP_boidsData, _transformDataBuffer);
_gpuiBoidsCS.SetTexture(0, BoidProperties.BP_noiseTexture, noiseTexture);
_gpuiBoidsCS.SetInt(BoidProperties.BP_bufferSize, spawnCount);
_gpuiBoidsCS.SetFloats(BoidProperties.BP_controllerTransform, _centerTransformArray);
_gpuiBoidsCS.SetFloat(BoidProperties.BP_controllerVelocity, velocity);
_gpuiBoidsCS.SetFloat(BoidProperties.BP_controllerVelocityVariation, velocityVariation);
_gpuiBoidsCS.SetFloat(BoidProperties.BP_controllerRotationCoeff, rotationCoeff);
_gpuiBoidsCS.SetFloat(BoidProperties.BP_controllerNeighborDist, neighborDist);
_gpuiBoidsCS.SetFloat(BoidProperties.BP_time, Time.time);
_gpuiBoidsCS.SetFloat(BoidProperties.BP_deltaTime, Time.deltaTime);
_gpuiBoidsCS.Dispatch(0, Mathf.CeilToInt(spawnCount / GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT), 1, 1);
}
}

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The example scenes contained under the Demos folder are by default designed for the Standard Pipeline.
By default GPUI automatically imports URP or HDRP packages when installed, but if you need to import them manually please follow these instructions:
If you are using URP or HDRP in your project, you can extract the respective override packages in order to view these scenes correctly.
If you are using Unity 2020.2 or later, you will need the SRP 10 and later packages:
- If you are using Universal Render Pipeline, you can extract the package "URP_Demos_Package_(10_&_Later)" under the "GPUInstancer/Demos/" folder.
- If you are using High Definition Render Pipeline, you can extract the package "HDRP_Demos_Package_(10_&_Later)" under the "GPUInstancer/Demos/" folder.
If you are using a Unity version below 2020.2, you can extract the SRP 8 and before packages:
- If you are using Universal Render Pipeline, you can extract the package "URP_Demos_Package_(8_&_Before)" under the "GPUInstancer/Demos/" folder.
- If you are using High Definition Render Pipeline, you can extract the package "HDRP_Demos_Package_(8_&_Before)" under the "GPUInstancer/Demos/" folder.
These packages contain the SRP versions of the demo scene materials, custom shaders, and in some cases scene and terrain files as well.
When extracted, they will override the Standard Pipeline versions of these files in the Demos folder. Please also note that the "10 & Later" packages contain
ShaderGraph 10 versions of GPUI shaders.
If, for any reason, you need to revert back to the Standard Pipeline versions of these files after extracting a pipeline override package,
you can simply re-import the "Demos" folder from the asset store and the SRP changes will be reverted back.

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