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-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(); - 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(); - - 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(); - GPUInstancerAPI.InitializeGPUInstancer(detailManager); - } - } - - #endregion Main - - #region Camera and GUI - - private void SetupUI() - { - _uiCanvas = GameObject.Find("Canvas").GetComponent(); - - _addTerrainButton = GameObject.Find("AddTerrainButton").GetComponent(); - _removeTerrainButton = GameObject.Find("RemoveTerrainButton").GetComponent(); - - _helpDescriptionText = GameObject.Find("HelpDescriptionText").GetComponent(); - _helpDescriptionTitleText = GameObject.Find("HelpDescriptionTitleText").GetComponent(); - - _healthyColorImage = GameObject.Find("HealthyColorPicker").transform.GetChild(0).GetComponent(); - GameObject.Find("HealthyColorPicker").GetComponent().Color = _healthyColor; - GameObject.Find("HealthyColorPicker").GetComponent().SetOnValueChangeCallback(UpdateDetailSettings); - _dryColorImage = GameObject.Find("DryColorPicker").transform.GetChild(0).GetComponent(); - GameObject.Find("DryColorPicker").GetComponent().Color = _dryColor; - GameObject.Find("DryColorPicker").GetComponent().SetOnValueChangeCallback(UpdateDetailSettings); - _noiseSpreadSlider = GameObject.Find("NoiseSpreadSlider").GetComponent(); - _ambientOcclusionSlider = GameObject.Find("AmbientOcclusionSlider").GetComponent(); - _gradientPowerSlider = GameObject.Find("GradientPowerSlider").GetComponent(); - - _windIdleSwaySlider = GameObject.Find("WindIdleSwaySlider").GetComponent(); - _windWavesOnToggle = GameObject.Find("WindWavesToggle").GetComponent(); - _windWavesTintSlider = GameObject.Find("WindWavesTintSlider").GetComponent(); - _windWavesSizeSlider = GameObject.Find("WindWavesSizeSlider").GetComponent(); - _windWavesSwaySlider = GameObject.Find("WindWavesSwaySlider").GetComponent(); - _windWavesTintColorImage = GameObject.Find("WindWavesTintColorPicker").transform.GetChild(0).GetComponent(); - GameObject.Find("WindWavesTintColorPicker").GetComponent().Color = _windWaveTintColor; - GameObject.Find("WindWavesTintColorPicker").GetComponent().SetOnValueChangeCallback(UpdateDetailSettings); - - _billboardToggle = GameObject.Find("BillboardToggle").GetComponent(); - _crossQuadsToggle = GameObject.Find("CrossQuadsToggle").GetComponent(); - _crossQuadsCountSlider = GameObject.Find("CrossQuadsCountSlider").GetComponent(); - _crossQuadsBillboardDistanceSlider = GameObject.Find("CrossQuadsBillboardDistanceSlider").GetComponent(); - _scaleMinWidthInput = GameObject.Find("ScaleMinimumWidthInput").GetComponent(); - _scaleMaxWidthInput = GameObject.Find("ScaleMaximumWidthInput").GetComponent(); - _scaleMinHeightInput = GameObject.Find("ScaleMinimumHeightInput").GetComponent(); - _scaleMaxHeightInput = GameObject.Find("ScaleMaximumHeightInput").GetComponent(); - - _isShadowCastingToggle = GameObject.Find("ShadowCastingToggle").GetComponent(); - _isFrustumCullingToggle = GameObject.Find("FrustumCullingToggle").GetComponent(); - _frustumOffsetSlider = GameObject.Find("FrustumOffsetSlider").GetComponent(); - _maxDistanceSlider = GameObject.Find("MaxDistanceSlider").GetComponent(); - - _windVectorXInput = GameObject.Find("WindVectorXInput").GetComponent(); - _windVectorZInput = GameObject.Find("WindVectorZInput").GetComponent(); - } - - 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(); - foreach (var manager in managers) - { - GPUInstancerAPI.SetCamera(isCurrentCameraFixed - ? FpsController.GetComponentInChildren() - : FixedCamera.GetComponentInChildren()); - } - - 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(); - TerrainCollider terrainCollider = terrainGameObject.AddComponent(); - -#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++) - 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-namespace GPUInstancer -{ - public class AddRemoveInstances : MonoBehaviour - { - public GPUInstancerPrefab prefab; - public GPUInstancerPrefabManager prefabManager; - - private Transform parentTransform; - private int instanceCount; - private List instancesList = new List(); - private List extraInstancesList = new List(); - private Toggle addRemoveInstantlyToggle; - - private Canvas guiCanvas; - - private void Awake() - { - parentTransform = GameObject.Find("SphereObjects").transform; - instanceCount = parentTransform.childCount; - guiCanvas = FindObjectOfType(); - addRemoveInstantlyToggle = GameObject.Find("AddRemoveInstantlyToggle").GetComponent(); - } - - 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()); - } - - 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++) - 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-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 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(); - - // 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); - 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-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. 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-#include "../../../Resources/Compute/Include/PlatformDefines.hlsl" - -#pragma kernel CSGPUIBoids - -RWStructuredBuffer boidsData; -uniform uint bufferSize; - -uniform Texture2D 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); -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Demos/CustomComputeShader/Resources/GPUIBoids.compute.meta b/Assets/Art/Art Plugins/GPUInstancer/Demos/CustomComputeShader/Resources/GPUIBoids.compute.meta deleted file mode 100644 index 9408fd3..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Demos/CustomComputeShader/Resources/GPUIBoids.compute.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 45512a0fddb1eba4387e3995a0ba3962 -ComputeShaderImporter: - 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-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(); - - 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("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); - 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-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. 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-namespace GPUInstancer -{ - public class DetailDemoSceneController : MonoBehaviour - { - public GameObject fpController; - public GameObject spaceshipCamera; - public GameObject grassMowerCamera; - public GPUInstancerDetailManager detailManager; - public bool persistRemoval; - - private GameObject _uiCanvas; - private GameObject _spaceShipControlsText; - private GameObject _grassMowerControlsText; - private GameObject _loadingTerrainDetailsText; - private Text _currentQualityModeText; - - private Transform _spaceShip; - private Transform _grassMower; - private GameObject _activeCameraGO; - private enum CameraModes { FPMode, SpaceshipMode, MowerMode }; - private CameraModes _currentCameraMode; - private ParticleSystem _spaceShipThrusterGlow; - private enum QualityMode { Low, Mid, High } - private QualityMode _currentQualityMode = QualityMode.Mid; - - private List detailMapData; - - private void Awake() - { - // Setup UI - _uiCanvas = GameObject.Find("Canvas"); - _spaceShipControlsText = GameObject.Find("SpaceShipControlsPanel"); - _grassMowerControlsText = GameObject.Find("GrassMowerControlsPanel"); - _loadingTerrainDetailsText = GameObject.Find("LoadingInfoPanel"); - _currentQualityModeText = GameObject.Find("CurrentQualityModeInfoText").GetComponent(); - _currentQualityModeText.text = "Current Quality Mode: " + _currentQualityMode + " Quality"; - - // Setup space ship - _spaceShip = FindObjectOfType().transform; - _spaceShipThrusterGlow = _spaceShip.GetChild(0).GetChild(0).GetComponent(); - - // Setup grass mower - _grassMower = FindObjectOfType().transform; - - // Setup camera - SetCameraMode(CameraModes.FPMode); - - SetPrototypesByQuality(_currentQualityMode); - - // Setup loading bar - GPUInstancerAPI.StartListeningGPUIEvent(GPUInstancerEventType.DetailInitializationFinished, DisableLoadingTerrainDetailsText); - } - - private void Update() - { - if (Input.GetKeyUp(KeyCode.C)) - { - SwitchCameraMode(); - } - - if (Input.GetKeyUp(KeyCode.U)) - { - _uiCanvas.gameObject.SetActive(!_uiCanvas.gameObject.activeSelf); - } - - if (Input.GetKeyUp(KeyCode.F1)) - { - if (detailManager.gameObject.activeSelf && persistRemoval) - detailMapData = GPUInstancerAPI.GetDetailMapData(detailManager); - detailManager.gameObject.SetActive(!detailManager.gameObject.activeSelf); - if (detailManager.gameObject.activeSelf) - { - if (persistRemoval && detailMapData != null) - GPUInstancerAPI.SetDetailMapData(detailManager, detailMapData); - _loadingTerrainDetailsText.SetActive(true); - GPUInstancerAPI.SetCamera(_activeCameraGO.GetComponentInChildren()); - GPUInstancerAPI.StartListeningGPUIEvent(GPUInstancerEventType.DetailInitializationFinished, DisableLoadingTerrainDetailsText); - } - SetQualityMode(_currentQualityMode); - } - - if (Input.GetKeyUp(KeyCode.F2)) - { - SetQualityMode(QualityMode.Low); - } - - if (Input.GetKeyUp(KeyCode.F3)) - { - SetQualityMode(QualityMode.Mid); - } - - if (Input.GetKeyUp(KeyCode.F4)) - { - SetQualityMode(QualityMode.High); - } - } - - private void SwitchCameraMode() - { - SetCameraMode((CameraModes)(((int)_currentCameraMode + 1) % 3)); - } - - private void SetCameraMode(CameraModes cameraMode) - { - if (!fpController || !spaceshipCamera || !grassMowerCamera) - { - Debug.Log("Not all cameras are set. Please assign the relevant cameras from the inspector"); - return; - } - - fpController.SetActive(false); - spaceshipCamera.SetActive(false); - grassMowerCamera.SetActive(false); - - _spaceShip.GetComponent().enabled = false; - _spaceShipThrusterGlow.gameObject.SetActive(false); - _spaceShipControlsText.gameObject.SetActive(false); - - _grassMower.GetComponent().enabled = false; - _grassMower.GetComponent().enabled = false; - _grassMowerControlsText.gameObject.SetActive(false); - - switch (cameraMode) - { - case CameraModes.FPMode: - fpController.SetActive(true); - _activeCameraGO = fpController; - break; - case CameraModes.SpaceshipMode: - spaceshipCamera.SetActive(true); - _spaceShip.GetComponent().enabled = true; - _spaceShipThrusterGlow.gameObject.SetActive(true); - _spaceShipControlsText.gameObject.SetActive(true); - _activeCameraGO = spaceshipCamera; - break; - case CameraModes.MowerMode: - grassMowerCamera.SetActive(true); - _grassMower.GetComponent().enabled = true; - _grassMower.GetComponent().enabled = true; - _grassMowerControlsText.gameObject.SetActive(true); - _activeCameraGO = grassMowerCamera; - break; - } - - _currentCameraMode = cameraMode; - - // Notify GPU Instancer of the camera change: - GPUInstancerAPI.SetCamera(_activeCameraGO.GetComponentInChildren()); - } - - private void DisableLoadingTerrainDetailsText() - { - _loadingTerrainDetailsText.SetActive(false); - GPUInstancerAPI.StopListeningGPUIEvent(GPUInstancerEventType.DetailInitializationFinished, DisableLoadingTerrainDetailsText); - } - - private void SetQualityMode(QualityMode qualityMode) - { - if (!detailManager.gameObject.activeSelf) - { - _currentQualityModeText.text = "Current Quality Mode: GPU Instancer disabled (Unity terrain)"; - } - else - { - _currentQualityModeText.text = "Current Quality Mode: " + qualityMode + " Quality"; - - if (_currentQualityMode == qualityMode) - return; - - _currentQualityMode = qualityMode; - - SetPrototypesByQuality(qualityMode); - - - GPUInstancerAPI.UpdateDetailInstances(detailManager, true); - 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-namespace GPUInstancer -{ - public class AstroidGenerator : MonoBehaviour - { - [Range(0, 200000)] - public int count = 50000; - - public List asteroidObjects = new List(); - public GPUInstancerPrefabManager prefabManager; - public Transform centerTransform; - - private List asteroidInstances = new List(); - private int instantiatedCount; - private Vector3 center; - private Vector3 allocatedPos; - private Quaternion allocatedRot; - private Vector3 allocatedLocalEulerRot; - private Vector3 allocatedLocalScale; - private GPUInstancerPrefab allocatedGO; - private GameObject goParent; - private float allocatedLocalScaleFactor; - private int columnSize; - private int columnSpace = 3; - - private void Awake() - { - instantiatedCount = 0; - center = centerTransform.position; - allocatedPos = Vector3.zero; - allocatedRot = Quaternion.identity; - allocatedLocalEulerRot = Vector3.zero; - allocatedLocalScale = Vector3.one; - allocatedLocalScaleFactor = 1f; - - goParent = new GameObject("Asteroids"); - goParent.transform.position = center; - goParent.transform.parent = gameObject.transform; - - columnSize = count < 5000 ? 1 : count / 2500; - - int firstPassColumnSize = count % columnSize > 0 ? columnSize - 1 : columnSize; - - asteroidInstances.Clear(); - - for (int h = 0; h < firstPassColumnSize; h++) - { - for (int i = 0; i < Mathf.FloorToInt((float)count / columnSize); i++) - { - asteroidInstances.Add(InstantiateInCircle(center, h)); - } - } - - if (firstPassColumnSize != columnSize) - { - for (int i = 0; i < count - (Mathf.FloorToInt((float)count / columnSize) * firstPassColumnSize); i++) - { - asteroidInstances.Add(InstantiateInCircle(center, columnSize)); - } - } - Debug.Log("Instantiated " + instantiatedCount + " objects."); - } - - private void Start() - { - if (prefabManager != null && prefabManager.gameObject.activeSelf && prefabManager.enabled) - { - GPUInstancerAPI.RegisterPrefabInstanceList(prefabManager, asteroidInstances); - GPUInstancerAPI.InitializeGPUInstancer(prefabManager); - } - } - - private void SetRandomPosInCircle(Vector3 center, int column, float radius) - { - float ang = Random.value * 360; - - allocatedPos.x = center.x + radius * Mathf.Sin(ang * Mathf.Deg2Rad); - allocatedPos.y = center.y - (column * (float)columnSpace / 2) + (column * columnSpace) + Random.Range(0f, 1f); - allocatedPos.z = center.z + radius * Mathf.Cos(ang * Mathf.Deg2Rad); - } - - private GPUInstancerPrefab InstantiateInCircle(Vector3 center, int column) - { - SetRandomPosInCircle(center, column - Mathf.FloorToInt(columnSize / 2f), Random.Range(80.0f, 150f)); - allocatedRot = Quaternion.FromToRotation(Vector3.forward, center - allocatedPos); - allocatedGO = Instantiate(asteroidObjects[Random.Range(0, asteroidObjects.Count)], allocatedPos, allocatedRot); - allocatedGO.transform.parent = goParent.transform; - - allocatedLocalEulerRot.x = Random.Range(-180f, 180f); - allocatedLocalEulerRot.y = Random.Range(-180f, 180f); - allocatedLocalEulerRot.z = Random.Range(-180f, 180f); - allocatedGO.transform.localRotation = Quaternion.Euler(allocatedLocalEulerRot); - 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-namespace GPUInstancer -{ - public class SpaceshipMobileController : MonoBehaviour - { - // Ship rigidbody angular drag and drag simulate reverse thrusters. Recommended settings are: - // mass: 10, drag: 0.65, angular drag: 10 - - public float engineTorque = 1500f; - public float enginePower = 4500f; - public SpaceshipMobileJoystick spaceShipJoystick; - - private Rigidbody shipRigidbody; - - // Control Inputs - private float rollInput; - private float thrustInput; - private float pitchInput; - private float yawInput; - - // Engine Particle effects - private ParticleSystem.EmissionModule engineThrusterEmission; - private ParticleSystem.EmissionModule engineGlowEmission; - private Light engineGlowLight; - - private float originalThrusterEmissionRate; - private float originalGlowEmissionRate; - - - - private void Awake() - { - shipRigidbody = GetComponent(); - - engineThrusterEmission = transform.GetChild(0).GetComponent().emission; - originalThrusterEmissionRate = engineThrusterEmission.rateOverTime.constant; - - engineGlowEmission = transform.GetChild(0).GetChild(0).GetComponent().emission; - originalGlowEmissionRate = engineGlowEmission.rateOverTime.constant; - - Transform lightObject = transform.Find("EngineGlowLight"); - - if (lightObject) - engineGlowLight = lightObject.GetComponent(); - } - - void FixedUpdate() - { - GetJoystickInput(); - Move(); - AdjustThrusterEffects(); - - } - - private void GetJoystickInput() - { - //yawInput = CrossPlatformInputManager.GetAxis("Horizontal"); - //thrustInput = CrossPlatformInputManager.GetButton("Jump") ? 1 : 0; - //pitchInput = CrossPlatformInputManager.GetAxis("Vertical"); - //rollInput = CrossPlatformInputManager.GetButton("RollLeft") ? 1f : CrossPlatformInputManager.GetButton("RollRight") ? -1f : 0f; - - yawInput = spaceShipJoystick.inputDirection.x; - pitchInput = spaceShipJoystick.inputDirection.z; - } - - public void SetRollInput(float rollInput) // 1 is left, -1 is right, 0 is none - { - this.rollInput = rollInput; - } - - public void SetThrustInput(bool isThrusting) // -1 is left, 1 is right, 0 is none - { - thrustInput = isThrusting ? 1f : 0f; - } - - private void Move() - { - shipRigidbody.AddRelativeTorque(Vector3.up * yawInput * engineTorque * Time.deltaTime); - shipRigidbody.AddRelativeTorque(Vector3.right * pitchInput * engineTorque * Time.deltaTime); - shipRigidbody.AddRelativeTorque(Vector3.forward * rollInput * engineTorque * Time.deltaTime); - - shipRigidbody.AddRelativeForce(Vector3.forward * thrustInput * enginePower * Time.deltaTime); - } - - private void AdjustThrusterEffects() - { - engineThrusterEmission.rateOverTime = originalThrusterEmissionRate * thrustInput; - engineGlowEmission.rateOverTime = Mathf.Lerp(0.5f * originalGlowEmissionRate, originalGlowEmissionRate, thrustInput); - if (engineGlowLight) - engineGlowLight.intensity = Mathf.Clamp01(0.5f + thrustInput); - } - } -} - diff --git a/Assets/Art/Art Plugins/GPUInstancer/Demos/PrefabInstancing/Scripts/SpaceshipMobileController.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Demos/PrefabInstancing/Scripts/SpaceshipMobileController.cs.meta deleted file mode 100644 index 580462f..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Demos/PrefabInstancing/Scripts/SpaceshipMobileController.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: 0fb5b929c73c31f479549400db01c3d5 -timeCreated: 1521564759 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Demos/PrefabInstancing/Scripts/SpaceshipMobileJoystick.cs b/Assets/Art/Art Plugins/GPUInstancer/Demos/PrefabInstancing/Scripts/SpaceshipMobileJoystick.cs deleted file mode 100644 index 86b8c54..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Demos/PrefabInstancing/Scripts/SpaceshipMobileJoystick.cs +++ /dev/null @@ -1,48 +0,0 @@ -using UnityEngine; -using UnityEngine.EventSystems; -using UnityEngine.UI; - -namespace GPUInstancer -{ - public class SpaceshipMobileJoystick : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler - { - [HideInInspector] - public Vector3 inputDirection; - - private Image joystickBase; - private Image joystick; - private Vector2 dragPosition; - - private void Start() - { - joystickBase = GetComponent(); - joystick = transform.GetChild(0).GetComponent(); - inputDirection = Vector3.zero; - } - - public virtual void OnDrag(PointerEventData data) - { - dragPosition = Vector2.zero; - if (RectTransformUtility.ScreenPointToLocalPointInRectangle(joystickBase.rectTransform, data.position, data.pressEventCamera, out dragPosition)) - { - inputDirection.x = (dragPosition.x / joystickBase.rectTransform.sizeDelta.x) * 2 + ((joystickBase.rectTransform.pivot.x == 1) ? 1 : -1); - inputDirection.z = (dragPosition.y / joystickBase.rectTransform.sizeDelta.y) * 2 + ((joystickBase.rectTransform.pivot.y == 1) ? 1 : -1); - - inputDirection = Vector3.ClampMagnitude(inputDirection, 1); - joystick.rectTransform.anchoredPosition = new Vector3(inputDirection.x * (joystickBase.rectTransform.sizeDelta.x / 3), - inputDirection.z * (joystickBase.rectTransform.sizeDelta.y / 3)); - } - } - - public virtual void OnPointerDown(PointerEventData data) - { - OnDrag(data); - } - - public virtual void OnPointerUp(PointerEventData data) - { - inputDirection = Vector3.zero; - joystick.rectTransform.anchoredPosition = Vector3.zero; - } - } -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Demos/PrefabInstancing/Scripts/SpaceshipMobileJoystick.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Demos/PrefabInstancing/Scripts/SpaceshipMobileJoystick.cs.meta deleted file mode 100644 index 8a37f8a..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Demos/PrefabInstancing/Scripts/SpaceshipMobileJoystick.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 0866bc9a14b26094280af3d1cd27e6e8 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Demos/PrefabInstancing/Shaders.meta b/Assets/Art/Art Plugins/GPUInstancer/Demos/PrefabInstancing/Shaders.meta deleted file mode 100644 index ab06181..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Demos/PrefabInstancing/Shaders.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: e27b5898e206f494e916e920aefec11e -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Demos/PrefabInstancing/Shaders/AsteroidHaze_GPUI.shader b/Assets/Art/Art Plugins/GPUInstancer/Demos/PrefabInstancing/Shaders/AsteroidHaze_GPUI.shader deleted file mode 100644 index 3f53c6e..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Demos/PrefabInstancing/Shaders/AsteroidHaze_GPUI.shader +++ /dev/null @@ -1,155 +0,0 @@ -// Made with Amplify Shader Editor -// Available at the Unity Asset Store - http://u3d.as/y3X -Shader "GPUInstancer/AsteroidHaze" -{ - Properties - { - _TextureSample0("Texture Sample 0", 2D) = "white" {} - _HazeColor("HazeColor", Color) = (0.772549,0.7176471,0.8509804,1) - _FadeDistance("FadeDistance", Range( 0.1 , 250)) = 100 - [HideInInspector] _texcoord( "", 2D ) = "white" {} - [HideInInspector] __dirty( "", Int ) = 1 - } - - SubShader - { - Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" } - Cull Back - CGPROGRAM -#include "UnityCG.cginc" -#include "./../../../Shaders/Include/GPUInstancerInclude.cginc" -#pragma instancing_options procedural:setupGPUI -#pragma multi_compile_instancing - #include "UnityShaderVariables.cginc" - #pragma target 3.0 - #pragma surface surf Standard alpha:fade keepalpha noshadow nofog nometa noforwardadd vertex:vertexDataFunc - struct Input - { - float2 uv_texcoord; - float3 worldPos; - }; - - uniform float4 _HazeColor; - uniform sampler2D _TextureSample0; - uniform float _FadeDistance; - - void vertexDataFunc( inout appdata_full v, out Input o ) - { - UNITY_INITIALIZE_OUTPUT( Input, o ); - float3 appendResult108 = (float3(unity_CameraToWorld[ 2 ][ 0 ] , unity_CameraToWorld[ 2 ][ 1 ] , unity_CameraToWorld[ 2 ][ 2 ])); - float3 normalizeResult110 = normalize( appendResult108 ); - float3 ReverseCameraViewVector117 = normalizeResult110; - v.normal = ReverseCameraViewVector117; - //Calculate new billboard vertex position and normal; - float3 upCamVec = normalize ( UNITY_MATRIX_V._m10_m11_m12 ); - float3 forwardCamVec = -normalize ( UNITY_MATRIX_V._m20_m21_m22 ); - float3 rightCamVec = normalize( UNITY_MATRIX_V._m00_m01_m02 ); - float4x4 rotationCamMatrix = float4x4( rightCamVec, 0, upCamVec, 0, forwardCamVec, 0, 0, 0, 0, 1 ); - v.normal = normalize( mul( float4( v.normal , 0 ), rotationCamMatrix )); - v.vertex.x *= length( unity_ObjectToWorld._m00_m10_m20 ); - v.vertex.y *= length( unity_ObjectToWorld._m01_m11_m21 ); - v.vertex.z *= length( unity_ObjectToWorld._m02_m12_m22 ); - v.vertex = mul( v.vertex, rotationCamMatrix ); - v.vertex.xyz += unity_ObjectToWorld._m03_m13_m23; - //Need to nullify rotation inserted by generated surface shader; - v.vertex = mul( unity_WorldToObject, v.vertex ); - } - - void surf( Input i , inout SurfaceOutputStandard o ) - { - float2 uv_TexCoord9 = i.uv_texcoord * float2( 0.8,0.8 ) + float2( 0.1,0.1 ); - float4 transform95 = mul(unity_ObjectToWorld,float4( 0,0,0,1 )); - float cos6 = cos( ( ( _Time.y * 0.05 ) + radians( ( transform95.x * transform95.y * transform95.z ) ) ) ); - float sin6 = sin( ( ( _Time.y * 0.05 ) + radians( ( transform95.x * transform95.y * transform95.z ) ) ) ); - float2 rotator6 = mul( uv_TexCoord9 - float2( 0.5,0.5 ) , float2x2( cos6 , -sin6 , sin6 , cos6 )) + float2( 0.5,0.5 ); - float2 RotationOverTime53 = rotator6; - float4 tex2DNode2 = tex2D( _TextureSample0, RotationOverTime53 ); - float4 temp_output_4_0 = ( _HazeColor * tex2DNode2 ); - o.Albedo = temp_output_4_0.rgb; - o.Emission = 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-{ - /// - /// Example usage of InitializeWithMatrix4x4Array - UpdateVisibilityBufferWithMatrix4x4Array and DefineAndAddVariationFromArray - UpdateVariationFromArray API methods - /// - public class PrefabsWithoutGameObjects : MonoBehaviour - { - // reference to the Prefab Manager - public GPUInstancerPrefabManager prefabManager; - // reference to the No Game Object prefab - public GPUInstancerPrefab prefab; - // size of array and buffers - public int bufferSize = 10000; - - // UI - public Button addSphere; - public Button removeSphere; - public Button clearSphere; - public Text sphereCountText; - public Text positionUpdateFrequencyText; - public Text scaleUpdateFrequencyText; - public Text colorUpdateFrequencyText; - public string bufferName = "colorBuffer"; - - // Transform Data Array - private Matrix4x4[] _matrix4x4Array; - - private int sphereCount = 0; - private float positionUpdateFrequency = 1; - private float scaleUpdateFrequency = 1; - private float colorUpdateFrequency = 1; - private Vector4[] variationData; - - // Use this for initialization - private void Awake() - { - // min buffersize check - if (bufferSize < 1000) - bufferSize = 1000; - // initialize the array with the max size - _matrix4x4Array = new Matrix4x4[bufferSize]; - // change the data of the array - AddMatrix4x4ToArray(1000); - - // initialize the buffers with array - GPUInstancerAPI.InitializeWithMatrix4x4Array(prefabManager, prefab.prefabPrototype, _matrix4x4Array); - GPUInstancerAPI.SetInstanceCount(prefabManager, prefab.prefabPrototype, sphereCount); - - // Color variatons - variationData = new Vector4[bufferSize]; - for (int i = 0; i < bufferSize; i++) - variationData[i] = Random.ColorHSV(); - GPUInstancerAPI.DefineAndAddVariationFromArray(prefabManager, prefab.prefabPrototype, bufferName, variationData); - - // UI - CheckButtonsAvailablity(); - // Start Update Positions coroutine - StartCoroutine(UpdatePositions()); - - StartCoroutine(UpdateScale()); - - StartCoroutine(UpdateColors()); - } - - // Update 100 random sphere positions - private IEnumerator UpdatePositions() - { - while (true) - { - if(sphereCount > 100 && positionUpdateFrequency > 0) - { - Vector3 newPosition; - // update 100 positions starting from random index - int randomIndex = Random.Range(0, sphereCount - 100); - for (int i = randomIndex; i < randomIndex + 100; i++) - { - newPosition = Random.insideUnitSphere * 20; - _matrix4x4Array[i].SetColumn(3, new Vector4(newPosition.x, newPosition.y, newPosition.z, _matrix4x4Array[i][3, 3])); - } - // set updated transform data - GPUInstancerAPI.UpdateVisibilityBufferWithMatrix4x4Array(prefabManager, prefab.prefabPrototype, _matrix4x4Array, randomIndex, randomIndex, 100); - } - yield return new WaitForSeconds(1 - positionUpdateFrequency + 0.01f); - } - } - - // Update 100 random sphere positions - private IEnumerator UpdateScale() - { - while (true) - { - if (sphereCount > 100 && scaleUpdateFrequency > 0) - { - Matrix4x4 instance; - Vector3 position; - Quaternion rotation; - Vector3 newScale; - // update 100 positions starting from random index - int randomIndex = Random.Range(0, sphereCount - 100); - for (int i = randomIndex; i < randomIndex + 100; i++) - { - instance = _matrix4x4Array[i]; - position = instance.GetColumn(3); - rotation = Quaternion.LookRotation(instance.GetColumn(2), instance.GetColumn(1)); - newScale = Vector3.one * Random.Range(0.5f, 1.5f); - _matrix4x4Array[i] = Matrix4x4.TRS(position, rotation, newScale); - } - // set updated transform data - GPUInstancerAPI.UpdateVisibilityBufferWithMatrix4x4Array(prefabManager, prefab.prefabPrototype, _matrix4x4Array, randomIndex, randomIndex, 100); - } - yield return new WaitForSeconds(1 - scaleUpdateFrequency + 0.01f); - } - } - - // Update 100 random sphere positions - private IEnumerator UpdateColors() - { - while (true) - { - if (sphereCount > 100 && colorUpdateFrequency > 0) - { - // update 100 positions starting from random index - int randomIndex = Random.Range(0, sphereCount - 100); - for (int i = randomIndex; i < randomIndex + 100; i++) - variationData[i] = Random.ColorHSV(); - // set updated transform data - GPUInstancerAPI.UpdateVariationFromArray(prefabManager, prefab.prefabPrototype, bufferName, variationData, randomIndex, randomIndex, 100); - } - yield return new WaitForSeconds(1 - colorUpdateFrequency + 0.01f); - } - } - - // Add new spheres - private void AddMatrix4x4ToArray(int instanceCount) - { - int start = sphereCount; - sphereCount += instanceCount; - for (int i = start; i < sphereCount; i++) - { - _matrix4x4Array[i] = Matrix4x4.TRS(Random.insideUnitSphere * 20, Quaternion.identity, Vector3.one * Random.Range(0.5f, 1.5f)); - } - } - - // remove spheres - private void RemoveMatrix4x4FromArray(int instanceCount) - { - int end = sphereCount; - sphereCount -= instanceCount; - for (int i = sphereCount; i < end; i++) - { - _matrix4x4Array[i] = Matrix4x4.zero; - } - } - - // UI - private void CheckButtonsAvailablity() - { - if (sphereCount + 1000 > bufferSize) - addSphere.interactable = false; - else - addSphere.interactable = true; - - if (sphereCount - 1000 < 0) - removeSphere.interactable = false; - else - removeSphere.interactable = true; - - if (sphereCount <= 0) - clearSphere.interactable = false; - else - clearSphere.interactable = true; - - sphereCountText.text = "Sphere Count: " + sphereCount; - } - - public void SetPositionUpdateFrequency(float updateInterval) - { - this.positionUpdateFrequency = updateInterval; - if(positionUpdateFrequency <= 0) - positionUpdateFrequencyText.text = "Updating positions cancelled"; - else - positionUpdateFrequencyText.text = "Updating positions every " + (1 - positionUpdateFrequency + 0.01f).ToString("0.00") + " seconds"; - } - - public void SetScaleUpdateFrequency(float updateInterval) - { - this.scaleUpdateFrequency = updateInterval; - if (scaleUpdateFrequency <= 0) - scaleUpdateFrequencyText.text = "Updating scales cancelled"; - else - scaleUpdateFrequencyText.text = "Updating scales every " + (1 - scaleUpdateFrequency + 0.01f).ToString("0.00") + " seconds"; - } - - public void SetColorUpdateFrequency(float updateInterval) - { - this.colorUpdateFrequency = updateInterval; - if (colorUpdateFrequency <= 0) - colorUpdateFrequencyText.text = "Updating colors cancelled"; - else - colorUpdateFrequencyText.text = "Updating colors every " + (1 - colorUpdateFrequency + 0.01f).ToString("0.00") + " seconds"; - } - - public void AddSpheres() - { - int previousSphereCount = sphereCount; - AddMatrix4x4ToArray(1000); - // UI - CheckButtonsAvailablity(); - // set updated transform data - GPUInstancerAPI.UpdateVisibilityBufferWithMatrix4x4Array(prefabManager, prefab.prefabPrototype, _matrix4x4Array, - previousSphereCount, previousSphereCount, 1000); - GPUInstancerAPI.SetInstanceCount(prefabManager, prefab.prefabPrototype, sphereCount); - } - - public void RemoveSpheres() - { - RemoveMatrix4x4FromArray(1000); - // UI - 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externalObjects: {} - mainObjectFileID: 0 - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts.meta b/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts.meta deleted file mode 100644 index 176b98f..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: cce80b0b6f85ea34fab138225bd7ba0b -folderAsset: yes -timeCreated: 1523905626 -licenseType: Store -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/ColorPicker.cs b/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/ColorPicker.cs deleted file mode 100644 index 68e5690..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/ColorPicker.cs +++ /dev/null @@ -1,205 +0,0 @@ -using System; -using UnityEngine; -using UnityEngine.UI; - - -namespace GPUInstancer -{ - public class ColorPicker : MonoBehaviour - { - public Color Color { get { return _color; } set { Setup(value); } } - public void SetOnValueChangeCallback(Action onValueChange) - { - _onValueChange = onValueChange; - } - public void SetOnValueChangeCallback(Action onValueChange) - { - _onValueChangeVoid = onValueChange; - } - private Color _color = Color.red; - private Action _onValueChange; - private Action _onValueChangeVoid; - private Action _update; - - private static void RGBToHSV(Color color, out float h, out float s, out float v) - { - var cmin = Mathf.Min(color.r, color.g, color.b); - var cmax = Mathf.Max(color.r, color.g, color.b); - var d = cmax - cmin; - if (d == 0) - { - h = 0; - } - else if (cmax == color.r) - { - h = Mathf.Repeat((color.g - color.b) / d, 6); - } - else if (cmax == color.g) - { - h = (color.b - color.r) / d + 2; - } - else - { - h = (color.r - color.g) / d + 4; - } - s = cmax == 0 ? 0 : d / cmax; - v = cmax; - } - - private static bool GetLocalMouse(GameObject go, out Vector2 result) - { - var rt = (RectTransform)go.transform; - var mp = rt.InverseTransformPoint(Input.mousePosition); - result.x = Mathf.Clamp(mp.x, rt.rect.min.x, rt.rect.max.x); - result.y = Mathf.Clamp(mp.y, rt.rect.min.y, rt.rect.max.y); - return rt.rect.Contains(mp); - } - - private static Vector2 GetWidgetSize(GameObject go) - { - var rt = (RectTransform)go.transform; - return rt.rect.size; - } - - private GameObject GO(string name) - { - return transform.Find(name).gameObject; - } - - private void Setup(Color inputColor) - { - var satvalGO = GO("SaturationValue"); - var satvalKnob = GO("SaturationValue/Knob"); - var hueGO = GO("Hue"); - var hueKnob = GO("Hue/Knob"); - var result = GO("Result"); - var hueColors = new Color[] { - Color.red, - Color.yellow, - Color.green, - Color.cyan, - Color.blue, - Color.magenta, - }; - var satvalColors = new Color[] { - new Color( 0, 0, 0 ), - new Color( 0, 0, 0 ), - new Color( 1, 1, 1 ), - hueColors[0], - }; - var hueTex = new Texture2D(1, 7); - for (int i = 0; i < 7; i++) - { - hueTex.SetPixel(0, i, hueColors[i % 6]); - } - hueTex.Apply(); - hueGO.GetComponent().sprite = Sprite.Create(hueTex, new Rect(0, 0.5f, 1, 6), new Vector2(0.5f, 0.5f)); - var hueSz = GetWidgetSize(hueGO); - var satvalTex = new Texture2D(2, 2); - satvalGO.GetComponent().sprite = Sprite.Create(satvalTex, new Rect(0.5f, 0.5f, 1, 1), new Vector2(0.5f, 0.5f)); - Action resetSatValTexture = () => { - for (int j = 0; j < 2; j++) - { - for (int i = 0; i < 2; i++) - { - satvalTex.SetPixel(i, j, satvalColors[i + j * 2]); - } - } - satvalTex.Apply(); - }; - var satvalSz = GetWidgetSize(satvalGO); - float Hue, Saturation, Value; - RGBToHSV(inputColor, out Hue, out Saturation, out Value); - Action applyHue = () => { - var i0 = Mathf.Clamp((int)Hue, 0, 5); - var i1 = (i0 + 1) % 6; - var resultColor = Color.Lerp(hueColors[i0], hueColors[i1], Hue - i0); - satvalColors[3] = resultColor; - resetSatValTexture(); - }; - Action applySaturationValue = () => { - var sv = new Vector2(Saturation, Value); - var isv = new Vector2(1 - sv.x, 1 - sv.y); - var c0 = isv.x * isv.y * satvalColors[0]; - var c1 = sv.x * isv.y * satvalColors[1]; - var c2 = isv.x * sv.y * satvalColors[2]; - var c3 = sv.x * sv.y * satvalColors[3]; - var resultColor = c0 + c1 + c2 + c3; - var resImg = result.GetComponent(); - resImg.color = resultColor; - if (_color != resultColor) - { - if (_onValueChange != null) - _onValueChange(resultColor); - if (_onValueChangeVoid != null) - _onValueChangeVoid(); - _color = resultColor; - } - }; - applyHue(); - applySaturationValue(); - satvalKnob.transform.localPosition = new Vector2(Saturation * satvalSz.x, Value * satvalSz.y); - hueKnob.transform.localPosition = new Vector2(hueKnob.transform.localPosition.x, Hue / 6 * satvalSz.y); - Action dragH = null; - Action dragSV = null; - Action idle = () => { - if (Input.GetMouseButtonDown(0)) - { - Vector2 mp; - if (GetLocalMouse(hueGO, out mp)) - { - _update = dragH; - } - else if (GetLocalMouse(satvalGO, out mp)) - { - _update = dragSV; - } - } - }; - dragH = () => { - Vector2 mp; - GetLocalMouse(hueGO, out mp); - Hue = mp.y / hueSz.y * 6; - applyHue(); - applySaturationValue(); - hueKnob.transform.localPosition = new Vector2(hueKnob.transform.localPosition.x, mp.y); - if (Input.GetMouseButtonUp(0)) - { - _update = idle; - } - }; - dragSV = () => { - Vector2 mp; - GetLocalMouse(satvalGO, out mp); - Saturation = mp.x / satvalSz.x; - Value = mp.y / satvalSz.y; - applySaturationValue(); - satvalKnob.transform.localPosition = mp; - if (Input.GetMouseButtonUp(0)) - { - _update = idle; - } - }; - _update = idle; - } - - public void SetRandomColor() - { - var rng = new System.Random(); - var r = (rng.Next() % 1000) / 1000.0f; - var g = (rng.Next() % 1000) / 1000.0f; - var b = (rng.Next() % 1000) / 1000.0f; - Color = new Color(r, g, b); - } - - void Awake() - { - Color = Color.red; - } - - void Update() - { - _update(); - } - } -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/ColorPicker.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/ColorPicker.cs.meta deleted file mode 100644 index 9cb41ee..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/ColorPicker.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: e13c5c7a325754e4e821df551c43fe77 -timeCreated: 1524221051 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/FPController.cs b/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/FPController.cs deleted file mode 100644 index 0925d6e..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/FPController.cs +++ /dev/null @@ -1,253 +0,0 @@ -using UnityEngine; - -namespace GPUInstancer -{ - // Note: This is a stripped down version of the FirstPersonController script from the Unity Standard Assets package. - // It's dependencies have been removed/modified and it has been taken into the GPUInstancer namespace to avoid conflicts. - // This class is only used in the demo scenes that showcase the GPU Instancer capabilities. - - [RequireComponent(typeof (CharacterController))] - public class FPController : MonoBehaviour - { - [SerializeField] public float m_WalkSpeed; - [SerializeField] public float m_RunSpeed; - [SerializeField] public float m_JumpSpeed; - - private bool m_IsWalking; - private MouseLook m_MouseLook; - private Camera m_Camera; - private bool m_Jump; - private float m_YRotation; - private Vector2 m_Input; - private Vector3 m_MoveDir = Vector3.zero; - private CharacterController m_CharacterController; - private CollisionFlags m_CollisionFlags; - private bool m_PreviouslyGrounded; - private bool m_Jumping; - private float m_StickToGroundForce = 10f; - private float m_GravityMultiplier = 2f; - - private void Start() - { - m_CharacterController = GetComponent(); - m_Camera = Camera.main; - m_Jumping = false; - m_MouseLook = new MouseLook(); - m_MouseLook.Init(transform , m_Camera.transform); - } - - private void Update() - { - RotateView(); - // the jump state needs to read here to make sure it is not missed - if (!m_Jump && Cursor.lockState == CursorLockMode.Locked) - { - m_Jump = Input.GetButtonDown("Jump"); - } - - if (!m_PreviouslyGrounded && m_CharacterController.isGrounded) - { - m_MoveDir.y = 0f; - m_Jumping = false; - } - if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded) - { - m_MoveDir.y = 0f; - } - - m_PreviouslyGrounded = m_CharacterController.isGrounded; - } - - - private void FixedUpdate() - { - float speed; - GetInput(out speed); - // always move along the camera forward as it is the direction that it being aimed at - Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x; - - // get a normal for the surface that is being touched to move along it - RaycastHit hitInfo; - Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo, - m_CharacterController.height/2f, Physics.AllLayers, QueryTriggerInteraction.Ignore); - desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized; - - m_MoveDir.x = desiredMove.x*speed; - m_MoveDir.z = desiredMove.z*speed; - - - if (m_CharacterController.isGrounded) - { - m_MoveDir.y = -m_StickToGroundForce; - - if (m_Jump) - { - m_MoveDir.y = m_JumpSpeed; - m_Jump = false; - m_Jumping = true; - } - } - else - { - m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime; - } - m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime); - - m_MouseLook.UpdateCursorLock(); - } - - private void GetInput(out float speed) - { - // Read input - float horizontal = Input.GetAxis("Horizontal"); - float vertical = Input.GetAxis("Vertical"); - - // On standalone builds, walk/run speed is modified by a key press. - // keep track of whether or not the character is walking or running - m_IsWalking = !Input.GetKey(KeyCode.LeftShift); - - // set the desired speed to be walking or running - speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed; - m_Input = new Vector2(horizontal, vertical); - - // normalize input if it exceeds 1 in combined length: - if (m_Input.sqrMagnitude > 1) - { - m_Input.Normalize(); - } - } - - - private void RotateView() - { - m_MouseLook.LookRotation (transform, m_Camera.transform); - } - - - private void OnControllerColliderHit(ControllerColliderHit hit) - { - Rigidbody body = hit.collider.attachedRigidbody; - //dont move the rigidbody if the character is on top of it - if (m_CollisionFlags == CollisionFlags.Below) - { - return; - } - - if (body == null || body.isKinematic) - { - return; - } - body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse); - } - } - - public class MouseLook - { - public float XSensitivity = 2f; - public float YSensitivity = 2f; - public bool clampVerticalRotation = true; - public float MinimumX = -90F; - public float MaximumX = 90F; - public bool smooth; - public float smoothTime = 5f; - public bool lockCursor = true; - - - private Quaternion m_CharacterTargetRot; - private Quaternion m_CameraTargetRot; - private bool m_cursorIsLocked = true; - - public void Init(Transform character, Transform camera) - { - m_CharacterTargetRot = character.localRotation; - m_CameraTargetRot = camera.localRotation; - } - - - public void LookRotation(Transform character, Transform camera) - { - if (m_cursorIsLocked) - { - float yRot = Input.GetAxis("Mouse X") * XSensitivity; - float xRot = Input.GetAxis("Mouse Y") * YSensitivity; - - m_CharacterTargetRot *= Quaternion.Euler(0f, yRot, 0f); - m_CameraTargetRot *= Quaternion.Euler(-xRot, 0f, 0f); - - if (clampVerticalRotation) - m_CameraTargetRot = ClampRotationAroundXAxis(m_CameraTargetRot); - - if (smooth) - { - character.localRotation = Quaternion.Slerp(character.localRotation, m_CharacterTargetRot, - smoothTime * Time.deltaTime); - camera.localRotation = Quaternion.Slerp(camera.localRotation, m_CameraTargetRot, - smoothTime * Time.deltaTime); - } - else - { - character.localRotation = m_CharacterTargetRot; - camera.localRotation = m_CameraTargetRot; - } - } - UpdateCursorLock(); - } - - public void SetCursorLock(bool value) - { - lockCursor = value; - if (!lockCursor) - {//we force unlock the cursor if the user disable the cursor locking helper - Cursor.lockState = CursorLockMode.None; - Cursor.visible = true; - } - } - - public void UpdateCursorLock() - { - //if the user set "lockCursor" we check & properly lock the cursos - if (lockCursor) - InternalLockUpdate(); - } - - private void InternalLockUpdate() - { - if (Input.GetKeyUp(KeyCode.Escape)) - { - m_cursorIsLocked = false; - } - else if (Input.GetMouseButtonUp(0)) - { - m_cursorIsLocked = true; - } - - if (m_cursorIsLocked) - { - Cursor.lockState = CursorLockMode.Locked; - Cursor.visible = false; - } - else if (!m_cursorIsLocked) - { - Cursor.lockState = CursorLockMode.None; - Cursor.visible = true; - } - } - - Quaternion ClampRotationAroundXAxis(Quaternion q) - { - q.x /= q.w; - q.y /= q.w; - q.z /= q.w; - q.w = 1.0f; - - float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan(q.x); - - angleX = Mathf.Clamp(angleX, MinimumX, MaximumX); - - q.x = Mathf.Tan(0.5f * Mathf.Deg2Rad * angleX); - - return q; - } - - } -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/FPController.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/FPController.cs.meta deleted file mode 100644 index 6eb7e1e..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/FPController.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 79d4dc6c242b09c4fb660e5131a1f6f7 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/FPS.cs b/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/FPS.cs deleted file mode 100644 index 60b0044..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/FPS.cs +++ /dev/null @@ -1,28 +0,0 @@ -using UnityEngine; -using System.Collections; - -namespace GPUInstancer -{ - public class FPS : MonoBehaviour - { - public float FPSCount; - - IEnumerator Start() - { - //GUI.depth = 2; - while (true) - { - if (Time.timeScale == 1) - { - yield return new WaitForSeconds(0.1f); - FPSCount = Mathf.Round(1 / Time.deltaTime); - } - else - { - FPSCount = 0; - } - yield return new WaitForSeconds(0.5f); - } - } - } -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/FPS.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/FPS.cs.meta deleted file mode 100644 index ecd4ea8..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/FPS.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: e395798b730eec241b96ad805bec1978 -timeCreated: 1521590203 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/GrassMowerController.cs b/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/GrassMowerController.cs deleted file mode 100644 index 469dcac..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/GrassMowerController.cs +++ /dev/null @@ -1,40 +0,0 @@ -using UnityEngine; - -namespace GPUInstancer -{ - public class GrassMowerController : MonoBehaviour - { - public float engineTorque = 3500; - public float enginePower = 4000; - - private Rigidbody grassMowerRigidbody; - - // Control Inputs - private float thrustInput; - private float yawInput; - - private void Awake() - { - grassMowerRigidbody = GetComponent(); - } - - void FixedUpdate() - { - GetInputs(); - Move(); - } - - private void GetInputs() - { - yawInput = Input.GetAxis("Horizontal"); - thrustInput = Input.GetAxis("Jump"); - } - - private void Move() - { - grassMowerRigidbody.AddRelativeTorque(Vector3.up * yawInput * engineTorque * Time.deltaTime); - grassMowerRigidbody.AddRelativeForce(Vector3.forward * thrustInput * enginePower * Time.deltaTime); - } - } -} - diff --git a/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/GrassMowerController.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/GrassMowerController.cs.meta deleted file mode 100644 index a4cb1eb..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/GrassMowerController.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: a2dffa01d598d5247a44368a3b1424bd -timeCreated: 1521564759 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/ShieldImpact.cs b/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/ShieldImpact.cs deleted file mode 100644 index feef40b..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/ShieldImpact.cs +++ /dev/null @@ -1,40 +0,0 @@ -using UnityEngine; - -namespace GPUInstancer -{ - public class ShieldImpact : MonoBehaviour - { - - - private float impactTime; - private Material impactMat; - - private void Awake() - { - impactMat = transform.Find("ImpactShield").GetComponent().material; - } - - private void Update() - { - - if (impactTime > 0) - { - impactTime -= Time.deltaTime * 1000; - if (impactTime < 0) - impactTime = 0; - impactMat.SetFloat("_ImpactTime", impactTime); - } - - } - - private void OnCollisionEnter(Collision collision) - { - foreach (ContactPoint contact in collision.contacts) - { - impactMat.SetVector("_ImpactPosition", transform.InverseTransformPoint(contact.point)); - impactTime = 500; - impactMat.SetFloat("_ImpactTime", impactTime); - } - } - } -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/ShieldImpact.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/ShieldImpact.cs.meta deleted file mode 100644 index e8bc773..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/ShieldImpact.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: 1b6cf4a24bfbace47b3f2ef1a220cf42 -timeCreated: 1521766722 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/SpaceshipCameraRig.cs b/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/SpaceshipCameraRig.cs deleted file mode 100644 index 3e35966..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/SpaceshipCameraRig.cs +++ /dev/null @@ -1,121 +0,0 @@ -using UnityEngine; - -namespace GPUInstancer -{ - // Note: Modified version of the Unity Standard Assets script. - - public class SpaceshipCameraRig : MonoBehaviour - { - - // Camera Rig - // Pivot - // Camera - - public Transform m_Target; // The target object to follow - public float m_MoveSpeed = 3; // How fast the rig will move to keep up with target's position - public float m_TurnSpeed = 1; // How fast the rig will turn to keep up with target's rotation - public float m_RollSpeed = 0.2f; // How fast the rig will roll (around Z axis) to match target's roll. - public bool m_FollowVelocity = false; // Whether the rig will rotate in the direction of the target's velocity. - public bool m_FollowTilt = true; // Whether the rig will tilt (around X axis) with the target. - public float m_SpinTurnLimit = 90; // The threshold beyond which the camera stops following the target's rotation. (used in situations where a car spins out, for example) - public float m_TargetVelocityLowerLimit = 4f; // the minimum velocity above which the camera turns towards the object's velocity. Below this we use the object's forward direction. - public float m_SmoothTurnTime = 0.2f; // the smoothing for the camera's rotation - - private Vector3 m_LastTargetPosition; - private Rigidbody targetRigidbody; - private float m_LastFlatAngle; // The relative angle of the target and the rig from the previous frame. - private float m_CurrentTurnAmount; // How much to turn the camera - private float m_TurnSpeedVelocityChange; // The change in the turn speed velocity - private Vector3 m_RollUp = Vector3.up; // The roll of the camera around the z axis ( generally this will always just be up ) - - private void Start() - { - if (m_Target == null) - return; - targetRigidbody = m_Target.GetComponent(); - } - - private void FixedUpdate() - { - FollowTarget(Time.deltaTime); - } - - private void FollowTarget(float deltaTime) - { - if (!(deltaTime > 0) || m_Target == null) - { - return; - } - - var targetForward = m_Target.forward; - var targetUp = m_Target.up; - - if (m_FollowVelocity && Application.isPlaying) - { - // in follow velocity mode, the camera's rotation is aligned towards the object's velocity direction - // but only if the object is traveling faster than a given threshold. - - if (targetRigidbody.velocity.magnitude > m_TargetVelocityLowerLimit) - { - // velocity is high enough, so we'll use the target's velocty - targetForward = targetRigidbody.velocity.normalized; - targetUp = Vector3.up; - } - else - { - targetUp = Vector3.up; - } - m_CurrentTurnAmount = Mathf.SmoothDamp(m_CurrentTurnAmount, 1, ref m_TurnSpeedVelocityChange, m_SmoothTurnTime); - } - else - { - // we're in 'follow rotation' mode, where the camera rig's rotation follows the object's rotation. - - // This section allows the camera to stop following the target's rotation when the target is spinning too fast. - // eg when a car has been knocked into a spin. The camera will resume following the rotation - // of the target when the target's angular velocity slows below the threshold. - var currentFlatAngle = Mathf.Atan2(targetForward.x, targetForward.z) * Mathf.Rad2Deg; - if (m_SpinTurnLimit > 0) - { - var targetSpinSpeed = Mathf.Abs(Mathf.DeltaAngle(m_LastFlatAngle, currentFlatAngle)) / deltaTime; - var desiredTurnAmount = Mathf.InverseLerp(m_SpinTurnLimit, m_SpinTurnLimit * 0.75f, targetSpinSpeed); - var turnReactSpeed = (m_CurrentTurnAmount > desiredTurnAmount ? .1f : 1f); - if (Application.isPlaying) - { - m_CurrentTurnAmount = Mathf.SmoothDamp(m_CurrentTurnAmount, desiredTurnAmount, - ref m_TurnSpeedVelocityChange, turnReactSpeed); - } - else - { - // for editor mode, smoothdamp won't work because it uses deltaTime internally - m_CurrentTurnAmount = desiredTurnAmount; - } - } - else - { - m_CurrentTurnAmount = 1; - } - m_LastFlatAngle = currentFlatAngle; - } - - // camera position moves towards target position: - transform.position = Vector3.Lerp(transform.position, m_Target.position, deltaTime * m_MoveSpeed); - - // camera's rotation is split into two parts, which can have independend speed settings: - // rotating towards the target's forward direction (which encompasses its 'yaw' and 'pitch') - if (!m_FollowTilt) - { - targetForward.y = 0; - if (targetForward.sqrMagnitude < float.Epsilon) - { - targetForward = transform.forward; - } - } - var rollRotation = Quaternion.LookRotation(targetForward, m_RollUp); - - // and aligning with the target object's up direction (i.e. its 'roll') - m_RollUp = m_RollSpeed > 0 ? Vector3.Slerp(m_RollUp, targetUp, m_RollSpeed * deltaTime) : Vector3.up; - transform.rotation = Quaternion.Lerp(transform.rotation, rollRotation, m_TurnSpeed * m_CurrentTurnAmount * deltaTime); - } - } -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/SpaceshipCameraRig.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/SpaceshipCameraRig.cs.meta deleted file mode 100644 index 104dfe9..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/SpaceshipCameraRig.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: 5c69e43ea4f5d2448ba8c79bda1777c4 -timeCreated: 1521563009 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/SpaceshipController.cs b/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/SpaceshipController.cs deleted file mode 100644 index 40ef2b9..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/SpaceshipController.cs +++ /dev/null @@ -1,81 +0,0 @@ -using UnityEngine; - -namespace GPUInstancer -{ - public class SpaceshipController : MonoBehaviour - { - // Ship rigidbody angular drag and drag simulate reverse thrusters. Recommended settings are: - // mass: 10, drag: 0.65, angular drag: 10 - - public float engineTorque = 1500f; - public float enginePower = 4500f; - - private Rigidbody shipRigidbody; - - // Control Inputs - private float rollInput; - private float thrustInput; - private float pitchInput; - private float yawInput; - - // Engine Particle effects - private ParticleSystem.EmissionModule engineThrusterEmission; - private ParticleSystem.EmissionModule engineGlowEmission; - private Light engineGlowLight; - - private float originalThrusterEmissionRate; - private float originalGlowEmissionRate; - - - - private void Awake() - { - shipRigidbody = GetComponent(); - - engineThrusterEmission = transform.GetChild(0).GetComponent().emission; - originalThrusterEmissionRate = engineThrusterEmission.rateOverTime.constant; - - engineGlowEmission = transform.GetChild(0).GetChild(0).GetComponent().emission; - originalGlowEmissionRate = engineGlowEmission.rateOverTime.constant; - - Transform lightObject = transform.Find("EngineGlowLight"); - - if (lightObject) - engineGlowLight = lightObject.GetComponent(); - } - - void FixedUpdate() - { - GetInputs(); - Move(); - AdjustThrusterEffects(); - - } - - private void GetInputs() - { - yawInput = Input.GetAxis("Horizontal"); - thrustInput = Input.GetAxis("Jump"); - pitchInput = Input.GetAxis("Vertical"); - rollInput = Input.GetKey(KeyCode.Q) ? 1f : Input.GetKey(KeyCode.E) ? -1f : 0f; - } - - private void Move() - { - shipRigidbody.AddRelativeTorque(Vector3.up * yawInput * engineTorque * Time.deltaTime); - shipRigidbody.AddRelativeTorque(Vector3.right * pitchInput * engineTorque * Time.deltaTime); - shipRigidbody.AddRelativeTorque(Vector3.forward * rollInput * engineTorque * Time.deltaTime); - - shipRigidbody.AddRelativeForce(Vector3.forward * thrustInput * enginePower * Time.deltaTime); - } - - private void AdjustThrusterEffects() - { - engineThrusterEmission.rateOverTime = originalThrusterEmissionRate * thrustInput; - engineGlowEmission.rateOverTime = Mathf.Lerp(0.5f * originalGlowEmissionRate, originalGlowEmissionRate, thrustInput); - if (engineGlowLight) - engineGlowLight.intensity = Mathf.Clamp01(0.5f + thrustInput); - } - } -} - diff --git a/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/SpaceshipController.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/SpaceshipController.cs.meta deleted file mode 100644 index 38742de..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Scripts/SpaceshipController.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: a171bccc80e97724b892048953937926 -timeCreated: 1521564759 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Shaders.meta b/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Shaders.meta deleted file mode 100644 index f3d19e3..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Shaders.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: ffa4cf511eec39c409d4d7d7a74b9643 -folderAsset: yes -timeCreated: 1521765324 -licenseType: Store -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Shaders/ImpactShield.shader b/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Shaders/ImpactShield.shader deleted file mode 100644 index e9ca1f0..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Demos/_SharedResources/Shaders/ImpactShield.shader +++ /dev/null @@ -1,179 +0,0 @@ -// Made with Amplify Shader Editor -// Available at the Unity Asset Store - http://u3d.as/y3X -Shader "GPUInstancer/ImpactShield" -{ - Properties - { - _ImpactPosition("Impact Position", Vector) = (0,0,0,0) - _ImpactTime("Impact Time", Float) = 0 - _ImpactColor("Impact Color", Color) = (0.378244,0.6964117,0.7794118,1) - _ImpactSize("Impact Size", Float) = 0.2 - _ShieldImpactTexture("Shield Impact Texture", 2D) = "white" {} - _IdleShieldTexture("Idle Shield Texture", 2D) = "white" {} - [HideInInspector] _texcoord( "", 2D ) = "white" {} - [HideInInspector] __dirty( "", Int ) = 1 - } - - SubShader - { - Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" } - Cull Off - CGINCLUDE - #include "UnityShaderVariables.cginc" - #include "UnityPBSLighting.cginc" - #include "Lighting.cginc" - #pragma target 3.0 - struct Input - { - float3 worldPos; - float2 uv_texcoord; - }; - - uniform float _ImpactTime; - uniform float3 _ImpactPosition; - uniform float _ImpactSize; - uniform sampler2D _IdleShieldTexture; - uniform float4 _IdleShieldTexture_ST; - uniform float4 _ImpactColor; - uniform sampler2D _ShieldImpactTexture; - uniform float4 _ShieldImpactTexture_ST; - - void surf( Input i , inout SurfaceOutputStandard o ) - { - float3 ase_vertex3Pos = mul( unity_WorldToObject, float4( i.worldPos , 1 ) ); - float temp_output_22_0 = distance( ase_vertex3Pos , _ImpactPosition ); - float2 uv_IdleShieldTexture = i.uv_texcoord * _IdleShieldTexture_ST.xy + _IdleShieldTexture_ST.zw; - float4 tex2DNode36 = tex2D( _IdleShieldTexture, uv_IdleShieldTexture ); - float2 uv_ShieldImpactTexture = i.uv_texcoord * _ShieldImpactTexture_ST.xy + _ShieldImpactTexture_ST.zw; - float4 lerpResult23 = lerp( tex2DNode36 , ( ( _ImpactSize / temp_output_22_0 ) * ( _ImpactColor * tex2D( _ShieldImpactTexture, uv_ShieldImpactTexture ) ) ) , (0 + (_ImpactTime - 0) * (1 - 0) / (100 - 0))); - float4 temp_output_18_0 = (( _ImpactTime > 0 ) ? (( temp_output_22_0 < _ImpactSize ) ? lerpResult23 : tex2DNode36 ) : tex2DNode36 ); - o.Emission = temp_output_18_0.rgb; - o.Alpha = temp_output_18_0.r; - } - - ENDCG - CGPROGRAM - #pragma surface surf Standard alpha:fade keepalpha fullforwardshadows exclude_path:deferred - - ENDCG - Pass - { - Name "ShadowCaster" - Tags{ "LightMode" = "ShadowCaster" } - ZWrite On - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma target 3.0 - #pragma multi_compile_shadowcaster - #pragma multi_compile UNITY_PASS_SHADOWCASTER - #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 - #include "HLSLSupport.cginc" - #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) - #define CAN_SKIP_VPOS - #endif - #include "UnityCG.cginc" - #include "Lighting.cginc" - #include "UnityPBSLighting.cginc" - sampler3D _DitherMaskLOD; - struct v2f - { - V2F_SHADOW_CASTER; - float2 customPack1 : TEXCOORD1; - float3 worldPos : TEXCOORD2; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - v2f vert( appdata_full v ) - { - v2f o; - UNITY_SETUP_INSTANCE_ID( v ); - UNITY_INITIALIZE_OUTPUT( v2f, o ); - UNITY_TRANSFER_INSTANCE_ID( v, o ); - Input customInputData; - float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; - fixed3 worldNormal = UnityObjectToWorldNormal( v.normal ); - o.customPack1.xy = customInputData.uv_texcoord; - o.customPack1.xy = v.texcoord; - o.worldPos = worldPos; - TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) - return o; - } - fixed4 frag( v2f IN - #if !defined( CAN_SKIP_VPOS ) - , UNITY_VPOS_TYPE vpos : VPOS - #endif - ) : SV_Target - { - UNITY_SETUP_INSTANCE_ID( IN ); - Input surfIN; - UNITY_INITIALIZE_OUTPUT( Input, surfIN ); - surfIN.uv_texcoord = IN.customPack1.xy; - float3 worldPos = IN.worldPos; - fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); - surfIN.worldPos = worldPos; - SurfaceOutputStandard o; - UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o ) - surf( surfIN, o ); - #if defined( CAN_SKIP_VPOS ) - float2 vpos = IN.pos; - #endif - half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a; - clip( alphaRef - 0.01 ); - SHADOW_CASTER_FRAGMENT( IN ) - } - ENDCG - } - } - Fallback "Diffuse" - //CustomEditor "ASEMaterialInspector" -} -/*ASEBEGIN -Version=14501 -391;126;1653;883;3502.456;1009.494;2.337282;True;False -Node;AmplifyShaderEditor.PosVertexDataNode;2;-2313.826,-277.3042;Float;False;0;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 -Node;AmplifyShaderEditor.Vector3Node;21;-2305.219,-93.00385;Float;False;Property;_ImpactPosition;Impact Position;0;0;Create;True;0;0,0,0;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 -Node;AmplifyShaderEditor.SamplerNode;34;-2326.091,507.6712;Float;True;Property;_ShieldImpactTexture;Shield Impact 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GurBu Technologies ---------------------------------- -Thank you for supporting GPU Instancer! - ---------------------------------- -DOCUMENTATION ---------------------------------- -Please read our online documentation for more in-depth explanations and customization options at: -http://wiki.gurbu.com/ - ---------------------------------- -SETUP ---------------------------------- -1. Add the desired Managers to your scene - -1.1. Add Prefab Manager -Tools -> GPU Instancer -> Add Prefab Manager - -1.2. Add Detail Managers to your scene (Requires at least one Unity terrain present in the scene) -Tools -> GPU Instancer -> Add Detail Manager For Terrains - -1.3. Add Tree Managers to your scene (Requires at least one Unity terrain present in the scene) -Tools -> GPU Instancer -> Add Tree Manager For Terrains - -2. In the Inspector window, press the "?" button at the top-right corner to get detailed information about setting up the manager. - -Additionally, you can check the Getting Started Documentation from the following website: -https://wiki.gurbu.com/index.php?title=GPU_Instancer:GettingStarted - - -Best Practices ---------------------------------- -It is highly recommended to read the best practices wiki page to get the most out of GPU Instancer: -https://wiki.gurbu.com/index.php?title=GPU_Instancer:BestPractices - -Tools ---------------------------------- -Tools -> GPU Instancer -> Scene Prefab Importer -The Scene Prefab Importer is designed to easily define prefabs from the existing prefab instances in your scenes to the GPUI Prefab Manager as prototypes. - -Tools -> GPU Instancer -> Prefab Replacer -Replaces the selected GameObjects in the scene hierarchy with the selected prefab as instances of that prefab. - -Edit -> Preferences -> GPU Instancer -GPU Instancer Settings can be used to personalize the GPUI Manager editors according to your needs. - -Additional Components ---------------------------------- -GPU Instancer includes additional MonoBehaviour components that you can use to manage custom operations. For detailed information on these components, you can -check the GPU Instancer Getting Started Documentation page at: -https://wiki.gurbu.com/index.php?title=GPU_Instancer:GettingStarted#Components - ---------------------------------- -SUPPORT ---------------------------------- -F.A.Q.: https://wiki.gurbu.com/index.php?title=GPU_Instancer:FAQ - -If you have any questions, requests or bug reports, please email us at: support@gurbu.com -Unity Forum Thread: https://forum.unity.com/threads/gpu-instancer.529746/ - ---------------------------------- -DESCRIPTION ---------------------------------- -GPU Instancer is an out of the box solution to display extreme numbers of objects on screen with high performance. -With a few mouse clicks, you can instance your prefabs and Unity terrain details and trees. - -GPU Instancer provides user friendly tools to allow everyone to use Indirect GPU Instancing without having to go through -the deep learning curve of Compute Shaders and GPU infrastructure. Also, an API with extensive documentation is provided -to manage runtime changes. - -To provide the fastest possible performance, GPU Instancer utilizes Indirect GPU Instancing using Unity's -DrawMeshInstancedIndirect method and Compute Shaders. - -GPU Instancing results in magnitudes of performance improvement over static batching and mesh combining. Also, other available -solutions for GPU Instancing (including Unity's material option and the DrawMeshInstanced method) fail short on limited buffer -sizes and therefore result in more draw calls and less performance. By using the indirect method GPU Instancer aims to provide -the ultimate solution for this, and increases performance considerably while rendering the same mesh multiple times. - -GPU Instancer consists of three main Monobehavior classes named "GPU Instancer Prefab Manager", "GPU Insancer Detail Manager" and "GPU Insancer Tree Manager". - -GPU Instancer Prefab Manager ---------------------------------- -By adding your prefabs to the Prefab Manager, the prefab instances you add to your scenes are automatically rendered by GPU Instancer. -It also provides additional functionality such as adding/removing instances at runtime, changing material properties per instance, -and enabling/disabling GPU Instancing and Rigidbodies on instanced objects (at a specified area) at runtime. - -Note that prefab manager only accepts user created prefabs. It will not accept prefabs that are generated when importing your 3D model assets. - -GPU Instancer Detail Manager ---------------------------------- -Detail Manager takes over rendering of detail prototypes added to your Unity terrain. -It comes with a grass shader which gives you the ability to customize how your grass will look on your terrain with a set of shader -properties that can be edited from the manager. - -GPU Instancer Tree Manager ---------------------------------- -Tree Manager takes over rendering of tree prototypes added to your Unity terrain. Billboards are automatically generated for Trees and added as the -final LOD level in the prototype's rendering pipeline. - ---------------------------------- -FEATURES ---------------------------------- -- Out of the box solution for complex GPU Instancing. -- VR compatible. Works with both single pass and multipass rendering modes. -- Mobile compatible. Works with both iOS and Android. -- Easy to use interface. -- Tens of thousands of objects rendered lightning fast in a single draw call. -- GPU frustum culling. -- GPU occlusion culling (also supports VR platforms with both single pass and multipass rendering modes). -- Automatically configured custom shader support. -- Supports Standard, Universal and HD Render Pipelines. -- Complex hierarchies of prefabs instanced with a single click. -- Multiple sub-meshes support. -- LOD Groups and cross-fading support. (Cross-fading is supported on Standard Render Pipeline only) -- Automatic 2D Billboard generation system (auto-added as last LOD). -- Shadows casting and receiving support for instances (frustum culled instances still can cast shadows). -- Ability to use custom shadow distance per prototype and to choose the LOD to render shadows with. -- Support for Floating Origin handling. -- Multiple camera support. -- Unity 5.6 support. -- Well documented API for procedural scenes and runtime modifications (examples included). -- Ability to Remove instances inside bounds or colliders at runtime. -- Ability to extend with custom Compute Shaders. -- Example scenes that showcase GPU Instancer capabilities. - -Prefab Instancing Features: -- Ability to automatically instance prefabs at your scene that you distribute with your favorite prefab painting tool. -- Automatically Add-Remove prefab instances without any aditional code. -- Automatic detection and updating of transform position, rotation and scale changes. -- Full or area localized rigidbody and physics support. -- Nested Prefabs support (Unity 2018.3 and later). -- Add-Remove-Update prefab instances with or without instantiating GameObjects (examples included). -- Instance based material variations through API (similar to Material Property Blocks). (Not supported on Android because of buffer limitations) -- Enabling and disabling instancing at runtime per instance basis. -- API to manage instanced prefabs at runtime. -- Includes mobile demo scene with custom controllers. - -Detail Instancing Features: -- Dense grass fields and vegetation with very high frame rates. -- Included vegetation shader with wind, shadows, AO, billboarding and various other properties. -- Support for custom shaders and materials. -- Cross quadding support: automatically turns grass textures to crossed quads. -- Ability to paint prefabs with custom materials on Unity terrain (with Unity terrain tools). -- Ability to use prefabs with LOD Groups on Unity terrain. -- Further performance improvements with automatic spatial partitioning. -- API to manage instanced terrain detail prototypes at runtime (examples included). -- Editor GPU Instancing simulation. - -Tree Instancing Features: -- Dense forests with very high frame rates. -- Speed Tree support with wind animations. -- Speed Tree 8 support with wind animations. -- Tree Creator support with wind animations. -- Included billboard baker and renderers. - -Extension Packs: -- Crowd Animations: Provides workflows for GPU Instancer to be used with animated crowds. - https://assetstore.unity.com/packages/tools/animation/gpu-instancer-crowd-animations-145114 - -Third Party Integrations: -- Map Magic and Map Magic 2 integration. - ---------------------------------- -MINIMUM REQUIREMENTS ---------------------------------- -- DirectX 11 or DirectX 12 and Shader Model 5.0 GPU (Windows) -- Metal (macOS, iOS) -- OpenGL Core 4.3 (Windows, Linux) -- Vulkan (Android, Windows, Linux) -- OpenGL ES 3.1 (Android 8.0 Oreo or later) -- Modern Consoles (PS4, PS5, Xbox One) - -Note: Oculus Quest (any version) is NOT supported - ---------------------------------- -KNOWN LIMITATIONS ---------------------------------- -There are certain limitations that are introduced by the way Indirect GPU instancing works and/or how Unity handles it. -You can find a list of the known limitations in the following wiki page: -https://wiki.gurbu.com/index.php?title=GPU_Instancer:FAQ#What_are_the_Known_Limitations.3F - ---------------------------------- -DEMO SCENES ---------------------------------- -You can find demo scenes that showcase GPU Instancer capabilities in the "GPUInstancer/Demos" folder. -These scenes are only for demonstration and you can safely remove this folder from your builds. -Some demos also have a "PostProcessing" folder. For best visual results, you can add a "Post-Processing Behavior" -script to the scene cameras and add the setting object to this script from this folder. - -SRP NOTE: If you are using URP or HDRP, you can extract the corresponding override packages under the "GPUInstancer/Demos/" -folder to view the demo scenes in your project. For more information, please check the "Demo_Packages_SRP-Readme" file under the same folder. - ---------------------------------- -CHANGE LOG ---------------------------------- - -v1.8.0 - -New: Added URP LOD Cross Fade subgraph and a sample shader - -Changed: URP render scale and shadow distance values are now calculated from Quality Settings render pipeline asset instead of the Graphics Settings -Changed: Added Occlusion Culling warning for URP when HDR is disabled -Changed: Replaced obsolete masterTextureLimit with globalTextureMipmapLimit for Unity versions 2022.2 or higher - -Fixed: Occlusion Generator RenderTexture memory leak -Fixed: Material memory leak -Fixed: Occlusion Generator mip level calculation error -Fixed: DetermineTreePrototypeType method error when material reference is null -Fixed: Removed unnecessary variant prefab choice on Prefab Manager for model prefab variants -Fixed: Instances are rendering blurry on Unity 2023 HDRP when Motion Vectors is enabled - -v1.7.7 - -Fixed: Crash caused by previews on Unity 2022.2 when using Forward+ rendering mode - -v1.7.6 - -New: Added GetVariationBuffer API method to access variation ComputeBuffer - -Changed: Detail Manager will show an error message when Detail Scatter Mode is set to Coverage Mode - -Fixed: Error when adding billboard to objects with LOD groups with more than 4 levels -Fixed: Error when destroying object within Modification Collider -Fixed: Tree Manager uses the original prefab when adding prefab variation -Fixed: Detail Manager spatial partitioning error when detail resolution is higher than the terrain size - -v1.7.5 - -Fixed: Files with .compute extension without kernel causing "Assertion failed" error messages during build -Fixed: Auto. converted URP SpeedTree7 shader alpha test not working - -v1.7.4 - -New: Shadows Only mode support -New: Added Terrain Normal Effect setting for Detail Prototypes - -Fixed: Auto. shader conversion syntax error when using Instanced Property with ASE shaders -Fixed: First run in editor fails after script compilation when Reload Scene setting is off - -v1.7.3 - -New: Added API methods to release Compute Buffers manually -New: Added API methods to support NativeArrays for prefab variations - -Changed: Managers will be disabled when Unity is run with -nographics command line argument - -Fixed: LOD shadows are not shown correctly when set to None -Fixed: Null reference exception when render pipeline asset is not set for URP -Fixed: TreeProxy_GPUI shader error on Metal -Fixed: ChangeMaterial API method error when setting material for meshes with multiple submeshes -Fixed: IndexOutOfRangeException when using 7 or more levels on an LOD Group -Fixed: Auto converted URP SpeedTree8 shader does not use alpha test -Fixed: When original material is used with LOD cross-fade, objects disappear in edit mode - -v1.7.2 - -New: LOD cross fade support for Android -New: LOD cross fade support for URP 10.x and later (shaders require to be compatible with LOD cross-fading by using the LODDitheringTransition method) -New: Soft Occlusion, Tree Creator and Built-in Billboard shaders now support LOD cross-fading - -Changed: Added error message for LOD Groups in child GameObjects of a prefab - -Fixed: AddPrefabInstances method not calling the setup method for instances -Fixed: Matrix4x4FromString method causing errors when the computers default language is using a different decimal separator -Fixed: Editor exception when Tree Manager has no Terrains defined - -v1.7.1 - -New: Better Lit Shader support -New: Better Shaders support -New: MapMagic 2 integration editor simulation support for Terrain details -New: MapMagic 2 integration floating origin support -New: Added menu item option to add Detail Managers under Terrain Game Objects -New: Added Select Shader button when there is an incompatible shader warning under prototype settings -New: Added temporary menu item to fix Unity 2021.2.8 shader compiler bug -New: Added help menu items to access online documentation -New: Added LOD cross-fading support for Tree Soft Occlusion shaders -New: Added AddPrototoypeToManager API method to add pre-defined prototypes to Prefab Manager - -Changed: Auto converted shaders from Packages folder will be created under GPUInstancer/Shaders folder instead of PrototypeData -Changed: Prototype LOD Settings can now be edited when multiple prototypes are selected - -Fixed: HDRP LOD Cross Fade does not transition smoothly -Fixed: When a prototype does not have an LOD group but have a billboard, cross fading is not applied -Fixed: Tree Manager edit prototype prefab button does not edit the prototype on the additional terrains -Fixed: Generate Billboard toggle is not applied when editing multiple prototypes - -v1.7.0 - -New: 2D Billboard generator support for URP and HDRP 10.x and later - -Changed: When a shader is missing GPUI instancing setup, an error shader will be used and an error will be shown on the console instead of a warning -Changed: When Shader Graph shader is missing GPUI instancing setup, a link to the shader setup documentation will show on the prototype settings with an error message -Changed: Prototype Billboard Settings can now be edited when multiple prototypes are selected -Changed: Automatic shader conversion processes shader code much faster now - -Fixed: "Importer(NativeFormatImporter) generated inconsistent result for asset" warning when a prototype is removed from Tree/Detail Manager -Fixed: Automatic shader conversion causing editor to stuck with message "Application.UpdateScene" -Fixed: Missing Tree Proxy shader on SRP causing Argument null exception when using SpeedTree shader -Fixed: SpeedTree prototypes does not take billboard distance setting into consideration -Fixed: Test Both eyes for VR Occ. Culling not working on Single Pass Instanced rendering mode and on SRP with Multi Pass rendering mode -(Please note that we assume that Unity provides correct camera projection matrices for VR. Some Unity/URP/HDRP versions provide false projection matrices which results in incorrect culling. E.g. URP has errors prior to version 12.x, HDRP currently has bugs on all versions) - -v1.6.0 - -New: Material Variations support on Android -New: Option to apply rotation and scale changes for Floating Origin feature - -Changed: Pre-set gpui_InstanceID inside shader setup function for better performance while using material variations -Changed: Added progress bar and cancel button to Prefab Replacer -Changed: Occlusion Culling on HDRP now gets the depth from the texture array directly instead of copying it to a temporary texture - -Fixed: Detail Manager simulator still runs after the manager is disabled when keep simulator live option is active -Fixed: Material variations does not effect shadow passes -Fixed: Compute shader method typo -Fixed: Sometimes Managers Awake method is not being called at Editor Mode causing null reference errors -Fixed: GLES3 compute shader maximum UAV warning -Fixed: GLES3 incorrect shadow instance count calculation -Fixed: GLES3 shadows only shader not working -Fixed: SPDTree shader duplicate instancing pragma warning -Fixed: PS5 invalid compute buffer handle error -Fixed: HDRP Occlusion Culling error "Texture creation failed. 'None' is not supported" - -v1.5.4 - -New: Added Rendering Layer Mask support - -Fixed: NullReferenceException when adding an instance if the buffer size is zero during initialization and the Auto. Update Transform Data is enabled -Fixed: Editor Layout error after dialog boxes are shown -Fixed: LOD Color Debugger changes original materials color when Use Original Material When Instanced is enabled - -v1.5.3 - -New: VR Single Pass Instanced rendering mode support - -Changed: Occlusion Culling Type Preference setting is now obsolete, GPUI will always use Compute Shaders for obtaining Depth Texture - -Fixed: VR Occlusion Culling "Cannot create GPUI HiZ Depth Texture for occlusion culling: Screen size is too small." error -Fixed: HDRP shader conversion not working when include pragmas are inside shader passes -Fixed: VR Occlusion culling not working when test both eyes setting is enabled on SRP -Fixed: Editor Simulator not loading the correct SceneView camera in Unity 2021.2 - -v1.5.2 - -New: HDRP LOD Cross Fade support -New: Prefab Manager can now show preview images of prototypes that do not have gameObject references -New: Multiple shaders and materials can now be selected for setup using the context menu -New: Added "Use Original Material When Instanced" Preference option - -Fixed: Camera half angle not being calculated correctly when auto select camera is disabled -Fixed: Detail Manager threads not cleared when manager is disabled before initialization finishes -Fixed: Generate Bilboard GUI errors -Fixed: Prefab Manager throwing errors when the prototype does not have a prefab reference -Fixed: ClonePrototypeAtRuntime API method unnecessary initialization - -v1.5.1 - -Fixed: Build error 'The name 'keepSimulationLive' does not exist in the current context' - -v1.5.0 - -New: Added Package Importer system which automatically imports required GPUI packages depending on the UPM packages and script defines -New: Added ClonePrototypeAtRuntime API method to create a copy of a prototype at runtime -New: Detail Manager can now run simulation automatically and update changes without manually pressing the Start Simulation button -New: Added "Remove From List" button to Prefab Manager to remove the prototype from the manager without deleting its' data - -Changed: InstanceDataArray is now obsolete, InstanceDataNativeArray will be used -Changed: Auto. Update Transform Data feature now runs in Jobs -Changed: In editor mode Detail Manager will render terrain details by default -Changed: Renamed NUM_THREADS to GPUI_THREADS because it was causing compile errors on PSSL - -Fixed: Editor Layout error after dialog boxes are shown - -v1.4.6 - -Fixed: Occlusion culling depth texture format error on HDRP -Fixed: PrefabInstancing demo scene out of bounds error - -v1.4.5 - -New: Receive Shadows option on Mesh Renderers of a prefab is taken into consideration while making the DrawMeshInstancedIndirect calls -New: Added ChangeLODShadow API method to edit LOD shadows at editor mode and/or runtime -New: Added "autoIncreaseBufferSize" optional parameter to AddPrefabInstance API method - -Changed: Improved editor performance of managers by significantly reducing the amount of text read calls made by auto-shader conversion - -Fixed: GPUInstancerPrefab component serializing state -Fixed: Map Magic 2 integration IMultiBiome compile error -Fixed: Unnecessary draw calls are being made for disabled LOD shadows -Fixed: SetDataPartial setting data more than once in some cases - -v1.4.4 - -New: Added foliage support packages for HDRP 10 and URP 10 -New: Added demo override packages that support HDRP 10 and URP 10 - -Fixed: Occlusion culling depth texture not scaling correctly when render scale is not 1 on URP -Fixed: CopyTexture format incompatibility issue for HDRP 10 -Fixed: AddModifyTerrainsRuntimeDemo generated terrains now use the correct terrain shader in URP - -Changed: HDRP 10 and URP 10 GPUI shaders are remade with ShaderGraph 10 - -v1.4.3 - -New: Added a sub graph and a demo scene for material variations with Shader Graph - -Fixed: Instances are not rendered when editor is paused -Fixed: Map Magic 2 integration can not import objects from graphs with biomes -Fixed: Shadow distance is now correctly read from the Universal Render Pipeline Asset in URP. -Fixed: XR and VR libraries are now checked for and the VR logic defaults to non-VR if both libraries are not present. - -v1.4.2 - -New: Multiple Terrains support for Tree Manager -New: Map Magic 2 integration -New: Added API methods to set buffer data using NativeArrays -New: Added Assembly Definition files - -Changed: MapMagic integration files added to an extra unitypackage which can be extracted on demand - -Fixed: When generating new prototype data Tree and Detail manager overriding existing one if the file names are the same - -v1.4.1 - -New: ShaderGraph Node for adding GPU Instancer setup on newer Shader Graph versions - -Changed: Increased Occlusion Cull Offset max value to 0.1 -Changed: When GPUInstancer folder is moved under another folder (e.g. Plugins) new files will be created at the new location instead of Assets/GPUInstancer -Changed: LOD cross-fade feature is disabled for HDRP and URP (should fix Tree Manager sometimes not showing trees in HDRP) - -Fixed: Settings file not being loaded when an API call is made before a GPUI Manager is initialized (Should also fix some Demo scenes getting null pointer exception when first loaded in newer Unity versions) -Fixed: Occlusin culling bounding box depth value mapped to -1,1 while it should be 0,1 (Many thanks to Dmitry Nozhnin for pointing out this issue!) - This now results in more but still accurate culling -Fixed: SRP auto-shader conversion for custom shaders updating include paths incorrectly -Fixed: Auto-converted shaders being updated after original shader is modified when auto-shader conversion is disabled -Fixed: DefineGameObjectAsPrefabPrototypeAtRuntime API null pointer exception when attachScript parameter is false -Fixed: Billboard Generator creating faulty billboard atlasses when texture resolution in project quality settings is set to a value other than "Full Res" -Fixed: LOD Color Debugger and Draw Call Debugger not showing colors on SRP - -v1.4.0 - -New: Added HDRP foliage shader support -New: Added an override package containing the Universal Render Pipeline versions of GPUI demo scenes -New: Added an override package containing the High Defition Render Pipeline versions of GPUI demo scenes -New: Added Universal Render Pipeline support for SpeedTree 7 and 8 trees -New: Added Update Simulation On Change option to update terrain detail simulation when terrain is edited in Editor Mode - -Changed: Detail Manager now logs a relevant error message if the required pipeline version of the GPUI foliage shader is missing -Changed: DefineAndAddVariationFromArray now allows to use an array smaller than the buffer size - -Fixed: Infinite import loop issue when using Unity 2019.3 or higher -Fixed: Obsolete virtualRealitySupported API warning -Fixed: URP foliage shader culling back of vegetation quads - -v1.3.0 - -New: Added support for Universal Render Pipeline -New: Foliage Shader Support for URP - -Changed: Render pipeline detection will run automatically when GPUI is upgraded to a new version - -Fixed: Editor layout issues in Unity 2019.3 - -v1.2.7 - -Changed: Initialize in threads default value set to false for Detail Manager (causing issues for some setups) - -Fixed: Occasional removal warnings when quiting the game while Auto Add/Remove Instances feature is enabled -Fixed: Gaia integration spawner error for Pro version -Fixed: Pink terrain on AddModifyTerrainsRuntime demo on new Unity versions - -v1.2.6 - -New: Added an option to keep simulation live for the Detail Manager in Editor mode -New: Added a version of the Foliage shader that uses Lambert Lighting - -Fixed: Detail simulation not working in the HDRP 6.9.0 in Editor mode -Fixed: Shader conversion removing UnityCG.cginc reference within CGINCLUDE - -v1.2.5 - -Fixed: MapMagic integration build error - -v1.2.4 - -Changed: Added unassigned value and model prefab warnings to MapMagic integration - -Fixed: Invalid Cast exception when using multiple variations with different types -Fixed: Out of range exception when removing a destroyed object from prefab manager -Fixed: Missing profiler endsample error when occlusion culling is disabled - -v1.2.3 - -New: Added option to disable light probe usage - -Changed: Auto. Add/Remove Instances freature now also works with enabling/disabling GameObjects at runtime -Changed: Prefab Manager API methods GC optimization - -Fixed: Dither Crossfade errors on 2019.2 -Fixed: compute shader errors on the new HDRP versions - -v1.2.2 - -New: Added Occlusion Cull Offset setting to prototypes -New: Added Occlusion Cull Accuracy setting with 3 levels of accuracy to prototypes -New: Added option to increase custom shadow distance farther than the shadow distance of the Quality settings - -Changed: Auto Add/Remove feature now also initializes Prefab Manager when a new instance is added before initialization -Changed: DefineGameObjectAsPrefabPrototypeAtRuntime method sets the Prefab Manager's defult minCullingDistance to the defined prototype -Changed: Improvements for occlusion culling mip calculations - -Fixed: Move component error when Terrain is a prefab -Fixed: HiZOcclusionGenerator and TreeProxy shaders not being included in builds automatically - -v1.2.1 - -New: Added settings to edit GPU max. thread counts and max. compute buffers -New: Added settings to switch between Occlusion culling modes -New: Added Draw Call Count info on the Registered Instances section on the manager editors -New: Option to not to re-enable mesh renderers when prefab manager is disabled -New: Option to set layer mask for ignoring renderers on managers - -Changed: C# and HLSL code refactoring for better multi-platform support -Changed: PrefabsWithoutGameObjects demo script to exemplify usage of GPUI API for partial buffer update -Changed: Default max compute shader thread group counts for each platform - -Fixed: Incorrect occlusion culling mip map calculation -Fixed: Incorrect occlusion culling on Metal -Fixed: SetLODBias API index out of bounds exception when using more than 4 LOD levels -Fixed: Prefab editor simulation not working when mesh renderers are disabled -Fixed: UpdateVisibilityBufferWithMatrix4x4Array API can not find runtime data error when instance count is zero -Fixed: Shader code to show no LOD cross fade warnings -Fixed: Compute Shader code to show no temp register warnings and uninitialized variable warnings on DX11 and GLCore - -v1.2.0 - -New: Occlusion Culling now works in LWRP and HDRP -New: Added Occlusion Culling debugger with overlaying option -New: Added LWRP and HDRP support for instancing simulation in the Editor -New: Added setting option to disable auto shader conversion and auto shader variation handling -New: Added DrawCallColorDebugger - -Changed: Occlusion Culling performance improvements -Changed: Added error messages for materials with missing shaders -Changed: Added error messages for detail and tree prototypes with missing prefabs - -Fixed: Prototype ordering error when same terrain used in multiple scenes -Fixed: GPUIStandardInclude.cginc Unity 5.6.6-7 compatibility issues -Fixed: GPUInstancerPrefabRuntimeHandler error when using multiple prefab managers in multiple scenes with the same prototypes - -v1.1.4 - -New: Context menu item to setup materials for GPUI support from editor without using managers - -Changed: Added set renderers enabled/disabled option for enable/disable instancing API methods -Changed: UpdateVisibilityBufferWithMatrix4x4Array can now optionally be used for uploading partial data to buffers -Changed: Variation buffers can now be defined after the Prefab Manager is initialized -Changed: UpdateVariationFromArray can now optionally be used for uploading partial data to buffers -Changed: Color variation shader example edited to work in all platforms - -Fixed: Auto. Add/Remove does not modify variation buffer sizes - -v1.1.3 - -New: Context menu item to setup shaders for GPUI support from editor without using managers -New: API method to change mesh at runtime -New: API method to run auto shader conversion through editor scripts -New: API methods to start/stop GPUI rendering simulation in editor mode -New: API method to add shader variants through editor scripts -New: Added Min Distance culling option -New: Added Bounds Size Offset option - -Changed: TerrainData instanceID check changed to GUID to not to update SOs frequently -Changed: Duplicated prefabs are now added to the Managers as seperate prototypes - -Fixed: Instance Remover wrong position calculation with box colliders -Fixed: Scene Prefab Importer window error with child transforms - -v1.1.2 - -New: API method to change materials at runtime -New: API method to change instance counts at runtime -New: API method to get the instance data array -New: API method to get the prototype list of the GPUI manager - -Changed: Optimization for Auto. Add/Remove instances feature -Changed: Optimization for runtime API methods - -Fixed: Instance count being ignored on Compute Shader visibility calculations -Fixed: Unity 2019.1 obsolete PreferenceItem warning fix -Fixed: Compile error with AssetDatabase reference - -v1.1.1 - -New: Added LWRP support for the GPUI Foliage Shader -New: Added ShaderGraph GPUI Setup node (ShaderGraph v4.x only) -New: Added a new overload for the InitializeGPUInstancer API method where you can initialize a specific prefab prototype -New: Added Prefab Instance Serialization advanced action, to render prefab instances without GameObjects by saving transform data without aditional coding (Unty 2018.1 and above only) -New: Added experimental Simulation feature to render instances in Edit Mode for disabled mesh renderers and serialized prefab instances -New: Added LOD color debugger tool to visualize prototype LOD levels - -Changed: DrawMeshInstancedIndirect argsBuffer stride size is fixed to uint and the count is set according to the renderer amount -Changed: InitializeWithMatrix4x4Array API method so that it is not required to call the InitializeGPUInstancer before calling this method -Changed: Optimization for Prefab Manager Editor which will no longer re-enable renderers while exiting Play Mode -Changed: Nested Prefabs Optimization for Scene Prefab Importer tool - -Fixed: DefineGameObjectAsPrefabPrototypeAtRuntime API method null reference exception when the manager is created at runtime -Fixed: HiZ Occlusion Generator controls for stereoTargetEye as "both eyes" when VR is enabled only -Fixed: Compute Buffer not set error when using 5 or more LOD levels - -v1.1.0 - -New: Occlusion culling VR support (both single pass and multi pass) -New: API method to change LOD Bias values for prototypes at runtime -New: Setting to edit instancing bounds size -New: Integration to version control systems like Perforce which uses readonly files -New: Options to disable scaling on Tree prototypes -New: Added custom depth normals shader -New: MapMagic integration Biome support - -Changed: Modified foliage shader to use the custom depth normals shader - -Fixed: GLES shadow rendering error -Fixed: Occlusion culling disabling DepthNormals on the camera -Fixed: Null pointer error when Prefab Manager manager is disabled with Auto. Add/Remove Instances enabled -Fixed: Prefab Manager not creating Proxy for SpeedTree8 -Fixed: Map Magic integration GameObject not being saved in scene when imported -Fixed: Detail Manager not finalizing initialization when the activeThreads list is not cleared - -v1.0.2 - -Changed: LOD cross-fading feature is optimized to run according to shader feature and graphics API -Changed: OpenGL compute shader max thread count changed to 512 - -Fixed: OpenGL compute shader matrix type error -Fixed: OpenGL not rendering instances with shaders that has cross-fading enabled -Fixed: DrawMesh error when there are more materials than the number of submeshes on the renderer -Fixed: SpeedTree 8 shader import dialog showing multiple times during prototype generation - -v1.0.1 - -Fixed: Settings showing wrong labels for prefab options - -v1.0.0 - -New: SpeedTree8 support with top-down billboards -New: Editor multiple add/edit/remove option for Prototypes -New: Edit function to Tree and Detail prototypes to change the prefabs -New: GPU Instancer Preferences to personalize various editor behaviours -New: Auto-update system for upgrading from previous GPUI versions -New: Auto. generated Shader Variant Collection for including used shader variants in builds automatically -New: Auto. Floating Origin handling option -New: Instance count warning system for Prefab Managers -New: CameraHandler component to manage camera switching automatically -New: Text-Mode for prototype lists -New: Custom Preview texture drawing system for prototypes - -Changed: Shaders moved out of Resources folder to reduce the amount of shaders included in builds -Changed: Included shaders are modified according to new folder structure -Changed: Tree Manager coroutine initialization is now optional -Changed: Manager Editor sections changed to Foldouts -Changed: Reduced asset package size considerably by optimizing demo assets - -Fixed: Dark preview icons for Unity 2018.3 versions on Linear color space -Fixed: Tree Manager showing trees in wrong positions when terrain position is changed during initialization -Fixed: Show Rendered Amount GUI not showing zero instance count when draw calls are disabled -Fixed: Prefab manager adding incorrect rigidbodies to instances when disabled - -v0.9.9 - -New: Threading option for Detail Manager initialization -New: Option to disable Mesh Renderers on prefabs to increase initialization speed -New: Prefab streaming system with PrefabListRuntimeHandler component -New: Added an option to all billboards to face camera position (ignoring camera View Matrix rotations, ideal for VR) -New: Min. Culling Distance option per prototype -New: Option to filter prototypes when removing instances with colliders or bounds -New: MapMagic Integration single Prefab Manager option -New: MapMagic Integration Threading option for Prefabs when using single Prefab Manager with disabled Mesh Renderers -New: Added GetDetailMapData/SetDetailMapData API methods for Detail Manager - -Changed: SetGlobalPositionOffset null checks and warnings added -Changed: AddPrefabInstance method optimization when automatically increasing buffer size - -Fixed: Tree Proxy not being created when using no-GameObject workflow -Fixed: Tree Proxy not being cleared when proxy GameObject is destroyed -Fixed: Built-in shader source code not recognized without updating material when first added to project -Fixed: Prototype preview icon lighting problem for Unity 2017 on Linear color space -Fixed: Cross-fade method error on shaders when building in Unity 5.6 versions -Fixed: Possible memory leak on repeated initialization for visibility buffer -Fixed: SetGlobalPositionOffset not updating spatial partitions on Detail Manager -Fixed: GPUInstancerInclude PSSL dot method casting error when building for PS4 - -v0.9.8 - -New: Managers can now continue rendering in Scene View camera while the editor is paused -New: All managers and tools now have "Wiki" buttons that will take you to their respective documentation pages -New: Tree Managers now have an option to disable the random rotation of trees on Unity terrains - -Changed: Automatic shader conversion update for LWRP/HDRP 4.3.0 version -Changed: Menu items moved under Tools -Changed: The way prototype previews are displayed -Changed: The GPUI Soft Occlusion Shader is renewed to match the original Nature/Soft Occlusion Shaders better -Changed: Billboard Generator brightness option has been modified to match the original colors better when brightening - -Fixed: GPUIStandardInclude.cginc errors on some Unity 2017.2 versions -Fixed: Standard Shader Cutout variant not showing in build -Fixed: Meshes with a single submesh but multiple materials causing issues in rendering -Fixed: LOD cross-fading results changing with time scale - -v0.9.7 - -New: Added Render With Selected Camera option to limit rendering to one camera -New: Added Detail Texture Layer option to Detail Manager -New: Added support for the internal "Standard (Roughness setup)" shader -New: Added option to use frustum and occlusion culling for shadows -New: Added UpdateVariation API method to update variation buffer at runtime -New: Added a new demo scene that showcases the use of custom compute shaders to extend GPUI - -Changed: Managers now show the Unity Archive link to download built-in shaders, if necessary -Changed: Improved the CPU times when handling transform changes - -Fixed: Billboards not using the original prefab's Layer -Fixed: SpeedTrees without BillboardRenderer not showing billboard distance options -Fixed: Standard shader error for Unity 2017.3 versions -Fixed: Billboard renderer causing a minor artifact in forward rendering and single-pass VR when there is a CommandBuffer using the depth texture -Fixed: A bug that would prevent builds from Unity 2018.3 beta versions - -v0.9.6 - -New: Added a grass mower model and grass mowing mode for the detail instancing scene -New: Added shadow casting option for custom billboards - -Fixed: Possible initialization problems when having multiple prototypes with no-gameobjects -Fixed: Manager showing as initialized before gpu buffers are generated -Fixed: MapMagic integration missing min. culling distance setting - -v0.9.5: - -New: Nested-Prefabs support (Unity 2018.3 and later) -New: Tree instancing demo scene -New: Optional minimum culling distance setting -New: Shadow Distance option per prototype -New: Shadow LOD options -New: Clear Shader Bindings menu item -New: Prefab Replacer tool for easily replacing GameObjects in scene with prefab instances -New: Brightness setting for baked billboard textures -New: Added a cutoff override option for the billboard generator - -Changed: Shader conversion automatically disables other procedural instancing setups to enable GPUI support for various shader assets -Changed: Internal shaders are now marked hidden to remove clutter - -Fixed: An error in 2018.3 Beta where an issue with the way DateTime worked caused the managers to re-convert shaders -Fixed: Billboard normal atlas dilation causing bright outlines -Fixed: TreeCreator billboard material properties and reversed normals issue -Fixed: Shader conversion error when project is updated while the Manager is running in editor -Fixed: Wrong bounds calculation when first mesh in a prefab is scaled -Fixed: Standard (Specular) shader now works with LOD cross-fading - -v0.9.4: - -New: Tree instantiation calculations are made in Compute Shaders for better performance - -Changed: Automatically create GPUI supported version for custom billboard shader - -Fixed: Map Magic integration not adding Tree Manager for pinned terrains - -v0.9.3: - -New: API Method to remove instances inside a given Bounds or Collider -New: Added grass removal function to Detail Instancing Demo -New: Added Instance Remover script which removes instances based on colliders of the object when initialized -New: Support for Unity 2018.3 prefab system -New: Added custom billboard option to billboard generator -New: Added billboard extensions for custom billboard generators - -Changed: Added forceNew parameter to InitializeGPUInstancer API method -Changed: Map Magic integration Editor max prefab distance increased to 10000 -Changed: Added SetCamera method to Map Magic integration class - -Fixed: Can not find manager warning when instances were initialized before the manager with "Auto. Add/Remove Instances" option enabled -Fixed: Map Magic integration Editor not showing prototypes when there are only Trees -Fixed: Map Magic integration Editor not updating shader and billboard bindings - -v0.9.2: - -New: API Method to define prototypes for procedurally generated GameObjects without prefabs at runtime -New: API Method to add instances to a prototype from a list of GameObjects at runtime -New: API Method to remove prototype definition on the manager at runtime -New: Demo Scene showcasing how to add-remove procedurally generated GameObjects on the Prefab Manager -New: Tree Creator billboards now have their own shader that supports their translucency color - -Changed: Enable Auto. Update Transform by default if there is rigidbody on prefab -Changed: Do not create runtimedata when there are no MeshRenderers -Changed: Prefab Manager max distance editor limit increased to 10.000 -Changed: Memory optimization on Tree Manager initialization -Changed: Improved SpeedTree billboards - -Fixed: UpdateVariationFromArray invalid cast exception for multiple variation with different types -Fixed: Duplicate Hi-Z Generator components when SetCamera is called for the same camera multiple times -Fixed: Tree Manager not calculating prefab scale -Fixed: Missing reference exception when disabling manager for procedurally generated GameObjects -Fixed: Prefab instances duplicating when dropped on the manager multiple times -Fixed: Forward rendering GPUIStandardInclude.cginc fog error for Unity 2018.2.1 and later versions -Fixed: Billboard mesh showing wrong atlas frames on some angles (Requires rebake of previous billboards) -Fixed: Billboard colors and lighting corrected for linear color space -Fixed: Tree Creator trees windzones now work correctly -Fixed: Tree Creator billboards crossfading now works correctly - -v0.9.1: - -New: Added support for the High Definition Render Pipeline (HDRP) -New: Added support for the Lightweight Render Pipeline (LWRP) -New: Automatic shader conversion now also works for SRP shaders -New: Added option to use custom Health/Dry noise texture for each detail prototype - -Changed: Further optimized Detail Manager memory usage for Android - -Fixed: Automatic shader conversion now creates shaders in an internal folder if the original shader is in "Packages" (Package Manager) -Fixed: Error on shader conversion for ShaderGraphs -Fixed: GPUIStandardInclude.cginc errors on some Unity 2017 versions - -v0.9.0: - -New: Tree Manager for Unity terrain trees -New: Speed Tree support with wind animations -New: Automatic Billboard generation system (designed and tested for Unity terrain trees) -New: Gaia integration -New: "Auto. Add/Remove Instances" option for Prefab Prototypes -New: "Auto. Update Transform Data" option for Prefab Prototypes -New: API Methods to Add-Remove-Update prefab instances without instantiating GameObjects (Demo scene included) -New: API Method to offset transform positions of all instances -New: Shadow rendering performance improvements and LOD settings -New: LOD cross-fade support (with animation or fade transition width) -New: LOD bias adjustments -New: Prefab Scene Importer Tool -New: Custom vertex color wind animation support for Soft Occlusion Tree shaders -New: Limited support for Tree Creator trees -New: Added mobile version of the Prefab Instancing Demo scene with mobile controllers - -Changed: Prefab instances in the scene can now also be added to the Prefab Manager to create prototypes -Changed: Furter optimized update functions to reduce overhead on loops -Changed: Mesh Renderer "Cast Shadow" option is taken into consideration when rendering shadows -Changed: Various editor improvements for ease of use - -Fixed: Vulkan API detail rendering compute shader error and UAV count warning -Fixed: Vulkan API foliage shader blinking issue -Fixed: Vulkan API not rendering prefabs with more than 3 LOD levels -Fixed: Added Standard shader vairants (Cutout, Transparent, Fade) for instanced shader features not compiling in builds -Fixed: Missing AddRemoveInstancesDemo scene prefab references - -v0.8.3: - -New: Added Detail Density for Detail Manager - -Fixed: SetCamera now does not add the Occlusion Culling buffer to the camera if Occlusion Culling is turned off in the manager. -Fixed: Grass initialization kernel position 0,0 random position and rotation generation problem -Fixed: Prototype list null check on initialization and registered prefabs count check on register - -v0.8.2: - -Fixed: Multiple fixes and improvements for OpenGL ES 3.1 and Vulkan API on Android target platforms -Fixed: Auto custom shader conversion DateTime error when updating project - -v0.8.1: - -New: GPU Occlusion Culling (for non-VR platforms) -New: Map Magic integration -New: Max LOD levels increased to 8 -New: Detail initialization is now faster -New: Detail spatial partitioning memory and performance optimizations -New: Auto-converted versions of custom shaders are now automatically updated when the originals are modified -New: Option to use original shaders for shadow casters on prototypes that fall outside the view frustum -New: Layers are now taken into consideration with instancing -New: Warning messages in manager editor windows -New: Terrain is now set automatically if Detail Manager is added on the terrain GameObject -New: Additional API methods added to manage registered prefabs -New: Out of bounds check for prefab API methods -New: Added scripting define symbol: GPU_INSTANCER - -Changed: Detail simulation improvements, works with frustum culling -Changed: Max detail viewing distance increased to 2500 -Changed: LOD calculations now better reflects Unity LOD Group settings -Changed: Custom editor properties are reordered and grouped -Changed: Terrain Proxy will not be added if the manager is already added to terrain -Changed: Removed terrainData reference on TerrainSettings for terrains that are generated from scripts -Changed: PrefabInstancingDemoScene now has its own shader for the Asteroid Haze, which is also instanced as a prefab prototype - -Fixed: Prefab Manager Custom Editor null reference exception when manager is disabled at runtime -Fixed: TerrainProxy DestroyImmediate multiple times error when detail manager is added under the terrain GameObject -Fixed: Built-in shader can not be instanced warning loop. Now shows error in custom editor when instanced shader was not able to be created, and throws a warning in play mode -Fixed: Multiple fixes for some iOS, tvOS and macOSX platforms using the Metal API -Fixed: Multiple fixes and improvements for Vulkan API on android target platforms \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/ReadMe.txt.meta b/Assets/Art/Art Plugins/GPUInstancer/ReadMe.txt.meta deleted file mode 100644 index f40c478..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/ReadMe.txt.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 07e0696886bae0f4d8d9ed884315c05a -timeCreated: 1524640223 -licenseType: Store -TextScriptImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources.meta b/Assets/Art/Art Plugins/GPUInstancer/Resources.meta deleted file mode 100644 index 04f959e..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 278488c193e2fcd4c8865f7542ffdc1c -folderAsset: yes -timeCreated: 1519992678 -licenseType: Store -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute.meta b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute.meta deleted file mode 100644 index b27a0d8..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 65e191de1edf49a4c8d91c1f25b0767e -folderAsset: yes -timeCreated: 1516113575 -licenseType: Store -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSArgsBuffer.compute b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSArgsBuffer.compute deleted file mode 100644 index 04a3718..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSArgsBuffer.compute +++ /dev/null @@ -1,16 +0,0 @@ - -#include "Include/PlatformDefines.hlsl" - -#pragma kernel CSArgsBufferDoubleInstanceCount - -uniform RWStructuredBuffer argsBuffer; -uniform uint count; - -[numthreads(GPUI_THREADS, 1, 1)] -void CSArgsBufferDoubleInstanceCount(uint2 id : SV_DispatchThreadID) -{ - if (id.x >= count) - return; - - argsBuffer[id.x * 5 + 1] *= 2; -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSArgsBuffer.compute.meta b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSArgsBuffer.compute.meta deleted file mode 100644 index bc19edf..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSArgsBuffer.compute.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: ea54cf7332cf02946aacb70e6a77ebb1 -ComputeShaderImporter: - externalObjects: {} - currentAPIMask: 4 - preprocessorOverride: 0 - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSBillboard.compute b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSBillboard.compute deleted file mode 100644 index 39cd978..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSBillboard.compute +++ /dev/null @@ -1,84 +0,0 @@ - -#include "Include/PlatformDefines.hlsl" - -#pragma kernel CSBillboardDilate - -RWTexture2D result; -Texture2D billboardSource; -uint2 billboardSize; -uint frameCount; -bool isLinearSpace; -bool isNormal; - -inline float LinearToGammaExact(float value) -{ - if (value <= 0.0F) - return 0.0F; - else if (value <= 0.0031308F) - return 12.92F * value; - else if (value < 1.0F) - return 1.055F * pow(value, 0.4166667F) - 0.055F; - else - return pow(value, 0.45454545F); -} - -inline half3 LinearToGamma(half3 linRGB) -{ - linRGB = max(linRGB, half3(0.h, 0.h, 0.h)); - - // Exact version of the LineatToGammeSpace from UnityCG.cginc: - return half3(LinearToGammaExact(linRGB.r), LinearToGammaExact(linRGB.g), LinearToGammaExact(linRGB.b)); -} - -[numthreads(GPUI_THREADS_2D, GPUI_THREADS_2D, 1)] -void CSBillboardDilate(uint3 id : SV_DispatchThreadID) -{ - uint frameWidth = billboardSize.x / frameCount; - - if (id.x > frameWidth) - return; - - uint indexX = id.x + (id.z * frameWidth); // shift x by frames. - - uint2 offsets[8] = { uint2(-1, 0), uint2(1, 0), uint2(0, 1), uint2(0, -1), uint2(-1, 1), uint2(1, 1), uint2(1, -1), uint2(-1, -1) }; - - float4 color = billboardSource.Load(uint3(indexX, id.y, 0)); - - if (color.a < 1) - { - bool exit = false; - - for (int s = 1; s < 64; s++) - { - for (int n = 0; n < 8; n++) - { - uint2 offset = offsets[n]; - - uint3 neighbourCoord = uint3(indexX + (offset.x * s), id.y + (offset.y * s), 0); - - if (neighbourCoord.x >= frameWidth * (id.z + 1) || neighbourCoord.x < frameWidth * id.z) - continue; - - float4 neighbourCol = billboardSource.Load(neighbourCoord); - - if (neighbourCol.a > 0) - { - color.rgb = neighbourCol.rgb; - - // There will be a bright outline if the normal alpha is 0 at the edges. - if (isNormal && color.a == 0) - color.a = 1; - - exit = true; - break; - } - } - if (exit) - break; - } - - - } - - result[uint2(indexX, id.y)] = isLinearSpace ? half4(LinearToGamma(color.rgb), color.a) : color; -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSBillboard.compute.meta b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSBillboard.compute.meta deleted file mode 100644 index b8a6879..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSBillboard.compute.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 78bcd84334623a444bffbd38808c126a -ComputeShaderImporter: - externalObjects: {} - currentAPIMask: 131076 - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedBufferToTexture.compute b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedBufferToTexture.compute deleted file mode 100644 index 83fded8..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedBufferToTexture.compute +++ /dev/null @@ -1,42 +0,0 @@ - -#include "Include/PlatformDefines.hlsl" - -#pragma kernel CSInstancedBufferToTextureKernel -#pragma kernel CSBufferToTextureCrossFadeKernel - -RWStructuredBuffer gpuiInstanceData; -ConsumeStructuredBuffer gpuiTransformationMatrix; -RWTexture2D gpuiTransformationMatrixTexture; -RWStructuredBuffer argsBuffer; -uniform uint argsBufferIndex; -uniform uint maxTextureSize; - -RWStructuredBuffer gpuiInstanceLODData; // lodNo - shadowLodNo - cfLodNo - cfLevel -RWTexture2D gpuiInstanceLODDataTexture; -uniform uint bufferSize; - -[numthreads(GPUI_THREADS, 1, 1)] -void CSInstancedBufferToTextureKernel(uint3 id : SV_DispatchThreadID) -{ - if (id.x >= argsBuffer[argsBufferIndex]) - return; - uint indexX = id.x % maxTextureSize; - uint indexY = floor(id.x / float(maxTextureSize)); - - uint instanceId = gpuiTransformationMatrix.Consume(); - - float4x4 transformData = gpuiInstanceData[instanceId]; - gpuiTransformationMatrixTexture[uint2(indexX, 0 + indexY * 4)] = transformData._11_12_13_14; // row0 - gpuiTransformationMatrixTexture[uint2(indexX, 1 + indexY * 4)] = transformData._21_22_23_24; // row1 - gpuiTransformationMatrixTexture[uint2(indexX, 2 + indexY * 4)] = transformData._31_32_33_34; // row2 - gpuiTransformationMatrixTexture[uint2(indexX, 3 + indexY * 4)] = float4(transformData._41_42_43, instanceId); // row3 -} - -[numthreads(GPUI_THREADS, 1, 1)] -void CSBufferToTextureCrossFadeKernel(uint3 id : SV_DispatchThreadID) -{ - if (id.x >= bufferSize) - return; - - gpuiInstanceLODDataTexture[uint2(id.x % maxTextureSize, floor(id.x / float(maxTextureSize)))] = gpuiInstanceLODData[id.x]; -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedBufferToTexture.compute.meta b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedBufferToTexture.compute.meta deleted file mode 100644 index fb61e6d..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedBufferToTexture.compute.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 852dd99ae717fc64eac0ebaa2f06c469 -ComputeShaderImporter: - externalObjects: {} - currentAPIMask: 131076 - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedCameraCalculationKernel.compute b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedCameraCalculationKernel.compute deleted file mode 100644 index 401b00e..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedCameraCalculationKernel.compute +++ /dev/null @@ -1,59 +0,0 @@ - -#include "Include/PlatformDefines.hlsl" - -#pragma kernel CSInstancedCameraCalculationKernel -#pragma kernel CSInstancedCameraCalculationKernelCrossFade - -RWStructuredBuffer gpuiInstanceLODData; // lodNo - shadowLodNo - cfLodNo - cfLevel -#include "Include/Culling.hlsl" -#include "Include/Camera.hlsl" - -[numthreads(GPUI_THREADS, 1, 1)] -void CSInstancedCameraCalculationKernel(uint3 id : SV_DispatchThreadID) -{ - if (id.x >= bufferSize) - return; - - float dist = 0; - bool culled = false; - float size = 0; - - uint4 lodData = uint4(9, 9, 9, 0); - float4x4 instanceMatrix = gpuiInstanceData[id.x]; - - CalculateDistanceAndSize(instanceMatrix, dist, size); - IsCulled(instanceMatrix, dist, culled); - CalculateLODNo(size, dist, culled, lodData.x, lodData.y); - - gpuiInstanceLODData[id.x] = lodData; -} - -[numthreads(GPUI_THREADS, 1, 1)] -void CSInstancedCameraCalculationKernelCrossFade(uint3 id : SV_DispatchThreadID) -{ - if (id.x >= bufferSize) - return; - - float dist = 0; - bool culled = false; - float size = 0; - - uint4 lodData = uint4(9, 9, 9, 0); - float4x4 instanceMatrix = gpuiInstanceData[id.x]; - - CalculateDistanceAndSize(instanceMatrix, dist, size); - IsCulled(instanceMatrix, dist, culled); - CalculateLODNo(size, dist, culled, lodData.x, lodData.y); - - if (animateCrossFade) - { - uint4 previousLodData = gpuiInstanceLODData[id.x]; - lodData.w = previousLodData.w; - lodData.z = previousLodData.z; - CalculateCFLODNoAnimate(previousLodData.x, lodData.x, lodData.z, lodData.w); - } - else - CalculateCFLODNo(size, lodData.x, lodData.z, lodData.w); - - gpuiInstanceLODData[id.x] = lodData; -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedCameraCalculationKernel.compute.meta b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedCameraCalculationKernel.compute.meta deleted file mode 100644 index 03982e1..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedCameraCalculationKernel.compute.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 9b3994adccb49e249bd94e43c0b0a13e -ComputeShaderImporter: - externalObjects: {} - currentAPIMask: 131076 - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedCameraCalculationKernelVR.compute b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedCameraCalculationKernelVR.compute deleted file mode 100644 index 293e2f6..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedCameraCalculationKernelVR.compute +++ /dev/null @@ -1,60 +0,0 @@ - -#include "Include/PlatformDefines.hlsl" - -#pragma kernel CSInstancedCameraCalculationKernel -#pragma kernel CSInstancedCameraCalculationKernelCrossFade - -RWStructuredBuffer gpuiInstanceLODData; // lodNo - shadowLodNo - cfLodNo - cfLevel -#include "Include/CullingVR.hlsl" -#include "Include/Camera.hlsl" - -[numthreads(GPUI_THREADS, 1, 1)] -void CSInstancedCameraCalculationKernel(uint3 id : SV_DispatchThreadID) -{ - if (id.x >= bufferSize) - return; - - float dist = 0; - bool culled = false; - float size = 0; - - uint4 lodData = uint4(9, 9, 9, 0); - float4x4 instanceMatrix = gpuiInstanceData[id.x]; - - CalculateDistanceAndSize(instanceMatrix, dist, size); - IsCulledVR(instanceMatrix, dist, culled); - CalculateLODNo(size, dist, culled, lodData.x, lodData.y); - - gpuiInstanceLODData[id.x] = lodData; -} - -[numthreads(GPUI_THREADS, 1, 1)] -void CSInstancedCameraCalculationKernelCrossFade(uint3 id : SV_DispatchThreadID) -{ - if (id.x >= bufferSize) - return; - - float dist = 0; - bool culled = false; - float size = 0; - - uint4 lodData = uint4(9, 9, 9, 0); - float4x4 instanceMatrix = gpuiInstanceData[id.x]; - - CalculateDistanceAndSize(instanceMatrix, dist, size); - IsCulledVR(instanceMatrix, dist, culled); - CalculateLODNo(size, dist, culled, lodData.x, lodData.y); -#if !SHADER_API_GLCORE && !SHADER_API_GLES3 && !SHADER_API_VULKAN - if (animateCrossFade) - { - uint4 previousLodData = gpuiInstanceLODData[id.x]; - lodData.w = previousLodData.w; - lodData.z = previousLodData.z; - CalculateCFLODNoAnimate(previousLodData.x, lodData.x, lodData.z, lodData.w); - } - else - CalculateCFLODNo(size, lodData.x, lodData.z, lodData.w); -#endif - - gpuiInstanceLODData[id.x] = lodData; -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedCameraCalculationKernelVR.compute.meta b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedCameraCalculationKernelVR.compute.meta deleted file mode 100644 index 6a12fcc..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedCameraCalculationKernelVR.compute.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 40fea465fb7de024d995b6009ed898a2 -ComputeShaderImporter: - externalObjects: {} - currentAPIMask: 131076 - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedComputeBufferSetDataPartialKernel.compute b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedComputeBufferSetDataPartialKernel.compute deleted file mode 100644 index cbe175f..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedComputeBufferSetDataPartialKernel.compute +++ /dev/null @@ -1,26 +0,0 @@ - -#include "Include/PlatformDefines.hlsl" - -#pragma kernel CSInstancedComputeBufferSetDataPartialKernel -#pragma kernel CSInstancedComputeBufferSetDataSingleKernel - -RWStructuredBuffer gpuiInstanceData; -RWStructuredBuffer gpuiManagedData; - -uniform float4x4 dataToSet; -uniform uint computeBufferStartIndex; -uniform uint count; - -[numthreads(GPUI_THREADS, 1, 1)] -void CSInstancedComputeBufferSetDataPartialKernel(uint3 id : SV_DispatchThreadID) -{ - // runtime modification on instanceData - if (count > id.x) - gpuiInstanceData[computeBufferStartIndex + id.x] = gpuiManagedData[id.x]; -} - -[numthreads(1, 1, 1)] -void CSInstancedComputeBufferSetDataSingleKernel(uint3 id : SV_DispatchThreadID) -{ - gpuiInstanceData[computeBufferStartIndex] = dataToSet; -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedComputeBufferSetDataPartialKernel.compute.meta b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedComputeBufferSetDataPartialKernel.compute.meta deleted file mode 100644 index 45f1772..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedComputeBufferSetDataPartialKernel.compute.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 775746b295d0c8b42a11070394fa88c3 -timeCreated: 1524012189 -licenseType: Store -ComputeShaderImporter: - externalObjects: {} - currentAPIMask: 4 - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedRenderingGrassInstantiationKernel.compute b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedRenderingGrassInstantiationKernel.compute deleted file mode 100644 index a6805b1..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedRenderingGrassInstantiationKernel.compute +++ /dev/null @@ -1,121 +0,0 @@ - -#include "Include/PlatformDefines.hlsl" - -#pragma kernel CSInstancedRenderingGrassInstantiationKernel - -// Result buffer -RWStructuredBuffer gpuiInstanceData; - -// Input buffers -RWStructuredBuffer detailMapData; -RWStructuredBuffer heightMapData; - -uniform uint detailResolution; -uniform uint heightResolution; -uniform float3 startPosition; -uniform float3 terrainSize; -uniform float4 detailScale; // Usage: [minWidth, maxWidth, minHeight, maxHeight] -uniform float4 detailAndHeightMapSize; // Usage: [detailMapWidth, detailMapHeight, heightMapWidth, heightMapHeight] - -uniform Texture2D healthyDryNoiseTexture; -uniform SamplerState samplerhealthyDryNoiseTexture; -uniform float noiseSpread; -uniform float detailUniqueValue; -uniform float detailDensity; -uniform float terrainNormalEffect; - -RWStructuredBuffer counterBuffer; - -#include "Include/DataModel.hlsl" -#include "Include/Matrix.hlsl" -#include "Include/Random.hlsl" -#include "Include/Terrain.hlsl" - -inline uint FixBounds(uint value, uint max, uint failValue) -{ - return (value >= max) ? failValue : value; -} - -[numthreads(GPUI_THREADS_2D, 1, GPUI_THREADS_2D)] -void CSInstancedRenderingGrassInstantiationKernel(uint3 id : SV_DispatchThreadID) -{ - // Check if out of terrain detail size - if (id.x >= uint(detailAndHeightMapSize.x)) - return; - if (id.z >= uint(detailAndHeightMapSize.y)) - return; - - // Get detail index on maps - uint detailIndex = id.x + id.z * detailAndHeightMapSize.x; - - // Get detail count - uint detailCount = detailMapData[detailIndex]; - - // Skip if no detail - if (detailCount == 0) - return; - - // Get heightMap info - uint heightDataSize = detailAndHeightMapSize.z * detailAndHeightMapSize.w; - float detailHeightMapScale = (heightResolution - 1.0) / detailResolution; - - // Convert to world coordinates - float multiplierX = terrainSize.x / float(detailResolution); - float multiplierZ = terrainSize.z / float(detailResolution); - - // Set corner position - float3 position = float3(float(id.x) * multiplierX + startPosition.x, startPosition.y, float(id.z) * multiplierZ + startPosition.z); - - // Loop for the amount of grass - for (uint i = 0; i < detailCount; i++) - { - uint index; - InterlockedAdd(counterBuffer[0], 1, index); - - float multiplier = (i + 1) * abs(detailUniqueValue); - - if (detailDensity < 1.0) - { - float densityCheck = randomFloat(((position.z + 0.5) * multiplier) + position.x); - if (densityCheck > detailDensity) - { - gpuiInstanceData[index] = zeroMatrix; - continue; - } - } - - float2 randomPoint = randomFloat2(float2((position.x + 0.5) * multiplier, position.z + 0.5)); - float randomRotation = randomFloat(((position.x + 0.5) * multiplier) + position.z); - - // Get heights around position - float2 heightPoint = float2((float(id.x) + randomPoint.x) * detailHeightMapScale, (float(id.z) + randomPoint.y) * detailHeightMapScale); - uint heightIndex = floor(heightPoint.x) + floor(heightPoint.y) * detailAndHeightMapSize.z; - float leftBottomH = heightMapData[heightIndex]; - float leftTopH = heightMapData[FixBounds(heightIndex + detailAndHeightMapSize.z, heightDataSize, heightIndex)]; - float rightBottomH = heightMapData[heightIndex + 1]; - float rightTopH = heightMapData[FixBounds(heightIndex + detailAndHeightMapSize.z + 1, heightDataSize, heightIndex)]; - - // Set grass position - float sampledHeight = SampleHeight(frac(heightPoint), leftBottomH, leftTopH, rightBottomH, rightTopH); - float3 grassPosition = float3(position.x + (randomPoint.x * multiplierX), position.y + sampledHeight * terrainSize.y, position.z + (randomPoint.y * multiplierZ)); - - // Calculate random scale - float4 posterize364 = (floor(healthyDryNoiseTexture.SampleLevel(samplerhealthyDryNoiseTexture, ((grassPosition.xz * 0.05) * noiseSpread), 0) * 8.0) / 8.0); - float randomScale = 1 - saturate(sqrt((posterize364.r * posterize364.g * posterize364.b))); - - float xzScale = detailScale[0] + ((detailScale[1] - detailScale[0]) * randomScale); - float yScale = detailScale[2] + ((detailScale[3] - detailScale[2]) * randomScale); - float3 scale = float3(xzScale, yScale, xzScale); - - // Calculate normal - float3 normal = lerp(vector3Up, ComputeNormals(leftBottomH, leftTopH, rightBottomH, heightResolution / (terrainSize.x / terrainSize.y)), terrainNormalEffect); - - // Calculate random rotation - float4 q = FromToRotation(vector3Up, normal); - float4 q2 = AngleAxis(vector3Up, radians(randomRotation * 360)); - float4x4 rotation = SetMatrixRotationWithQuaternion(identityMatrix, QuatMul(q, q2)); - - // Add detail - gpuiInstanceData[index] = TRS(grassPosition, rotation, scale); - } -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedRenderingGrassInstantiationKernel.compute.meta b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedRenderingGrassInstantiationKernel.compute.meta deleted file mode 100644 index 4d12883..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedRenderingGrassInstantiationKernel.compute.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 0dc4900d20a0f3e4e9b87d5556fdf571 -timeCreated: 1516114368 -licenseType: Store -ComputeShaderImporter: - externalObjects: {} - currentAPIMask: 4 - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedRenderingVisibilityKernel.compute b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedRenderingVisibilityKernel.compute deleted file mode 100644 index 870ffe2..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedRenderingVisibilityKernel.compute +++ /dev/null @@ -1,57 +0,0 @@ - -#include "Include/PlatformDefines.hlsl" - -#pragma kernel CSInstancedRenderingVisibilityKernelLOD0 -#pragma kernel CSInstancedRenderingVisibilityKernelLOD1 -#pragma kernel CSInstancedRenderingVisibilityKernelLOD2 - -RWStructuredBuffer gpuiInstanceLODData; // lodNo - shadowLodNo - cfLodNo - cfLevel -AppendStructuredBuffer gpuiTransformationMatrix_LOD0; -AppendStructuredBuffer gpuiTransformationMatrix_LOD1; -AppendStructuredBuffer gpuiTransformationMatrix_LOD2; - -uniform uint bufferSize; -uniform uint lodShift; -uniform uint lodAppendIndex; - -[numthreads(GPUI_THREADS, 1, 1)] -void CSInstancedRenderingVisibilityKernelLOD0(uint3 id : SV_DispatchThreadID) -{ - if (id.x >= bufferSize) - return; - - uint lodNo = gpuiInstanceLODData[id.x][lodAppendIndex]; - - if (lodNo == lodShift) - gpuiTransformationMatrix_LOD0.Append(id.x); -} - -[numthreads(GPUI_THREADS, 1, 1)] -void CSInstancedRenderingVisibilityKernelLOD1(uint3 id : SV_DispatchThreadID) -{ - if (id.x >= bufferSize) - return; - - uint lodNo = gpuiInstanceLODData[id.x][lodAppendIndex]; - - if (lodNo == lodShift) - gpuiTransformationMatrix_LOD0.Append(id.x); - else if (lodNo == lodShift + 1) - gpuiTransformationMatrix_LOD1.Append(id.x); -} - -[numthreads(GPUI_THREADS, 1, 1)] -void CSInstancedRenderingVisibilityKernelLOD2(uint3 id : SV_DispatchThreadID) -{ - if (id.x >= bufferSize) - return; - - uint lodNo = gpuiInstanceLODData[id.x][lodAppendIndex]; - - if (lodNo == lodShift) - gpuiTransformationMatrix_LOD0.Append(id.x); - else if (lodNo == lodShift + 1) - gpuiTransformationMatrix_LOD1.Append(id.x); - else if (lodNo == lodShift + 2) - gpuiTransformationMatrix_LOD2.Append(id.x); -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedRenderingVisibilityKernel.compute.meta b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedRenderingVisibilityKernel.compute.meta deleted file mode 100644 index ef52618..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedRenderingVisibilityKernel.compute.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: f5f40ecd6413ba7488add9d30658d1f1 -timeCreated: 1515262937 -licenseType: Store -ComputeShaderImporter: - externalObjects: {} - currentAPIMask: 4 - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedRenderingVisibilityKernelVulkan.compute b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedRenderingVisibilityKernelVulkan.compute deleted file mode 100644 index 6023d4a..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedRenderingVisibilityKernelVulkan.compute +++ /dev/null @@ -1,46 +0,0 @@ - -#include "Include/PlatformDefines.hlsl" - -#pragma kernel CSInstancedRenderingVisibilityKernelLOD0 -#pragma kernel CSInstancedRenderingVisibilityKernelLOD1 -#pragma kernel CSInstancedRenderingVisibilityKernelLOD2 - -RWStructuredBuffer gpuiInstanceData; -RWStructuredBuffer gpuiInstanceLODData; // lodNo - shadowLodNo - cfLodNo - cfLevel -AppendStructuredBuffer gpuiTransformationMatrix_LOD0; -AppendStructuredBuffer gpuiTransformationMatrix_LOD1; - -uniform uint bufferSize; -uniform uint lodShift; -uniform uint lodAppendIndex; - -[numthreads(GPUI_THREADS, 1, 1)] -void CSInstancedRenderingVisibilityKernelLOD0(uint3 id : SV_DispatchThreadID) -{ - if (id.x >= bufferSize) - return; - - uint lodNo = gpuiInstanceLODData[id.x][lodAppendIndex]; - - if (lodNo == lodShift) - gpuiTransformationMatrix_LOD0.Append(gpuiInstanceData[id.x]); -} - -[numthreads(GPUI_THREADS, 1, 1)] -void CSInstancedRenderingVisibilityKernelLOD1(uint3 id : SV_DispatchThreadID) -{ - if (id.x >= bufferSize) - return; - - uint lodNo = gpuiInstanceLODData[id.x][lodAppendIndex]; - - if (lodNo == lodShift) - gpuiTransformationMatrix_LOD0.Append(gpuiInstanceData[id.x]); - else if (lodNo == lodShift + 1) - gpuiTransformationMatrix_LOD1.Append(gpuiInstanceData[id.x]); -} - -[numthreads(GPUI_THREADS, 1, 1)] -void CSInstancedRenderingVisibilityKernelLOD2(uint3 id : SV_DispatchThreadID) -{ -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedRenderingVisibilityKernelVulkan.compute.meta b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedRenderingVisibilityKernelVulkan.compute.meta deleted file mode 100644 index 381e834..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSInstancedRenderingVisibilityKernelVulkan.compute.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 9721ca2066131a840ba594581d37cc3b -ComputeShaderImporter: - externalObjects: {} - currentAPIMask: 131076 - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSRuntimeModification.compute b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSRuntimeModification.compute deleted file mode 100644 index 9606957..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSRuntimeModification.compute +++ /dev/null @@ -1,76 +0,0 @@ - -#include "Include/PlatformDefines.hlsl" - -#pragma kernel CSInstancedTransformOffsetKernel -#pragma kernel CSRemoveInsideBounds -#pragma kernel CSRemoveInsideBox -#pragma kernel CSRemoveInsideSphere -#pragma kernel CSRemoveInsideCapsule -#pragma kernel CSInstancedMatrixOffsetKernel - -RWStructuredBuffer gpuiInstanceData; -uniform uint bufferSize; - -uniform float3 positionOffset; -uniform float4x4 matrixOffset; - -#include "Include/DataModel.hlsl" -#include "Include/Collider.hlsl" - -[numthreads(GPUI_THREADS, 1, 1)] -void CSInstancedTransformOffsetKernel(uint3 id : SV_DispatchThreadID) -{ - if (id.x >= bufferSize) - return; - - gpuiInstanceData[id.x]._14_24_34 += positionOffset; -} - -[numthreads(GPUI_THREADS, 1, 1)] -void CSRemoveInsideBounds(uint3 id : SV_DispatchThreadID) -{ - if (id.x >= bufferSize) - return; - - if (IsInsideBounds(gpuiInstanceData[id.x]._14_24_34)) - gpuiInstanceData[id.x] = zeroMatrix; -} - -[numthreads(GPUI_THREADS, 1, 1)] -void CSRemoveInsideBox(uint3 id : SV_DispatchThreadID) -{ - if (id.x >= bufferSize) - return; - - if (IsInsideBox(gpuiInstanceData[id.x]._14_24_34)) - gpuiInstanceData[id.x] = zeroMatrix; -} - -[numthreads(GPUI_THREADS, 1, 1)] -void CSRemoveInsideSphere(uint3 id : SV_DispatchThreadID) -{ - if (id.x >= bufferSize) - return; - - if (IsInsideSphere(gpuiInstanceData[id.x]._14_24_34)) - gpuiInstanceData[id.x] = zeroMatrix; -} - -[numthreads(GPUI_THREADS, 1, 1)] -void CSRemoveInsideCapsule(uint3 id : SV_DispatchThreadID) -{ - if (id.x >= bufferSize) - return; - - if (IsInsideCapsule(gpuiInstanceData[id.x]._14_24_34)) - gpuiInstanceData[id.x] = zeroMatrix; -} - -[numthreads(GPUI_THREADS, 1, 1)] -void CSInstancedMatrixOffsetKernel(uint3 id : SV_DispatchThreadID) -{ - if (id.x >= bufferSize) - return; - - gpuiInstanceData[id.x] = mul(matrixOffset, gpuiInstanceData[id.x]); -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSRuntimeModification.compute.meta b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSRuntimeModification.compute.meta deleted file mode 100644 index 2095a6f..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSRuntimeModification.compute.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 5f2c57924f9ab8446ae10a8e7a0beb06 -ComputeShaderImporter: - externalObjects: {} - currentAPIMask: 131076 - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSTextureUtils.compute b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSTextureUtils.compute deleted file mode 100644 index 6a8e962..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSTextureUtils.compute +++ /dev/null @@ -1,77 +0,0 @@ - -#include "Include/PlatformDefines.hlsl" - -#pragma kernel CSCopyTexture -#pragma kernel CSReduceTexture -#pragma kernel CSCopyTextureArray - -uniform Texture2D source; -uniform SamplerState sampler_source; -uniform Texture2DArray textureArray; -uniform SamplerState sampler_textureArray; -uniform RWTexture2D destination; -uniform uint offsetX; -uniform uint sourceSizeX; -uniform uint sourceSizeY; -uniform uint destinationSizeX; -uniform uint destinationSizeY; -uniform bool reverseZ; -uniform uint textureArrayIndex; - -[numthreads(GPUI_THREADS_2D, GPUI_THREADS_2D, 1)] -void CSCopyTexture(uint3 id : SV_DispatchThreadID) -{ - if (id.x >= sourceSizeX || id.y >= sourceSizeY) - return; - - uint indexX = id.x + offsetX; - - float4 color = source[id.xy]; - -#if SHADER_API_GLCORE || SHADER_API_GLES3 - if (reverseZ) - color.r = 1 - color.r; -#endif - - destination[uint2(indexX, id.y)] = color; - -} - -[numthreads(GPUI_THREADS_2D, GPUI_THREADS_2D, 1)] -void CSReduceTexture(uint3 id : SV_DispatchThreadID) -{ - uint indexX = id.x + offsetX; - if (indexX >= destinationSizeX || id.y >= destinationSizeY) - return; - - float2 uv = float2((id.x + 0.5) / destinationSizeX, (id.y + 0.5) / destinationSizeY); - - float4 r; - r.x = source.SampleLevel(sampler_source, uv + float2(1.0 / sourceSizeX, 0), 0).r; - r.y = source.SampleLevel(sampler_source, uv + float2(-1.0 / sourceSizeX, 0), 0).r; - r.z = source.SampleLevel(sampler_source, uv + float2(0, 1.0 / sourceSizeY), 0).r; - r.w = source.SampleLevel(sampler_source, uv + float2(0, -1.0 / sourceSizeY), 0).r; - - float minimum = min(min(min(r.x, r.y), r.z), r.w); - - destination[uint2(indexX, id.y)] = float4(minimum, 1.0, 1.0, 1.0); -} - -[numthreads(GPUI_THREADS_2D, GPUI_THREADS_2D, 1)] -void CSCopyTextureArray(uint3 id : SV_DispatchThreadID) -{ - if (id.x >= sourceSizeX || id.y >= sourceSizeY) - return; - - uint indexX = id.x + offsetX; - - float4 color = textureArray.SampleLevel(sampler_textureArray, float3(id.x / float(sourceSizeX), id.y / float(sourceSizeY), textureArrayIndex), 0); - -#if SHADER_API_GLCORE || SHADER_API_GLES3 - if (reverseZ) - color.r = 1 - color.r; -#endif - - destination[uint2(indexX, id.y)] = color; - -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSTextureUtils.compute.meta b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSTextureUtils.compute.meta deleted file mode 100644 index 7962a71..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSTextureUtils.compute.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: ea89d31994a63cb40bba758cca267762 -ComputeShaderImporter: - externalObjects: {} - currentAPIMask: 131076 - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSTreeInstantiationKernel.compute b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSTreeInstantiationKernel.compute deleted file mode 100644 index 25ba777..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSTreeInstantiationKernel.compute +++ /dev/null @@ -1,49 +0,0 @@ - -#include "Include/PlatformDefines.hlsl" - -#pragma kernel CSTreeInstantiationKernel - -// Result buffer -RWStructuredBuffer gpuiInstanceData; - -// Input buffers -RWStructuredBuffer treeData; // prototypeIndex - positionx3 - rotation - scalex2 -RWStructuredBuffer treeScales; -RWStructuredBuffer counterBuffer; - -uniform uint bufferSize; -//uniform float3 terrainSize; -//uniform float3 terrainPosition; -uniform uint prototypeIndex; -uniform bool isApplyRotation; -uniform bool isApplyTerrainHeight; - -#include "Include/DataModel.hlsl" -#include "Include/Matrix.hlsl" - -[numthreads(GPUI_THREADS, 1, 1)] -void CSTreeInstantiationKernel(uint3 id : SV_DispatchThreadID) -{ - if (id.x >= bufferSize) - return; - - uint index = id.x * 2; - float4 treeData1 = treeData[index]; - uint instancePI = uint(treeData1.x); - - if (instancePI != prototypeIndex) - return; - - index++; - float4 treeData2 = treeData[index]; - float4 treeScale = treeScales[prototypeIndex]; - - float3 position = treeData1.yzw/* * terrainSize + terrainPosition*/; - float4x4 rotation = isApplyRotation ? MatrixRotate(vector3Up, treeData2.x) : identityMatrix; - float3 scale = (isApplyTerrainHeight ? treeData2.yzy : vector3One) * treeScale.xyz; - - uint instanceIndex; - InterlockedAdd(counterBuffer[0], 1, instanceIndex); - // Add tree - gpuiInstanceData[instanceIndex] = TRS(position, rotation, scale); -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSTreeInstantiationKernel.compute.meta b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSTreeInstantiationKernel.compute.meta deleted file mode 100644 index bb8b45a..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/CSTreeInstantiationKernel.compute.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 023a28cd22aded44380389088c8b93ed -ComputeShaderImporter: - externalObjects: {} - currentAPIMask: 131076 - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include.meta b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include.meta deleted file mode 100644 index b2498b3..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 54f8224987edb0347886324977b6d7ee -folderAsset: yes -timeCreated: 1516050578 -licenseType: Store -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/Camera.hlsl b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/Camera.hlsl deleted file mode 100644 index da9b652..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/Camera.hlsl +++ /dev/null @@ -1,71 +0,0 @@ -#ifndef __camera_hlsl_ -#define __camera_hlsl_ - -#include "Params.hlsl" - -inline void CalculateDistanceAndSize(float4x4 instanceMatrix, out float dist, out float maxViewSize) -{ - dist = 0; - maxViewSize = 0; - - float3 scale = float3(length(instanceMatrix._11_12_13), length(instanceMatrix._21_22_23), length(instanceMatrix._31_32_33)); - dist = abs(distance(instanceMatrix._14_24_34, camPos)); - maxViewSize = max(max(boundsExtents.x * scale.x, boundsExtents.y * scale.y), boundsExtents.z * scale.z) / (dist * halfAngle * 2); -} - -inline void CalculateLODNo(float size, float distance, bool isCulled, out uint lodNo, out uint shadowLodNo) -{ - lodNo = 9; - shadowLodNo = 9; - for (uint i = 0; i < lodCount; i++) - { - if (size > lodSizes[i / 4][i % 4]) - { - if (!isCulled) - lodNo = i; - if (distance < shadowDistance && (!cullShadows || !isCulled)) - shadowLodNo = shadowLODMap[i / 4][i % 4]; - break; - } - } -} - -inline void CalculateCFLODNo(float size, uint lodNo, out uint cfLodNo, out uint fadeLevel) -{ - cfLodNo = 9; - fadeLevel = 0; - - uint row = lodNo / 4 + 2; - uint column = lodNo % 4; - float fadeAmount; - - if (size < lodSizes[row][column]) - { - fadeAmount = (lodSizes[row][column] - size) / (lodSizes[row][column] - lodSizes[row - 2][column]); - fadeLevel = 15 - floor(fadeAmount * fadeAmount * 15.0f); - if (fadeLevel == 8) - fadeLevel++; - if (fadeLevel < 15) - cfLodNo = lodNo + 1; - } -} - -inline void CalculateCFLODNoAnimate(uint oldLodNo, uint lodNo, inout uint cfLodNo, inout uint fadeLevel) -{ - if (oldLodNo < 9 && lodNo < 9 && oldLodNo != lodNo) - { - fadeLevel = 100; - cfLodNo = oldLodNo; - } - else if (fadeLevel > 0) - { - fadeLevel += uint(deltaTime * 2500) + 1; - } - - if (fadeLevel < 100 || fadeLevel >= 1500) - { - cfLodNo = 9; - fadeLevel = 0; - } -} -#endif diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/Camera.hlsl.meta b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/Camera.hlsl.meta deleted file mode 100644 index 9beae82..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/Camera.hlsl.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: ff37e799ead2ab8479bed1256c26da3b -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/Collider.hlsl b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/Collider.hlsl deleted file mode 100644 index b72080d..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/Collider.hlsl +++ /dev/null @@ -1,99 +0,0 @@ -#ifndef __collider_hlsl_ -#define __collider_hlsl_ - -uniform float3 boundsCenter; -uniform float3 boundsExtents; - -uniform float4x4 modifierTransform; -uniform float modifierRadius; -uniform float modifierHeight; -uniform float3 modifierAxis; - -#include "Matrix.hlsl" - -inline bool IsInsideBounds(float3 position) -{ - float3 Min = boundsCenter - boundsExtents; - float3 Max = boundsCenter + boundsExtents; - - return position.x >= Min.x && position.x <= Max.x - && position.y >= Min.y && position.y <= Max.y - && position.z >= Min.z && position.z <= Max.z; -} - -inline bool IsInsideBox(float3 position) -{ - float3 Min = boundsCenter - boundsExtents; - float3 Max = boundsCenter + boundsExtents; - - float4 BoundingBox[8]; - BoundingBox[0] = mul(modifierTransform, float4(Min.x, Max.y, Min.z, 1.0)); // P5 - BoundingBox[1] = mul(modifierTransform, float4(Min.x, Max.y, Max.z, 1.0)); // P6 - BoundingBox[2] = mul(modifierTransform, float4(Max.x, Max.y, Max.z, 1.0)); // P7 - BoundingBox[3] = mul(modifierTransform, float4(Max.x, Max.y, Min.z, 1.0)); // P8 - BoundingBox[4] = mul(modifierTransform, float4(Max.x, Min.y, Min.z, 1.0)); // P4 - BoundingBox[5] = mul(modifierTransform, float4(Max.x, Min.y, Max.z, 1.0)); // P3 - BoundingBox[6] = mul(modifierTransform, float4(Min.x, Min.y, Max.z, 1.0)); // P2 - BoundingBox[7] = mul(modifierTransform, float4(Min.x, Min.y, Min.z, 1.0)); // P1 - - // https://math.stackexchange.com/questions/1472049/check-if-a-point-is-inside-a-rectangular-shaped-area-3d - - //i=p2−p1 - float3 i = BoundingBox[6].xyz - BoundingBox[7].xyz; - //j=p4−p1 - float3 j = BoundingBox[4].xyz - BoundingBox[7].xyz; - //k=p5−p1 - float3 k = BoundingBox[0].xyz - BoundingBox[7].xyz; - //v=pv−p1 - float3 v = position - BoundingBox[7].xyz; - - float vi = dot(v, i); - float vj = dot(v, j); - float vk = dot(v, k); - //0 modifierRadius) - { - pointChange = (modifierHeight / 2) - modifierRadius; - float4x4 scaled = SetScaleOfMatrix(modifierTransform, 1); - - // https://math.stackexchange.com/questions/1905533/find-perpendicular-distance-from-point-to-line-in-3d - float3 A = position; - float3 B = mul(scaled, float4(boundsCenter.x + modifierAxis.x * pointChange, boundsCenter.y + modifierAxis.y * pointChange, boundsCenter.z + modifierAxis.z * pointChange, 1.0)).xyz; - float3 C = mul(scaled, float4(boundsCenter.x - modifierAxis.x * pointChange, boundsCenter.y - modifierAxis.y * pointChange, boundsCenter.z - modifierAxis.z * pointChange, 1.0)).xyz; - - float3 d = (C - B) / distance(C, B); - float3 v = A - B; - float t = dot(v, d); - float3 P = B + t * d; - - float distPB = distance(P, B); - float distPC = distance(P, C); - float distBC = distance(B, C); - - if (abs(distBC - (distPB + distPC)) < 0.1) - return distance(P, A) <= modifierRadius; - else if (distPB < distPC) - return distance(B, A) <= modifierRadius; - else - return distance(C, A) <= modifierRadius; - } - else - return distance(boundsCenter + modifierTransform._14_24_34, position) <= modifierRadius; -} -#endif \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/Collider.hlsl.meta b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/Collider.hlsl.meta deleted file mode 100644 index 42d925d..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/Collider.hlsl.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: f998aca01f468c649a1286c2a1c71441 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/Culling.hlsl b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/Culling.hlsl deleted file mode 100644 index f732d00..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/Culling.hlsl +++ /dev/null @@ -1,182 +0,0 @@ -#ifndef __culling_hlsl_ -#define __culling_hlsl_ - -#include "Params.hlsl" - -inline void CalculateBoundingBox(in float4x4 objectTransformMatrix, inout float4 BoundingBox[8]) -{ - // Calculate clip space matrix - float4x4 to_clip_space_mat = mul(mvpMatrix, objectTransformMatrix); - - float3 Min = boundsCenter - boundsExtents; - float3 Max = boundsCenter + boundsExtents; - - // Transform all 8 corner points of the object bounding box to clip space - BoundingBox[0] = mul(to_clip_space_mat, float4(Min.x, Max.y, Min.z, 1.0)); - BoundingBox[1] = mul(to_clip_space_mat, float4(Min.x, Max.y, Max.z, 1.0)); - BoundingBox[2] = mul(to_clip_space_mat, float4(Max.x, Max.y, Max.z, 1.0)); - BoundingBox[3] = mul(to_clip_space_mat, float4(Max.x, Max.y, Min.z, 1.0)); - BoundingBox[4] = mul(to_clip_space_mat, float4(Max.x, Min.y, Min.z, 1.0)); - BoundingBox[5] = mul(to_clip_space_mat, float4(Max.x, Min.y, Max.z, 1.0)); - BoundingBox[6] = mul(to_clip_space_mat, float4(Min.x, Min.y, Max.z, 1.0)); - BoundingBox[7] = mul(to_clip_space_mat, float4(Min.x, Min.y, Min.z, 1.0)); -} - -inline bool IsFrustumCulled(float4 BoundingBox[8]) -{ - bool isCulled = false; - // Test all 8 points with both positive and negative planes - for (int i = 0; i < 3; i++) - { - // cull if outside positive plane: - isCulled = isCulled || - (BoundingBox[0][i] > BoundingBox[0].w + frustumOffset && - BoundingBox[1][i] > BoundingBox[1].w + frustumOffset && - BoundingBox[2][i] > BoundingBox[2].w + frustumOffset && - BoundingBox[3][i] > BoundingBox[3].w + frustumOffset && - BoundingBox[4][i] > BoundingBox[4].w + frustumOffset && - BoundingBox[5][i] > BoundingBox[5].w + frustumOffset && - BoundingBox[6][i] > BoundingBox[6].w + frustumOffset && - BoundingBox[7][i] > BoundingBox[7].w + frustumOffset); - - // cull if outside negative plane: - isCulled = isCulled || - (BoundingBox[0][i] < -BoundingBox[0].w - frustumOffset && - BoundingBox[1][i] < -BoundingBox[1].w - frustumOffset && - BoundingBox[2][i] < -BoundingBox[2].w - frustumOffset && - BoundingBox[3][i] < -BoundingBox[3].w - frustumOffset && - BoundingBox[4][i] < -BoundingBox[4].w - frustumOffset && - BoundingBox[5][i] < -BoundingBox[5].w - frustumOffset && - BoundingBox[6][i] < -BoundingBox[6].w - frustumOffset && - BoundingBox[7][i] < -BoundingBox[7].w - frustumOffset); - } - - return isCulled; -} - -inline float OcclusionSample(float4 BoundingRect, float LOD, float xOffset) -{ - // Fetch the depth texture and sample it with the bounds - // Middle Point - float MaxDepth = 1 - hiZMap.SampleLevel(sampler_hiZMap, float2(((BoundingRect.z - BoundingRect.x) / 2.0) + BoundingRect.x + xOffset, ((BoundingRect.w - BoundingRect.y) / 2.0) + BoundingRect.y), LOD).r; - - // Corner Points - float4 Samples; - Samples.x = 1 - hiZMap.SampleLevel(sampler_hiZMap, float2(BoundingRect.x + xOffset, BoundingRect.y), LOD).r; - Samples.y = 1 - hiZMap.SampleLevel(sampler_hiZMap, float2(BoundingRect.x + xOffset, BoundingRect.w), LOD).r; - Samples.z = 1 - hiZMap.SampleLevel(sampler_hiZMap, float2(BoundingRect.z + xOffset, BoundingRect.w), LOD).r; - Samples.w = 1 - hiZMap.SampleLevel(sampler_hiZMap, float2(BoundingRect.z + xOffset, BoundingRect.y), LOD).r; - MaxDepth = max(max(max(Samples.x, Samples.y), max(Samples.z, Samples.w)), MaxDepth); - - if (occlusionAccuracy >= 2) - { - // 1/4 Points - float xShift = (BoundingRect.z - BoundingRect.x) / 4.0; - float yShift = (BoundingRect.w - BoundingRect.y) / 4.0; - Samples.x = 1 - hiZMap.SampleLevel(sampler_hiZMap, float2(xShift + BoundingRect.x + xOffset, yShift + BoundingRect.y), LOD).r; - Samples.y = 1 - hiZMap.SampleLevel(sampler_hiZMap, float2(xShift * 3 + BoundingRect.x + xOffset, yShift + BoundingRect.y), LOD).r; - Samples.z = 1 - hiZMap.SampleLevel(sampler_hiZMap, float2(xShift + BoundingRect.x + xOffset, yShift * 3 + BoundingRect.y), LOD).r; - Samples.w = 1 - hiZMap.SampleLevel(sampler_hiZMap, float2(xShift * 3 + BoundingRect.x + xOffset, yShift * 3 + BoundingRect.y), LOD).r; - MaxDepth = max(max(max(Samples.x, Samples.y), max(Samples.z, Samples.w)), MaxDepth); - - - if (occlusionAccuracy >= 3) - { - // 1/8 Points - xShift = (BoundingRect.z - BoundingRect.x) / 8.0; - yShift = (BoundingRect.w - BoundingRect.y) / 8.0; - Samples.x = 1 - hiZMap.SampleLevel(sampler_hiZMap, float2(xShift + BoundingRect.x + xOffset, yShift + BoundingRect.y), LOD).r; - Samples.y = 1 - hiZMap.SampleLevel(sampler_hiZMap, float2(xShift * 7 + BoundingRect.x + xOffset, yShift + BoundingRect.y), LOD).r; - Samples.z = 1 - hiZMap.SampleLevel(sampler_hiZMap, float2(xShift + BoundingRect.x + xOffset, yShift * 7 + BoundingRect.y), LOD).r; - Samples.w = 1 - hiZMap.SampleLevel(sampler_hiZMap, float2(xShift * 7 + BoundingRect.x + xOffset, yShift * 7 + BoundingRect.y), LOD).r; - MaxDepth = max(max(max(Samples.x, Samples.y), max(Samples.z, Samples.w)), MaxDepth); - - // 3/8 Points - Samples.x = 1 - hiZMap.SampleLevel(sampler_hiZMap, float2(xShift * 3 + BoundingRect.x + xOffset, yShift * 3 + BoundingRect.y), LOD).r; - Samples.y = 1 - hiZMap.SampleLevel(sampler_hiZMap, float2(xShift * 5 + BoundingRect.x + xOffset, yShift * 3 + BoundingRect.y), LOD).r; - Samples.z = 1 - hiZMap.SampleLevel(sampler_hiZMap, float2(xShift * 3 + BoundingRect.x + xOffset, yShift * 5 + BoundingRect.y), LOD).r; - Samples.w = 1 - hiZMap.SampleLevel(sampler_hiZMap, float2(xShift * 5 + BoundingRect.x + xOffset, yShift * 5 + BoundingRect.y), LOD).r; - MaxDepth = max(max(max(Samples.x, Samples.y), max(Samples.z, Samples.w)), MaxDepth); - } - } - - return MaxDepth; -} - -inline bool IsOcclusionCulled(float4 BoundingBox[8]) -{ - // NOTE: for Direct3D, the clipping space z coordinate ranges from 0 to w and for OpenGL, it ranges from -w to w. However, since we use Unity's Projection Matrix directly, - // there is no need to worry about the difference between platforms. The projection matrix will always be left handed. - // Also, the reversed depth value between these APIs are taken care of in the blit and compute shaders while creating the hiZ depth texture. - - - for (int i = 0; i < 8; i++) - { - BoundingBox[i].xyz /= BoundingBox[i].w; // unscale clip depth to NDC - BoundingBox[i].z = BoundingBox[i].z * 0.5 + 0.5; // map BB depth values back to [0, 1]; - } - - float4 BoundingRect; - - BoundingRect.x = min(min(min(BoundingBox[0].x, BoundingBox[1].x), - min(BoundingBox[2].x, BoundingBox[3].x)), - min(min(BoundingBox[4].x, BoundingBox[5].x), - min(BoundingBox[6].x, BoundingBox[7].x))) / 2.0 + 0.5; - BoundingRect.y = min(min(min(BoundingBox[0].y, BoundingBox[1].y), - min(BoundingBox[2].y, BoundingBox[3].y)), - min(min(BoundingBox[4].y, BoundingBox[5].y), - min(BoundingBox[6].y, BoundingBox[7].y))) / 2.0 + 0.5; - BoundingRect.z = max(max(max(BoundingBox[0].x, BoundingBox[1].x), - max(BoundingBox[2].x, BoundingBox[3].x)), - max(max(BoundingBox[4].x, BoundingBox[5].x), - max(BoundingBox[6].x, BoundingBox[7].x))) / 2.0 + 0.5; - BoundingRect.w = max(max(max(BoundingBox[0].y, BoundingBox[1].y), - max(BoundingBox[2].y, BoundingBox[3].y)), - max(max(BoundingBox[4].y, BoundingBox[5].y), - max(BoundingBox[6].y, BoundingBox[7].y))) / 2.0 + 0.5; - - float InstanceDepth = min(min(min(BoundingBox[0].z, BoundingBox[1].z), - min(BoundingBox[2].z, BoundingBox[3].z)), - min(min(BoundingBox[4].z, BoundingBox[5].z), - min(BoundingBox[6].z, BoundingBox[7].z))); - // Calculate the bounding rectangle size in viewport coordinates - float ViewSizeX = (BoundingRect.z - BoundingRect.x) * hiZTxtrSize.x; - float ViewSizeY = (BoundingRect.w - BoundingRect.y) * hiZTxtrSize.y; - - // Calculate the texture LOD used for lookup in the depth buffer texture - float LOD = ceil(log2(max(ViewSizeX, ViewSizeY) / pow(2, occlusionAccuracy))); - float MaxDepth = OcclusionSample(BoundingRect, LOD, 0); - - return InstanceDepth > MaxDepth + occlusionOffset; -} - -inline void IsCulled(in float4x4 instanceMatrix, in float dist, out bool culled) -{ - culled = false; - - // Distance culling - if (dist >= maxDistance || dist < minDistance) - { - culled = true; - } - - if (!culled && dist >= minCullingDistance) - { - float4 BoundingBox[8]; - CalculateBoundingBox(instanceMatrix, BoundingBox); - - // OBB Frustum Culling - if (isFrustumCulling) - { - culled = IsFrustumCulled(BoundingBox); - } - - // Hierarchical Z-Buffer Occlusion Culling - if (!culled && isOcclusionCulling) - { - culled = IsOcclusionCulled(BoundingBox); - } - } -} - -#endif diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/Culling.hlsl.meta b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/Culling.hlsl.meta deleted file mode 100644 index 2d24a9a..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/Culling.hlsl.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 23d661cdd62f2b14b9f6798f8da198d8 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/CullingVR.hlsl b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/CullingVR.hlsl deleted file mode 100644 index f997e06..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/CullingVR.hlsl +++ /dev/null @@ -1,155 +0,0 @@ -#ifndef __cullingVR_hlsl_ -#define __cullingVR_hlsl_ - -#include "Params.hlsl" -#include "Culling.hlsl" -uniform float4x4 mvpMatrix2; - -inline bool IsOcclusionCulledVR(in float4x4 instanceMatrix, in float4 BoundingBox[8]) -{ - bool isCulled = false; - - - // Hierarchical Z-Buffer Occlusion Culling - - if (!isCulled && isOcclusionCulling) - { - // NOTE: for Direct3D, the clipping space z coordinate ranges from 0 to w and for OpenGL, it ranges from -w to w. However, since we use Unity's Projection Matrix directly, - // there is no need to worry about the difference between platforms. The projection matrix will always be left handed. - // Also, the reversed depth value between these APIs are taken care of in the blit and compute shaders while creating the hiZ depth texture. - - for (int i = 0; i < 8; i++) - { - BoundingBox[i].xyz /= BoundingBox[i].w; // unscale clip depth to NDC - BoundingBox[i].z = BoundingBox[i].z * 0.5 + 0.5; // map BB depth values back to [0, 1]; - } - - float4 BoundingRect; - - BoundingRect.x = (min(min(min(BoundingBox[0].x, BoundingBox[1].x), - min(BoundingBox[2].x, BoundingBox[3].x)), - min(min(BoundingBox[4].x, BoundingBox[5].x), - min(BoundingBox[6].x, BoundingBox[7].x))) / 2.0 + 0.5) * 0.5; - BoundingRect.y = min(min(min(BoundingBox[0].y, BoundingBox[1].y), - min(BoundingBox[2].y, BoundingBox[3].y)), - min(min(BoundingBox[4].y, BoundingBox[5].y), - min(BoundingBox[6].y, BoundingBox[7].y))) / 2.0 + 0.5; - BoundingRect.z = (max(max(max(BoundingBox[0].x, BoundingBox[1].x), - max(BoundingBox[2].x, BoundingBox[3].x)), - max(max(BoundingBox[4].x, BoundingBox[5].x), - max(BoundingBox[6].x, BoundingBox[7].x))) / 2.0 + 0.5) * 0.5; - BoundingRect.w = max(max(max(BoundingBox[0].y, BoundingBox[1].y), - max(BoundingBox[2].y, BoundingBox[3].y)), - max(max(BoundingBox[4].y, BoundingBox[5].y), - max(BoundingBox[6].y, BoundingBox[7].y))) / 2.0 + 0.5; - - float InstanceDepth = min(min(min(BoundingBox[0].z, BoundingBox[1].z), - min(BoundingBox[2].z, BoundingBox[3].z)), - min(min(BoundingBox[4].z, BoundingBox[5].z), - min(BoundingBox[6].z, BoundingBox[7].z))); - - // Calculate the bounding rectangle size in viewport coordinates - float ViewSizeX = (BoundingRect.z - BoundingRect.x) * hiZTxtrSize.x * 0.5; - float ViewSizeY = (BoundingRect.w - BoundingRect.y) * hiZTxtrSize.y; - - // Calculate the texture LOD used for lookup in the depth buffer texture - float LOD = ceil(log2(max(ViewSizeX, ViewSizeY) / pow(2, occlusionAccuracy))); - float MaxDepth = OcclusionSample(BoundingRect, LOD, 0); - - isCulled = InstanceDepth > MaxDepth + occlusionOffset; - - if (isCulled) - { - float4x4 to_clip_space_mat2 = mul(mvpMatrix2, instanceMatrix); // Calculate clip space matrix - - float3 Min = boundsCenter - boundsExtents; - float3 Max = boundsCenter + boundsExtents; - - float4 BoundingBox2[8]; - BoundingBox2[0] = mul(to_clip_space_mat2, float4(Min.x, Max.y, Min.z, 1.0)); - BoundingBox2[1] = mul(to_clip_space_mat2, float4(Min.x, Max.y, Max.z, 1.0)); - BoundingBox2[2] = mul(to_clip_space_mat2, float4(Max.x, Max.y, Max.z, 1.0)); - BoundingBox2[3] = mul(to_clip_space_mat2, float4(Max.x, Max.y, Min.z, 1.0)); - BoundingBox2[4] = mul(to_clip_space_mat2, float4(Max.x, Min.y, Min.z, 1.0)); - BoundingBox2[5] = mul(to_clip_space_mat2, float4(Max.x, Min.y, Max.z, 1.0)); - BoundingBox2[6] = mul(to_clip_space_mat2, float4(Min.x, Min.y, Max.z, 1.0)); - BoundingBox2[7] = mul(to_clip_space_mat2, float4(Min.x, Min.y, Min.z, 1.0)); - - for (int j = 0; j < 8; j++) - { - BoundingBox2[j].xyz /= BoundingBox2[j].w; // unscale clip depth to NDC - BoundingBox2[j].z = BoundingBox2[j].z * 0.5 + 0.5; // map BB depth values back to [0, 1]; - } - - float4 BoundingRect2; - - BoundingRect2.x = (min(min(min(BoundingBox2[0].x, BoundingBox2[1].x), - min(BoundingBox2[2].x, BoundingBox2[3].x)), - min(min(BoundingBox2[4].x, BoundingBox2[5].x), - min(BoundingBox2[6].x, BoundingBox2[7].x))) / 2.0 + 0.5) * 0.5; - BoundingRect2.y = min(min(min(BoundingBox2[0].y, BoundingBox2[1].y), - min(BoundingBox2[2].y, BoundingBox2[3].y)), - min(min(BoundingBox2[4].y, BoundingBox2[5].y), - min(BoundingBox2[6].y, BoundingBox2[7].y))) / 2.0 + 0.5; - BoundingRect2.z = (max(max(max(BoundingBox2[0].x, BoundingBox2[1].x), - max(BoundingBox2[2].x, BoundingBox2[3].x)), - max(max(BoundingBox2[4].x, BoundingBox2[5].x), - max(BoundingBox2[6].x, BoundingBox2[7].x))) / 2.0 + 0.5) * 0.5; - BoundingRect2.w = max(max(max(BoundingBox2[0].y, BoundingBox2[1].y), - max(BoundingBox2[2].y, BoundingBox2[3].y)), - max(max(BoundingBox2[4].y, BoundingBox2[5].y), - max(BoundingBox2[6].y, BoundingBox2[7].y))) / 2.0 + 0.5; - - InstanceDepth = min(min(min(BoundingBox2[0].z, BoundingBox2[1].z), - min(BoundingBox2[2].z, BoundingBox2[3].z)), - min(min(BoundingBox2[4].z, BoundingBox2[5].z), - min(BoundingBox2[6].z, BoundingBox2[7].z))); - - // Calculate the bounding rectangle size in viewport coordinates - ViewSizeX = (BoundingRect2.z - BoundingRect2.x) * hiZTxtrSize.x * 0.5; - ViewSizeY = (BoundingRect2.w - BoundingRect2.y) * hiZTxtrSize.y; - - // Calculate the texture LOD used for lookup in the depth buffer texture - LOD = ceil(log2(max(ViewSizeX, ViewSizeY) / pow(2, occlusionAccuracy))); - MaxDepth = OcclusionSample(BoundingRect2, LOD, 0.5); - - isCulled = InstanceDepth > MaxDepth + occlusionOffset; - } - - } - - return isCulled; -} - -inline void IsCulledVR(in float4x4 instanceMatrix, in float dist, out bool culled) -{ - culled = false; - - // Distance culling - if (dist >= maxDistance || dist < minDistance) - { - culled = true; - } - - if (!culled && dist >= minCullingDistance) - { - float4 BoundingBox[8]; - CalculateBoundingBox(instanceMatrix, BoundingBox); - - // OBB Frustum Culling - if (isFrustumCulling) - { - culled = IsFrustumCulled(BoundingBox); - } - - // Hierarchical Z-Buffer Occlusion Culling - if (!culled && isOcclusionCulling) - { - culled = IsOcclusionCulledVR(instanceMatrix, BoundingBox); - } - } - - -} - -#endif diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/CullingVR.hlsl.meta b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/CullingVR.hlsl.meta deleted file mode 100644 index 055fe13..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/CullingVR.hlsl.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 4872fc1986ed47f438aa03e5165dccc6 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/DataModel.hlsl b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/DataModel.hlsl deleted file mode 100644 index 8914442..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/DataModel.hlsl +++ /dev/null @@ -1,15 +0,0 @@ -#ifndef __dataModel_hlsl_ -#define __dataModel_hlsl_ - -static const float3 vector3Up = float3(0, 1, 0); -static const float3 vector3One = float3(1, 1, 1); -static const float4x4 identityMatrix = float4x4(1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1); -static const float4x4 zeroMatrix = float4x4(0, 0, 0, 0, - 0, 0, 0, 0, - 0, 0, 0, 0, - 0, 0, 0, 0); - -#endif \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/DataModel.hlsl.meta b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/DataModel.hlsl.meta deleted file mode 100644 index 70c9eb3..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/DataModel.hlsl.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 431083089c9883a46b268290ff764a74 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/Matrix.hlsl b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/Matrix.hlsl deleted file mode 100644 index 47ed9c5..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/Matrix.hlsl +++ /dev/null @@ -1,144 +0,0 @@ -#ifndef __matrix_hlsl_ -#define __matrix_hlsl_ - -// Sets the rotation of a translation matrix "m" by the quaternion value "q". -float4x4 SetMatrixRotationWithQuaternion(float4x4 m, float4 q) -{ - // See e.g. http://www.geometrictools.com/Documentation/LinearAlgebraicQuaternions.pdf . - - float x = q.x; - float y = q.y; - float z = q.z; - float w = q.w; - m[0][0] = 1 - 2 * (y * y + z * z); - m[0][1] = 2 * (x * y - z * w); - m[0][2] = 2 * (x * z + y * w); - m[1][0] = 2 * (x * y + z * w); - m[1][1] = 1 - 2 * (x * x + z * z); - m[1][2] = 2 * (y * z - x * w); - m[2][0] = 2 * (x * z - y * w); - m[2][1] = 2 * (y * z + x * w); - m[2][2] = 1 - 2 * (x * x + y * y); - - return m; -} - -/// https://www.3dgep.com/3d-math-primer-for-game-programmers-matrices/ -/// n : axis -/// a : angle in radians -/// A 3D rotation about an arbitrary axis n by an angle of a -float4x4 MatrixRotate(float3 n, float a) -{ - float cosa = cos(a); - float sina = sin(a); - - return float4x4( - n.x * n.x * (1 - cosa) + cosa, - n.x * n.y * (1 - cosa) - n.z * sina, - n.x * n.z * (1 - cosa) + n.y * sina, - 0, - n.x * n.y * (1 - cosa) + n.z * sina, - n.y * n.y * (1 - cosa) + cosa, - n.y * n.z * (1 - cosa) - n.x * sina, - 0, - n.x * n.z * (1 - cosa) - n.y * sina, - n.y * n.z * (1 - cosa) + n.x * sina, - n.z * n.z * (1 - cosa) + cosa, - 0, - 0, 0, 0, 1 - ); -} - -// m: matrix to scale -// angle: angles for x,y,z -// returns rotation matrix -float4x4 MatrixRotateXYZ(float3 angle) -{ - // rotate at x axis - float4x4 mX = MatrixRotate(float3(1, 0, 0), radians(angle.x)); - // rotate at y axis - float4x4 mY = MatrixRotate(float3(0, 1, 0), radians(angle.y)); - // rotate at z axis - float4x4 mYmX = mul(mY, mX); - float4x4 mZ = MatrixRotate(float3(mYmX[0][2], mYmX[1][2], mYmX[2][2]), radians(angle.z)); - // return result - return mul(mul(mZ, mY), mX); -} - - -// Scales the matrix "m" by "scale" scales for x,y,z. -float4x4 SetScaleOfMatrix(float4x4 m, float3 scale) -{ - m._m00_m10_m20_m30 = m._m00_m10_m20_m30 * scale.x / length(m._m00_m10_m20_m30); - m._m01_m11_m21_m31 = m._m01_m11_m21_m31 * scale.y / length(m._m01_m11_m21_m31); - m._m02_m12_m22_m32 = m._m02_m12_m22_m32 * scale.z / length(m._m02_m12_m22_m32); - - return m; -} - -// Scales the matrix "m" by "scale" scales for x,y,z. -float4x4 SetScaleOfMatrixPercentage(float4x4 m, float3 scale) -{ - m._m00_m10_m20_m30 = m._m00_m10_m20_m30 * scale.x; - m._m01_m11_m21_m31 = m._m01_m11_m21_m31 * scale.y; - m._m02_m12_m22_m32 = m._m02_m12_m22_m32 * scale.z; - - return m; -} - -// Generates a Matrix4x4 from position, rotation and scale. -float4x4 TRS(in float3 position, in float4x4 rotationMatrix, in float3 scale) -{ - // start with rotation matrix and set scale - float4x4 result = SetScaleOfMatrix(rotationMatrix, scale); - // set position - result._m03_m13_m23 = position; - // return result - return result; -} - -// Returns a quaternion that represents a rotation of "angle" degrees along "axis". -float4 AngleAxis(float3 axis, float angle) -{ - // Calculate the sin( theta / 2) once for optimization - double factor = sin(angle / 2.0); - - // Calculate the x, y and z of the quaternion - double x = axis.x * factor; - double y = axis.y * factor; - double z = axis.z * factor; - - // Calcualte the w value by cos( theta / 2 ) - double w = cos(angle / 2.0); - - return normalize(float4(x, y, z, w)); -} - -// Quaternion Multiplication. -float4 QuatMul(float4 q1, float4 q) -{ - float w_val = q1.w * q.w - q1.x * q.x - q1.y * q.y - q1.z * q.z; - float x_val = q1.w * q.x + q1.x * q.w + q1.y * q.z - q1.z * q.y; - float y_val = q1.w * q.y + q1.y * q.w + q1.z * q.x - q1.x * q.z; - float z_val = q1.w * q.z + q1.z * q.w + q1.x * q.y - q1.y * q.x; - - q1.w = w_val; - q1.x = x_val; - q1.y = y_val; - q1.z = z_val; - - return q1; -} - -// Returns a quaternion that represents a rotation from "from" to "to" vectors. -float4 FromToRotation(float3 from, float3 to) -{ - float4 q; - float3 a = cross(from, to); - q.xyz = a; - q.w = sqrt((length(to) * length(to))) + dot(from, to); - q = normalize(q); - - return q; -} -#endif \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/Matrix.hlsl.meta b/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/Matrix.hlsl.meta deleted file mode 100644 index 72675dd..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Resources/Compute/Include/Matrix.hlsl.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: e7541776acd4752458a3c590fe83a06d -ShaderImporter: - 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public static class GPUInstancerAPI - { - #region Global - - /// - /// Main GPU Instancer initialization Method. Generates the necessary GPUInstancer runtime data from predifined - /// GPU Instancer prototypes that are registered in the manager, and generates all necessary GPU buffers for instancing. - /// Use this as the final step after you setup a GPU Instancer manager and all its prototypes. - /// Note that you can also use this to re-initialize the GPU Instancer prototypes that are registered in the manager at runtime. - /// - /// The manager that defines the prototypes you want to GPU instance. - /// If set to false the manager will not run initialization if it was already initialized before - public static void InitializeGPUInstancer(GPUInstancerManager manager, bool forceNew = true) - { - manager.InitializeRuntimeDataAndBuffers(forceNew); - } - - /// - /// Sets the active camera for a specific manager. This camera is used by GPU Instancer for various calculations (including culling operations). - /// Use this right after you add or change your camera at runtime. - /// - /// The manager that defines the prototypes you want to GPU instance. - /// The camera that GPU Instancer will use. - public static void SetCamera(GPUInstancerManager manager, Camera camera) - { - manager.SetCamera(camera); - } - - /// - /// Sets the active camera for all managers. This camera is used by GPU Instancer for various calculations (including culling operations). - /// Use this right after you add or change your camera at runtime. - /// - /// The camera that GPU Instancer will use. - public static void SetCamera(Camera camera) - { - if (GPUInstancerManager.activeManagerList != null) - GPUInstancerManager.activeManagerList.ForEach(m => m.SetCamera(camera)); - } - - /// - /// Returns a list of active managers. Use this if you want to access the managers at runtime. - /// - /// The List of active managers. Null if no active managers present. - public static List GetActiveManagers() - { - return GPUInstancerManager.activeManagerList == null ? null : GPUInstancerManager.activeManagerList.ToList(); - } - - /// - /// Starts listening the specified process and runs the given callback function when it finishes. - /// GPU Instancer does not lock Unity updates when initializing instances and instead, does this in a background process. - /// Each prototype will show on the terrain upon its own initialization. Use this method to get notified when all prototypes are initialized. - /// The most common usage for this is to show a loading bar. For an example, see: - /// - /// The event type that will be listened for callback - /// The callback function to run upon initialization completion. Can be any function that doesn't take any parameters. - public static void StartListeningGPUIEvent(GPUInstancerEventType eventType, UnityAction callback) - { - GPUInstancerUtility.StartListening(eventType, callback); - } - - /// - /// Stops listening the specified process and unregisters the given callback function that was registered with . - /// Use this in your callback function to unregister it (e.g. after hiding the loading bar). - /// For an example, see: - /// - /// The event type that was registered with - /// The callback function that was registered with - public static void StopListeningGPUIEvent(GPUInstancerEventType eventType, UnityAction callback) - { - GPUInstancerUtility.StopListening(eventType, callback); - } - - /// - /// Updates all transform values in GPU memory with the given offset position. - /// - /// GPUI Manager to apply the offset - /// Offset Position - public static void SetGlobalPositionOffset(GPUInstancerManager manager, Vector3 offsetPosition) - { - GPUInstancerUtility.SetGlobalPositionOffset(manager, offsetPosition); - } - - /// - /// Updates all transform values in GPU memory with the given offset matrix. - /// - /// GPUI Manager to apply the offset - /// Offset Matrix - public static void SetGlobalMatrixOffset(GPUInstancerManager manager, Matrix4x4 offsetMatrix) - { - GPUInstancerUtility.SetGlobalMatrixOffset(manager, offsetMatrix); - } - - /// - /// Removes the instances in GPU memory that are inside bounds. - /// - /// GPUI Manager to remove the instances from - /// Bounds that define the area that the instances will be removed - /// Adds an offset around the area that the instances will be removed - /// If prototypeFilter parameter is given, only the instances of the given prototypes will be removed. - public static void RemoveInstancesInsideBounds(GPUInstancerManager manager, Bounds bounds, float offset = 0, List prototypeFilter = null) - { - manager.RemoveInstancesInsideBounds(bounds, offset, prototypeFilter); - } - - /// - /// Removes the instances in GPU memory that are inside collider. - /// - /// GPUI Manager to remove the instances from - /// Collider that define the area that the instances will be removed - /// Adds an offset around the area that the instances will be removed - /// If prototypeFilter parameter is given, only the instances of the given prototypes will be removed. - public static void RemoveInstancesInsideCollider(GPUInstancerManager manager, Collider collider, float offset = 0, List prototypeFilter = null) - { - manager.RemoveInstancesInsideCollider(collider, offset, prototypeFilter); - } - - /// - /// [For Advanced Users Only] Returns the float4x4 ComputeBuffer that store the localToWorldMatrix for each instance in GPU memory. This buffer can be used to make - /// modifications in GPU memory before the rendering process. - /// - /// GPUI Manager to get the buffer from - /// Prototype that the buffer belongs to - /// - public static ComputeBuffer GetTransformDataBuffer(GPUInstancerManager manager, GPUInstancerPrototype prototype) - { - return manager.GetTransformDataBuffer(prototype); - } - - /// - /// Changes the LODBias with the given value. Values lower than the LODBias in your Quality Settings will result in higher quality - /// but less performance (e.g. more instances will use LOD0), values higher than the LODBias in your Quality Settings will - /// reduce the quality but increase performance (e.g. less instances will use LOD0) - /// - /// GPUI Manager to adjust the LOD sizes - /// New LODBias value - /// If prototypeFilter parameter is given, only the LODBiases of the given prototypes will be changed. - public static void SetLODBias(GPUInstancerManager manager, float newLODBias, List prototypeFilter = null) - { - manager.SetLODBias(newLODBias, prototypeFilter); - } - - /// - /// Can be used to change the material of a prototype at runtime - /// - /// GPUI Manager - /// GPUI Prototype - /// New material to set on the renderer - /// LOD level - /// Renderer index on the LOD level - /// Submesh index of the renderer - public static void ChangeMaterial(GPUInstancerManager manager, GPUInstancerPrototype prototype, Material material, int lodLevel = 0, int rendererIndex = 0, int subMeshIndex = 0) - { - GPUInstancerRuntimeData runtimeData = manager.GetRuntimeData(prototype, true); - if (runtimeData == null) - return; - GPUInstancerRenderer gpuiRenderer = runtimeData.instanceLODs[lodLevel].renderers[rendererIndex]; - - // Generate proxy GO with a Mesh Renderer to get material property blocks - GameObject proxyGameObject = new GameObject("ProxyGO"); - MeshFilter meshFilter = proxyGameObject.AddComponent(); - MeshRenderer proxyRenderer = proxyGameObject.AddComponent(); - proxyRenderer.materials = new Material[gpuiRenderer.materials.Count]; - - // Set mesh to proxy GO - meshFilter.mesh = gpuiRenderer.mesh; - // Set new material to runtime data - gpuiRenderer.materials[subMeshIndex] = GPUInstancerConstants.gpuiSettings.shaderBindings.GetInstancedMaterial(material); - // Set new material to proxy GO - proxyRenderer.materials[subMeshIndex] = material; - // Get material property blocks - proxyRenderer.GetPropertyBlock(gpuiRenderer.mpb); - if (gpuiRenderer.shadowMPB != null) - proxyRenderer.GetPropertyBlock(gpuiRenderer.shadowMPB); - - // Destroy proxy GO - GameObject.Destroy(proxyGameObject); - - // Setup new materials for instancing - GPUInstancerUtility.SetAppendBuffers(runtimeData); - } - - /// - /// Can be used to change the mesh of a prototype at runtime - /// - /// GPUI Manager - /// GPUI Prototype - /// New mesh to set on the renderer - /// LOD level - /// Renderer index on the LOD level - /// Submesh index of the renderer - public static void ChangeMesh(GPUInstancerManager manager, GPUInstancerPrototype prototype, Mesh mesh, int lodLevel = 0, int rendererIndex = 0, int subMeshIndex = 0) - { - GPUInstancerRuntimeData runtimeData = manager.GetRuntimeData(prototype, true); - if (runtimeData == null) - return; - GPUInstancerRenderer gpuiRenderer = runtimeData.instanceLODs[lodLevel].renderers[rendererIndex]; - - if (gpuiRenderer.mesh.subMeshCount != mesh.subMeshCount) - { - Debug.LogError("ChangeMesh method can not be used with a mesh that has different amount of submeshes than the original mesh."); - return; - } - - if (gpuiRenderer.mesh.vertexCount != mesh.vertexCount) - { - int argsLastIndex = gpuiRenderer.argsBufferOffset; - // Setup the indirect renderer buffer: - for (int j = 0; j < gpuiRenderer.mesh.subMeshCount; j++) - { - runtimeData.args[argsLastIndex++] = gpuiRenderer.mesh.GetIndexCount(j); // index count per instance - runtimeData.args[argsLastIndex++] = 0;// (uint)runtimeData.bufferSize; - runtimeData.args[argsLastIndex++] = gpuiRenderer.mesh.GetIndexStart(j); // start index location - runtimeData.args[argsLastIndex++] = 0; // base vertex location - runtimeData.args[argsLastIndex++] = 0; // start instance location - } - runtimeData.argsBuffer.SetData(runtimeData.args); - } - - gpuiRenderer.mesh = mesh; - } - - /// - /// SetInstanceCount can be used to discard instances that are indexed higher than the given index count - /// - /// GPUI Manager - /// GPUI Prototype - /// New instance count to set on the runtime data - public static void SetInstanceCount(GPUInstancerManager manager, GPUInstancerPrototype prototype, int instanceCount) - { - GPUInstancerRuntimeData runtimeData = manager.GetRuntimeData(prototype, true); - if (runtimeData == null) - return; - if (instanceCount > runtimeData.bufferSize) - { - Debug.LogError("Instance count can not be higher than the buffer size."); - return; - } - runtimeData.instanceCount = instanceCount; - } - - /// - /// [OBSOLETE] - /// - [Obsolete("GetInstanceDataArray method is obsolete. Use GetInstanceDataNativeArray instead.", true)] - public static Matrix4x4[] GetInstanceDataArray(GPUInstancerManager manager, GPUInstancerPrototype prototype) - { - return null; - } - - /// - /// Returns the native array that stores the transform data of the instances - /// - /// GPUI Manager - /// GPUI Prototype - /// Instance data array - public static NativeArray GetInstanceDataNativeArray(GPUInstancerManager manager, GPUInstancerPrototype prototype) - { - GPUInstancerRuntimeData runtimeData = manager.GetRuntimeData(prototype, true); - if (runtimeData == null) - throw new Exception("GetInstanceDataNativeArray API method must be used after manager is initialized."); - runtimeData.dependentJob.Complete(); - return runtimeData.instanceDataNativeArray; - } - - /// - /// Returns the prototype list of the given GPUI manager - /// - /// GPUI Manager - /// Prototype List - public static List GetPrototypeList(GPUInstancerManager manager) - { - return manager.prototypeList.ToList(); - } - - /// - /// Changes prototype's shadow LOD setting - /// - /// GPUI Prototype - /// LOD level to change the shadow setting - /// True if LOD level is shadow casting - /// (Optional) Provide an LOD level that shadows will be rendered from - public static void ChangeLODShadow(GPUInstancerPrototype prototype, int lodLevel, bool isShadowCasting, int shadowLOD = -1) - { - int lodIndex = lodLevel * 4; - if (lodLevel >= 4) - lodIndex = (lodLevel - 4) * 4 + 1; - if (isShadowCasting) - prototype.shadowLODMap[lodIndex] = shadowLOD >= 0 ? shadowLOD : lodLevel; - else - prototype.shadowLODMap[lodIndex] = 9; - } - - /// - /// Releases Compute Buffers for all prototypes defined on the manager - /// - /// - public static void ReleaseInstanceBuffers(GPUInstancerManager manager) - { - if (manager != null) - GPUInstancerUtility.ReleaseInstanceBuffers(manager.runtimeDataList); - } - - /// - /// Releases Compute Buffers for the given prototype - /// - /// - public static void ReleaseInstanceBuffers(GPUInstancerManager manager, GPUInstancerPrototype prototype) - { - if (manager != null) - GPUInstancerUtility.ReleaseInstanceBuffers(manager.GetRuntimeData(prototype)); - } - - #endregion Global - - #region Prefab Instancing - - /// - /// Registers a list of prefab instances with GPU Instancer. You must use after registering these prefabs for final initialization. - /// The prefabs of the instances in this list must be previously defined in the given manager (either at runtime or editor time). - /// - /// The manager that defines the prototypes you want to GPU instance. - /// The list of prefabs instances to GPU instance. - public static void RegisterPrefabInstanceList(GPUInstancerPrefabManager manager, IEnumerable prefabInstanceList) - { - manager.RegisterPrefabInstanceList(prefabInstanceList); - } - - /// - /// Unregisters a list of prefab instances from GPU Instancer. You must use after unregistering these prefabs for final initialization. - /// The prefabs of the instances in this list must be previously defined in the given manager (either at runtime or editor time). - /// - /// The manager that defines the prototypes you want to GPU instance. - /// The list of prefabs instances to be removed from GPU instancer. - public static void UnregisterPrefabInstanceList(GPUInstancerPrefabManager manager, IEnumerable prefabInstanceList) - { - manager.UnregisterPrefabInstanceList(prefabInstanceList); - } - - /// - /// Clears the registered prefab instances from the prefab manager. - /// - /// The manager that defines the prototypes you want to GPU instance. - public static void ClearRegisteredPrefabInstances(GPUInstancerPrefabManager manager) - { - manager.ClearRegisteredPrefabInstances(); - } - - /// - /// Clears the registered prefab instances from the prefab manager for a specific prototype. - /// - /// The manager that defines the prototypes you want to GPU instance. - /// The prototype to clear registered instances for. - public static void ClearRegisteredPrefabInstances(GPUInstancerPrefabManager manager, GPUInstancerPrototype prototype) - { - manager.ClearRegisteredPrefabInstances(prototype); - } - - /// - /// Adds a new prefab instance for GPU instancing to an already initialized list of registered instances. - /// Use this if you want to add another instance of a prefab after you have initialized a list of prefabs with . - /// The prefab of this instance must be previously defined in the given manager (either at runtime or editor time). - /// Note that the prefab must be enabled for adding and removal in the manager in order for this to work (for performance reasons). - /// Also note that the number of total instances is limited by the count of already initialized instances plus the extra amount you define in the manager. - /// - /// The manager that defines the prototypes you want to GPU instance. - /// The prefab instance to add. - /// (Optional) When true, buffer size designated for the prototype will automatically increase when there is not enough space for adding a new instance - public static void AddPrefabInstance(GPUInstancerPrefabManager manager, GPUInstancerPrefab prefabInstance, bool autoIncreaseBufferSize = false) - { - manager.AddPrefabInstance(prefabInstance, autoIncreaseBufferSize); - } - - /// - /// Removes a prefab instance from an already initialized list of registered instances. - /// Use this if you want to remove a prefab instance after you have initialized a list of prefabs with - /// (usually before destroying the GameObject). - /// The prefab of this instance must be previously defined in the given manager (either at runtime or editor time). - /// Note that the prefab must be enabled for adding and removal in the manager in order for this to work (for performance reasons). - /// - /// The manager that defines the prototypes you want to GPU instance. - /// The prefab instance to remove. - /// If set to false Mesh Renderer components will not be enabled after removing prefab instance which will make the - /// instance invisible. - public static void RemovePrefabInstance(GPUInstancerPrefabManager manager, GPUInstancerPrefab prefabInstance, bool setRenderersEnabled = true) - { - manager.RemovePrefabInstance(prefabInstance, setRenderersEnabled); - } - - /// - /// Disables GPU instancing and enables Unity renderers for the given prefab instance without removing it from the list of registerd prefabs. - /// Use this if you want to pause GPU Instancing for a prefab (e.g. to enable physics). - /// Note that the prefab must be enabled for runtime modifications in the manager in order for this to work (for performance reasons). - /// Also note that you can also add to a game object to use its collider to automatically - /// enable/disable instancing when a prefab instance enters/exits its collider. - /// - /// The manager that defines the prototypes you want to GPU instance. - /// The prefab instance to disable the GPU Instancing of. - /// If set to false Mesh Renderer components will not be enabled after disabling instancing which will make the - /// instance invisible. - public static void DisableIntancingForInstance(GPUInstancerPrefabManager manager, GPUInstancerPrefab prefabInstance, bool setRenderersEnabled = true) - { - manager.DisableIntancingForInstance(prefabInstance, setRenderersEnabled); - } - - /// - /// Enables GPU instancing and disables Unity renderers for the given prefab instance without re-adding it to the list of registerd prefabs. - /// Use this if you want to unpause GPU Instancing for a prefab. - /// Note that the prefab must be enabled for runtime modifications in the manager in order for this to work (for performance reasons). - /// Also note that you can also add to a game object to use its collider to automatically - /// enable/disable instancing when a prefab instance enters/exits its collider. - /// - /// The manager that defines the prototypes you want to GPU instance. - /// The prefab instance to enable the GPU Instancing of. - /// If set to false Mesh Renderer components will not be disabled after enabling instancing. Should be used only for instances - /// that have already disabled mesh renderers to speed up the process. - public static void EnableInstancingForInstance(GPUInstancerPrefabManager manager, GPUInstancerPrefab prefabInstance, bool setRenderersDisabled = true) - { - manager.EnableInstancingForInstance(prefabInstance, setRenderersDisabled); - } - - /// - /// Updates and synchronizes the GPU Instancer transform data (position, rotation and scale) for the given prefab instance. - /// Use this if you want to update, rotate, and/or scale prefab instances after initialization. - /// The updated values are taken directly from the transformation operations made beforehand on the instance's Unity transform component. - /// (These operations will not reflect on the GPU Instanced prefab automatically unless you use this method). - /// - /// The manager that defines the prototypes you want to GPU instance. - /// The prefab instance to update the transform values of. The instance's Unity transform component must be updated beforehand. - public static void UpdateTransformDataForInstance(GPUInstancerPrefabManager manager, GPUInstancerPrefab prefabInstance) - { - manager.UpdateTransformDataForInstance(prefabInstance); - } - - /// - /// Specifies a variation buffer for a GPU Instancer prototype that is defined in the prefab's shader. Required to use - /// Use this if you want any type of variation between this prototype's instances. - /// To define the buffer necessary for this variation in your shader, you need to create a StructuredBuffer field of the relevant type in that shader. - /// You can then access this buffer with "gpui_InstanceID" - /// see and its demo scene for an example - /// - /// - /// - /// This sample shows how to use the variation buffer in your shader: - /// - /// colorBuffer; - /// #endif - /// ... - /// void surf (Input IN, inout SurfaceOutputStandard o) { - /// ... - /// #ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED - /// col = colorBuffer[gpui_InstanceID]; - /// #else - /// col = _Color; - /// #endif - /// ... - /// } - /// ]]> - /// - /// See "GPUInstancer/ColorVariationShader" for the full example. - /// - /// - /// - /// The type of variation buffer. Must be defined in the instance prototype's shader - /// The manager that defines the prototypes you want to GPU instance. - /// The GPU Instancer prototype to define variations. - /// The name of the variation buffer in the prototype's shader. - public static void DefinePrototypeVariationBuffer(GPUInstancerPrefabManager manager, GPUInstancerPrefabPrototype prototype, string bufferName) - { - manager.DefinePrototypeVariationBuffer(prototype, bufferName); - } - - /// - /// Sets the variation value for this prefab instance. The variation buffer for the prototype must be defined - /// with before using this. - /// - /// The type of variation buffer. Must be defined in the instance prototype's shader. - /// The prefab instance to add the variation to. - /// The name of the variation buffer in the prototype's shader. - /// The value of the variation. - public static void AddVariation(GPUInstancerPrefab prefabInstance, string bufferName, T value) - { - prefabInstance.AddVariation(bufferName, value); - } - - /// - /// Updates the variation value for this prefab instance. The variation buffer for the prototype must be defined - /// with before using this. - /// - /// The type of variation buffer. Must be defined in the instance prototype's shader. - /// The manager that defines the prototypes you want to GPU instance. - /// The prefab instance to update the variation at. - /// The name of the variation buffer in the prototype's shader. - /// The value of the variation. - public static void UpdateVariation(GPUInstancerPrefabManager manager, GPUInstancerPrefab prefabInstance, string bufferName, T value) - { - prefabInstance.AddVariation(bufferName, value); - manager.UpdateVariationData(prefabInstance, bufferName, value); - } - - /// - /// Specifies a variation buffer for a GPU Instancer prototype that is defined in the prefab's shader. And sets the variation values for the given array. - /// - /// The type of variation buffer. Must be defined in the instance prototype's shader - /// The manager that defines the prototypes you want to GPU instance. - /// The GPU Instancer prototype to define variations. - /// The name of the variation buffer in the prototype's shader. - /// The array that stores the variation information. - public static PrefabVariationData DefineAndAddVariationFromArray(GPUInstancerPrefabManager manager, GPUInstancerPrefabPrototype prototype, string bufferName, T[] variationArray) - { - return manager.DefineAndAddVariationFromArray(prototype, bufferName, variationArray); - } - - /// - /// Specifies a variation buffer for a GPU Instancer prototype that is defined in the prefab's shader. And sets the variation values for the given array. - /// - /// The type of variation buffer. Must be defined in the instance prototype's shader - /// The manager that defines the prototypes you want to GPU instance. - /// The GPU Instancer prototype to define variations. - /// The name of the variation buffer in the prototype's shader. - /// The array that stores the variation information. - public static PrefabVariationData DefineAndAddVariationFromArray(GPUInstancerPrefabManager manager, GPUInstancerPrefabPrototype prototype, string bufferName, NativeArray variationArray) where T : struct - { - return manager.DefineAndAddVariationFromArray(prototype, bufferName, variationArray); - } - - /// - /// Updates the variation values for the given array for the specified prototype and buffer. - /// - /// The type of variation buffer. Must be defined in the instance prototype's shader - /// The manager that defines the prototypes you want to GPU instance. - /// The GPU Instancer prototype to define variations. - /// The name of the variation buffer in the prototype's shader. - /// The array that stores the variation information. - /// Start index of the given array that the data will be uploaded to the buffer - /// Start index of the buffer to set the data from the array - /// Total number of variation data to set to the buffer from the array - public static void UpdateVariationFromArray(GPUInstancerPrefabManager manager, GPUInstancerPrefabPrototype prototype, string bufferName, T[] variationArray, int arrayStartIndex = 0, int bufferStartIndex = 0, int count = 0) - { - manager.UpdateVariationsFromArray(prototype, bufferName, variationArray, arrayStartIndex, bufferStartIndex, count); - } - - /// - /// Updates the variation values for the given array for the specified prototype and buffer. - /// - /// The type of variation buffer. Must be defined in the instance prototype's shader - /// The manager that defines the prototypes you want to GPU instance. - /// The GPU Instancer prototype to define variations. - /// The name of the variation buffer in the prototype's shader. - /// The array that stores the variation information. - /// Start index of the given array that the data will be uploaded to the buffer - /// Start index of the buffer to set the data from the array - /// Total number of variation data to set to the buffer from the array - public static void UpdateVariationFromArray(GPUInstancerPrefabManager manager, GPUInstancerPrefabPrototype prototype, string bufferName, NativeArray variationArray, int arrayStartIndex = 0, int bufferStartIndex = 0, int count = 0) where T : struct - { - manager.UpdateVariationsFromArray(prototype, bufferName, variationArray, arrayStartIndex, bufferStartIndex, count); - } - - /// - /// Returns the ComputeBuffer that is created for the variation. Please note that the Compute Shader will be destroyed and recreated when the buffer size changes or the manager is reinitialized. - /// - /// The manager that defines the prototypes you want to GPU instance. - /// The GPU Instancer prototype to define variations. - /// The name of the variation buffer in the prototype's shader. - /// Variation ComputeBuffer - public static ComputeBuffer GetVariationBuffer(GPUInstancerPrefabManager manager, GPUInstancerPrefabPrototype prototype, string bufferName) - { - return manager.GetVariationBuffer(prototype, bufferName); - } - - /// - /// Use this method to create prefab instances with the given transform information without creating GameObjects. - /// - /// The GPUI Prefab Manager that the prefab prototype is defined on - /// GPUI Prefab Prototype - /// Array of Matrix4x4 that store the transform data of prefab instances - public static void InitializeWithMatrix4x4Array(GPUInstancerPrefabManager prefabManager, GPUInstancerPrefabPrototype prototype, Matrix4x4[] matrix4x4Array) - { - GPUInstancerUtility.InitializeWithMatrix4x4Array(prefabManager, prototype, matrix4x4Array); - } - - /// - /// Use this method to initialize buffers for the given prototype and set the buffer data later with UpdateVisibilityBuffer API methods. Please note that you will - /// need to provide a positive integer buffer size to initialize the buffers successfully. - /// - /// The GPUI Prefab Manager that the prefab prototype is defined on - /// GPUI Prefab Prototype - /// Size of the buffer to allocate in GPU memory - /// (Optional) Initial instance count to render. Can also be set later with SetInstanceCount API method - public static void InitializePrototype(GPUInstancerPrefabManager prefabManager, GPUInstancerPrefabPrototype prototype, int bufferSize, int instanceCount = 0) - { - GPUInstancerUtility.InitializePrototype(prefabManager, prototype, bufferSize, instanceCount); - } - - /// - /// Use this method to update transform data of all prefab instances with a Matrix4x4 array. By default all the data from the array will be - /// uploaded to the GPU. You can make partial uploads by setting the arrayStartIndex, bufferStartIndex, and count parameters. - /// - /// The GPUI Prefab Manager that the prefab prototype is defined on - /// GPUI Prefab Prototype - /// Array of Matrix4x4 that store the transform data of prefab instances - /// Start index of the given array that the data will be uploaded to the buffer - /// Start index of the buffer to set the data from the array - /// Total number of matrices to set to the buffer from the array - public static void UpdateVisibilityBufferWithMatrix4x4Array(GPUInstancerPrefabManager prefabManager, GPUInstancerPrefabPrototype prototype, Matrix4x4[] matrix4x4Array, - int arrayStartIndex = 0, int bufferStartIndex = 0, int count = 0) - { - GPUInstancerUtility.UpdateVisibilityBufferWithMatrix4x4Array(prefabManager, prototype, matrix4x4Array, arrayStartIndex, bufferStartIndex, count); - } - -#if UNITY_2019_1_OR_NEWER - /// - /// Use this method to update transform data of all prefab instances with a float4x4 native array. By default all the data from the array will be - /// uploaded to the GPU. You can make partial uploads by setting the arrayStartIndex, bufferStartIndex, and count parameters. - /// - /// The GPUI Prefab Manager that the prefab prototype is defined on - /// GPUI Prefab Prototype - /// Array of float4x4 that store the transform data of prefab instances. Struct reference is not forced so you can use any float4x4 struct (e.g. Matrix4x4 or float4x4 from Mathematics package) - /// (Optional) Start index of the given array that the data will be uploaded to the buffer - /// (Optional) Start index of the buffer to set the data from the array - /// (Optional) Total number of matrices to set to the buffer from the array - public static void UpdateVisibilityBufferWithNativeArray(GPUInstancerPrefabManager prefabManager, GPUInstancerPrefabPrototype prototype, NativeArray float4x4Array, - int arrayStartIndex = 0, int bufferStartIndex = 0, int count = 0) where T : struct - { - GPUInstancerUtility.UpdateVisibilityBufferWithNativeArray(prefabManager, prototype, float4x4Array, arrayStartIndex, bufferStartIndex, count); - } -#endif - - /// - /// Use this method to define Prefab Prototypes at runtime for procedurally generated GameObjects - /// - /// The GPUI Prefab Manager that the prefab prototype will be defined on - /// GameObject to use as reference for the prototype - /// (Optional) If false, GPUI will not add the GPUInstancerPrefab component on the prototypeGameObject - /// - public static GPUInstancerPrefabPrototype DefineGameObjectAsPrefabPrototypeAtRuntime(GPUInstancerPrefabManager prefabManager, GameObject prototypeGameObject, bool attachScript = true) - { - return prefabManager.DefineGameObjectAsPrefabPrototypeAtRuntime(prototypeGameObject, attachScript); - } - - /// - /// Initialize single prefab prototype for preparing runtime data and buffers for instanced rendering - /// - /// The GPUI Prefab Manager that the prefab prototype is defined on - /// GPUI Prefab Prototype - /// - public static GPUInstancerRuntimeData InitializeGPUInstancer(GPUInstancerPrefabManager prefabManager, GPUInstancerPrefabPrototype prototype) - { - // initialize PrefabManager if it is not already initialized - prefabManager.InitializeRuntimeDataAndBuffers(false); - // generate and return prototype runtime data - return prefabManager.InitializeRuntimeDataForPrefabPrototype(prototype); - } - - /// - /// Use this method to add new instances to prototype when you do not use prefabs (Ex: when you create a prototype with DefineGameObjectAsPrefabPrototypeAtRuntime API method) - /// - /// The GPUI Prefab Manager that the prefab prototype is defined on - /// GPUI Prefab Prototype - /// List of GameObjects to register on the manager - public static void AddInstancesToPrefabPrototypeAtRuntime(GPUInstancerPrefabManager prefabManager, GPUInstancerPrefabPrototype prefabPrototype, IEnumerable instances) - { - prefabManager.AddInstancesToPrefabPrototypeAtRuntime(prefabPrototype, instances); - } - - /// - /// Use this method to remove a prototype definition at runtime - /// - /// The GPUI Prefab Manager that the prefab prototype is defined on - /// GPUI Prefab Prototype to remove from the manager - public static void RemovePrototypeAtRuntime(GPUInstancerPrefabManager prefabManager, GPUInstancerPrefabPrototype prefabPrototype) - { - prefabManager.RemovePrototypeAtRuntime(prefabPrototype); - } - - /// - /// Creates a copy of the given prototype. After the changes you want to make to the prototype are completed, you need call InitializePrototype or InitializeWithMatrix4x4Array to create the runtimeData for this prototype - /// - /// The GPUI Prefab Manager that the prefab prototype is defined on - /// Prototype to copy from - /// - public static GPUInstancerPrefabPrototype ClonePrototypeAtRuntime(GPUInstancerPrefabManager prefabManager, GPUInstancerPrefabPrototype originalPrototype) - { -#if UNITY_EDITOR - if (!Application.isPlaying) - { - Debug.LogError("ClonePrototypeAtRuntime metod can not be called at edit mode."); - return null; - } -#endif - GPUInstancerPrefabPrototype clone = ScriptableObject.Instantiate(originalPrototype); - prefabManager.prototypeList.Add(clone); - return clone; - } - - /// - /// Adds a pre-defined prototype to the Prefab Manager. When called at runtime, you need to initialize the runtimedata for this prototype (e.g. by using the InitializePrototype API method). - /// - /// The GPUI Prefab Manager that the prefab prototype will be defined on - /// Prototype to add - public static void AddPrototoypeToManager(GPUInstancerPrefabManager prefabManager, GPUInstancerPrefabPrototype prototype) - { - if (prefabManager.prototypeList.Contains(prototype)) - { - Debug.LogError("Prefab Manager already contains prototype: " + prototype, prototype); - return; - } - - prefabManager.prototypeList.Add(prototype); - prefabManager.prefabList.Add(prototype.prefabObject); - } - #endregion Prefab Instancing - - #region Detail & Tree Instancing - - /// - /// Sets the Unity terrain to the GPU Instancer manager and generates the instance prototypes from Unity detail - /// prototypes that are defined on the given Unity terrain component. - /// Use this to initialize the GPU Instancer detail manager if you want to generate your terrain at runtime. - /// See and its demo scene for an example. - /// - /// The manager that defines the prototypes you want to GPU instance. - /// - public static void SetupManagerWithTerrain(GPUInstancerTerrainManager manager, Terrain terrain) - { - manager.SetupManagerWithTerrain(terrain); - } - - #endregion Detail & Tree Instancing - - #region Detail Instancing - - /// - /// Updates and synchronizes the GPU Instancer detail prototypes with the modifications made in the manager at runtime. - /// Use this if you want to make changes to the detail prototypes at runtime. Prototypes in the manager must be modified before using this. - /// For example usages, see: and - /// - /// The manager that defines the prototypes you want to GPU instance. - /// Whether GPU Instancer should also update meshes. Send this value as "true" if you change properties - /// related to cross quadding, noise spread and/or detail scales - public static void UpdateDetailInstances(GPUInstancerDetailManager manager, bool updateMeshes = false) - { - GPUInstancerUtility.UpdateDetailInstanceRuntimeDataList(manager.runtimeDataList, manager.terrainSettings, updateMeshes, manager.detailLayer); - } - - /// - /// Returns a list of 2D array of detail object density for the all the prototypes of the manager. - /// - /// - /// - public static List GetDetailMapData(GPUInstancerDetailManager manager) - { - return manager.GetDetailMapData(); - } - - /// - /// Returns a 2D array of detail object density for the given layer. - /// - /// - /// - /// - public static int[,] GetDetailLayer(GPUInstancerDetailManager manager, int layerIndex) - { - return manager.GetDetailLayer(layerIndex); - } - - /// - /// Can be used to set the Detail Map Data to the Detail Manager before initialization. - /// - /// - /// - public static void SetDetailMapData(GPUInstancerDetailManager manager, List detailMapData) - { - manager.SetDetailMapData(detailMapData); - } - #endregion - - #region Tree Instancing - /// - /// Use this method to add new terrains to Tree Manager at runtime - /// - /// The GPUI Tree Manager to add the new terrain - /// New terrain to render the trees - public static void AddTerrainToManager(GPUInstancerTreeManager manager, Terrain terrain) - { - manager.AddTerrain(terrain); - } - - /// - /// Use this method to remove terrains from Tree Manager at runtime - /// - /// The GPUI Tree Manager to remove the terrain - /// Terrain to remove - public static void RemoveTerrainFromManager(GPUInstancerTreeManager manager, Terrain terrain) - { - manager.RemoveTerrain(terrain); - } - #endregion Tree Instancing - - #region Editor Only -#if UNITY_EDITOR - /// - /// [EDITOR-ONLY] Shader auto-conversion can be run with this method without using a GPUI Manager - /// - /// Shader to convert - /// True if successful - public static bool SetupShaderForGPUI(Shader shader) - { - if (shader == null || shader.name == GPUInstancerConstants.SHADER_UNITY_INTERNAL_ERROR) - { - Debug.LogError("Can not find shader! Please make sure that the material has a shader assigned."); - return false; - } - GPUInstancerConstants.gpuiSettings.shaderBindings.ClearEmptyShaderInstances(); - if (!GPUInstancerConstants.gpuiSettings.shaderBindings.IsShadersInstancedVersionExists(shader.name)) - { - if (GPUInstancerUtility.IsShaderInstanced(shader)) - { - GPUInstancerConstants.gpuiSettings.shaderBindings.AddShaderInstance(shader.name, shader, true); - Debug.Log("Shader setup for GPUI has been successfully completed."); - return true; - } - else - { - Shader instancedShader = GPUInstancerUtility.CreateInstancedShader(shader); - if (instancedShader != null) - { - GPUInstancerConstants.gpuiSettings.shaderBindings.AddShaderInstance(shader.name, instancedShader); - return true; - } - else - { - string originalAssetPath = UnityEditor.AssetDatabase.GetAssetPath(shader); - if (originalAssetPath.ToLower().EndsWith(".shadergraph")) - Debug.LogError(string.Format(GPUInstancerConstants.ERRORTEXT_shaderGraph, shader.name)); - else - Debug.LogError("Can not create instanced version for shader: " + shader.name + "."); - return false; - } - } - } - else - { - Debug.Log(shader.name + " shader has already been setup for GPUI."); - return true; - } - } - - /// - /// [EDITOR-ONLY] Adds the shader variant used in the given material to the GPUIShaderVariantCollection. This collection is used to include the shader variants with GPUI support in your builds. - /// Normally GPUI Managers makes this automatically, but if you generate your managers at runtime, this method can be usefull to add these shader variants manually. - /// - /// - public static void AddShaderVariantToCollection(Material material) - { - GPUInstancerConstants.gpuiSettings.AddShaderVariantToCollection(material); - } - - /// - /// [EDITOR-ONLY] Starts rendering GPUI instances for the given manager in editor mode. The simulation can be stopped using the StopEditorSimulation method. - /// It will automatically stop when entering Play mode. - /// It is usefull to render instances in Editor Mode while using no-GameObject workflow. - /// - /// GPUI manager to start simulation for - public static void StartEditorSimulation(GPUInstancerManager manager) - { - if (!Application.isPlaying && manager.gpuiSimulator != null) - manager.gpuiSimulator.StartSimulation(); - } - - /// - /// [EDITOR-ONLY] Stops rendering GPUI instances for the given manager in editor mode. Can be used after StartEditorSimulation method to disable rendering. - /// - /// GPUI manager to stop simulation for - public static void StopEditorSimulation(GPUInstancerManager manager) - { - if (!Application.isPlaying && manager.gpuiSimulator != null) - manager.gpuiSimulator.StopSimulation(); - } -#endif - #endregion Editor Only - } -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/API/GPUInstancerAPI.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/API/GPUInstancerAPI.cs.meta deleted file mode 100644 index f1f1bd6..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/API/GPUInstancerAPI.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: c292f657b7923a748aa226a04d05f4a5 -timeCreated: 1524381739 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core.meta deleted file mode 100644 index 27530a1..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: fc58f6d2a9cb8d94bba0ba43af2cd001 -folderAsset: yes -timeCreated: 1519992737 -licenseType: Store -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Contract.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Contract.meta deleted file mode 100644 index bf64b13..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Contract.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 4ca2296960d0fba4085928673fdd791a -folderAsset: yes -timeCreated: 1519992753 -licenseType: Store -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Contract/GPUInstancerCell.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Contract/GPUInstancerCell.cs deleted file mode 100644 index ffc91ba..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Contract/GPUInstancerCell.cs +++ /dev/null @@ -1,32 +0,0 @@ -using UnityEngine; - -namespace GPUInstancer -{ - - public abstract class GPUInstancerCell - { - // Primes for hashing - internal static readonly int[] _primes = {31, 37, 41, 43}; - - // Cell Info - public Bounds cellBounds; - public Bounds cellInnerBounds; - - public int coordX; - public int coordY; - public int coordZ; - - public bool isActive; - - public int CalculateHash() - { - return CalculateHash(coordX, coordY, coordZ); - } - - public static int CalculateHash(int coordX, int coordY, int coordZ) - { - return (((((_primes[0] + coordX) * _primes[1]) + coordY) * _primes[2]) + coordZ) * _primes[3]; - } - } - -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Contract/GPUInstancerCell.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Contract/GPUInstancerCell.cs.meta deleted file mode 100644 index d36504b..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Contract/GPUInstancerCell.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: 8e123803bc0442f46a81496dc502c806 -timeCreated: 1516809361 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Contract/GPUInstancerManager.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Contract/GPUInstancerManager.cs deleted file mode 100644 index 39f63ed..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Contract/GPUInstancerManager.cs +++ /dev/null @@ -1,907 +0,0 @@ -using System; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.Rendering; -using System.Threading; -#if UNITY_EDITOR -using UnityEditor; -#endif - -namespace GPUInstancer -{ - public abstract class GPUInstancerManager : MonoBehaviour - { - public List prototypeList; - - public bool autoSelectCamera = true; - public GPUInstancerCameraData cameraData = new GPUInstancerCameraData(null); - - public bool useFloatingOriginHandler = false; - public bool applyFloatingOriginRotationAndScale = false; - public Transform floatingOriginTransform; - [NonSerialized] - public GPUInstancerFloatingOriginHandler floatingOriginHandler; - - [NonSerialized] - public List runtimeDataList; - [NonSerialized] - public Bounds instancingBounds; - - public bool isFrustumCulling = true; - public bool isOcclusionCulling = true; - public float minCullingDistance = 0; - - protected GPUInstancerSpatialPartitioningData spData; - - public static List activeManagerList; - public static bool showRenderedAmount; - - protected static ComputeShader _cameraComputeShader; - protected static ComputeShader _cameraComputeShaderVR; - protected static int[] _cameraComputeKernelIDs; - protected static ComputeShader _visibilityComputeShader; - protected static int[] _instanceVisibilityComputeKernelIDs; - protected static ComputeShader _bufferToTextureComputeShader; - protected static int _bufferToTextureComputeKernelID; - protected static int _bufferToTextureCrossFadeComputeKernelID; - protected static ComputeShader _argsBufferComputeShader; - protected static int _argsBufferDoubleInstanceCountComputeKernelID; - -#if UNITY_EDITOR - public List selectedPrototypeList; - [NonSerialized] - public GPUInstancerEditorSimulator gpuiSimulator; - public bool isPrototypeTextMode = false; - - public bool showSceneSettingsBox = true; - public bool showPrototypeBox = true; - public bool showAdvancedBox = false; - public bool showHelpText = false; - public bool showDebugBox = true; - public bool showGlobalValuesBox = true; - public bool showRegisteredPrefabsBox = true; - public bool showPrototypesBox = true; - - public bool keepSimulationLive = false; - public bool updateSimulation = true; -#endif - - public class GPUIThreadData - { - public Thread thread; - public object parameter; - } - public static int maxThreads = 3; - public readonly List activeThreads = new List(); - public readonly Queue threadStartQueue = new Queue(); - public readonly Queue threadQueue = new Queue(); - - // Tree variables - public static int lastTreePositionUpdate; - public static GameObject treeProxyParent; - public static Dictionary treeProxyList; // Dict[TreePrefab, TreeProxyGO] - - // Time management - public static int lastDrawCallFrame; - public static float lastDrawCallTime; - public static float timeSinceLastDrawCall; - - // Global Wind - protected static Vector4 _windVector = Vector4.zero; - - [NonSerialized] - protected bool isInitial = true; - - [NonSerialized] - public bool isInitialized = false; - -#if UNITY_EDITOR && UNITY_2017_2_OR_NEWER - [NonSerialized] - public PlayModeStateChange playModeState; -#endif - [NonSerialized] - public bool isQuiting = false; - [NonSerialized] - public Dictionary runtimeDataDictionary; - - public LayerMask layerMask = ~0; - public bool lightProbeDisabled = false; - - #region MonoBehaviour Methods - - public virtual void Awake() - { - if (System.Environment.CommandLine.Contains("-nographics")) - { - this.enabled = false; - return; - } - - GPUInstancerConstants.gpuiSettings.SetDefultBindings(); - GPUInstancerUtility.SetPlatformDependentVariables(); - -#if UNITY_EDITOR - if (!Application.isPlaying) - CheckPrototypeChanges(); -#endif - if (Application.isPlaying && activeManagerList == null) - activeManagerList = new List(); - - if (SystemInfo.supportsComputeShaders) - { - if (_visibilityComputeShader == null || _instanceVisibilityComputeKernelIDs == null || _cameraComputeKernelIDs == null) - { - switch (GPUInstancerUtility.matrixHandlingType) - { - case GPUIMatrixHandlingType.MatrixAppend: - _visibilityComputeShader = (ComputeShader)Resources.Load(GPUInstancerConstants.VISIBILITY_COMPUTE_RESOURCE_PATH_VULKAN); - GPUInstancerConstants.DETAIL_STORE_INSTANCE_DATA = true; - GPUInstancerConstants.COMPUTE_MAX_LOD_BUFFER = 2; - break; - case GPUIMatrixHandlingType.CopyToTexture: - _visibilityComputeShader = (ComputeShader)Resources.Load(GPUInstancerConstants.VISIBILITY_COMPUTE_RESOURCE_PATH); - _bufferToTextureComputeShader = (ComputeShader)Resources.Load(GPUInstancerConstants.BUFFER_TO_TEXTURE_COMPUTE_RESOURCE_PATH); - _bufferToTextureComputeKernelID = _bufferToTextureComputeShader.FindKernel(GPUInstancerConstants.BUFFER_TO_TEXTURE_KERNEL); - _bufferToTextureCrossFadeComputeKernelID = _bufferToTextureComputeShader.FindKernel(GPUInstancerConstants.BUFFER_TO_TEXTURE_CROSSFADE_KERNEL); - break; - default: - _visibilityComputeShader = (ComputeShader)Resources.Load(GPUInstancerConstants.VISIBILITY_COMPUTE_RESOURCE_PATH); - break; - } - - _instanceVisibilityComputeKernelIDs = new int[GPUInstancerConstants.VISIBILITY_COMPUTE_KERNELS.Length]; - for (int i = 0; i < _instanceVisibilityComputeKernelIDs.Length; i++) - _instanceVisibilityComputeKernelIDs[i] = _visibilityComputeShader.FindKernel(GPUInstancerConstants.VISIBILITY_COMPUTE_KERNELS[i]); - GPUInstancerConstants.TEXTURE_MAX_SIZE = SystemInfo.maxTextureSize; - - _cameraComputeShader = (ComputeShader)Resources.Load(GPUInstancerConstants.CAMERA_COMPUTE_RESOURCE_PATH); - _cameraComputeShaderVR = (ComputeShader)Resources.Load(GPUInstancerConstants.CAMERA_VR_COMPUTE_RESOURCE_PATH); - _cameraComputeKernelIDs = new int[GPUInstancerConstants.CAMERA_COMPUTE_KERNELS.Length]; - for (int i = 0; i < _cameraComputeKernelIDs.Length; i++) - _cameraComputeKernelIDs[i] = _cameraComputeShader.FindKernel(GPUInstancerConstants.CAMERA_COMPUTE_KERNELS[i]); - - _argsBufferComputeShader = Resources.Load(GPUInstancerConstants.ARGS_BUFFER_COMPUTE_RESOURCE_PATH); - _argsBufferDoubleInstanceCountComputeKernelID = _argsBufferComputeShader.FindKernel(GPUInstancerConstants.ARGS_BUFFER_DOUBLE_INSTANCE_COUNT_KERNEL); - } - - GPUInstancerConstants.SetupComputeRuntimeModification(); - GPUInstancerConstants.SetupComputeSetDataPartial(); - } - else if (Application.isPlaying) - { - Debug.LogError("Target Graphics API does not support Compute Shaders. Please refer to Minimum Requirements on GPUInstancer/ReadMe.txt for detailed information."); - this.enabled = false; - } - - showRenderedAmount = false; - - InitializeCameraData(); - -#if UNITY_EDITOR && UNITY_2017_2_OR_NEWER - EditorApplication.playModeStateChanged -= HandlePlayModeStateChanged; - EditorApplication.playModeStateChanged += HandlePlayModeStateChanged; -#endif - } - - public virtual void Start() - { - if (Application.isPlaying && SystemInfo.supportsComputeShaders) - SetupOcclusionCulling(cameraData); -#if UNITY_EDITOR - // Sometimes Awake is not called on Editor Mode after compilation - if (_instanceVisibilityComputeKernelIDs == null || _cameraComputeKernelIDs == null) - Awake(); -#endif - } - - public virtual void OnEnable() - { -#if UNITY_EDITOR - // Sometimes Awake is not called on Editor Mode after compilation - if (_instanceVisibilityComputeKernelIDs == null || _cameraComputeKernelIDs == null) - Awake(); - if (gpuiSimulator == null) - gpuiSimulator = new GPUInstancerEditorSimulator(this); -#endif - - if (!Application.isPlaying) - return; - - if (cameraData.mainCamera == null) - { - InitializeCameraData(); - if (cameraData.mainCamera == null) - Debug.LogWarning(GPUInstancerConstants.ERRORTEXT_cameraNotFound); - } - - if (activeManagerList != null && !activeManagerList.Contains(this)) - activeManagerList.Add(this); - - if (SystemInfo.supportsComputeShaders) - { - if (GPUInstancerConstants.gpuiSettings == null || GPUInstancerConstants.gpuiSettings.shaderBindings == null) - Debug.LogWarning("No shader bindings file was supplied. Instancing will terminate!"); - - if (runtimeDataList == null || runtimeDataList.Count == 0) - InitializeRuntimeDataAndBuffers(); - isInitial = true; - } - - HandleFloatingOrigin(); - } - - public virtual void Update() - { - ClearCompletedThreads(); - while (threadStartQueue.Count > 0 && activeThreads.Count < maxThreads) - { - GPUIThreadData threadData = threadStartQueue.Dequeue(); - threadData.thread.Start(threadData.parameter); - activeThreads.Add(threadData.thread); - } - if (threadQueue.Count > 0) - { - Action action = threadQueue.Dequeue(); - if (action != null) - action.Invoke(); - } - - if (Application.isPlaying && treeProxyParent && lastTreePositionUpdate != Time.frameCount && cameraData.mainCamera != null) - { - treeProxyParent.transform.position = cameraData.mainCamera.transform.position; - treeProxyParent.transform.rotation = cameraData.mainCamera.transform.rotation; - lastTreePositionUpdate = Time.frameCount; - } - } - - public virtual void LateUpdate() - { -#if UNITY_EDITOR - if (!Application.isPlaying) - CheckPrototypeChanges(); - else - { -#endif - if (cameraData.mainCamera != null) - { - UpdateTreeMPB(); - UpdateBuffers(cameraData); - } -#if UNITY_EDITOR - } -#endif - } - - public virtual void OnDestroy() - { - } - - public virtual void Reset() - { - GPUInstancerConstants.gpuiSettings.SetDefultBindings(); -#if UNITY_EDITOR - CheckPrototypeChanges(); -#endif - } - - public virtual void OnDisable() // could also be OnDestroy, but OnDestroy seems to be too late to prevent buffer leaks. - { - if (activeManagerList != null) - activeManagerList.Remove(this); - - if (runtimeDataList != null) - { - foreach (var rd in runtimeDataList) - { - if (rd != null) - rd.DisableLODFade(); - } - } - - ClearInstancingData(); -#if UNITY_EDITOR - if (gpuiSimulator != null) - { - gpuiSimulator.ClearEditorUpdates(); - gpuiSimulator = null; - } -#endif - - if (floatingOriginHandler != null && floatingOriginHandler.gPUIManagers != null && floatingOriginHandler.gPUIManagers.Contains(this)) - { - floatingOriginHandler.gPUIManagers.Remove(this); - } - } - - private void OnApplicationQuit() - { - isQuiting = true; - } - #endregion MonoBehaviour Methods - - #region Virtual Methods - - public virtual void ClearInstancingData() - { - // Destroy generated materials - if (runtimeDataList != null) - { - foreach (var rd in runtimeDataList) - { - if (rd == null) - continue; - foreach (var l in rd.instanceLODs) - { - if (l == null) - continue; - foreach (var r in l.renderers) - { - if (r == null) - continue; - foreach (var m in r.materials) - { - if (m == null) - continue; - if (m.name.EndsWith("_GPUITemp")) - GPUInstancerUtility.DestroyObject(m); - } - } - } - } - } - - GPUInstancerUtility.ReleaseInstanceBuffers(runtimeDataList); - GPUInstancerUtility.ReleaseSPBuffers(spData); - if (runtimeDataList != null) - runtimeDataList.Clear(); - if (runtimeDataDictionary != null) - runtimeDataDictionary.Clear(); - spData = null; - threadStartQueue.Clear(); - threadQueue.Clear(); - isInitialized = false; - } - - public virtual void GeneratePrototypes(bool forceNew = false) - { - ClearInstancingData(); - - if (forceNew || prototypeList == null) - prototypeList = new List(); - else - prototypeList.RemoveAll(p => p == null); - - GPUInstancerConstants.gpuiSettings.SetDefultBindings(); - } - -#if UNITY_EDITOR - public virtual void CheckPrototypeChanges() - { - GPUInstancerConstants.gpuiSettings.SetDefultBindings(); - - if (prototypeList == null) - GeneratePrototypes(); - else - prototypeList.RemoveAll(p => p == null); - - if (GPUInstancerConstants.gpuiSettings != null && GPUInstancerConstants.gpuiSettings.shaderBindings != null) - { - GPUInstancerConstants.gpuiSettings.shaderBindings.ClearEmptyShaderInstances(); - foreach (GPUInstancerPrototype prototype in prototypeList) - { - if (prototype.prefabObject != null) - { - GPUInstancerUtility.GenerateInstancedShadersForGameObject(prototype); - if (string.IsNullOrEmpty(prototype.warningText)) - { - if (prototype.prefabObject.GetComponentInChildren() == null) - { - prototype.warningText = "Prefab object does not contain any Mesh Renderers."; - } - } - } - else - { - if (GPUInstancerConstants.gpuiSettings.IsStandardRenderPipeline()) - GPUInstancerConstants.gpuiSettings.AddShaderVariantToCollection(GPUInstancerConstants.SHADER_GPUI_FOLIAGE); - else if (GPUInstancerConstants.gpuiSettings.isURP) - { - if (Shader.Find(GPUInstancerConstants.SHADER_GPUI_FOLIAGE_URP) != null) - GPUInstancerConstants.gpuiSettings.AddShaderVariantToCollection(GPUInstancerConstants.SHADER_GPUI_FOLIAGE_URP); - } - else if (GPUInstancerConstants.gpuiSettings.isLWRP) - { - if (Shader.Find(GPUInstancerConstants.SHADER_GPUI_FOLIAGE_LWRP) != null) - GPUInstancerConstants.gpuiSettings.AddShaderVariantToCollection(GPUInstancerConstants.SHADER_GPUI_FOLIAGE_LWRP); - } - else if (GPUInstancerConstants.gpuiSettings.isHDRP) - { - if (Shader.Find(GPUInstancerConstants.SHADER_GPUI_FOLIAGE_HDRP) != null) - GPUInstancerConstants.gpuiSettings.AddShaderVariantToCollection(GPUInstancerConstants.SHADER_GPUI_FOLIAGE_HDRP); - } - } - } - } - if (GPUInstancerConstants.gpuiSettings != null && GPUInstancerConstants.gpuiSettings.billboardAtlasBindings != null) - { - GPUInstancerConstants.gpuiSettings.billboardAtlasBindings.ClearEmptyBillboardAtlases(); - //foreach (GPUInstancerPrototype prototype in prototypeList) - //{ - // if (prototype.prefabObject != null && prototype.useGeneratedBillboard && - // (prototype.billboard == null || prototype.billboard.albedoAtlasTexture == null || prototype.billboard.normalAtlasTexture == null)) - // GPUInstancerUtility.GeneratePrototypeBillboard(prototype, billboardAtlasBindings); - //} - } - } -#endif - public virtual void InitializeRuntimeDataAndBuffers(bool forceNew = true) - { - GPUInstancerUtility.SetPlatformDependentVariables(); - if (forceNew || !isInitialized) - { - instancingBounds = new Bounds(Vector3.zero, Vector3.one * GPUInstancerConstants.gpuiSettings.instancingBoundsSize); - - GPUInstancerUtility.ReleaseInstanceBuffers(runtimeDataList); - GPUInstancerUtility.ReleaseSPBuffers(spData); - if (runtimeDataList != null) - runtimeDataList.Clear(); - else - runtimeDataList = new List(); - - if (runtimeDataDictionary != null) - runtimeDataDictionary.Clear(); - else - runtimeDataDictionary = new Dictionary(); - - if (prototypeList == null) - prototypeList = new List(); - } - } - - public virtual void InitializeSpatialPartitioning() - { - - } - - public virtual void UpdateSpatialPartitioningCells(GPUInstancerCameraData renderingCameraData) - { - - } - - public virtual void DeletePrototype(GPUInstancerPrototype prototype, bool removeSO = true) - { -#if UNITY_EDITOR - UnityEditor.Undo.RecordObject(this, "Delete prototype"); -#endif - prototypeList.Remove(prototype); - - if (removeSO && prototype.useGeneratedBillboard && prototype.billboard != null) - { - if (GPUInstancerConstants.gpuiSettings.billboardAtlasBindings.DeleteBillboardTextures(prototype, false)) - prototype.billboard = null; - } - } - - public virtual void RemoveInstancesInsideBounds(Bounds bounds, float offset, List prototypeFilter = null) - { - if (runtimeDataList != null) - { - foreach (GPUInstancerRuntimeData rd in runtimeDataList) - { - if (prototypeFilter != null && !prototypeFilter.Contains(rd.prototype)) - continue; - GPUInstancerUtility.RemoveInstancesInsideBounds(rd.transformationMatrixVisibilityBuffer, bounds.center, bounds.extents, offset); - } - } - } - public virtual void RemoveInstancesInsideCollider(Collider collider, float offset, List prototypeFilter = null) - { - if (runtimeDataList != null) - { - foreach (GPUInstancerRuntimeData rd in runtimeDataList) - { - if (prototypeFilter != null && !prototypeFilter.Contains(rd.prototype)) - continue; - if (collider is BoxCollider) - GPUInstancerUtility.RemoveInstancesInsideBoxCollider(rd.transformationMatrixVisibilityBuffer, (BoxCollider)collider, offset); - else if (collider is SphereCollider) - GPUInstancerUtility.RemoveInstancesInsideSphereCollider(rd.transformationMatrixVisibilityBuffer, (SphereCollider)collider, offset); - else if (collider is CapsuleCollider) - GPUInstancerUtility.RemoveInstancesInsideCapsuleCollider(rd.transformationMatrixVisibilityBuffer, (CapsuleCollider)collider, offset); - else - GPUInstancerUtility.RemoveInstancesInsideBounds(rd.transformationMatrixVisibilityBuffer, collider.bounds.center, collider.bounds.extents, offset); - } - } - } - - public virtual void SetGlobalPositionOffset(Vector3 offsetPosition) - { - } - - public virtual void SetGlobalMatrixOffset(Matrix4x4 offsetMatrix) - { - } - #endregion Virtual Methods - - #region Public Methods - - public void ClearCompletedThreads() - { - if (activeThreads.Count > 0) - { - for (int i = activeThreads.Count - 1; i >= 0; i--) - { - if (!activeThreads[i].IsAlive) - activeThreads.RemoveAt(i); - } - } - } - - public void InitializeCameraData() - { - if (autoSelectCamera || cameraData.mainCamera == null) - cameraData.SetCamera(Camera.main); - else - cameraData.CalculateHalfAngle(); - } - - public void SetupOcclusionCulling(GPUInstancerCameraData renderingCameraData) - { - if (renderingCameraData == null || renderingCameraData.mainCamera == null) - return; - -#if UNITY_EDITOR - if (renderingCameraData.mainCamera.name == GPUInstancerEditorSimulator.sceneViewCameraName || !Application.isPlaying) - return; -#endif - - if (isOcclusionCulling) - { - if (renderingCameraData.hiZOcclusionGenerator == null) - { - GPUInstancerHiZOcclusionGenerator hiZOcclusionGenerator = - renderingCameraData.mainCamera.GetComponent(); - - if (hiZOcclusionGenerator == null) - hiZOcclusionGenerator = renderingCameraData.mainCamera.gameObject.AddComponent(); - - renderingCameraData.hiZOcclusionGenerator = hiZOcclusionGenerator; - renderingCameraData.hiZOcclusionGenerator.Initialize(renderingCameraData.mainCamera); - } - } - } - - public void HandleFloatingOrigin() - { - if (useFloatingOriginHandler && floatingOriginTransform != null) - { - if (floatingOriginHandler == null) - { - floatingOriginHandler = floatingOriginTransform.gameObject.GetComponent(); - if (floatingOriginHandler == null) - floatingOriginHandler = floatingOriginTransform.gameObject.AddComponent(); - } - floatingOriginHandler.applyRotationAndScale = applyFloatingOriginRotationAndScale; - if (floatingOriginHandler.gPUIManagers == null) - floatingOriginHandler.gPUIManagers = new List(); - if (!floatingOriginHandler.gPUIManagers.Contains(this)) - floatingOriginHandler.gPUIManagers.Add(this); - } - } - - public void UpdateBuffers() - { - UpdateBuffers(cameraData); - } - - public void UpdateBuffers(GPUInstancerCameraData renderingCameraData) - { - if (renderingCameraData != null && renderingCameraData.mainCamera != null && SystemInfo.supportsComputeShaders) - { - if (isOcclusionCulling && renderingCameraData.hiZOcclusionGenerator == null) - SetupOcclusionCulling(renderingCameraData); - - renderingCameraData.CalculateCameraData(); - - instancingBounds.center = renderingCameraData.mainCamera.transform.position; - - if (lastDrawCallFrame != Time.frameCount) - { - lastDrawCallFrame = Time.frameCount; - timeSinceLastDrawCall = Time.realtimeSinceStartup - lastDrawCallTime; - lastDrawCallTime = Time.realtimeSinceStartup; - } - - UpdateSpatialPartitioningCells(renderingCameraData); - - GPUInstancerUtility.UpdateGPUBuffers(GPUInstancerConstants.gpuiSettings.IsUseBothEyesVRCulling() ? _cameraComputeShaderVR : _cameraComputeShader, _cameraComputeKernelIDs, _visibilityComputeShader, _instanceVisibilityComputeKernelIDs, runtimeDataList, renderingCameraData, isFrustumCulling, - isOcclusionCulling, showRenderedAmount, isInitial); - isInitial = false; - - if (GPUInstancerUtility.matrixHandlingType == GPUIMatrixHandlingType.CopyToTexture) - GPUInstancerUtility.DispatchBufferToTexture(runtimeDataList, _bufferToTextureComputeShader, _bufferToTextureComputeKernelID, _bufferToTextureCrossFadeComputeKernelID); - -#if GPUI_XR - if (GPUInstancerConstants.gpuiSettings.isVREnabled && UnityEngine.XR.XRSettings.stereoRenderingMode == UnityEngine.XR.XRSettings.StereoRenderingMode.SinglePassInstanced) - { - for (int i = 0; i < runtimeDataList.Count; i++) - { - GPUInstancerRuntimeData runtimeData = runtimeDataList[i]; - - if (runtimeData == null || runtimeData.argsBuffer == null || runtimeData.argsBuffer.count == 0) - continue; - - int count = runtimeData.argsBuffer.count / 5; - _argsBufferComputeShader.SetBuffer(_argsBufferDoubleInstanceCountComputeKernelID, GPUInstancerConstants.VisibilityKernelPoperties.ARGS_BUFFER, runtimeData.argsBuffer); - _argsBufferComputeShader.SetInt(GPUInstancerConstants.VisibilityKernelPoperties.COUNT, count); - _argsBufferComputeShader.Dispatch(_argsBufferDoubleInstanceCountComputeKernelID, Mathf.CeilToInt(count / GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT), 1, 1); - } - } -#endif - - GPUInstancerUtility.GPUIDrawMeshInstancedIndirect(runtimeDataList, instancingBounds, renderingCameraData, layerMask, lightProbeDisabled); - } - } - - public void SetCamera(Camera camera) - { - if (cameraData == null) - cameraData = new GPUInstancerCameraData(camera); - else - cameraData.SetCamera(camera); - - if (cameraData.hiZOcclusionGenerator != null) - DestroyImmediate(cameraData.hiZOcclusionGenerator); - - if (isOcclusionCulling) - { - cameraData.hiZOcclusionGenerator = cameraData.mainCamera.GetComponent(); - if (cameraData.hiZOcclusionGenerator == null) - { - cameraData.hiZOcclusionGenerator = cameraData.mainCamera.gameObject.AddComponent(); - } - cameraData.hiZOcclusionGenerator.Initialize(cameraData.mainCamera); - } - } - - public ComputeBuffer GetTransformDataBuffer(GPUInstancerPrototype prototype) - { - GPUInstancerRuntimeData runtimeData = GetRuntimeData(prototype); - if (runtimeData != null) - return runtimeData.transformationMatrixVisibilityBuffer; - return null; - } - - public void SetLODBias(float newLODBias, List prototypeFilter) - { - if (runtimeDataList == null || newLODBias <= 0) - return; - - foreach (GPUInstancerRuntimeData runtimeData in runtimeDataList) - { - if (runtimeData == null || runtimeData.lodBiasApplied <= 0 || runtimeData.lodBiasApplied == newLODBias || runtimeData.instanceLODs == null - || runtimeData.instanceLODs.Count == 0 || (prototypeFilter != null && !prototypeFilter.Contains(runtimeData.prototype))) - continue; - - for (int i = 0; i < runtimeData.instanceLODs.Count; i++) - { - if (i < 4) - runtimeData.lodSizes[i * 4] *= runtimeData.lodBiasApplied / newLODBias; - else - runtimeData.lodSizes[(i - 4) * 4 + 1] *= runtimeData.lodBiasApplied / newLODBias; - } - runtimeData.lodBiasApplied = newLODBias; - } - } - - #region Tree Instancing Methods - public void UpdateTreeMPB() - { - if (treeProxyList != null && treeProxyList.Count > 0) - { - GPUInstancerPrototypeLOD rdLOD; - GPUInstancerRenderer rdRenderer; - MeshRenderer meshRenderer; - Transform proxyTransform; - foreach (GPUInstancerRuntimeData runtimeData in runtimeDataList) - { - // Do not set append buffers if there is no instance of this tree prototype on the terrain - if (runtimeData.bufferSize == 0) - continue; - - if (runtimeData.prototype.treeType != GPUInstancerTreeType.SpeedTree && runtimeData.prototype.treeType != GPUInstancerTreeType.SpeedTree8) - continue; - - proxyTransform = treeProxyList[runtimeData.prototype.prefabObject]; - - if (!proxyTransform) - continue; - - for (int lod = 0; lod < runtimeData.instanceLODs.Count; lod++) - { - if (proxyTransform.childCount <= lod) - continue; - - rdLOD = runtimeData.instanceLODs[lod]; - meshRenderer = proxyTransform.GetChild(lod).GetComponent(); - - for (int r = 0; r < rdLOD.renderers.Count; r++) - { - rdRenderer = rdLOD.renderers[r]; - //if (treeType == GPUInstancerTreeType.SoftOcclusionTree) - //{ - // // Soft occlusion shader wind parameters here. - // // rdRenderer.mpb.SetFloat("_ShakeDisplacement", 0.8f); - // continue; - //} - - meshRenderer.GetPropertyBlock(rdRenderer.mpb); - if (rdRenderer.shadowMPB != null) - meshRenderer.GetPropertyBlock(rdRenderer.shadowMPB); - } - } - - GPUInstancerUtility.SetAppendBuffers(runtimeData); - } - } - } - - // Wind workaround: - public static void AddTreeProxy(GPUInstancerPrototype treePrototype, GPUInstancerRuntimeData runtimeData) - { - switch (treePrototype.treeType) - { - case GPUInstancerTreeType.SpeedTree: - case GPUInstancerTreeType.SpeedTree8: - - if (treeProxyParent == null) - { - treeProxyParent = new GameObject("GPUI Tree Manager Proxy"); - if (treeProxyList != null) - treeProxyList.Clear(); - } - - if (treeProxyList == null) - { - treeProxyList = new Dictionary(); // Dict[TreePrefab, TreeProxyGO] - } - else if (treeProxyList.ContainsKey(treePrototype.prefabObject)) - { - if (treeProxyList[treePrototype.prefabObject] == null) - treeProxyList.Remove(treePrototype.prefabObject); - else - return; - } - - Mesh treeProxyMesh = new Mesh(); - treeProxyMesh.name = "TreeProxyMesh"; - - GameObject treeProxyObjectParent = new GameObject(treeProxyList.Count + "_" + treePrototype.name); - treeProxyObjectParent.transform.SetParent(treeProxyParent.transform); - treeProxyObjectParent.transform.localPosition = Vector3.zero; - treeProxyObjectParent.transform.localRotation = Quaternion.identity; - treeProxyList.Add(treePrototype.prefabObject, treeProxyObjectParent.transform); - - if (treePrototype.prefabObject.GetComponent() != null) - { - LOD[] speedTreeLODs = treePrototype.prefabObject.GetComponent().GetLODs(); - for (int lod = 0; lod < speedTreeLODs.Length; lod++) - { - if (speedTreeLODs[lod].renderers[0].GetComponent()) - continue; - - Material[] treeProxyMaterial = new Material[1] { new Material(Shader.Find(GPUInstancerConstants.SHADER_GPUI_TREE_PROXY)) }; - - InstantiateTreeProxyObject(speedTreeLODs[lod].renderers[0].gameObject, treeProxyObjectParent, treeProxyMaterial, treeProxyMesh, lod == 0); - } - } - else - { - Material[] treeProxyMaterial = new Material[1] { new Material(Shader.Find(GPUInstancerConstants.SHADER_GPUI_TREE_PROXY)) }; - - InstantiateTreeProxyObject(treePrototype.prefabObject, treeProxyObjectParent, treeProxyMaterial, treeProxyMesh, true); - } - break; - - case GPUInstancerTreeType.TreeCreatorTree: - - // no need to create a TreeCreator proxy - setting the global wind vector instead - Shader.SetGlobalVector("_Wind", GetWindVector()); - - //Material[] treeCreatorProxyMaterials = new Material[2]; - //treeCreatorProxyMaterials[0] = new Material(Shader.Find(GPUInstancerConstants.SHADER_GPUI_TREE_PROXY)); - //treeCreatorProxyMaterials[1] = new Material(Shader.Find(GPUInstancerConstants.SHADER_GPUI_TREE_PROXY)); - //InstantiateTreeProxyObject(treePrototype.prefabObject, treeProxyObjectParent, treeCreatorProxyMaterials, treeProxyMesh, true); - break; - - } - } - - public static void InstantiateTreeProxyObject(GameObject treePrefab, GameObject proxyObjectParent, Material[] proxyMaterials, Mesh proxyMesh, bool setBounds) - { - GameObject treeProxyObject = Instantiate(treePrefab, proxyObjectParent.transform); - treeProxyObject.name = treePrefab.name; - - if (setBounds) - proxyMesh.bounds = treeProxyObject.GetComponent().sharedMesh.bounds; - - // Setup Tree Proxy object mesh renderer. - MeshRenderer treeProxyObjectMR = treeProxyObject.GetComponent(); - treeProxyObjectMR.shadowCastingMode = ShadowCastingMode.Off; - treeProxyObjectMR.receiveShadows = false; - treeProxyObjectMR.lightProbeUsage = LightProbeUsage.Off; - - for (int i = 0; i < proxyMaterials.Length; i++) - { - proxyMaterials[i].CopyPropertiesFromMaterial(treeProxyObjectMR.materials[i]); - proxyMaterials[i].enableInstancing = true; - } - - treeProxyObjectMR.sharedMaterials = proxyMaterials; - treeProxyObjectMR.GetComponent().sharedMesh = proxyMesh; - - // Strip all unwanted components potentially on the tree prefab: - Component[] allComponents = treeProxyObject.GetComponents(typeof(Component)); - for (int i = 0; i < allComponents.Length; i++) - { - if (allComponents[i] is Transform || allComponents[i] is MeshFilter || - allComponents[i] is MeshRenderer || allComponents[i] is Tree) - continue; - - Destroy(allComponents[i]); - } - } - #endregion Tree Instancing Methods - - #region Global Wind Methods - - public static Vector4 GetWindVector() - { - if (_windVector != Vector4.zero) - return _windVector; - - UpdateSceneWind(); - - return _windVector; - } - - public static void UpdateSceneWind() - { - WindZone[] sceneWindZones = FindObjectsOfType(); - - for (int i = 0; i < sceneWindZones.Length; i++) - { - if (sceneWindZones[i].mode == WindZoneMode.Directional) - { - _windVector = new Vector4(sceneWindZones[i].windTurbulence, sceneWindZones[i].windPulseMagnitude, sceneWindZones[i].windPulseFrequency, sceneWindZones[i].windMain); - break; - } - } - } - - #endregion Wind Methods - - public Exception threadException; - public void LogThreadException() - { - Debug.LogException(threadException); - } - -#if UNITY_EDITOR && UNITY_2017_2_OR_NEWER - public void HandlePlayModeStateChanged(PlayModeStateChange state) - { - playModeState = state; - } -#endif - - public GPUInstancerRuntimeData GetRuntimeData(GPUInstancerPrototype prototype, bool logError = false) - { - GPUInstancerRuntimeData runtimeData = null; - if (runtimeDataDictionary != null && !runtimeDataDictionary.TryGetValue(prototype, out runtimeData) && logError) - Debug.LogError("Can not find runtime data for prototype: " + prototype + ". Please check if the prototype was added to the Manager and the initialize method was called."); - return runtimeData; - } - #endregion Public Methods - } - -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Contract/GPUInstancerManager.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Contract/GPUInstancerManager.cs.meta deleted file mode 100644 index 2847e8d..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Contract/GPUInstancerManager.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: 741c8bb8e6418ca4d88c08107ff0ea2d -timeCreated: 1516679187 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Contract/GPUInstancerPrototype.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Contract/GPUInstancerPrototype.cs deleted file mode 100644 index 244ccd4..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Contract/GPUInstancerPrototype.cs +++ /dev/null @@ -1,115 +0,0 @@ -using System; -using UnityEngine; - -namespace GPUInstancer -{ - [Serializable] - public abstract class GPUInstancerPrototype : ScriptableObject - { - public GameObject prefabObject; - - // Shadows - public bool isShadowCasting = true; - public bool useCustomShadowDistance = false; - public float shadowDistance = 0; - public float[] shadowLODMap = new float[] { - 0, 4, 0, 0, - 1, 5, 0, 0, - 2, 6, 0, 0, - 3, 7, 0, 0}; - public bool useOriginalShaderForShadow = false; - public bool cullShadows = false; - - // Culling - public float minDistance = 0; - public float maxDistance = 500; - public bool isFrustumCulling = true; - public bool isOcclusionCulling = true; - public float frustumOffset = 0.2f; - public float minCullingDistance = 0; - public float occlusionOffset = 0; - public int occlusionAccuracy = 1; - - // Bounds - public Vector3 boundsOffset; - - // LOD - public bool isLODCrossFade = false; - public bool isLODCrossFadeAnimate = true; - [Range(0.01f, 1.0f)] - public float lodFadeTransitionWidth = 0.1f; - public float lodBiasAdjustment = 1; - - // Billboard - public GPUInstancerBillboard billboard; - public bool isBillboardDisabled; - // Set to true if the object should not have a billboard option - public bool useGeneratedBillboard = false; - public bool checkedForBillboardExtensions; - - // Other - public bool autoUpdateTransformData; - public GPUInstancerTreeType treeType; - [NonSerialized] - public string warningText; - [NonSerialized] - public Shader warningShader; - - public override string ToString() - { - if (prefabObject != null) - return prefabObject.name; - return name; - } - - public virtual Texture2D GetPreviewTexture() - { - return null; - } - } - - [Serializable] - public class GPUInstancerBillboard - { - public BillboardQuality billboardQuality = BillboardQuality.Mid; - public int atlasResolution = 2048; - public int frameCount = 8; - public bool replaceLODCullWithBillboard = true; - public bool isOverridingOriginalCutoff = false; - public float cutoffOverride = -1f; - [Range(0.0f, 1.0f)] - public float billboardBrightness = 0.5f; - [Range(0.01f, 1.0f)] - public float billboardDistance = 0.8f; - - public float quadSize; - public float yPivotOffset; - - public Texture2D albedoAtlasTexture; - public Texture2D normalAtlasTexture; - - // true if LOD group already has a billboard - public bool customBillboardInLODGroup; - // Custom billboard mesh-material options - public bool useCustomBillboard; - public Mesh customBillboardMesh; - public Material customBillboardMaterial; - - public bool isBillboardShadowCasting = false; - - public bool billboardFaceCamPos = false; - - public float normalStrength = 1.0f; - - [NonSerialized] - public bool isBeingDeleted = false; - } - - public enum BillboardQuality - { - Low = 0, - Mid = 1, - High = 2, - VeryHigh = 3 - } -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Contract/GPUInstancerPrototype.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Contract/GPUInstancerPrototype.cs.meta deleted file mode 100644 index 329d7df..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Contract/GPUInstancerPrototype.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: 786a0783ae374d24908447afde2c14be -timeCreated: 1518003792 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Contract/GPUInstancerTerrainManager.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Contract/GPUInstancerTerrainManager.cs deleted file mode 100644 index 6d24b9d..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Contract/GPUInstancerTerrainManager.cs +++ /dev/null @@ -1,336 +0,0 @@ -using UnityEngine; -using System.Collections.Generic; -using System; -#if UNITY_EDITOR -using UnityEditor; -#endif - -namespace GPUInstancer -{ - public abstract class GPUInstancerTerrainManager : GPUInstancerManager - { - [SerializeField] - private Terrain _terrain; - [SerializeField] - public List additionalTerrains; - [NonSerialized] - protected List _terrains; - public Terrain terrain - { - get - { - if (Application.isPlaying && _terrains != null && _terrains.Count > 0) - return _terrains[0]; - else - return _terrain; - } - } - public GPUInstancerTerrainSettings terrainSettings; - protected bool replacingInstances; - protected bool initalizingInstances; - protected bool _requiresTerrainUpdate; - - private Queue _terrainsToAdd; - private Queue _terrainsToRemove; - - public override void Awake() - { - base.Awake(); - - _terrains = new List(); - if (_terrain != null) - _terrains.Add(_terrain); - if (additionalTerrains != null) - { - foreach (Terrain additionalTerrain in additionalTerrains) - { - if (additionalTerrain != null && !_terrains.Contains(additionalTerrain)) - _terrains.Add(additionalTerrain); - } - } - - if (Application.isPlaying && useFloatingOriginHandler && floatingOriginTransform == null && terrain != null) - { - floatingOriginTransform = terrain.transform; - } - } - - public override void Update() - { - base.Update(); - - if (_terrainsToAdd != null) - { - while (_terrainsToAdd.Count > 0) - { - Terrain terrain = _terrainsToAdd.Dequeue(); - if (!_terrains.Contains(terrain)) - { - _terrains.Add(terrain); - UpdateTerrains(); - } - } - } - if (_terrainsToRemove != null) - { - while (_terrainsToRemove.Count > 0) - { - Terrain terrain = _terrainsToRemove.Dequeue(); - if (_terrains.Contains(terrain)) - { - _terrains.Remove(terrain); - UpdateTerrains(); - } - } - } - } - - public override void OnDestroy() - { - base.OnDestroy(); -#if UNITY_EDITOR - if (!Application.isPlaying && terrain != null && terrain.gameObject != null && terrain.GetComponent() != null && !terrain.GetComponent().beingDestroyed) - { - Undo.RecordObject(terrain.gameObject, "Remove GPUInstancerTerrainProxy"); - DestroyImmediate(terrain.GetComponent()); - } -#endif - } - - public override void Reset() - { - base.Reset(); - - if (terrain == null && gameObject.GetComponent() != null) - { - SetupManagerWithTerrain(gameObject.GetComponent()); - } - -#if UNITY_EDITOR - showRegisteredPrefabsBox = false; -#endif - } - - // Remove comment-out status to see partitioning bound gizmos: - //public void OnDrawGizmos() - //{ - // if (spData != null && spData.activeCellList != null) - // { - // Color oldColor = Gizmos.color; - // Gizmos.color = Color.blue; - // foreach (GPUInstancerCell cell in spData.activeCellList) - // { - // if (cell != null) - // Gizmos.DrawWireCube(cell.cellInnerBounds.center, cell.cellInnerBounds.size); - // } - // Gizmos.color = oldColor; - // } - //} - -#if UNITY_EDITOR - public override void CheckPrototypeChanges() - { - if (terrain != null && terrain.terrainData != null && terrainSettings != null) - { - string guid = GPUInstancerUtility.GetAssetGUID(terrain.terrainData); - if (!string.IsNullOrEmpty(guid) && guid != terrainSettings.terrainDataGUID) - terrainSettings.terrainDataGUID = guid; - } - - base.CheckPrototypeChanges(); - } -#endif - - public virtual void SetupManagerWithTerrain(Terrain terrain) - { -#if UNITY_EDITOR - if (!Application.isPlaying) - { - Undo.RecordObject(this, "Changed GPUInstancer Terrain Data for " + gameObject); - if (_terrain != null && _terrain.GetComponent() != null) - { - Undo.RecordObject(_terrain.gameObject, "Removed GPUInstancerTerrainProxy component"); - DestroyImmediate(_terrain.GetComponent()); - } - } -#endif - - _terrain = terrain; - - if (terrain != null) - { - if (terrainSettings != null) - { - string guid = GPUInstancerUtility.GetAssetGUID(terrain.terrainData); - if (!string.IsNullOrEmpty(guid) && guid == terrainSettings.terrainDataGUID) - return; - else - { - prototypeList.Clear(); - //RemoveTerrainSettings(terrainSettings); - terrainSettings = null; - } - } - terrainSettings = GenerateTerrainSettings(terrain, gameObject); - GeneratePrototypes(false); - if (!Application.isPlaying) - AddProxyToTerrain(); - } - else - { - prototypeList.Clear(); - //RemoveTerrainSettings(terrainSettings); - terrainSettings = null; - } - } - - public GPUInstancerTerrainProxy AddProxyToTerrain() - { -#if UNITY_EDITOR - if (terrain != null && gameObject != terrain.gameObject) - { - GPUInstancerTerrainProxy terrainProxy = terrain.GetComponent(); - if (terrainProxy == null) - { - Undo.RecordObject(terrain.gameObject, "Added GPUInstancerTerrainProxy component"); - terrainProxy = terrain.gameObject.AddComponent(); - } - if (this is GPUInstancerDetailManager && terrainProxy.detailManager != this) - terrainProxy.detailManager = (GPUInstancerDetailManager)this; - else if (this is GPUInstancerTreeManager && terrainProxy.treeManager != this) - terrainProxy.treeManager = (GPUInstancerTreeManager)this; - -#if UNITY_2018_3_OR_NEWER - PrefabAssetType prefabType = PrefabUtility.GetPrefabAssetType(terrainProxy.gameObject); - if (prefabType == PrefabAssetType.NotAPrefab) - { -#endif - while (UnityEditorInternal.ComponentUtility.MoveComponentUp(terrainProxy)) ; -#if UNITY_2018_3_OR_NEWER - } -#endif - return terrainProxy; - } -#endif - return null; - } - - private GPUInstancerTerrainSettings GenerateTerrainSettings(Terrain terrain, GameObject gameObject) - { -#if UNITY_EDITOR - if (!Application.isPlaying) - { - string[] guids = AssetDatabase.FindAssets("t:GPUInstancerTerrainSettings"); - string guid = GPUInstancerUtility.GetAssetGUID(terrain.terrainData); - for (int i = 0; i < guids.Length; i++) - { - GPUInstancerTerrainSettings ts = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guids[i])); - if (ts != null && !string.IsNullOrEmpty(guid) && ts.terrainDataGUID == guid) - { - prototypeList.Clear(); - if (this is GPUInstancerDetailManager) - { - List detailPrototypeList = new List(); - GPUInstancerUtility.SetPrototypeListFromAssets(ts, detailPrototypeList, typeof(GPUInstancerDetailPrototype)); - for (int p = 0; p < detailPrototypeList.Count; p++) - { - foreach (GPUInstancerDetailPrototype detailPrototype in detailPrototypeList) - { - if (detailPrototype.prototypeIndex == p) - { - prototypeList.Add(detailPrototype); - break; - } - } - } - } - if (this is GPUInstancerTreeManager) - { - List treePrototypeList = new List(); - GPUInstancerUtility.SetPrototypeListFromAssets(ts, treePrototypeList, typeof(GPUInstancerTreePrototype)); - for (int p = 0; p < treePrototypeList.Count; p++) - { - foreach (GPUInstancerTreePrototype treePrototype in treePrototypeList) - { - if (treePrototype.prototypeIndex == p) - { - prototypeList.Add(treePrototype); - break; - } - } - } - } - return ts; - } - } - } -#endif - - GPUInstancerTerrainSettings terrainSettings = ScriptableObject.CreateInstance(); - terrainSettings.name = (string.IsNullOrEmpty(terrain.terrainData.name) ? terrain.gameObject.name : terrain.terrainData.name) + "_" + terrain.terrainData.GetInstanceID(); - terrainSettings.terrainDataGUID = GPUInstancerUtility.GetAssetGUID(terrain.terrainData); - terrainSettings.maxDetailDistance = terrain.detailObjectDistance; - terrainSettings.maxTreeDistance = terrain.treeDistance; - terrainSettings.detailDensity = terrain.detailObjectDensity; - terrainSettings.healthyDryNoiseTexture = Resources.Load(GPUInstancerConstants.NOISE_TEXTURES_PATH + GPUInstancerConstants.DEFAULT_HEALTHY_DRY_NOISE); - terrainSettings.windWaveNormalTexture = Resources.Load(GPUInstancerConstants.NOISE_TEXTURES_PATH + GPUInstancerConstants.DEFAULT_WIND_WAVE_NOISE); - -#if UNITY_EDITOR - if (!Application.isPlaying) - { - string assetPath = GPUInstancerConstants.GetDefaultPath() + GPUInstancerConstants.PROTOTYPES_TERRAIN_PATH + terrainSettings.name + ".asset"; - - // If there is already a file with the same name, change file name - int counter = 2; - while (System.IO.File.Exists(assetPath)) - { - assetPath = GPUInstancerConstants.GetDefaultPath() + GPUInstancerConstants.PROTOTYPES_TERRAIN_PATH + terrainSettings.name + "_" + counter + ".asset"; - counter++; - } - - if (!System.IO.Directory.Exists(GPUInstancerConstants.GetDefaultPath() + GPUInstancerConstants.PROTOTYPES_TERRAIN_PATH)) - { - System.IO.Directory.CreateDirectory(GPUInstancerConstants.GetDefaultPath() + GPUInstancerConstants.PROTOTYPES_TERRAIN_PATH); - } - - AssetDatabase.CreateAsset(terrainSettings, assetPath); - - AssetDatabase.SaveAssets(); - AssetDatabase.Refresh(); - } -#endif - return terrainSettings; - } - - private static void RemoveTerrainSettings(GPUInstancerTerrainSettings terrainSettings) - { -#if UNITY_EDITOR - AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(terrainSettings)); -#endif - } - - public virtual void UpdateTerrains() - { - _requiresTerrainUpdate = true; - } - - public virtual void AddTerrain(Terrain newTerrain) - { - if (_terrainsToAdd == null) - _terrainsToAdd = new Queue(); - _terrainsToAdd.Enqueue(newTerrain); - } - - public virtual void RemoveTerrain(Terrain terrainToRemove) - { - if (_terrainsToRemove == null) - _terrainsToRemove = new Queue(); - _terrainsToRemove.Enqueue(terrainToRemove); - } - - public List GetTerrains() - { - return _terrains; - } - } -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Contract/GPUInstancerTerrainManager.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Contract/GPUInstancerTerrainManager.cs.meta deleted file mode 100644 index 4021356..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Contract/GPUInstancerTerrainManager.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: 9dff1751a11c15f40a7f6592e59133dd -timeCreated: 1519848358 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel.meta deleted file mode 100644 index fe08858..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 53f83cd39dd10c0419f1790497957272 -folderAsset: yes -timeCreated: 1519992753 -licenseType: Store -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerBillboardAtlasBindings.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerBillboardAtlasBindings.cs deleted file mode 100644 index 29f0e7a..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerBillboardAtlasBindings.cs +++ /dev/null @@ -1,195 +0,0 @@ -using System; -using System.Collections.Generic; -#if UNITY_EDITOR -using UnityEditor; -#endif -using UnityEngine; - -namespace GPUInstancer -{ - public class GPUInstancerBillboardAtlasBindings : ScriptableObject - { - public List billboardAtlasBindings; - - public BillboardAtlasBinding GetBillboardAtlasBinding(GameObject prefab, int atlasResolution, int frameCount) - { - foreach (BillboardAtlasBinding bab in billboardAtlasBindings) - { - if (bab.prefab == prefab && bab.atlasResolution == atlasResolution && bab.frameCount == frameCount) - return bab; - } - return null; - } - - public void ResetBillboardAtlases() - { - if (billboardAtlasBindings == null) - billboardAtlasBindings = new List(); - else - billboardAtlasBindings.Clear(); - -#if UNITY_EDITOR - EditorUtility.SetDirty(this); -#endif - } - - public void ClearEmptyBillboardAtlases() - { - if (billboardAtlasBindings != null) - { -#if UNITY_EDITOR - bool modified = billboardAtlasBindings.RemoveAll(bab => bab == null || bab.prefab == null || bab.albedoAtlasTexture == null || bab.normalAtlasTexture == null) > 0; - if (modified) - EditorUtility.SetDirty(this); -#endif - } - } - - public void AddBillboardAtlas(GameObject prefab, int atlasResolution, int frameCount, Texture2D albedoAtlasTexture, Texture2D normalAtlasTexture, float quadSize, float yPivotOffset) - { - billboardAtlasBindings.Add(new BillboardAtlasBinding(prefab, atlasResolution, frameCount, albedoAtlasTexture, normalAtlasTexture, quadSize, yPivotOffset)); -#if UNITY_EDITOR - EditorUtility.SetDirty(this); -#endif - } - - public void RemoveBillboardAtlas(BillboardAtlasBinding billboardAtlasBinding) - { - billboardAtlasBindings.Remove(billboardAtlasBinding); -#if UNITY_EDITOR - EditorUtility.SetDirty(this); -#endif - } - - public bool IsBillboardAtlasExists(GameObject prefab) - { - foreach (BillboardAtlasBinding bab in billboardAtlasBindings) - { - if (bab.prefab == prefab) - return true; - } - return false; - } - - public bool DeleteBillboardTextures(GPUInstancerPrototype selectedPrototype, bool exitGUI = true) - { - bool billboardsDeleted = false; -#if UNITY_EDITOR - if (selectedPrototype.billboard != null && selectedPrototype.billboard.albedoAtlasTexture != null) - { - BillboardAtlasBinding billboardAtlasBinding = GetBillboardAtlasBinding(selectedPrototype.prefabObject, selectedPrototype.billboard.atlasResolution, - selectedPrototype.billboard.frameCount); - - if (billboardAtlasBinding != null && !selectedPrototype.billboard.isBeingDeleted) - { - selectedPrototype.billboard.isBeingDeleted = true; - if (selectedPrototype.isBillboardDisabled - || (selectedPrototype is GPUInstancerDetailPrototype && !((GPUInstancerDetailPrototype)selectedPrototype).usePrototypeMesh) - || EditorUtility.DisplayDialog( - GPUInstancerConstants.TEXT_deleteConfirmation, GPUInstancerConstants.TEXT_deleteBillboard + "\n\"" + selectedPrototype.ToString() + "\"", - GPUInstancerConstants.TEXT_delete, GPUInstancerConstants.TEXT_keepTextures)) - { - RemoveBillboardAtlas(billboardAtlasBinding); - AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(billboardAtlasBinding.albedoAtlasTexture)); - AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(billboardAtlasBinding.normalAtlasTexture)); - AssetDatabase.SaveAssets(); - AssetDatabase.Refresh(); - billboardsDeleted = true; - } - if (selectedPrototype.billboard != null) - selectedPrototype.billboard.isBeingDeleted = false; - if (exitGUI) - GUIUtility.ExitGUI(); - } - } -#endif - return billboardsDeleted; - } - - public bool DeleteBillboardTextures(List selectedPrototypeList, bool exitGUI = true) - { - bool billboardsDeleted = false; -#if UNITY_EDITOR - bool isDialogReplied = false; - bool dialogReply = false; - foreach (var selectedPrototype in selectedPrototypeList) - { - if (selectedPrototype.billboard != null && selectedPrototype.billboard.albedoAtlasTexture != null) - { - BillboardAtlasBinding billboardAtlasBinding = GetBillboardAtlasBinding(selectedPrototype.prefabObject, selectedPrototype.billboard.atlasResolution, - selectedPrototype.billboard.frameCount); - - if (billboardAtlasBinding != null && !selectedPrototype.billboard.isBeingDeleted) - { - selectedPrototype.billboard.isBeingDeleted = true; - if (selectedPrototype.isBillboardDisabled - || (selectedPrototype is GPUInstancerDetailPrototype && !((GPUInstancerDetailPrototype)selectedPrototype).usePrototypeMesh)) - { - RemoveBillboardAtlas(billboardAtlasBinding); - AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(billboardAtlasBinding.albedoAtlasTexture)); - AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(billboardAtlasBinding.normalAtlasTexture)); - billboardsDeleted = true; - } - else if (!isDialogReplied) - { - dialogReply = EditorUtility.DisplayDialog( - GPUInstancerConstants.TEXT_deleteConfirmation, GPUInstancerConstants.TEXT_deleteBillboard, - GPUInstancerConstants.TEXT_delete, GPUInstancerConstants.TEXT_keepTextures); - isDialogReplied = true; - } - - if (isDialogReplied && dialogReply) - { - RemoveBillboardAtlas(billboardAtlasBinding); - AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(billboardAtlasBinding.albedoAtlasTexture)); - AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(billboardAtlasBinding.normalAtlasTexture)); - billboardsDeleted = true; - } - - if (selectedPrototype.billboard != null) - selectedPrototype.billboard.isBeingDeleted = false; - - EditorUtility.SetDirty(selectedPrototype); - } - } - } - - if (billboardsDeleted) - { - AssetDatabase.SaveAssets(); - AssetDatabase.Refresh(); - } - if (exitGUI) - GUIUtility.ExitGUI(); -#endif - return billboardsDeleted; - } - } - - [Serializable] - public class BillboardAtlasBinding - { - public GameObject prefab; - public int atlasResolution; - public int frameCount; - public Texture2D albedoAtlasTexture; - public Texture2D normalAtlasTexture; - public float quadSize; - public float yPivotOffset; - public string modifiedDate; - - public BillboardAtlasBinding(GameObject prefab, int atlasResolution, int frameCount, Texture2D albedoAtlasTexture, Texture2D normalAtlasTexture, float quadSize, float yPivotOffset) - { - this.prefab = prefab; - this.atlasResolution = atlasResolution; - this.frameCount = frameCount; - this.albedoAtlasTexture = albedoAtlasTexture; - this.normalAtlasTexture = normalAtlasTexture; - this.quadSize = quadSize; - this.yPivotOffset = yPivotOffset; - this.modifiedDate = DateTime.Now.ToString("MM/dd/yyyy HH:mm:ss.fff", - System.Globalization.CultureInfo.InvariantCulture); - } - } - -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerBillboardAtlasBindings.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerBillboardAtlasBindings.cs.meta deleted file mode 100644 index 14ba319..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerBillboardAtlasBindings.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 3456c8e7299cac2469cb5775b323d8a4 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerCameraData.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerCameraData.cs deleted file mode 100644 index e29739e..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerCameraData.cs +++ /dev/null @@ -1,69 +0,0 @@ -using System; -using UnityEngine; - -namespace GPUInstancer -{ - [Serializable] - public class GPUInstancerCameraData - { - public Camera mainCamera; - public bool renderOnlySelectedCamera = false; - [NonSerialized] - public GPUInstancerHiZOcclusionGenerator hiZOcclusionGenerator; - [NonSerialized] - public Matrix4x4 mvpMatrix; - [NonSerialized] - public Matrix4x4 mvpMatrix2; - [NonSerialized] - public Vector3 cameraPosition = Vector3.zero; - [NonSerialized] - public bool hasOcclusionGenerator = false; - [NonSerialized] - public float halfAngle; - - public GPUInstancerCameraData() : this(null) { } - - public GPUInstancerCameraData(Camera mainCamera) - { - this.mainCamera = mainCamera; - CalculateHalfAngle(); - } - - public void SetCamera(Camera mainCamera) - { - this.mainCamera = mainCamera; - CalculateHalfAngle(); - } - - public void CalculateCameraData() - { - hasOcclusionGenerator = hiZOcclusionGenerator != null && hiZOcclusionGenerator.hiZDepthTexture != null; - - mvpMatrix = (hasOcclusionGenerator && GPUInstancerConstants.gpuiSettings.isVREnabled ? mainCamera.GetStereoProjectionMatrix(Camera.StereoscopicEye.Left) : mainCamera.projectionMatrix) * mainCamera.worldToCameraMatrix; - - if (hasOcclusionGenerator && GPUInstancerConstants.gpuiSettings.IsUseBothEyesVRCulling()) - { - mvpMatrix2 = mainCamera.GetStereoProjectionMatrix(Camera.StereoscopicEye.Right) * mainCamera.worldToCameraMatrix; - } - - cameraPosition = mainCamera.transform.position; - } - - public void CalculateHalfAngle() - { - if (mainCamera != null) - halfAngle = Mathf.Tan(Mathf.Deg2Rad * mainCamera.fieldOfView * 0.25f); - } - - public Camera GetRenderingCamera() - { - if (renderOnlySelectedCamera -#if UNITY_EDITOR - || UnityEditor.EditorApplication.isPaused -#endif - ) - return mainCamera; - return null; - } - } -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerCameraData.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerCameraData.cs.meta deleted file mode 100644 index 31ad007..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerCameraData.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: 156d2f21aafe9f1468d203a49e79a751 -timeCreated: 1522068014 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerConstants.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerConstants.cs deleted file mode 100644 index cd93653..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerConstants.cs +++ /dev/null @@ -1,433 +0,0 @@ -using UnityEngine; - -namespace GPUInstancer -{ - - public static class GPUInstancerConstants - { - private static GPUInstancerSettings _gpuiSettings; - public static GPUInstancerSettings gpuiSettings - { - get - { - if (_gpuiSettings == null) - _gpuiSettings = GPUInstancerSettings.GetDefaultGPUInstancerSettings(); - return _gpuiSettings; - } - set - { - _gpuiSettings = value; - } - } - - public static readonly Matrix4x4 zeroMatrix = Matrix4x4.zero; - - #region Stride Sizes - // Compute buffer stride sizes - public static readonly int STRIDE_SIZE_MATRIX4X4 = 64; - public static readonly int STRIDE_SIZE_BOOL = 4; - public static readonly int STRIDE_SIZE_INT = 4; - public static readonly int STRIDE_SIZE_FLOAT = 4; - public static readonly int STRIDE_SIZE_FLOAT4 = 16; - #endregion Stride Sizes - - #region Platform Dependent - - public static float COMPUTE_SHADER_THREAD_COUNT = 512; - public static float COMPUTE_SHADER_THREAD_COUNT_2D = 16; - - public static int COMPUTE_MAX_LOD_BUFFER = 3; - public static int TEXTURE_MAX_SIZE = 16384; - public static bool DETAIL_STORE_INSTANCE_DATA = false; - - public static readonly string GUID_COMPUTE_PLATFORM_DEFINES = "74a30c752a8958c45a96bc127e05f114"; - public static readonly string GUID_CGINC_PLATFORM_DEPENDENT = "79e50e99a1888054cb229e1c710f1795"; - - #endregion Platform Dependent - - #region CS Visibility - // Shader constants - - public static readonly string[] CAMERA_COMPUTE_KERNELS = new string[] { - "CSInstancedCameraCalculationKernel", "CSInstancedCameraCalculationKernelCrossFade" - }; - public static readonly string[] VISIBILITY_COMPUTE_KERNELS = new string[] { - "CSInstancedRenderingVisibilityKernelLOD0", "CSInstancedRenderingVisibilityKernelLOD1", - "CSInstancedRenderingVisibilityKernelLOD2" - }; - - public static readonly string CAMERA_COMPUTE_RESOURCE_PATH = "Compute/CSInstancedCameraCalculationKernel"; - public static readonly string CAMERA_VR_COMPUTE_RESOURCE_PATH = "Compute/CSInstancedCameraCalculationKernelVR"; - - public static readonly string VISIBILITY_COMPUTE_RESOURCE_PATH = "Compute/CSInstancedRenderingVisibilityKernel"; - public static readonly string VISIBILITY_COMPUTE_RESOURCE_PATH_VULKAN = "Compute/CSInstancedRenderingVisibilityKernelVulkan"; - public static readonly string BUFFER_TO_TEXTURE_COMPUTE_RESOURCE_PATH = "Compute/CSInstancedBufferToTexture"; - public static readonly string BUFFER_TO_TEXTURE_KERNEL = "CSInstancedBufferToTextureKernel"; - public static readonly string BUFFER_TO_TEXTURE_CROSSFADE_KERNEL = "CSBufferToTextureCrossFadeKernel"; - - public static readonly string ARGS_BUFFER_COMPUTE_RESOURCE_PATH = "Compute/CSArgsBuffer"; - public static readonly string ARGS_BUFFER_DOUBLE_INSTANCE_COUNT_KERNEL = "CSArgsBufferDoubleInstanceCount"; - - public static class BufferToTextureKernelPoperties - { - public static readonly int TRANSFORMATION_MATRIX_TEXTURE = Shader.PropertyToID("gpuiTransformationMatrixTexture"); - public static readonly int LOD_DATA_TEXTURE = Shader.PropertyToID("gpuiInstanceLODDataTexture"); - } - - public static class VisibilityKernelPoperties - { - public static readonly int TRANSFORMATION_MATRIX_BUFFER = Shader.PropertyToID("gpuiTransformationMatrix"); - public static readonly int INSTANCE_LOD_BUFFER = Shader.PropertyToID("gpuiInstanceLODData"); - public static readonly int[] TRANSFORMATION_MATRIX_APPEND_BUFFERS = new int[] { - Shader.PropertyToID("gpuiTransformationMatrix_LOD0"), Shader.PropertyToID("gpuiTransformationMatrix_LOD1"), Shader.PropertyToID("gpuiTransformationMatrix_LOD2")}; - public static readonly int INSTANCE_DATA_BUFFER = Shader.PropertyToID("gpuiInstanceData"); - public static readonly int RENDERER_TRANSFORM_OFFSET = Shader.PropertyToID("gpuiTransformOffset"); - public static readonly int BUFFER_PARAMETER_MVP_MATRIX = Shader.PropertyToID("mvpMatrix"); - public static readonly int BUFFER_PARAMETER_MVP_MATRIX2 = Shader.PropertyToID("mvpMatrix2"); - public static readonly int BUFFER_PARAMETER_BOUNDS_CENTER = Shader.PropertyToID("boundsCenter"); - public static readonly int BUFFER_PARAMETER_BOUNDS_EXTENTS = Shader.PropertyToID("boundsExtents"); - public static readonly int BUFFER_PARAMETER_FRUSTUM_CULL_SWITCH = Shader.PropertyToID("isFrustumCulling"); - public static readonly int BUFFER_PARAMETER_HIERARCHICAL_Z_TEXTURE_SIZE = Shader.PropertyToID("hiZTxtrSize"); - public static readonly int BUFFER_PARAMETER_FRUSTUM_OFFSET = Shader.PropertyToID("frustumOffset"); - public static readonly int BUFFER_PARAMETER_MIN_VIEW_DISTANCE = Shader.PropertyToID("minDistance"); - public static readonly int BUFFER_PARAMETER_MAX_VIEW_DISTANCE = Shader.PropertyToID("maxDistance"); - public static readonly int BUFFER_PARAMETER_CAMERA_POSITION = Shader.PropertyToID("camPos"); - public static readonly int BUFFER_PARAMETER_BUFFER_SIZE = Shader.PropertyToID("bufferSize"); - - public static readonly int BUFFER_PARAMETER_OCCLUSION_OFFSET = Shader.PropertyToID("occlusionOffset"); - public static readonly int BUFFER_PARAMETER_OCCLUSION_ACCURACY = Shader.PropertyToID("occlusionAccuracy"); - - public static readonly int BUFFER_PARAMETER_SHADOW_DISTANCE = Shader.PropertyToID("shadowDistance"); - - public static readonly int BUFFER_PARAMETER_LOD_SIZES = Shader.PropertyToID("lodSizes"); - public static readonly int BUFFER_PARAMETER_LOD_SHIFT = Shader.PropertyToID("lodShift"); - public static readonly int BUFFER_PARAMETER_LOD_APPEND_INDEX = Shader.PropertyToID("lodAppendIndex"); - public static readonly int BUFFER_PARAMETER_LOD_COUNT = Shader.PropertyToID("lodCount"); - public static readonly int BUFFER_PARAMETER_LOD_LEVEL = Shader.PropertyToID("LODLevel"); - public static readonly int BUFFER_PARAMETER_HALF_ANGLE = Shader.PropertyToID("halfAngle"); - public static readonly int BUFFER_PARAMETER_ANIMATE_CROSS_FADE = Shader.PropertyToID("animateCrossFade"); - public static readonly int BUFFER_PARAMETER_DELTA_TIME = Shader.PropertyToID("deltaTime"); - public static readonly int BUFFER_PARAMETER_FADE_LEVEL_MULTIPLIER = Shader.PropertyToID("fadeLevelMultiplier"); - - public static readonly int BUFFER_PARAMETER_OCCLUSION_CULL_SWITCH = Shader.PropertyToID("isOcclusionCulling"); - public static readonly int BUFFER_PARAMETER_HIERARCHICAL_Z_TEXTURE_MAP = Shader.PropertyToID("hiZMap"); - - public static readonly int BUFFER_PARAMETER_MIN_CULLING_DISTANCE = Shader.PropertyToID("minCullingDistance"); - public static readonly int BUFFER_PARAMETER_SHADOW_LOD_MAP = Shader.PropertyToID("shadowLODMap"); - public static readonly int BUFFER_PARAMETER_CULL_SHADOW = Shader.PropertyToID("cullShadows"); - - public static readonly int ARGS_BUFFER = Shader.PropertyToID("argsBuffer"); - public static readonly int COUNT = Shader.PropertyToID("count"); - - public static readonly int MAX_TEXTURE_SIZE = Shader.PropertyToID("maxTextureSize"); - public static readonly int UNITY_RENDERING_LAYER = Shader.PropertyToID("unity_RenderingLayer"); - - public static readonly int ARGS_BUFFER_INDEX = Shader.PropertyToID("argsBufferIndex"); - } - public static readonly int BUFFER_COROUTINE_STEP_NUMBER = 16384; - public static int DETAIL_BUFFER_MERGE_FRAME_LIMIT = 1024; - #endregion CS Visibility - - #region CS Set Data Partial - // Compute Buffer Set Data Partial compute shader constants - public static readonly string COMPUTE_SET_DATA_PARTIAL_RESOURCE_PATH = "Compute/CSInstancedComputeBufferSetDataPartialKernel"; - public static readonly string COMPUTE_SET_DATA_PARTIAL_KERNEL = "CSInstancedComputeBufferSetDataPartialKernel"; - public static readonly string COMPUTE_SET_DATA_SINGLE_KERNEL = "CSInstancedComputeBufferSetDataSingleKernel"; - - public static class SetDataKernelProperties - { - public static readonly int BUFFER_PARAMETER_MANAGED_BUFFER_DATA = Shader.PropertyToID("gpuiManagedData"); - public static readonly int BUFFER_PARAMETER_COMPUTE_BUFFER_START_INDEX = Shader.PropertyToID("computeBufferStartIndex"); - public static readonly int BUFFER_PARAMETER_COUNT = Shader.PropertyToID("count"); - public static readonly int BUFFER_PARAMETER_DATA_TO_SET = Shader.PropertyToID("dataToSet"); - } - - public static ComputeShader computeBufferSetDataPartial; - public static int computeBufferSetDataPartialKernelId; - public static int computeBufferSetDataSingleKernelId; - - public static void SetupComputeSetDataPartial() - { - if (computeBufferSetDataPartial == null) - { - computeBufferSetDataPartial = Resources.Load(COMPUTE_SET_DATA_PARTIAL_RESOURCE_PATH); - if (computeBufferSetDataPartial != null) - { - computeBufferSetDataPartialKernelId = computeBufferSetDataPartial.FindKernel(COMPUTE_SET_DATA_PARTIAL_KERNEL); - computeBufferSetDataSingleKernelId = computeBufferSetDataPartial.FindKernel(COMPUTE_SET_DATA_SINGLE_KERNEL); - } - } - } - #endregion CS Set Data Partial - - #region CS Billboard - public static readonly string COMPUTE_BILLBOARD_RESOURCE_PATH = "Compute/CSBillboard"; - public static readonly string COMPUTE_BILLBOARD_DILATION_KERNEL = "CSBillboardDilate"; - #endregion CS Billboard - - #region CS Texture Utils - - public static readonly string COMPUTE_TEXTURE_UTILS_PATH = "Compute/CSTextureUtils"; - public static readonly string COMPUTE_COPY_TEXTURE_KERNEL = "CSCopyTexture"; - - public static class CopyTextureKernelProperties - { - public static readonly int SOURCE_TEXTURE = Shader.PropertyToID("source"); - public static readonly int SOURCE_TEXTURE_ARRAY = Shader.PropertyToID("textureArray"); - public static readonly int DESTINATION_TEXTURE = Shader.PropertyToID("destination"); - public static readonly int OFFSET_X = Shader.PropertyToID("offsetX"); - public static readonly int SOURCE_SIZE_X = Shader.PropertyToID("sourceSizeX"); - public static readonly int SOURCE_SIZE_Y = Shader.PropertyToID("sourceSizeY"); - public static readonly int DESTINATION_SIZE_X = Shader.PropertyToID("destinationSizeX"); - public static readonly int DESTINATION_SIZE_Y = Shader.PropertyToID("destinationSizeY"); - public static readonly int REVERSE_Z = Shader.PropertyToID("reverseZ"); - public static readonly int TEXTURE_ARRAY_INDEX = Shader.PropertyToID("textureArrayIndex"); - } - - public static ComputeShader computeTextureUtils; - public static int computeTextureUtilsCopyTextureId; - - public static void SetupComputeTextureUtils() - { - if (computeTextureUtils == null) - { - computeTextureUtils = Resources.Load(COMPUTE_TEXTURE_UTILS_PATH); - - if (computeTextureUtils != null) - { - computeTextureUtilsCopyTextureId = computeTextureUtils.FindKernel(COMPUTE_COPY_TEXTURE_KERNEL); - } - } - } - - #endregion CS Texture Utils - - #region CS Grass Instantiation - // Grass compute shader constants - public static readonly string GRASS_INSTANTIATION_KERNEL = "CSInstancedRenderingGrassInstantiationKernel"; - public static readonly string GRASS_INSTANTIATION_RESOURCE_PATH = "Compute/CSInstancedRenderingGrassInstantiationKernel"; - public static class GrassKernelProperties - { - public static readonly int DETAIL_MAP_DATA_BUFFER = Shader.PropertyToID("detailMapData"); - public static readonly int HEIGHT_MAP_DATA_BUFFER = Shader.PropertyToID("heightMapData"); - public static readonly int COUNTER_BUFFER = Shader.PropertyToID("counterBuffer"); - public static readonly int TERRAIN_DETAIL_RESOLUTION_DATA = Shader.PropertyToID("detailResolution"); - public static readonly int TERRAIN_HEIGHT_RESOLUTION_DATA = Shader.PropertyToID("heightResolution"); - public static readonly int GRASS_START_POSITION_DATA = Shader.PropertyToID("startPosition"); - public static readonly int TERRAIN_SIZE_DATA = Shader.PropertyToID("terrainSize"); - public static readonly int DETAIL_SCALE_DATA = Shader.PropertyToID("detailScale"); - public static readonly int DETAIL_AND_HEIGHT_MAP_SIZE_DATA = Shader.PropertyToID("detailAndHeightMapSize"); - public static readonly int HEALTHY_DRY_NOISE_TEXTURE = Shader.PropertyToID("healthyDryNoiseTexture"); - public static readonly int NOISE_SPREAD = Shader.PropertyToID("noiseSpread"); - public static readonly int DETAIL_UNIQUE_VALUE = Shader.PropertyToID("detailUniqueValue"); - public static readonly int DETAIL_DENSITY = Shader.PropertyToID("detailDensity"); - public static readonly int TERRAIN_NORMAL_EFFECT = Shader.PropertyToID("terrainNormalEffect"); - } - #endregion CS Grass Instantiation - - #region CS Tree Instantiation - - public static readonly string TREE_INSTANTIATION_KERNEL = "CSTreeInstantiationKernel"; - public static readonly string TREE_INSTANTIATION_RESOURCE_PATH = "Compute/CSTreeInstantiationKernel"; - - public static class TreeKernelProperties - { - public static readonly int TREE_DATA = Shader.PropertyToID("treeData"); - public static readonly int TREE_SCALES = Shader.PropertyToID("treeScales"); - public static readonly int TERRAIN_POSITION = Shader.PropertyToID("terrainPosition"); - public static readonly int IS_APPLY_ROTATION = Shader.PropertyToID("isApplyRotation"); - public static readonly int IS_APPLY_TERRAIN_HEIGHT = Shader.PropertyToID("isApplyTerrainHeight"); - public static readonly int PROTOTYPE_INDEX = Shader.PropertyToID("prototypeIndex"); - } - - #endregion CS Tree Instantiation - - #region CS Runtime Modification - public static readonly string COMPUTE_RUNTIME_MODIFICATION_RESOURCE_PATH = "Compute/CSRuntimeModification"; - public static readonly string COMPUTE_TRANSFORM_OFFSET_KERNEL = "CSInstancedTransformOffsetKernel"; - public static readonly string COMPUTE_REMOVE_INSIDE_BOUNDS_KERNEL = "CSRemoveInsideBounds"; - public static readonly string COMPUTE_REMOVE_INSIDE_BOX_KERNEL = "CSRemoveInsideBox"; - public static readonly string COMPUTE_REMOVE_INSIDE_SPHERE_KERNEL = "CSRemoveInsideSphere"; - public static readonly string COMPUTE_REMOVE_INSIDE_CAPSULE_KERNEL = "CSRemoveInsideCapsule"; - public static readonly string COMPUTE_MATRIX_OFFSET_KERNEL = "CSInstancedMatrixOffsetKernel"; - - - public static class RuntimeModificationKernelProperties - { - public static readonly int BUFFER_PARAMETER_POSITION_OFFSET = Shader.PropertyToID("positionOffset"); - public static readonly int BUFFER_PARAMETER_MATRIX_OFFSET = Shader.PropertyToID("matrixOffset"); - public static readonly int BUFFER_PARAMETER_MODIFIER_TRANSFORM = Shader.PropertyToID("modifierTransform"); - public static readonly int BUFFER_PARAMETER_MODIFIER_RADIUS = Shader.PropertyToID("modifierRadius"); - public static readonly int BUFFER_PARAMETER_MODIFIER_HEIGHT = Shader.PropertyToID("modifierHeight"); - public static readonly int BUFFER_PARAMETER_MODIFIER_AXIS = Shader.PropertyToID("modifierAxis"); - } - - public static ComputeShader computeRuntimeModification; - public static int computeBufferTransformOffsetId; - public static int computeRemoveInsideBoundsId; - public static int computeRemoveInsideBoxId; - public static int computeRemoveInsideSphereId; - public static int computeRemoveInsideCapsuleId; - public static int computeBufferMatrixOffsetId; - - public static void SetupComputeRuntimeModification() - { - if (computeRuntimeModification == null) - { - computeRuntimeModification = Resources.Load(COMPUTE_RUNTIME_MODIFICATION_RESOURCE_PATH); - - if (computeRuntimeModification != null) - { - computeBufferTransformOffsetId = computeRuntimeModification.FindKernel(COMPUTE_TRANSFORM_OFFSET_KERNEL); - computeRemoveInsideBoundsId = computeRuntimeModification.FindKernel(COMPUTE_REMOVE_INSIDE_BOUNDS_KERNEL); - computeRemoveInsideBoxId = computeRuntimeModification.FindKernel(COMPUTE_REMOVE_INSIDE_BOX_KERNEL); - computeRemoveInsideSphereId = computeRuntimeModification.FindKernel(COMPUTE_REMOVE_INSIDE_SPHERE_KERNEL); - computeRemoveInsideCapsuleId = computeRuntimeModification.FindKernel(COMPUTE_REMOVE_INSIDE_CAPSULE_KERNEL); - computeBufferMatrixOffsetId = computeRuntimeModification.FindKernel(COMPUTE_MATRIX_OFFSET_KERNEL); - } - } - } - - #endregion CS Runtime Modification - - #region Shaders - // Unity Shader Names - public static readonly string SHADER_UNITY_STANDARD = "Standard"; - public static readonly string SHADER_UNITY_STANDARD_SPECULAR = "Standard (Specular setup)"; - public static readonly string SHADER_UNITY_STANDARD_ROUGHNESS = "Standard (Roughness setup)"; - public static readonly string SHADER_UNITY_VERTEXLIT = "VertexLit"; - - public static readonly string SHADER_UNITY_SPEED_TREE = "Nature/SpeedTree"; - public static readonly string SHADER_UNITY_SPEED_TREE_URP = "Universal Render Pipeline/Nature/SpeedTree7"; - public static readonly string SHADER_UNITY_SPEED_TREE_8 = "Nature/SpeedTree8"; - public static readonly string SHADER_UNITY_SPEED_TREE_8_URP = "Universal Render Pipeline/Nature/SpeedTree8"; - public static readonly string SHADER_UNITY_TREE_CREATOR_BARK = "Nature/Tree Creator Bark"; - public static readonly string SHADER_UNITY_TREE_CREATOR_BARK_OPTIMIZED = "Hidden/Nature/Tree Creator Bark Optimized"; - public static readonly string SHADER_UNITY_TREE_CREATOR_LEAVES = "Nature/Tree Creator Leaves"; - public static readonly string SHADER_UNITY_TREE_CREATOR_LEAVES_OPTIMIZED = "Hidden/Nature/Tree Creator Leaves Optimized"; - public static readonly string SHADER_UNITY_TREE_CREATOR_LEAVES_FAST = "Nature/Tree Creator Leaves Fast"; - public static readonly string SHADER_UNITY_TREE_CREATOR_LEAVES_FAST_OPTIMIZED = "Hidden/Nature/Tree Creator Leaves Fast Optimized"; - public static readonly string SHADER_UNITY_TREE_SOFT_OCCLUSION_BARK = "Nature/Tree Soft Occlusion Bark"; - public static readonly string SHADER_UNITY_TREE_SOFT_OCCLUSION_LEAVES = "Nature/Tree Soft Occlusion Leaves"; - - public static readonly string SHADER_UNITY_INTERNAL_ERROR = "Hidden/InternalErrorShader"; - - // Default GPU Instanced Shader Names - public static readonly string SHADER_GPUI_STANDARD = "GPUInstancer/Standard"; - public static readonly string SHADER_GPUI_STANDARD_SPECULAR = "GPUInstancer/Standard (Specular setup)"; - public static readonly string SHADER_GPUI_STANDARD_ROUGHNESS = "GPUInstancer/Standard (Roughness setup)"; - public static readonly string SHADER_GPUI_VERTEXLIT = "GPUInstancer/VertexLit"; - public static readonly string SHADER_GPUI_FOLIAGE = "GPUInstancer/Foliage"; - public static readonly string SHADER_GPUI_FOLIAGE_LWRP = "GPUInstancer/FoliageLWRP"; - -#if UNITY_2020_2_OR_NEWER - public static readonly string SHADER_GPUI_FOLIAGE_HDRP = "GPUInstancer/FoliageHDRP_GPUI_SG"; - public static readonly string SHADER_GPUI_FOLIAGE_URP = "GPUInstancer/FoliageURP_GPUI_SG"; -#else - public static readonly string SHADER_GPUI_FOLIAGE_HDRP = "GPUInstancer/FoliageHDRP"; - public static readonly string SHADER_GPUI_FOLIAGE_URP = "GPUInstancer/FoliageURP"; -#endif - public static readonly string SHADER_GPUI_SHADOWS_ONLY = "Hidden/GPUInstancer/ShadowsOnly"; - - public static readonly string SHADER_GPUI_HIZ_OCCLUSION_DEBUGGER = "Hidden/GPUInstancer/HiZOcclusionDebugger"; - - public static readonly string SHADER_GPUI_SPEED_TREE = "GPUInstancer/Nature/SPDTree"; - public static readonly string SHADER_GPUI_SPEED_TREE_8 = "GPUInstancer/Nature/SPDTree8"; - public static readonly string SHADER_GPUI_TREE_PROXY = "Hidden/GPUInstancer/Nature/TreeProxy"; - public static readonly string SHADER_GPUI_TREE_CREATOR_BARK = "GPUInstancer/Nature/Tree Creator Bark"; - public static readonly string SHADER_GPUI_TREE_CREATOR_BARK_OPTIMIZED = "GPUInstancer/Nature/Tree Creator Bark Optimized"; - public static readonly string SHADER_GPUI_TREE_CREATOR_LEAVES = "GPUInstancer/Nature/Tree Creator Leaves"; - public static readonly string SHADER_GPUI_TREE_CREATOR_LEAVES_OPTIMIZED = "GPUInstancer/Nature/Tree Creator Leaves Optimized"; - public static readonly string SHADER_GPUI_TREE_CREATOR_LEAVES_FAST = "GPUInstancer/Nature/Tree Creator Leaves Fast"; - public static readonly string SHADER_GPUI_TREE_CREATOR_LEAVES_FAST_OPTIMIZED = "GPUInstancer/Nature/Tree Creator Leaves Fast Optimized"; - public static readonly string SHADER_GPUI_TREE_SOFT_OCCLUSION_BARK = "GPUInstancer/Nature/Tree Soft Occlusion Bark"; - public static readonly string SHADER_GPUI_TREE_SOFT_OCCLUSION_LEAVES = "GPUInstancer/Nature/Tree Soft Occlusion Leaves"; - public static readonly string SHADER_GPUI_BILLBOARD_2D_RENDERER_TREE = "GPUInstancer/Billboard/2DRendererTree"; - public static readonly string SHADER_GPUI_BILLBOARD_2D_RENDERER_TREECREATOR = "GPUInstancer/Billboard/2DRendererTreeCreator"; - public static readonly string SHADER_GPUI_BILLBOARD_2D_RENDERER_SOFTOCCLUSION = "GPUInstancer/Billboard/2DRendererSoftOcclusion"; - public static readonly string SHADER_GPUI_BILLBOARD_2D_RENDERER_STANDARD = "GPUInstancer/Billboard/2DRendererStandard"; - public static readonly string SHADER_GPUI_BILLBOARD_ALBEDO_BAKER = "Hidden/GPUInstancer/Billboard/AlbedoBake"; - public static readonly string SHADER_GPUI_BILLBOARD_NORMAL_BAKER = "Hidden/GPUInstancer/Billboard/NormalBake"; - - public static readonly string SHADER_GPUI_ERROR = "Hidden/GPUInstancer/InternalErrorShader"; - public static readonly string SHADER_GPUI_BILLBOARD_2D_RENDERER_URP = "GPUInstancer/Billboard/BillboardURP_GPUI"; - public static readonly string SHADER_GPUI_BILLBOARD_2D_RENDERER_HDRP = "GPUInstancer/Billboard/BillboardHDRP_GPUI"; - - public static readonly string KEYWORD_LOD_FADE = "LOD_FADE_CROSSFADE"; - - #endregion Shaders - - #region Paths - // GPUInstancer Default Paths - public static readonly string DEFAULT_PATH_GUID = "954b4ec3db4c00f46a67fcb9b4f72411"; - public static readonly string RESOURCES_PATH = "Resources/"; - public static readonly string SETTINGS_PATH = "Settings/"; - public static readonly string SHADERS_PATH = "Shaders/"; - public static readonly string EDITOR_TEXTURES_PATH = "Textures/Editor/"; - public static readonly string NOISE_TEXTURES_PATH = "Textures/Noise/"; - public static readonly string GPUI_SETTINGS_DEFAULT_NAME = "GPUInstancerSettings"; - public static readonly string SHADER_BINDINGS_DEFAULT_NAME = "GPUInstancerShaderBindings"; - public static readonly string BILLBOARD_ATLAS_BINDINGS_DEFAULT_NAME = "GPUInstancerBillboardAtlasBindings"; - public static readonly string SHADER_VARIANT_COLLECTION_DEFAULT_NAME = "GPUIShaderVariantCollection"; - public static readonly string PROTOTYPES_TERRAIN_PATH = "PrototypeData/Terrain/"; - public static readonly string PROTOTYPES_PREFAB_PATH = "PrototypeData/Prefab/"; - public static readonly string PROTOTYPES_BILLBOARD_TEXTURES_PATH = "PrototypeData/Billboard/Textures/"; - public static readonly string PROTOTYPES_SHADERS_PATH = "PrototypeData/Shaders/"; - public static readonly string PROTOTYPES_SERIALIZED_PATH = "PrototypeData/SerializedTransforms/"; - public static readonly string FOLIAGE_SHADER_LWRP_PACKAGE_PATH = "Extras/GPUI_Foliage_LWRP_Support.unitypackage"; -#if UNITY_2020_2_OR_NEWER - public static readonly string FOLIAGE_SHADER_URP_PACKAGE_PATH = "Extras/GPUI_Foliage_URP_Support_(10_&_Later).unitypackage"; - public static readonly string FOLIAGE_SHADER_HDRP_PACKAGE_PATH = "Extras/GPUI_Foliage_HDRP_Support_(10_&_Later).unitypackage"; -#else - public static readonly string FOLIAGE_SHADER_URP_PACKAGE_PATH = "Extras/GPUI_Foliage_URP_Support_(8_&_Before).unitypackage"; - public static readonly string FOLIAGE_SHADER_HDRP_PACKAGE_PATH = "Extras/GPUI_Foliage_HDRP_Support_(8_&_Before).unitypackage"; -#endif - public static readonly string FOLIAGE_SHADER_HDRP_TEMPLATE_MATERIAL_PATH = "Materials/FoliageHDRP_Template"; - public static readonly string BILLBOARD_SHADER_HDRP_TEMPLATE_MATERIAL_PATH = "Materials/BillboardHDRP_GPUI"; - - private static string _defaultPath; - public static string GetDefaultPath() - { - if (string.IsNullOrEmpty(_defaultPath)) - { -#if UNITY_EDITOR - _defaultPath = UnityEditor.AssetDatabase.GUIDToAssetPath(DEFAULT_PATH_GUID); - if (!string.IsNullOrEmpty(_defaultPath)) - _defaultPath = _defaultPath.Replace("Resources/Editor/GPUInstancerPathLocator.asset", ""); -#endif - if (string.IsNullOrEmpty(_defaultPath)) - _defaultPath = "Assets/GPUInstancer/"; - } - return _defaultPath; - } - #endregion Paths - - #region Textures - // Textures - public static readonly string DEFAULT_HEALTHY_DRY_NOISE = "Fractal_Simplex_grayscale"; - public static readonly string DEFAULT_WIND_WAVE_NOISE = "Fractal_Simplex_normal"; - #endregion Textures - - #region Texts - // Editor Texts - public static readonly string TEXT_PREFAB_TYPE_WARNING_TITLE = "Prefab Type Warning"; - public static readonly string TEXT_PREFAB_TYPE_WARNING = "GPU Instancer Prefab Manager only accepts user created prefabs. Cannot add selected object."; - public static readonly string TEXT_TREE_PREFAB_TYPE_WARNING = "GPU Instancer Tree Manager only accepts user created prefabs or model prefabs. Cannot add selected object."; - public static readonly string TEXT_PREFAB_TYPE_WARNING_3D = "GPU Instancer Prefab Manager only accepts user created prefabs. Please create a prefab from this imported 3D model asset."; - public static readonly string TEXT_OK = "OK"; - - public static readonly string TEXT_deleteConfirmation = "Delete Confirmation"; - public static readonly string TEXT_deleteBillboard = "Do you want to remove the billboard textures of the prototype?"; - public static readonly string TEXT_keepTextures = "Keep Textures"; - public static readonly string TEXT_delete = "Delete"; - - public static readonly string ERRORTEXT_cameraNotFound = "Main Camera cannot be found. GPU Instancer needs either an existing camera with the \"Main Camera\" tag on the scene to autoselect it, or a manually specified camera. If you add your camera at runtime, please use the \"GPUInstancerAPI.SetCamera\" API function."; - - // Debug - public static readonly int DEBUG_INFO_SIZE = 105; - - public static readonly string ERRORTEXT_shaderGraph = "ShaderGraph shader does not contain GPU Instancer Setup: {0}. Please add GPUInstacer Setup from the ShaderGraph window."; - - #endregion Texts - } -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerConstants.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerConstants.cs.meta deleted file mode 100644 index efc5cce..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerConstants.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: 704151f7b580dd945841c74ec1b1fcf4 -timeCreated: 1516206981 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerDetailCell.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerDetailCell.cs deleted file mode 100644 index 8eb8890..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerDetailCell.cs +++ /dev/null @@ -1,30 +0,0 @@ -using System.Collections.Generic; -using UnityEngine; - -namespace GPUInstancer -{ - - public class GPUInstancerDetailCell : GPUInstancerCell - { - /// - /// (Optional) Detail Prototype Instance Data - /// prototypeIndex, instanceList - /// - public Dictionary detailInstanceList; - public Dictionary detailInstanceBuffers; - - // Detail Data - public float[] heightMapData; - public List detailMapData; - public List totalDetailCounts; - public Vector3 instanceStartPosition; - - public GPUInstancerDetailCell(int coordX, int coordZ) - { - this.coordX = coordX; - this.coordY = 0; - this.coordZ = coordZ; - } - } - -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerDetailCell.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerDetailCell.cs.meta deleted file mode 100644 index 61af72e..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerDetailCell.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: f43464a5e99cc6e4583016e77ee74e16 -timeCreated: 1516781167 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerDetailPrototype.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerDetailPrototype.cs deleted file mode 100644 index 1a7fdaa..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerDetailPrototype.cs +++ /dev/null @@ -1,73 +0,0 @@ -using UnityEngine; -using System; - -namespace GPUInstancer -{ - - [Serializable] - public class GPUInstancerDetailPrototype : GPUInstancerPrototype - { - public int prototypeIndex; - public DetailRenderMode detailRenderMode; - public bool usePrototypeMesh; - public Texture2D prototypeTexture; - - public bool useCustomMaterialForTextureDetail = false; - public Material textureDetailCustomMaterial; - - [Range(0.0f, 1.0f)] - public float detailDensity = 1.0f; - - public bool useCrossQuads = true; - [Range(1, 4)] - public int quadCount = 2; - - public bool isBillboard = false; - [Range(0.5f, 1.0f)] - public float billboardDistance = 0.9f; - public bool billboardDistanceDebug = false; - public Color billboardDistanceDebugColor = Color.red; - public bool billboardFaceCamPos = false; - - // Color Parameters - public Color detailHealthyColor; - public Color detailDryColor; - public float noiseSpread = 0.2f; - [Range(0f, 1f)] - public float ambientOcclusion = 0.5f; - [Range(0f, 1f)] - public float gradientPower = 0.3f; - - // Wind Parameters - public Color windWaveTintColor; - [Range(0f, 1f)] - public float windIdleSway = 0.6f; - public bool windWavesOn = true; - [Range(0f, 1f)] - public float windWaveSize = 0.5f; - [Range(0f, 1f)] - public float windWaveTint = 0.5f; - [Range(0f, 1f)] - public float windWaveSway = 0.3f; - - // minWidth, maxWidth, minHeight, maxHeight - public Vector4 detailScale; - - public bool useCustomHealthyDryNoiseTexture; - public Texture2D healthyDryNoiseTexture; - - public float terrainNormalEffect = 1.0f; - - public override string ToString() - { - if (prototypeTexture != null) - return prototypeTexture.name; - return base.ToString(); - } - - public override Texture2D GetPreviewTexture() - { - return prototypeTexture; - } - } -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerDetailPrototype.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerDetailPrototype.cs.meta deleted file mode 100644 index 8e7554d..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerDetailPrototype.cs.meta +++ /dev/null @@ -1,3 +0,0 @@ -fileFormatVersion: 2 -guid: bdeaa1ff97134aec9c8aae1beccb5637 -timeCreated: 1515970707 \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerEventType.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerEventType.cs deleted file mode 100644 index 1da47ea..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerEventType.cs +++ /dev/null @@ -1,8 +0,0 @@ -namespace GPUInstancer -{ - public enum GPUInstancerEventType - { - DetailInitializationFinished, - TreeInitializationFinished - } -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerEventType.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerEventType.cs.meta deleted file mode 100644 index 149e43f..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerEventType.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: 0fd35c48102f8694da64399feddbd5bd -timeCreated: 1524428503 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerPrefabCell.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerPrefabCell.cs deleted file mode 100644 index 1e15390..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerPrefabCell.cs +++ /dev/null @@ -1,23 +0,0 @@ -using System.Collections.Generic; -using UnityEngine; - -namespace GPUInstancer -{ - - public class GPUInstancerPrefabCell : GPUInstancerCell - { - /// - /// (Optional) Prefab Prototype Instance Data - /// prototypeIndex, instanceList - /// - public Dictionary> prefabInstanceList; - - public GPUInstancerPrefabCell(int coordX, int coordY, int coordZ) - { - this.coordX = coordX; - this.coordY = coordY; - this.coordZ = coordZ; - } - } - -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerPrefabCell.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerPrefabCell.cs.meta deleted file mode 100644 index e81bcb3..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerPrefabCell.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: 00cdb26c2166c2646bc7d03e3f81e67b -timeCreated: 1516809361 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerPrefabPrototype.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerPrefabPrototype.cs deleted file mode 100644 index 7f4ff7a..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerPrefabPrototype.cs +++ /dev/null @@ -1,35 +0,0 @@ -using System; -using UnityEngine; - -namespace GPUInstancer -{ - [Serializable] - public class GPUInstancerPrefabPrototype : GPUInstancerPrototype - { - public bool enableRuntimeModifications; - public bool startWithRigidBody; - public bool addRemoveInstancesAtRuntime; - public int extraBufferSize; - public bool addRuntimeHandlerScript; - public bool hasRigidBody; - public RigidbodyData rigidbodyData; - public bool meshRenderersDisabled; - //public bool meshRenderersDisabledSimulation = true; - public bool isTransformsSerialized; - public TextAsset serializedTransformData; - public int serializedTransformDataCount; - - [Serializable] - public class RigidbodyData - { - public bool useGravity; - public float angularDrag; - public float mass; - public RigidbodyConstraints constraints; - //public bool detectCollisions = true; - public float drag; - public bool isKinematic; - public RigidbodyInterpolation interpolation; - } - } -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerPrefabPrototype.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerPrefabPrototype.cs.meta deleted file mode 100644 index 7d7696f..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerPrefabPrototype.cs.meta +++ /dev/null @@ -1,3 +0,0 @@ -fileFormatVersion: 2 -guid: 25e83c12ea754689a476d23cac7e5ad7 -timeCreated: 1515971226 \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerRuntimeData.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerRuntimeData.cs deleted file mode 100644 index 8917cea..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerRuntimeData.cs +++ /dev/null @@ -1,514 +0,0 @@ -using UnityEngine; -using System.Collections.Generic; -using System.Linq; -using UnityEngine.Rendering; -using System; -using Unity.Collections; -using UnityEngine.Jobs; -using Unity.Jobs; - -namespace GPUInstancer -{ - public class GPUInstancerRuntimeData - { - public GPUInstancerPrototype prototype; - - // Mesh - Material - LOD info - public List instanceLODs; - public Bounds instanceBounds; - public float[] lodSizes = new float[] { - 1000, 1000, 1000, 1000, - 1000, 1000, 1000, 1000, - 1000, 1000, 1000, 1000, - 1000, 1000, 1000, 1000 }; - public float lodBiasApplied = -1; - - // Instance Data - [Obsolete("The instanceDataArray property is obsolete. Use instanceDataNativeArray instead.", true)] - public Matrix4x4[] instanceDataArray; - - public NativeArray instanceDataNativeArray; - public TransformAccessArray instanceTransformAccessArray; - public JobHandle dependentJob; - - // Currently instanced count - public int instanceCount; - // Buffer size - public int bufferSize; - - // Buffers Data - public ComputeBuffer transformationMatrixVisibilityBuffer; - public ComputeBuffer argsBuffer; // for multiple material (submesh) rendering - public ComputeBuffer instanceLODDataBuffer; // for storing LOD data - public RenderTexture instanceLODDataTexture; - public uint[] args; - - public bool hasShadowCasterBuffer; - public Material shadowCasterMaterial; - public ComputeBuffer shadowArgsBuffer; - public uint[] shadowArgs; - - public bool transformDataModified; - - private List _lodFadeMaterials; - - public GPUInstancerRuntimeData(GPUInstancerPrototype prototype) - { - this.prototype = prototype; - } - - public virtual void InitializeData() - { - } - - public virtual void ReleaseBuffers() - { - dependentJob.Complete(); - if (instanceDataNativeArray.IsCreated) - instanceDataNativeArray.Dispose(); - if (instanceTransformAccessArray.isCreated) - instanceTransformAccessArray.Dispose(); - } - - public void EnableLODFade(Material mat) - { - if (_lodFadeMaterials == null) - _lodFadeMaterials = new List(); - if (!_lodFadeMaterials.Contains(mat)) - { - if (!mat.IsKeywordEnabled(GPUInstancerConstants.KEYWORD_LOD_FADE)) - mat.EnableKeyword(GPUInstancerConstants.KEYWORD_LOD_FADE); - _lodFadeMaterials.Add(mat); - } - } - - public void DisableLODFade() - { - if (_lodFadeMaterials != null) - { - foreach (var mat in _lodFadeMaterials) - { - if (mat != null) - mat.DisableKeyword(GPUInstancerConstants.KEYWORD_LOD_FADE); - } - _lodFadeMaterials = null; - } - } - - #region AddLodAndRenderer - - /// - /// Adds a new LOD and creates a single renderer for it. - /// - /// - /// - /// - public virtual void AddLodAndRenderer(Mesh mesh, List materials, MaterialPropertyBlock mpb, bool castShadows, float lodSize = -1, MaterialPropertyBlock shadowMPB = null, - bool excludeBounds = false, int layer = 0, bool receiveShadows = true) - { - AddLod(lodSize, excludeBounds); - AddRenderer(instanceLODs.Count - 1, mesh, materials, Matrix4x4.identity, mpb, castShadows, layer, shadowMPB, null, receiveShadows); - } - - /// - /// Registers an LOD to the prototype. LODs contain the renderers for instance prototypes, - /// so even if no LOD is being used, the prototype must be registered as LOD0 using this method. - /// - /// if not defined, will default to 0 - public virtual void AddLod(float screenRelativeTransitionHeight = -1, bool excludeBounds = false) - { - if (instanceLODs == null) - instanceLODs = new List(); - - GPUInstancerPrototypeLOD instanceLOD = new GPUInstancerPrototypeLOD(); - instanceLOD.excludeBounds = excludeBounds; - instanceLODs.Add(instanceLOD); - - // Ensure the LOD will render if this is the first LOD and lodDistance is not set. - if (instanceLODs.Count == 1 && screenRelativeTransitionHeight < 0f) - lodSizes[0] = 0; - - // Do not modify the lodDistances vector if LOD distance is not supplied. - if (screenRelativeTransitionHeight < 0f) - return; - - if (lodBiasApplied == -1) - lodBiasApplied = QualitySettings.lodBias; - - int lodIndex = (instanceLODs.Count - 1) * 4; - if (instanceLODs.Count > 4) - lodIndex = (instanceLODs.Count - 5) * 4 + 1; - - float lodSize = (screenRelativeTransitionHeight / (prototype != null && prototype.lodBiasAdjustment > 0 ? prototype.lodBiasAdjustment : 1)) / lodBiasApplied; - lodSizes[lodIndex] = lodSize; - - if (GPUInstancerUtility.matrixHandlingType == GPUIMatrixHandlingType.MatrixAppend) - prototype.isLODCrossFade = false; - - if (prototype.isLODCrossFade) - { - if (!prototype.isLODCrossFadeAnimate) - { - float previousLodSize = 1; - if (instanceLODs.Count > 1) - { - if (instanceLODs.Count < 5) - previousLodSize = lodSizes[(instanceLODs.Count - 2) * 4]; - else if (instanceLODs.Count == 5) - previousLodSize = lodSizes[12]; - else - previousLodSize = lodSizes[(instanceLODs.Count - 6) * 4]; - } - float dif = previousLodSize - lodSize; - float cfSize = lodSize + dif * prototype.lodFadeTransitionWidth; - - lodSizes[lodIndex + 2] = cfSize; - } - } - } - - /// - /// Adds a renderer to an LOD. Renderers define the meshes and materials to render for a given instance prototype LOD. - /// - /// The LOD to add this renderer to. LOD indices start from 0. - /// The mesh that this renderer will use. - /// The list of materials that this renderer will use (must be GPU Instancer compatible materials) - /// The transformation matrix that represents a change in position, rotation and scale - /// for this renderer as an offset from the instance prototype. This matrix will be applied to the prototype instance - /// matrix for final rendering calculations in the shader. Use Matrix4x4.Identity if no offset is desired. - public virtual void AddRenderer(int lod, Mesh mesh, List materials, Matrix4x4 transformOffset, MaterialPropertyBlock mpb, bool castShadows, - int layer = 0, MaterialPropertyBlock shadowMPB = null, Renderer rendererRef = null, bool receiveShadows = true) - { - - if (instanceLODs == null || instanceLODs.Count <= lod || instanceLODs[lod] == null) - { - Debug.LogError("Can't add renderer: Invalid LOD"); - return; - } - - if (mesh == null) - { - Debug.LogError("Can't add renderer: mesh is null. Make sure that all the MeshFilters on the objects has a mesh assigned."); - return; - } - - if (materials == null || materials.Count == 0) - { - Debug.LogError("Can't add renderer: no materials. Make sure that all the MeshRenderers have their materials assigned."); - return; - } - - if (instanceLODs[lod].renderers == null) - instanceLODs[lod].renderers = new List(); - - GPUInstancerRenderer renderer = new GPUInstancerRenderer - { - mesh = mesh, - materials = materials, - transformOffset = transformOffset, - mpb = mpb, - shadowMPB = shadowMPB, - layer = layer, - castShadows = castShadows, - receiveShadows = receiveShadows, - rendererRef = rendererRef, - rendererRefName = rendererRef != null && rendererRef.gameObject != null ? rendererRef.gameObject.name : null - }; - - instanceLODs[lod].renderers.Add(renderer); - CalculateBounds(); - } - - public virtual void CalculateBounds() - { - if (instanceLODs == null || instanceLODs.Count == 0 || instanceLODs[0].renderers == null || - instanceLODs[0].renderers.Count == 0) - return; - - Bounds rendererBounds; - for (int lod = 0; lod < instanceLODs.Count; lod++) - { - if (instanceLODs[lod].excludeBounds) - continue; - - for (int r = 0; r < instanceLODs[lod].renderers.Count; r++) - { - rendererBounds = new Bounds(instanceLODs[lod].renderers[r].mesh.bounds.center + (Vector3)instanceLODs[lod].renderers[r].transformOffset.GetColumn(3), - new Vector3( - instanceLODs[lod].renderers[r].mesh.bounds.size.x * instanceLODs[lod].renderers[r].transformOffset.GetRow(0).magnitude, - instanceLODs[lod].renderers[r].mesh.bounds.size.y * instanceLODs[lod].renderers[r].transformOffset.GetRow(1).magnitude, - instanceLODs[lod].renderers[r].mesh.bounds.size.z * instanceLODs[lod].renderers[r].transformOffset.GetRow(2).magnitude)); - if (lod == 0 && r == 0) - { - instanceBounds = rendererBounds; - continue; - } - instanceBounds.Encapsulate(rendererBounds); - - //Vector3[] verts = instanceLODs[lod].renderers[r].mesh.vertices; - //for (var v = 0; v < verts.Length; v++) - // instanceBounds.Encapsulate(verts[v]); - } - } - - instanceBounds.size += prototype.boundsOffset; - } - - #endregion AddLodAndRenderer - - #region CreateRenderersFromGameObject - - /// - /// Generates instancing renderer data for a given GameObject, at the first LOD level. - /// - public virtual bool CreateRenderersFromGameObject(GPUInstancerPrototype prototype) - { - if (prototype.prefabObject == null) - return false; - - if (prototype.isShadowCasting) - { - if (prototype.shadowLODMap == null || prototype.shadowLODMap.Length != 16) - { - prototype.shadowLODMap = new float[] { - 0, 4, 0, 0, - 1, 5, 0, 0, - 2, 6, 0, 0, - 3, 7, 0, 0}; - } - } - - if (prototype.prefabObject.GetComponent() != null) - return GenerateLODsFromLODGroup(prototype); - else - { - if (instanceLODs == null || instanceLODs.Count == 0) - AddLod(); - return CreateRenderersFromMeshRenderers(0, prototype); - } - } - - /// - /// Generates all LOD and render data from the supplied Unity LODGroup. Deletes all existing LOD data. - /// - /// The GPUI prototype - /// GPU Instancer settings to find appropriate shader for materials - /// - public virtual bool GenerateLODsFromLODGroup(GPUInstancerPrototype prototype) - { - LODGroup lodGroup = prototype.prefabObject.GetComponent(); - - if (instanceLODs == null) - instanceLODs = new List(); - else - instanceLODs.Clear(); - - for (int lod = 0; lod < lodGroup.GetLODs().Length; lod++) - { - bool hasBillboardRenderer = false; - List lodRenderers = new List(); - if (lodGroup.GetLODs()[lod].renderers != null) - { - foreach (Renderer renderer in lodGroup.GetLODs()[lod].renderers) - { - if (renderer != null && renderer is MeshRenderer && renderer.GetComponent() != null) - { - // Do not create runtime LOD renderer if this LOD is a SpeedTree8 billboard and the GPUI generated billboard is used. - if (prototype.useGeneratedBillboard && prototype.treeType == GPUInstancerTreeType.SpeedTree8 && renderer.sharedMaterials[0].IsKeywordEnabled("EFFECT_BILLBOARD")) - hasBillboardRenderer = true; - else - lodRenderers.Add(renderer); - } - else if (renderer != null && renderer is BillboardRenderer) - hasBillboardRenderer = true; - } - } - - if (!lodRenderers.Any()) - { - if (!hasBillboardRenderer) - Debug.LogWarning("LODGroup has no mesh renderers. Prefab: " + lodGroup.gameObject.name + " LODIndex: " + lod); - continue; - } - - AddLod(lodGroup.GetLODs()[lod].screenRelativeTransitionHeight); - - for (int r = 0; r < lodRenderers.Count; r++) - { - List instanceMaterials = new List(); - for (int m = 0; m < lodRenderers[r].sharedMaterials.Length; m++) - { - instanceMaterials.Add(GPUInstancerConstants.gpuiSettings.shaderBindings.GetInstancedMaterial(lodRenderers[r].sharedMaterials[m])); - if (prototype.isLODCrossFade && GPUInstancerConstants.gpuiSettings.IsLODCrossFadeSupported()) - EnableLODFade(instanceMaterials[m]); - } - - Matrix4x4 transformOffset = Matrix4x4.identity; - Transform currentTransform = lodRenderers[r].gameObject.transform; - while (currentTransform != lodGroup.gameObject.transform) - { - transformOffset = Matrix4x4.TRS(currentTransform.localPosition, currentTransform.localRotation, currentTransform.localScale) * transformOffset; - currentTransform = currentTransform.parent; - } - - MaterialPropertyBlock mpb = new MaterialPropertyBlock(); - lodRenderers[r].GetPropertyBlock(mpb); - MaterialPropertyBlock shadowMPB = null; - if (prototype.isShadowCasting) - { - shadowMPB = new MaterialPropertyBlock(); - lodRenderers[r].GetPropertyBlock(shadowMPB); - } - AddRenderer(lod, lodRenderers[r].GetComponent().sharedMesh, instanceMaterials, transformOffset, mpb, lodRenderers[r].shadowCastingMode != UnityEngine.Rendering.ShadowCastingMode.Off, lodRenderers[r].gameObject.layer, shadowMPB, lodRenderers[r], lodRenderers[r].receiveShadows); - } - } - return true; - } - - /// - /// Generates instancing renderer data for a given prototype from its Mesh renderers at the given LOD level. - /// - /// Which LOD level to generate renderers in - /// GPU Instancer Prototype - /// GPU Instancer settings to find appropriate shader for materials - /// - public virtual bool CreateRenderersFromMeshRenderers(int lod, GPUInstancerPrototype prototype) - { - if (instanceLODs == null || instanceLODs.Count <= lod || instanceLODs[lod] == null) - { - Debug.LogError("Can't create renderer(s): Invalid LOD"); - return false; - } - - if (!prototype.prefabObject) - { - Debug.LogError("Can't create renderer(s): reference GameObject is null"); - return false; - } - - List meshRenderers = new List(); - GetMeshRenderersOfTransform(prototype.prefabObject.transform, meshRenderers); - - if (meshRenderers == null || meshRenderers.Count == 0) - { - Debug.LogError("Can't create renderer(s): no MeshRenderers found in the reference GameObject <" + prototype.prefabObject.name + - "> or any of its children"); - return false; - } - - foreach (MeshRenderer meshRenderer in meshRenderers) - { - if (meshRenderer.GetComponent() == null) - { - Debug.LogWarning("MeshRenderer with no MeshFilter found on GameObject <" + prototype.prefabObject.name + - "> (Child: <" + meshRenderer.gameObject + ">). Are you missing a component?"); - continue; - } - - List instanceMaterials = new List(); - - for (int m = 0; m < meshRenderer.sharedMaterials.Length; m++) - { - instanceMaterials.Add(GPUInstancerConstants.gpuiSettings.shaderBindings.GetInstancedMaterial(meshRenderer.sharedMaterials[m])); - if (prototype.isLODCrossFade && GPUInstancerConstants.gpuiSettings.IsLODCrossFadeSupported()) - EnableLODFade(instanceMaterials[m]); - } - - Matrix4x4 transformOffset = Matrix4x4.identity; - Transform currentTransform = meshRenderer.gameObject.transform; - while (currentTransform != prototype.prefabObject.transform) - { - transformOffset = Matrix4x4.TRS(currentTransform.localPosition, currentTransform.localRotation, currentTransform.localScale) * transformOffset; - currentTransform = currentTransform.parent; - } - - MaterialPropertyBlock mpb = new MaterialPropertyBlock(); - meshRenderer.GetPropertyBlock(mpb); - MaterialPropertyBlock shadowMPB = null; - if (prototype.isShadowCasting) - { - shadowMPB = new MaterialPropertyBlock(); - meshRenderer.GetPropertyBlock(shadowMPB); - } - AddRenderer(lod, meshRenderer.GetComponent().sharedMesh, instanceMaterials, transformOffset, mpb, - meshRenderer.shadowCastingMode != UnityEngine.Rendering.ShadowCastingMode.Off, meshRenderer.gameObject.layer, shadowMPB, meshRenderer, meshRenderer.receiveShadows); - } - - return true; - } - - public virtual void GetMeshRenderersOfTransform(Transform objectTransform, List meshRenderers) - { - if (objectTransform.GetComponent() != null) - { - Debug.LogError("\"" + objectTransform.name + "\" has an LOD Group component which is not the parent GameObject of the prefab. GPUI allows for only one LOD Group component per prototype which has to be at the parent GameObject.", prototype.prefabObject); - return; - } - MeshRenderer meshRenderer = objectTransform.GetComponent(); - if (meshRenderer != null) - meshRenderers.Add(meshRenderer); - - Transform childTransform; - for (int i = 0; i < objectTransform.childCount; i++) - { - childTransform = objectTransform.GetChild(i); - if (childTransform.GetComponent() != null) - continue; - GetMeshRenderersOfTransform(childTransform, meshRenderers); - } - } - - public bool IsLODShadowCasting(int lodLevel) - { - int lodIndex = lodLevel * 4; - if (lodLevel >= 4) - lodIndex = (lodLevel - 4) * 4 + 1; - - return prototype.isShadowCasting && prototype.shadowLODMap[lodIndex] < 8; - } - #endregion CreateRenderersFromGameObject - } - - public class GPUInstancerPrototypeLOD - { - // Prototype Data - public List renderers; // support for multiple mesh renderers - // Buffers Data - public ComputeBuffer transformationMatrixAppendBuffer; - public ComputeBuffer shadowAppendBuffer; - public bool excludeBounds; - - public RenderTexture transformationMatrixAppendTexture; - public RenderTexture shadowAppendTexture; - - public int argsBufferOffset { get { return renderers == null || renderers.Count == 0 ? -1 : renderers[0].argsBufferOffset; } } - } - - public class GPUInstancerRenderer - { - public Mesh mesh; - public List materials; // support for multiple submeshes. - public Matrix4x4 transformOffset; - public int argsBufferOffset; - public MaterialPropertyBlock mpb; - public MaterialPropertyBlock shadowMPB; - public int layer; - public bool castShadows; - public bool receiveShadows; - public Renderer rendererRef; - public string rendererRefName; - } - -#if GPUI_BURST - [Unity.Burst.BurstCompile] -#endif - public struct AutoUpdateTransformsJob : IJobParallelForTransform - { - [WriteOnly] public NativeArray instanceDataNativeArray; - - public void Execute(int index, TransformAccess transform) - { - instanceDataNativeArray[index] = transform.localToWorldMatrix; - } - } -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerRuntimeData.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerRuntimeData.cs.meta deleted file mode 100644 index cc00c98..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerRuntimeData.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 800b780bdbdd29d439605859fe5f31d3 -timeCreated: 1515978494 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerSettings.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerSettings.cs deleted file mode 100644 index 7982218..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerSettings.cs +++ /dev/null @@ -1,419 +0,0 @@ -using System.Collections.Generic; -using UnityEngine; -using System; -#if UNITY_EDITOR -using UnityEditor; -#endif - -namespace GPUInstancer -{ - public class GPUInstancerSettings : ScriptableObject - { - public float versionNo; - - public GPUInstancerShaderBindings shaderBindings; - public GPUInstancerBillboardAtlasBindings billboardAtlasBindings; - public ShaderVariantCollection shaderVariantCollection; - public bool packagesLoaded; - public bool isHDRP; - public bool isLWRP; - public bool isURP; - public bool isShaderGraphPresent; - public int instancingBoundsSize = 10000; - - private Material _foliageHDRPTemplate; - - #region Material Templates - - public Material GetFoliageHDRPTemplate() - { - if (!isHDRP) - Debug.LogWarning("HDRP Foliage shader template material requested in a non HDRP project. Is this intentional?"); - - if (_foliageHDRPTemplate != null) - return _foliageHDRPTemplate; - - _foliageHDRPTemplate = (Material)Resources.Load(GPUInstancerConstants.FOLIAGE_SHADER_HDRP_TEMPLATE_MATERIAL_PATH); - - if (_foliageHDRPTemplate != null) - return _foliageHDRPTemplate; - - Debug.LogError("HDRP Foliage shader template material not found. Please import the HDRP Foliage Shader support package from " + GPUInstancerConstants.FOLIAGE_SHADER_HDRP_PACKAGE_PATH); - return null; - - } - - #endregion Material Templates - - #region Editor Constants - public float MAX_DETAIL_DISTANCE = 2500; - public float MAX_TREE_DISTANCE = 2500; - public float MAX_PREFAB_DISTANCE = 10000; - public int MAX_PREFAB_EXTRA_BUFFER_SIZE = 16384; - #endregion Editor Constants - - #region Theme - public bool useCustomPreviewBackgroundColor = false; - public Color previewBackgroundColor = Color.white; - #endregion Theme - - #region Editor Behaviour - public bool disableAutoGenerateBillboards = false; - public bool disableShaderVariantCollection = false; - public bool disableInstanceCountWarning = false; - public bool disableAutoShaderConversion = false; - public bool disableAutoVariantHandling = false; - public bool useOriginalMaterialWhenInstanced = true; - #endregion Editor Behaviour - - #region VR - public bool testBothEyesForVROcclusion = true; - [NonSerialized] - public bool isVREnabled = false; - #endregion VR - - #region Extensions - public List extensionSettings; - - public void AddExtension(GPUInstancerSettingsExtension extension) - { - if (extension == null) - return; - if (extensionSettings == null) - extensionSettings = new List(); - extensionSettings.RemoveAll(ex => ex == null); - if (!extensionSettings.Contains(extension)) - extensionSettings.Add(extension); - } - #endregion Extensions - - #region Core Settings - public List renderingSettingPresets; - - public bool hasCustomRenderingSettings; - public GPUIRenderingSettings customRenderingSettings; - #endregion Core Settings - - public static GPUInstancerSettings GetDefaultGPUInstancerSettings() - { - GPUInstancerSettings gpuiSettings = Resources.Load(GPUInstancerConstants.SETTINGS_PATH + GPUInstancerConstants.GPUI_SETTINGS_DEFAULT_NAME); - - if (gpuiSettings == null) - { - gpuiSettings = ScriptableObject.CreateInstance(); -#if UNITY_EDITOR - if (!Application.isPlaying) - { - if (!System.IO.Directory.Exists(GPUInstancerConstants.GetDefaultPath() + GPUInstancerConstants.RESOURCES_PATH + GPUInstancerConstants.SETTINGS_PATH)) - { - System.IO.Directory.CreateDirectory(GPUInstancerConstants.GetDefaultPath() + GPUInstancerConstants.RESOURCES_PATH + GPUInstancerConstants.SETTINGS_PATH); - } - - AssetDatabase.CreateAsset(gpuiSettings, GPUInstancerConstants.GetDefaultPath() + GPUInstancerConstants.RESOURCES_PATH + GPUInstancerConstants.SETTINGS_PATH + GPUInstancerConstants.GPUI_SETTINGS_DEFAULT_NAME + ".asset"); - AssetDatabase.SaveAssets(); - AssetDatabase.Refresh(); - } -#endif - } - gpuiSettings.SetDefultBindings(); - return gpuiSettings; - } - - public virtual void SetDefultBindings() - { - SetDefaultGPUInstancerShaderBindings(); - SetDefaultGPUInstancerBillboardAtlasBindings(); - SetDefaultShaderVariantCollection(); - - renderingSettingPresets = new List - { - new GPUIRenderingSettings(){ platform = GPUIPlatform.Default, matrixHandlingType = GPUIMatrixHandlingType.Default, computeThreadCount = GPUIComputeThreadCount.x512 }, - new GPUIRenderingSettings(){ platform = GPUIPlatform.OpenGLCore, matrixHandlingType = GPUIMatrixHandlingType.Default, computeThreadCount = GPUIComputeThreadCount.x256 }, - new GPUIRenderingSettings(){ platform = GPUIPlatform.Metal, matrixHandlingType = GPUIMatrixHandlingType.Default, computeThreadCount = GPUIComputeThreadCount.x256 }, - new GPUIRenderingSettings(){ platform = GPUIPlatform.GLES31, matrixHandlingType = GPUIMatrixHandlingType.CopyToTexture, computeThreadCount = GPUIComputeThreadCount.x128 }, - new GPUIRenderingSettings(){ platform = GPUIPlatform.Vulkan, matrixHandlingType = GPUIMatrixHandlingType.CopyToTexture, computeThreadCount = GPUIComputeThreadCount.x128 }, - new GPUIRenderingSettings(){ platform = GPUIPlatform.PS4, matrixHandlingType = GPUIMatrixHandlingType.Default, computeThreadCount = GPUIComputeThreadCount.x512 }, - new GPUIRenderingSettings(){ platform = GPUIPlatform.XBoxOne, matrixHandlingType = GPUIMatrixHandlingType.Default, computeThreadCount = GPUIComputeThreadCount.x512 } - }; - -#if GPUI_XR - isVREnabled = UnityEngine.XR.XRSettings.enabled; -#else - isVREnabled = false; -#endif - } - - #region Shader Bindings - public virtual void SetDefaultGPUInstancerShaderBindings() - { - if (shaderBindings == null) - { -#if UNITY_EDITOR - if (!Application.isPlaying) - Undo.RecordObject(this, "GPUInstancerShaderBindings instance generated"); -#endif - shaderBindings = GetDefaultGPUInstancerShaderBindings(); - } - } - - public static GPUInstancerShaderBindings GetDefaultGPUInstancerShaderBindings() - { - GPUInstancerShaderBindings shaderBindings = Resources.Load(GPUInstancerConstants.SETTINGS_PATH + GPUInstancerConstants.SHADER_BINDINGS_DEFAULT_NAME); - - if (shaderBindings == null) - { - shaderBindings = ScriptableObject.CreateInstance(); - shaderBindings.ResetShaderInstances(); -#if UNITY_EDITOR - if (!Application.isPlaying) - { - if (!System.IO.Directory.Exists(GPUInstancerConstants.GetDefaultPath() + GPUInstancerConstants.RESOURCES_PATH + GPUInstancerConstants.SETTINGS_PATH)) - { - System.IO.Directory.CreateDirectory(GPUInstancerConstants.GetDefaultPath() + GPUInstancerConstants.RESOURCES_PATH + GPUInstancerConstants.SETTINGS_PATH); - } - - AssetDatabase.CreateAsset(shaderBindings, GPUInstancerConstants.GetDefaultPath() + GPUInstancerConstants.RESOURCES_PATH + GPUInstancerConstants.SETTINGS_PATH + GPUInstancerConstants.SHADER_BINDINGS_DEFAULT_NAME + ".asset"); - AssetDatabase.SaveAssets(); - AssetDatabase.Refresh(); - } -#endif - } - - return shaderBindings; - } - #endregion Shader Bindings - - #region Billboard Atlas Bindings - public virtual void SetDefaultGPUInstancerBillboardAtlasBindings() - { - if (billboardAtlasBindings == null) - { -#if UNITY_EDITOR - if (!Application.isPlaying) - Undo.RecordObject(this, "GPUInstancerBillboardAtlasBindings instance generated"); -#endif - billboardAtlasBindings = GetDefaultGPUInstancerBillboardAtlasBindings(); - } - } - - public static GPUInstancerBillboardAtlasBindings GetDefaultGPUInstancerBillboardAtlasBindings() - { - GPUInstancerBillboardAtlasBindings billboardAtlasBindings = Resources.Load(GPUInstancerConstants.SETTINGS_PATH + GPUInstancerConstants.BILLBOARD_ATLAS_BINDINGS_DEFAULT_NAME); - - if (billboardAtlasBindings == null) - { - billboardAtlasBindings = ScriptableObject.CreateInstance(); - billboardAtlasBindings.ResetBillboardAtlases(); -#if UNITY_EDITOR - if (!Application.isPlaying) - { - if (!System.IO.Directory.Exists(GPUInstancerConstants.GetDefaultPath() + GPUInstancerConstants.RESOURCES_PATH + GPUInstancerConstants.SETTINGS_PATH)) - { - System.IO.Directory.CreateDirectory(GPUInstancerConstants.GetDefaultPath() + GPUInstancerConstants.RESOURCES_PATH + GPUInstancerConstants.SETTINGS_PATH); - } - - AssetDatabase.CreateAsset(billboardAtlasBindings, GPUInstancerConstants.GetDefaultPath() + GPUInstancerConstants.RESOURCES_PATH + GPUInstancerConstants.SETTINGS_PATH + GPUInstancerConstants.BILLBOARD_ATLAS_BINDINGS_DEFAULT_NAME + ".asset"); - AssetDatabase.SaveAssets(); - AssetDatabase.Refresh(); - } -#endif - } - - return billboardAtlasBindings; - } - #endregion Billboard Atlas Bindings - - #region Shader Variant Collection - public virtual void SetDefaultShaderVariantCollection() - { - if (disableShaderVariantCollection) - return; - if (shaderVariantCollection == null) - { -#if UNITY_EDITOR - if (!Application.isPlaying) - Undo.RecordObject(this, "GPUI ShaderVariantCollection instance generated"); -#endif - shaderVariantCollection = GetDefaultShaderVariantCollection(); - } - SetDefaultShaderVariants(); - } - - public static ShaderVariantCollection GetDefaultShaderVariantCollection() - { - ShaderVariantCollection shaderVariantCollection = Resources.Load(GPUInstancerConstants.SETTINGS_PATH + GPUInstancerConstants.SHADER_VARIANT_COLLECTION_DEFAULT_NAME); - - if (shaderVariantCollection == null) - { - shaderVariantCollection = new ShaderVariantCollection(); -#if UNITY_EDITOR - if (!Application.isPlaying) - { - if (!System.IO.Directory.Exists(GPUInstancerConstants.GetDefaultPath() + GPUInstancerConstants.RESOURCES_PATH + GPUInstancerConstants.SETTINGS_PATH)) - { - System.IO.Directory.CreateDirectory(GPUInstancerConstants.GetDefaultPath() + GPUInstancerConstants.RESOURCES_PATH + GPUInstancerConstants.SETTINGS_PATH); - } - - AssetDatabase.CreateAsset(shaderVariantCollection, GPUInstancerConstants.GetDefaultPath() + GPUInstancerConstants.RESOURCES_PATH + GPUInstancerConstants.SETTINGS_PATH + GPUInstancerConstants.SHADER_VARIANT_COLLECTION_DEFAULT_NAME + ".shadervariants"); - AssetDatabase.SaveAssets(); - AssetDatabase.Refresh(); - } -#endif - } - - return shaderVariantCollection; - } - - public virtual void SetDefaultShaderVariants() - { - if (IsStandardRenderPipeline()) - { - AddShaderVariantToCollection(GPUInstancerConstants.SHADER_GPUI_SHADOWS_ONLY); - AddShaderVariantToCollection(GPUInstancerConstants.SHADER_GPUI_TREE_PROXY); - } - } - - public virtual void AddShaderVariantToCollection(string shaderName, string extensionCode = null) - { - if (disableShaderVariantCollection) - return; -#if UNITY_EDITOR - if (!Application.isPlaying && shaderBindings != null && shaderVariantCollection != null && !string.IsNullOrEmpty(shaderName)) - { - Shader instancedShader = shaderBindings.GetInstancedShader(shaderName, extensionCode); - if (instancedShader != null) - { - ShaderVariantCollection.ShaderVariant shaderVariant = new ShaderVariantCollection.ShaderVariant(); - shaderVariant.shader = instancedShader; - //shaderVariant.passType = PassType.Normal; - shaderVariantCollection.Add(shaderVariant); - // To add only the shader without the passtype or keywords, remove the specific variant but the shader remains - shaderVariantCollection.Remove(shaderVariant); - } - } -#endif - } - - public virtual void AddShaderVariantToCollection(Material material, string extensionCode = null) - { - if (disableShaderVariantCollection) - return; -#if UNITY_EDITOR - if (!Application.isPlaying && shaderBindings != null && shaderVariantCollection != null && material != null && !string.IsNullOrEmpty(material.shader.name)) - { - Shader instancedShader = shaderBindings.GetInstancedShader(material.shader.name, extensionCode); - if (instancedShader != null) - { - ShaderVariantCollection.ShaderVariant shaderVariant = new ShaderVariantCollection.ShaderVariant(); - shaderVariant.shader = instancedShader; - shaderVariant.keywords = material.shaderKeywords; - shaderVariantCollection.Add(shaderVariant); - } - } -#endif - } - #endregion Shader Variant Collection - - #region Rendering Settings - public GPUIMatrixHandlingType GetMatrixHandlingType(GPUIPlatform platform) - { - if (hasCustomRenderingSettings && customRenderingSettings != null) - return customRenderingSettings.matrixHandlingType; - for (int i = 0; i < renderingSettingPresets.Count; i++) - { - if (renderingSettingPresets[i].platform == platform) - return renderingSettingPresets[i].matrixHandlingType; - } - return GPUIMatrixHandlingType.Default; - } - - public GPUIComputeThreadCount GetComputeThreadCount(GPUIPlatform platform) - { - if (hasCustomRenderingSettings && customRenderingSettings != null) - return customRenderingSettings.computeThreadCount; - for (int i = 0; i < renderingSettingPresets.Count; i++) - { - if (renderingSettingPresets[i].platform == platform) - return renderingSettingPresets[i].computeThreadCount; - } - return GPUIComputeThreadCount.x1024; - } - - [Serializable] - public class GPUIRenderingSettings - { - public GPUIPlatform platform; - public GPUIMatrixHandlingType matrixHandlingType; - public GPUIComputeThreadCount computeThreadCount; - } - #endregion Rendering Settings - - public bool IsStandardRenderPipeline() - { - return !isLWRP && !isHDRP && !isURP; - } - - public bool IsLODCrossFadeSupported() - { -#if !GPUI_URP_10 - return !isLWRP && !isURP; -#else - return true; -#endif - } - - public bool GetDefaultCrossFadeValue() - { - return !isLWRP && !isURP; - } - - public bool IsUseBothEyesVRCulling() - { -#if GPUI_XR - return isVREnabled && testBothEyesForVROcclusion; -#else - return false; -#endif - } - - public bool IsBillboardsSupported() - { - if (isURP) - { - return Shader.Find(GPUInstancerConstants.SHADER_GPUI_BILLBOARD_2D_RENDERER_URP) != null; - } - else if (isHDRP) - { - return Shader.Find(GPUInstancerConstants.SHADER_GPUI_BILLBOARD_2D_RENDERER_HDRP) != null; - } - return true; - } - } - - public enum GPUIPlatform - { - Default, - OpenGLCore, - Metal, - GLES31, - Vulkan, - PS4, - XBoxOne - } - - public enum GPUIMatrixHandlingType - { - Default = 0, - MatrixAppend = 1, - CopyToTexture = 2 - } - - public enum GPUIComputeThreadCount - { - x64 = 0, - x128 = 1, - x256 = 2, - x512 = 3, - x1024 = 4 - } -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerSettings.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerSettings.cs.meta deleted file mode 100644 index ccf8bd6..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerSettings.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 71a45e579af74dd45832a08d7a2696b6 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerSettingsExtention.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerSettingsExtention.cs deleted file mode 100644 index 345b1ce..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerSettingsExtention.cs +++ /dev/null @@ -1,18 +0,0 @@ -using System; -using UnityEngine; -#if UNITY_EDITOR -using UnityEditor; -#endif - -namespace GPUInstancer -{ - public class GPUInstancerSettingsExtension : ScriptableObject - { - public float extensionVersionNo; - - public virtual string GetExtensionCode() - { - throw new NotImplementedException(); - } - } -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerSettingsExtention.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerSettingsExtention.cs.meta deleted file mode 100644 index ebf5cff..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerSettingsExtention.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: d9c4d215e62f25a4d9a60b26e7465b4e -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerShaderBindings.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerShaderBindings.cs deleted file mode 100644 index a8d60d9..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerShaderBindings.cs +++ /dev/null @@ -1,297 +0,0 @@ -using System; -using System.Collections.Generic; -using UnityEngine; - -namespace GPUInstancer -{ - public class GPUInstancerShaderBindings : ScriptableObject - { - public List shaderInstances; - - private static readonly List _standardUnityShaders = new List { - GPUInstancerConstants.SHADER_UNITY_STANDARD, GPUInstancerConstants.SHADER_UNITY_STANDARD_SPECULAR, - GPUInstancerConstants.SHADER_UNITY_STANDARD_ROUGHNESS, GPUInstancerConstants.SHADER_UNITY_VERTEXLIT, - GPUInstancerConstants.SHADER_UNITY_SPEED_TREE, GPUInstancerConstants.SHADER_UNITY_SPEED_TREE_8, - GPUInstancerConstants.SHADER_UNITY_TREE_CREATOR_BARK, GPUInstancerConstants.SHADER_UNITY_TREE_CREATOR_BARK_OPTIMIZED, - GPUInstancerConstants.SHADER_UNITY_TREE_CREATOR_LEAVES, GPUInstancerConstants.SHADER_UNITY_TREE_CREATOR_LEAVES_OPTIMIZED, - GPUInstancerConstants.SHADER_UNITY_TREE_CREATOR_LEAVES_FAST, GPUInstancerConstants.SHADER_UNITY_TREE_CREATOR_LEAVES_FAST_OPTIMIZED, - GPUInstancerConstants.SHADER_UNITY_TREE_SOFT_OCCLUSION_BARK, GPUInstancerConstants.SHADER_UNITY_TREE_SOFT_OCCLUSION_LEAVES - }; - private static readonly List _standardUnityShadersGPUI = new List { - GPUInstancerConstants.SHADER_GPUI_STANDARD, GPUInstancerConstants.SHADER_GPUI_STANDARD_SPECULAR, - GPUInstancerConstants.SHADER_GPUI_STANDARD_ROUGHNESS, GPUInstancerConstants.SHADER_GPUI_VERTEXLIT, - GPUInstancerConstants.SHADER_GPUI_SPEED_TREE, GPUInstancerConstants.SHADER_GPUI_SPEED_TREE_8, - GPUInstancerConstants.SHADER_GPUI_TREE_CREATOR_BARK, GPUInstancerConstants.SHADER_GPUI_TREE_CREATOR_BARK_OPTIMIZED, - GPUInstancerConstants.SHADER_GPUI_TREE_CREATOR_LEAVES, GPUInstancerConstants.SHADER_GPUI_TREE_CREATOR_LEAVES_OPTIMIZED, - GPUInstancerConstants.SHADER_GPUI_TREE_CREATOR_LEAVES_FAST, GPUInstancerConstants.SHADER_GPUI_TREE_CREATOR_LEAVES_FAST_OPTIMIZED, - GPUInstancerConstants.SHADER_GPUI_TREE_SOFT_OCCLUSION_BARK, GPUInstancerConstants.SHADER_GPUI_TREE_SOFT_OCCLUSION_LEAVES - }; - private static readonly List _extraGPUIShaders = new List { - GPUInstancerConstants.SHADER_GPUI_FOLIAGE, - GPUInstancerConstants.SHADER_GPUI_FOLIAGE_LWRP, - GPUInstancerConstants.SHADER_GPUI_FOLIAGE_URP, - GPUInstancerConstants.SHADER_GPUI_FOLIAGE_HDRP, - GPUInstancerConstants.SHADER_GPUI_SHADOWS_ONLY, - GPUInstancerConstants.SHADER_GPUI_BILLBOARD_2D_RENDERER_TREE, - GPUInstancerConstants.SHADER_GPUI_BILLBOARD_2D_RENDERER_TREECREATOR, - GPUInstancerConstants.SHADER_GPUI_BILLBOARD_2D_RENDERER_SOFTOCCLUSION, - GPUInstancerConstants.SHADER_GPUI_BILLBOARD_2D_RENDERER_STANDARD, - GPUInstancerConstants.SHADER_GPUI_TREE_PROXY, - GPUInstancerConstants.SHADER_GPUI_ERROR, - GPUInstancerConstants.SHADER_GPUI_BILLBOARD_2D_RENDERER_URP, - GPUInstancerConstants.SHADER_GPUI_BILLBOARD_2D_RENDERER_HDRP - }; - - #region Extensions - public List shaderBindingsExtensions; - - public virtual bool HasExtension(string extensionCode) - { - if (shaderBindingsExtensions == null) - return false; - return shaderBindingsExtensions.Exists(ex => ex.GetExtensionCode().Equals(extensionCode)); - } - - public virtual void AddExtension(GPUInstancerShaderBindingsExtension extension) - { - if (shaderBindingsExtensions == null) - shaderBindingsExtensions = new List(); - if (!shaderBindingsExtensions.Exists(ex => ex.GetExtensionCode().Equals(extension.GetExtensionCode()))) - shaderBindingsExtensions.Add(extension); - } - - public virtual GPUInstancerShaderBindingsExtension GetExtension(string extensionCode) - { - if (shaderBindingsExtensions != null && shaderBindingsExtensions.Count > 0) - { - foreach (GPUInstancerShaderBindingsExtension extension in shaderBindingsExtensions) - { - if (extension.GetExtensionCode().Equals(extensionCode)) - { - return extension; - } - } - } - Debug.LogError("GPU Instancer Shader Bindings Extension can not be found. ExtensionCode: " + extensionCode); - return null; - } - #endregion Extensions - - public virtual Shader GetInstancedShader(string shaderName, string extensionCode = null) - { - if (!string.IsNullOrEmpty(extensionCode)) - { - GPUInstancerShaderBindingsExtension extension = GetExtension(extensionCode); - if (extension != null) - return extension.GetInstancedShader(shaderInstances, shaderName); - return null; - } - - if (string.IsNullOrEmpty(shaderName)) - return null; - - if (shaderInstances == null) - shaderInstances = new List(); - - foreach (ShaderInstance si in shaderInstances) - { - if (si.name.Equals(shaderName) && string.IsNullOrEmpty(si.extensionCode)) - return si.instancedShader; - } - - if (_standardUnityShaders.Contains(shaderName)) - return Shader.Find(_standardUnityShadersGPUI[_standardUnityShaders.IndexOf(shaderName)]); - - if (_standardUnityShadersGPUI.Contains(shaderName)) - return Shader.Find(shaderName); - - if (_extraGPUIShaders.Contains(shaderName)) - return Shader.Find(shaderName); - - Debug.LogError("Can not find GPU Instancer setup for shader: " + shaderName + ". Check prototype settings on the Manager for instructions.", Shader.Find(shaderName)); - return Shader.Find(GPUInstancerConstants.SHADER_GPUI_ERROR); - } - - public virtual Material GetInstancedMaterial(Material originalMaterial, string extensionCode = null) - { - if (!string.IsNullOrEmpty(extensionCode)) - { - GPUInstancerShaderBindingsExtension extension = GetExtension(extensionCode); - if (extension != null) - return extension.GetInstancedMaterial(shaderInstances, originalMaterial); - return null; - } - if (originalMaterial == null || originalMaterial.shader == null) - { - Debug.LogWarning("One of the GPU Instancer prototypes is missing material reference! Check the Material references in MeshRenderer."); - return new Material(Shader.Find(GPUInstancerConstants.SHADER_GPUI_ERROR)); - } - if (GPUInstancerConstants.gpuiSettings.useOriginalMaterialWhenInstanced && IsOriginalShaderInstanced(originalMaterial.shader.name)) - return originalMaterial; - Material instancedMaterial = new Material(GetInstancedShader(originalMaterial.shader.name)); - instancedMaterial.CopyPropertiesFromMaterial(originalMaterial); - instancedMaterial.name = originalMaterial.name + "_GPUITemp"; - - return instancedMaterial; - } - - public virtual void ResetShaderInstances() - { - if (shaderInstances == null) - shaderInstances = new List(); - else - shaderInstances.Clear(); - -#if UNITY_EDITOR - UnityEditor.EditorUtility.SetDirty(this); -#endif - } - - public virtual void ClearEmptyShaderInstances() - { - if (shaderInstances != null) - { -#if UNITY_EDITOR - bool modified = false; - if (shaderBindingsExtensions != null && shaderBindingsExtensions.Count > 0) - { - foreach (GPUInstancerShaderBindingsExtension extension in shaderBindingsExtensions) - { - modified |= extension.ClearEmptyShaderInstances(shaderInstances); - } - } - - modified |= shaderInstances.RemoveAll(si => si == null || si.instancedShader == null || string.IsNullOrEmpty(si.name)) > 0; - - if (GPUInstancerConstants.gpuiSettings != null && !GPUInstancerConstants.gpuiSettings.disableAutoShaderConversion) - { - for (int i = 0; i < shaderInstances.Count; i++) - { - if (shaderInstances[i].isOriginalInstanced || !string.IsNullOrEmpty(shaderInstances[i].extensionCode)) - continue; - - Shader originalShader = Shader.Find(shaderInstances[i].name); - string originalAssetPath = UnityEditor.AssetDatabase.GetAssetPath(originalShader); - DateTime lastWriteTime = System.IO.File.GetLastWriteTime(originalAssetPath); - if (lastWriteTime >= DateTime.Now) - continue; - - DateTime instancedTime = DateTime.MinValue; - bool isValidDate = false; - if (!string.IsNullOrEmpty(shaderInstances[i].modifiedDate)) - isValidDate = DateTime.TryParseExact(shaderInstances[i].modifiedDate, "MM/dd/yyyy HH:mm:ss.fff", System.Globalization.CultureInfo.InvariantCulture, - System.Globalization.DateTimeStyles.None, out instancedTime); - if (!isValidDate || lastWriteTime > Convert.ToDateTime(shaderInstances[i].modifiedDate, System.Globalization.CultureInfo.InvariantCulture)) - { - modified = true; - if (!GPUInstancerUtility.IsShaderInstanced(originalShader)) - { - shaderInstances[i].instancedShader = GPUInstancerUtility.CreateInstancedShader(originalShader); - shaderInstances[i].modifiedDate = DateTime.Now.ToString("MM/dd/yyyy HH:mm:ss.fff", - System.Globalization.CultureInfo.InvariantCulture); - } - else - shaderInstances[i].isOriginalInstanced = true; - } - } - } - - // remove non unique instances - List shaderNames = new List(); - foreach (ShaderInstance si in shaderInstances.ToArray()) - { - if (shaderNames.Contains(si.name + si.extensionCode)) - { - shaderInstances.Remove(si); - modified = true; - } - else - shaderNames.Add(si.name + si.extensionCode); - } - - if (modified) - UnityEditor.EditorUtility.SetDirty(this); -#endif - } - } - - public virtual void AddShaderInstance(string name, Shader instancedShader, bool isOriginalInstanced = false, string extensionCode = null) - { - shaderInstances.Add(new ShaderInstance(name, instancedShader, isOriginalInstanced, extensionCode)); -#if UNITY_EDITOR - UnityEditor.EditorUtility.SetDirty(this); -#endif - } - - public virtual bool IsShadersInstancedVersionExists(string shaderName, string extensionCode = null) - { - if (!string.IsNullOrEmpty(extensionCode)) - { - GPUInstancerShaderBindingsExtension extension = GetExtension(extensionCode); - if (extension != null) - return extension.IsShadersInstancedVersionExists(shaderInstances, shaderName); - return false; - } - if (_standardUnityShaders.Contains(shaderName) || _standardUnityShadersGPUI.Contains(shaderName) || _extraGPUIShaders.Contains(shaderName)) - return true; - - foreach (ShaderInstance si in shaderInstances) - { - if (si.name.Equals(shaderName) && string.IsNullOrEmpty(si.extensionCode)) - return true; - } - return false; - } - - public virtual bool IsOriginalShaderInstanced(string shaderName) - { - if (_standardUnityShadersGPUI.Contains(shaderName) || _extraGPUIShaders.Contains(shaderName)) - return true; - - foreach (ShaderInstance si in shaderInstances) - { - if (si.name.Equals(shaderName) && si.isOriginalInstanced) - return true; - } - return false; - } - } - - [Serializable] - public class ShaderInstance - { - public string name; - public Shader instancedShader; - public string modifiedDate; - public bool isOriginalInstanced; - public string extensionCode; - - public ShaderInstance(string name, Shader instancedShader, bool isOriginalInstanced, string extensionCode = null) - { - this.name = name; - this.instancedShader = instancedShader; - this.modifiedDate = DateTime.Now.ToString("MM/dd/yyyy HH:mm:ss.fff", - System.Globalization.CultureInfo.InvariantCulture); - this.isOriginalInstanced = isOriginalInstanced; - this.extensionCode = extensionCode; - } - - public virtual void Regenerate() - { - if (isOriginalInstanced) - { - instancedShader = GPUInstancerUtility.CreateInstancedShader(instancedShader, true); - return; - } - - Shader originalShader = Shader.Find(name); - if (originalShader != null) - { - instancedShader = GPUInstancerUtility.CreateInstancedShader(originalShader); - modifiedDate = DateTime.Now.ToString("MM/dd/yyyy HH:mm:ss.fff", - System.Globalization.CultureInfo.InvariantCulture); - } - } - } - -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerShaderBindings.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerShaderBindings.cs.meta deleted file mode 100644 index 9cdc6d2..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerShaderBindings.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: 90d8588b9b4d4e344b3c6c8da8806a1c -timeCreated: 1517577939 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerShaderBindingsExtention.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerShaderBindingsExtention.cs deleted file mode 100644 index 440e4b4..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerShaderBindingsExtention.cs +++ /dev/null @@ -1,18 +0,0 @@ -using System.Collections.Generic; -using UnityEngine; - -namespace GPUInstancer -{ - public interface GPUInstancerShaderBindingsExtension - { - Shader GetInstancedShader(List shaderInstances, string shaderName); - - Material GetInstancedMaterial(List shaderInstances, Material originalMaterial); - - bool ClearEmptyShaderInstances(List shaderInstances); - - bool IsShadersInstancedVersionExists(List shaderInstances, string shaderName); - - string GetExtensionCode(); - } -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerShaderBindingsExtention.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerShaderBindingsExtention.cs.meta deleted file mode 100644 index f06bd82..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerShaderBindingsExtention.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 607317a1ea8c0fa428a5fd8949917e3d -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerSpatialPartitioningData.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerSpatialPartitioningData.cs deleted file mode 100644 index 85ab612..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerSpatialPartitioningData.cs +++ /dev/null @@ -1,77 +0,0 @@ -using System.Collections.Generic; -using UnityEngine; - -namespace GPUInstancer -{ - public class GPUInstancerSpatialPartitioningData where T : GPUInstancerCell - { - public int cellRowAndCollumnCountPerTerrain; - public List activeCellList; - - private Dictionary _cellHashList; - private List _cellList; - - public GPUInstancerSpatialPartitioningData() - { - activeCellList = new List(); - _cellHashList = new Dictionary(); - _cellList = new List(); - } - - public void AddCell(T cell) - { - _cellHashList.Add(cell.CalculateHash(), cell); - _cellList.Add(cell); - } - - public bool GetCell(int hash, out T cell) - { - return _cellHashList.TryGetValue(hash, out cell); - } - - public List GetCellList() - { - return _cellList; - } - - public void GetCell(T cell) - { - _cellHashList.Add(cell.CalculateHash(), cell); - _cellList.Add(cell); - } - - public bool IsActiveCellUpdateRequired(Vector3 position) - { - return CalculateActiveCells(position); - } - - public bool CalculateActiveCells(Vector3 position) - { - bool result = false; - foreach (T cell in _cellList) - { - if (cell.cellBounds.Contains(position)) - { - if (!cell.isActive) - { - cell.isActive = true; - activeCellList.Add(cell); - result = true; - } - } - else - { - if (cell.isActive) - { - cell.isActive = false; - GPUInstancerUtility.ReleaseSPCell(cell); - activeCellList.Remove(cell); - result = true; - } - } - } - - return result; - } - } -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerSpatialPartitioningData.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerSpatialPartitioningData.cs.meta deleted file mode 100644 index b278999..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerSpatialPartitioningData.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: e81615ff746d0c1428fc8aa7c09366ef -timeCreated: 1522068014 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerTerrainSettings.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerTerrainSettings.cs deleted file mode 100644 index eeef2cb..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerTerrainSettings.cs +++ /dev/null @@ -1,29 +0,0 @@ -using System.Collections.Generic; -using UnityEngine; - -namespace GPUInstancer -{ - public class GPUInstancerTerrainSettings : ScriptableObject - { - public string terrainDataGUID; - public float maxDetailDistance = 500F; - [Range(0f, 2500f)] - public float maxTreeDistance = 500F; - public Vector2 windVector = new Vector2(0.4f, 0.8f); - public Texture2D healthyDryNoiseTexture; - public Texture2D windWaveNormalTexture; - public bool autoSPCellSize = true; - [Range(25, 500)] - public int preferedSPCellSize = 125; - [Range(0.0f, 1.0f)] - public float detailDensity = 1.0f; - public string warningText; - - public Texture2D GetHealthyDryNoiseTexture(GPUInstancerDetailPrototype detailPrototype) - { - if (detailPrototype.useCustomHealthyDryNoiseTexture && detailPrototype.healthyDryNoiseTexture != null) - return detailPrototype.healthyDryNoiseTexture; - return healthyDryNoiseTexture; - } - } -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerTerrainSettings.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerTerrainSettings.cs.meta deleted file mode 100644 index 55ff5c4..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerTerrainSettings.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: c6aaf1e8b73d61a449034bf80bec9eaa -timeCreated: 1521779782 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerTreePrototype.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerTreePrototype.cs deleted file mode 100644 index a5eb5ce..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerTreePrototype.cs +++ /dev/null @@ -1,12 +0,0 @@ -using System; - -namespace GPUInstancer -{ - public class GPUInstancerTreePrototype : GPUInstancerPrototype - { - public int prototypeIndex; - public bool isApplyRotation = true; - public bool isApplyPrefabScale = true; - public bool isApplyTerrainHeight = true; - } -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerTreePrototype.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerTreePrototype.cs.meta deleted file mode 100644 index ba1de9d..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerTreePrototype.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: eff76622da7f54144871ed74349ba8ed -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerTreeType.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerTreeType.cs deleted file mode 100644 index 28a6377..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerTreeType.cs +++ /dev/null @@ -1,12 +0,0 @@ -namespace GPUInstancer -{ - public enum GPUInstancerTreeType - { - None, - MeshTree, - TreeCreatorTree, - SoftOcclusionTree, - SpeedTree, - SpeedTree8 - } -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerTreeType.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerTreeType.cs.meta deleted file mode 100644 index 43de71b..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/DataModel/GPUInstancerTreeType.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: aa858ab1818814f4fb1224d426a7bc66 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Static.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Static.meta deleted file mode 100644 index f1502d7..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Static.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 4e906b6d50c939e44856ea922803d777 -folderAsset: yes -timeCreated: 1519992753 -licenseType: Store -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Static/GPUInstancerUtility.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Static/GPUInstancerUtility.cs deleted file mode 100644 index 832e71e..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Static/GPUInstancerUtility.cs +++ /dev/null @@ -1,4123 +0,0 @@ -using System; -using System.Collections.Generic; -using System.Linq; -using UnityEngine; -using UnityEngine.Rendering; -using UnityEngine.Events; -using Unity.Collections; -using UnityEngine.Jobs; -#if UNITY_EDITOR -using UnityEditor; -#endif - -namespace GPUInstancer -{ - public static class GPUInstancerUtility - { - #region GPU Instancing - - public static Texture2D dummyHiZTex; - public static GPUIMatrixHandlingType matrixHandlingType; - - /// - /// Initializes GPU buffer related data for the instance prototypes. Instance transformation matrices must be generated before this. - /// - public static void InitializeGPUBuffers(List runtimeDataList) where T : GPUInstancerRuntimeData - { - if (runtimeDataList == null || runtimeDataList.Count == 0) - return; - - for (int i = 0; i < runtimeDataList.Count; i++) - { - InitializeGPUBuffer(runtimeDataList[i]); - } - } - - public static void InitializeGPUBuffer(T runtimeData) where T : GPUInstancerRuntimeData - { - if (runtimeData == null || runtimeData.bufferSize == 0) - return; - - if (runtimeData.instanceLODs == null || runtimeData.instanceLODs.Count == 0) - { - Debug.LogError("instance prototype with an empty LOD list detected. There must be at least one LOD defined per instance prototype."); - return; - } - - if (dummyHiZTex == null) - dummyHiZTex = new Texture2D(1, 1); - - #region Set Visibility Buffer - // Setup the visibility compute buffer - if (runtimeData.transformationMatrixVisibilityBuffer == null || runtimeData.transformationMatrixVisibilityBuffer.count != runtimeData.bufferSize) - { - if (runtimeData.transformationMatrixVisibilityBuffer != null) - runtimeData.transformationMatrixVisibilityBuffer.Release(); - runtimeData.transformationMatrixVisibilityBuffer = new ComputeBuffer(runtimeData.bufferSize, GPUInstancerConstants.STRIDE_SIZE_MATRIX4X4); - if (runtimeData.instanceDataNativeArray.IsCreated) - runtimeData.transformationMatrixVisibilityBuffer.SetData(runtimeData.instanceDataNativeArray); - } - #endregion Set Visibility Buffer - - #region Set LOD Buffer - // Setup the LOD buffer - if (runtimeData.instanceLODDataBuffer == null || runtimeData.instanceLODDataBuffer.count != runtimeData.bufferSize) - { - if (runtimeData.instanceLODDataBuffer != null) - runtimeData.instanceLODDataBuffer.Release(); - - runtimeData.instanceLODDataBuffer = new ComputeBuffer(runtimeData.bufferSize, GPUInstancerConstants.STRIDE_SIZE_FLOAT4); - } - #endregion Set LOD Buffer - - #region Set Args Buffer - if (runtimeData.argsBuffer == null) - { - // Initialize indirect renderer buffer - - int totalSubMeshCount = 0; - for (int i = 0; i < runtimeData.instanceLODs.Count; i++) - { - for (int j = 0; j < runtimeData.instanceLODs[i].renderers.Count; j++) - { - totalSubMeshCount += runtimeData.instanceLODs[i].renderers[j].mesh.subMeshCount; - } - } - - // Initialize indirect renderer buffer. First LOD's each renderer's all submeshes will be followed by second LOD's each renderer's submeshes and so on. - runtimeData.args = new uint[5 * totalSubMeshCount]; - int argsLastIndex = 0; - - // Setup LOD Data: - for (int lod = 0; lod < runtimeData.instanceLODs.Count; lod++) - { - // setup LOD renderers: - for (int r = 0; r < runtimeData.instanceLODs[lod].renderers.Count; r++) - { - runtimeData.instanceLODs[lod].renderers[r].argsBufferOffset = argsLastIndex; - // Setup the indirect renderer buffer: - for (int j = 0; j < runtimeData.instanceLODs[lod].renderers[r].mesh.subMeshCount; j++) - { - runtimeData.args[argsLastIndex++] = runtimeData.instanceLODs[lod].renderers[r].mesh.GetIndexCount(j); // index count per instance - runtimeData.args[argsLastIndex++] = 0;// (uint)runtimeData.bufferSize; - runtimeData.args[argsLastIndex++] = runtimeData.instanceLODs[lod].renderers[r].mesh.GetIndexStart(j); // start index location - runtimeData.args[argsLastIndex++] = 0; // base vertex location - runtimeData.args[argsLastIndex++] = 0; // start instance location - } - } - } - - if (runtimeData.args.Length > 0) - { - runtimeData.argsBuffer = new ComputeBuffer(runtimeData.args.Length, sizeof(uint), ComputeBufferType.IndirectArguments); - - runtimeData.argsBuffer.SetData(runtimeData.args); - - if (runtimeData.hasShadowCasterBuffer) - { - runtimeData.shadowArgs = runtimeData.args.ToArray(); - - if (runtimeData.shadowArgsBuffer != null) - runtimeData.shadowArgsBuffer.Release(); - - runtimeData.shadowArgsBuffer = new ComputeBuffer(runtimeData.args.Length, sizeof(uint), ComputeBufferType.IndirectArguments); - runtimeData.shadowArgsBuffer.SetData(runtimeData.args); - } - } - } - #endregion Set Args Buffer - - SetAppendBuffers(runtimeData); - - runtimeData.InitializeData(); - } - - #region Set Append Buffers Platform Dependent - public static void SetAppendBuffers(T runtimeData) where T : GPUInstancerRuntimeData - { - switch (matrixHandlingType) - { - case GPUIMatrixHandlingType.MatrixAppend: - SetAppendBuffersVulkan(runtimeData); - break; - case GPUIMatrixHandlingType.CopyToTexture: - SetAppendBuffersGLES3(runtimeData); - break; - default: - SetAppendBuffersDefault(runtimeData); - break; - } - } - - private static void SetAppendBuffersDefault(T runtimeData) where T : GPUInstancerRuntimeData - { - int lod = 0; - foreach (GPUInstancerPrototypeLOD gpuiLod in runtimeData.instanceLODs) - { - if (gpuiLod.transformationMatrixAppendBuffer == null || gpuiLod.transformationMatrixAppendBuffer.count != runtimeData.bufferSize) - { - // Create the LOD append buffers. Each LOD has its own append buffer. - if (gpuiLod.transformationMatrixAppendBuffer != null) - gpuiLod.transformationMatrixAppendBuffer.Release(); - - gpuiLod.transformationMatrixAppendBuffer = new ComputeBuffer(runtimeData.bufferSize, GPUInstancerConstants.STRIDE_SIZE_INT, ComputeBufferType.Append); - - if (runtimeData.hasShadowCasterBuffer) - { - if (gpuiLod.shadowAppendBuffer != null) - gpuiLod.shadowAppendBuffer.Release(); - gpuiLod.shadowAppendBuffer = new ComputeBuffer(runtimeData.bufferSize, GPUInstancerConstants.STRIDE_SIZE_INT, ComputeBufferType.Append); - } - } - - foreach (GPUInstancerRenderer renderer in gpuiLod.renderers) - { - // Setup instance LOD renderer material property block shader buffers with the append buffer - renderer.mpb.SetBuffer(GPUInstancerConstants.VisibilityKernelPoperties.TRANSFORMATION_MATRIX_BUFFER, gpuiLod.transformationMatrixAppendBuffer); - renderer.mpb.SetBuffer(GPUInstancerConstants.VisibilityKernelPoperties.INSTANCE_DATA_BUFFER, runtimeData.transformationMatrixVisibilityBuffer); - renderer.mpb.SetBuffer(GPUInstancerConstants.VisibilityKernelPoperties.INSTANCE_LOD_BUFFER, runtimeData.instanceLODDataBuffer); - renderer.mpb.SetMatrix(GPUInstancerConstants.VisibilityKernelPoperties.RENDERER_TRANSFORM_OFFSET, renderer.transformOffset); - renderer.mpb.SetFloat(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_LOD_LEVEL, runtimeData.prototype.isLODCrossFade ? lod : -1); - if (runtimeData.prototype.isLODCrossFade) - { - if (runtimeData.prototype.isLODCrossFadeAnimate) - renderer.mpb.SetFloat(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_FADE_LEVEL_MULTIPLIER, 0.01f); - else - renderer.mpb.SetFloat(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_FADE_LEVEL_MULTIPLIER, 1); - } - - if (runtimeData.hasShadowCasterBuffer) - { - renderer.shadowMPB.SetBuffer(GPUInstancerConstants.VisibilityKernelPoperties.TRANSFORMATION_MATRIX_BUFFER, gpuiLod.shadowAppendBuffer); - renderer.shadowMPB.SetBuffer(GPUInstancerConstants.VisibilityKernelPoperties.INSTANCE_DATA_BUFFER, runtimeData.transformationMatrixVisibilityBuffer); - renderer.shadowMPB.SetBuffer(GPUInstancerConstants.VisibilityKernelPoperties.INSTANCE_LOD_BUFFER, runtimeData.instanceLODDataBuffer); - renderer.shadowMPB.SetMatrix(GPUInstancerConstants.VisibilityKernelPoperties.RENDERER_TRANSFORM_OFFSET, renderer.transformOffset); - renderer.shadowMPB.SetFloat(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_LOD_LEVEL, -1); - } - - SetRenderingLayerMask(runtimeData, renderer); - } - lod++; - } - } - - private static void SetAppendBuffersVulkan(T runtimeData) where T : GPUInstancerRuntimeData - { - foreach (GPUInstancerPrototypeLOD gpuiLod in runtimeData.instanceLODs) - { - if (gpuiLod.transformationMatrixAppendBuffer == null || gpuiLod.transformationMatrixAppendBuffer.count != runtimeData.bufferSize) - { - // Create the LOD append buffers. Each LOD has its own append buffer. - if (gpuiLod.transformationMatrixAppendBuffer != null) - gpuiLod.transformationMatrixAppendBuffer.Release(); - - gpuiLod.transformationMatrixAppendBuffer = new ComputeBuffer(runtimeData.bufferSize, GPUInstancerConstants.STRIDE_SIZE_MATRIX4X4, ComputeBufferType.Append); - - if (runtimeData.hasShadowCasterBuffer) - { - if (gpuiLod.shadowAppendBuffer != null) - gpuiLod.shadowAppendBuffer.Release(); - gpuiLod.shadowAppendBuffer = new ComputeBuffer(runtimeData.bufferSize, GPUInstancerConstants.STRIDE_SIZE_MATRIX4X4, ComputeBufferType.Append); - } - } - - foreach (GPUInstancerRenderer renderer in gpuiLod.renderers) - { - // Setup instance LOD renderer material property block shader buffers with the append buffer - renderer.mpb.SetBuffer(GPUInstancerConstants.VisibilityKernelPoperties.TRANSFORMATION_MATRIX_BUFFER, gpuiLod.transformationMatrixAppendBuffer); - renderer.mpb.SetMatrix(GPUInstancerConstants.VisibilityKernelPoperties.RENDERER_TRANSFORM_OFFSET, renderer.transformOffset); - - if (runtimeData.hasShadowCasterBuffer) - { - renderer.shadowMPB.SetBuffer(GPUInstancerConstants.VisibilityKernelPoperties.TRANSFORMATION_MATRIX_BUFFER, gpuiLod.shadowAppendBuffer); - renderer.shadowMPB.SetMatrix(GPUInstancerConstants.VisibilityKernelPoperties.RENDERER_TRANSFORM_OFFSET, renderer.transformOffset); - } - - SetRenderingLayerMask(runtimeData, renderer); - } - } - } - - private static void SetAppendBuffersGLES3(T runtimeData) where T : GPUInstancerRuntimeData - { - int rowCount = Mathf.CeilToInt(runtimeData.bufferSize / (float)GPUInstancerConstants.TEXTURE_MAX_SIZE); - if (runtimeData.prototype.isLODCrossFade && (runtimeData.instanceLODDataTexture == null || runtimeData.instanceLODDataTexture.width != runtimeData.bufferSize)) - { - DestroyObject(runtimeData.instanceLODDataTexture); - runtimeData.instanceLODDataTexture = new RenderTexture(rowCount == 1 ? runtimeData.bufferSize : GPUInstancerConstants.TEXTURE_MAX_SIZE, rowCount, 0, RenderTextureFormat.ARGBFloat, RenderTextureReadWrite.Linear) - { - isPowerOfTwo = false, - enableRandomWrite = true, - filterMode = FilterMode.Point, - useMipMap = false, - autoGenerateMips = false - }; - runtimeData.instanceLODDataTexture.Create(); - } - - int lod = 0; - foreach (GPUInstancerPrototypeLOD gpuiLod in runtimeData.instanceLODs) - { - if (gpuiLod.transformationMatrixAppendBuffer == null || gpuiLod.transformationMatrixAppendBuffer.count != runtimeData.bufferSize) - { - // Create the LOD append buffers. Each LOD has its own append buffer. - if (gpuiLod.transformationMatrixAppendBuffer != null) - gpuiLod.transformationMatrixAppendBuffer.Release(); - - gpuiLod.transformationMatrixAppendBuffer = new ComputeBuffer(runtimeData.bufferSize, GPUInstancerConstants.STRIDE_SIZE_INT, ComputeBufferType.Append); - } - if (gpuiLod.transformationMatrixAppendTexture == null || gpuiLod.transformationMatrixAppendTexture.width != runtimeData.bufferSize) - { - DestroyObject(gpuiLod.transformationMatrixAppendTexture); - - gpuiLod.transformationMatrixAppendTexture = new RenderTexture(rowCount == 1 ? runtimeData.bufferSize : GPUInstancerConstants.TEXTURE_MAX_SIZE, 4 * rowCount, 0, RenderTextureFormat.ARGBFloat, RenderTextureReadWrite.Linear) - { - isPowerOfTwo = false, - enableRandomWrite = true, - filterMode = FilterMode.Point, - useMipMap = false, - autoGenerateMips = false - }; - gpuiLod.transformationMatrixAppendTexture.Create(); - } - - if (runtimeData.hasShadowCasterBuffer) - { - if (gpuiLod.shadowAppendBuffer != null) - gpuiLod.shadowAppendBuffer.Release(); - gpuiLod.shadowAppendBuffer = new ComputeBuffer(runtimeData.bufferSize, GPUInstancerConstants.STRIDE_SIZE_INT, ComputeBufferType.Append); - - DestroyObject(gpuiLod.shadowAppendTexture); - - gpuiLod.shadowAppendTexture = new RenderTexture(rowCount == 1 ? runtimeData.bufferSize : GPUInstancerConstants.TEXTURE_MAX_SIZE, 4 * rowCount, 0, RenderTextureFormat.ARGBFloat, RenderTextureReadWrite.Linear) - { - isPowerOfTwo = false, - enableRandomWrite = true, - filterMode = FilterMode.Point, - useMipMap = false, - autoGenerateMips = false - }; - gpuiLod.shadowAppendTexture.Create(); - } - - foreach (GPUInstancerRenderer renderer in gpuiLod.renderers) - { - // Setup instance LOD renderer material property block shader buffers with the append buffer - renderer.mpb.SetTexture(GPUInstancerConstants.BufferToTextureKernelPoperties.TRANSFORMATION_MATRIX_TEXTURE, gpuiLod.transformationMatrixAppendTexture); - renderer.mpb.SetMatrix(GPUInstancerConstants.VisibilityKernelPoperties.RENDERER_TRANSFORM_OFFSET, renderer.transformOffset); - renderer.mpb.SetFloat(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_BUFFER_SIZE, runtimeData.bufferSize); - renderer.mpb.SetFloat(GPUInstancerConstants.VisibilityKernelPoperties.MAX_TEXTURE_SIZE, GPUInstancerConstants.TEXTURE_MAX_SIZE); - renderer.mpb.SetFloat(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_LOD_LEVEL, runtimeData.prototype.isLODCrossFade ? lod : -1); - if (runtimeData.prototype.isLODCrossFade) - { - if (runtimeData.prototype.isLODCrossFadeAnimate) - renderer.mpb.SetFloat(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_FADE_LEVEL_MULTIPLIER, 0.01f); - else - renderer.mpb.SetFloat(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_FADE_LEVEL_MULTIPLIER, 1); - renderer.mpb.SetTexture(GPUInstancerConstants.BufferToTextureKernelPoperties.LOD_DATA_TEXTURE, runtimeData.instanceLODDataTexture); - } - - if (runtimeData.hasShadowCasterBuffer) - { - renderer.shadowMPB.SetTexture(GPUInstancerConstants.BufferToTextureKernelPoperties.TRANSFORMATION_MATRIX_TEXTURE, gpuiLod.shadowAppendTexture); - renderer.shadowMPB.SetMatrix(GPUInstancerConstants.VisibilityKernelPoperties.RENDERER_TRANSFORM_OFFSET, renderer.transformOffset); - renderer.shadowMPB.SetFloat(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_BUFFER_SIZE, runtimeData.bufferSize); - renderer.shadowMPB.SetFloat(GPUInstancerConstants.VisibilityKernelPoperties.MAX_TEXTURE_SIZE, GPUInstancerConstants.TEXTURE_MAX_SIZE); - renderer.shadowMPB.SetFloat(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_LOD_LEVEL, -1); - } - - SetRenderingLayerMask(runtimeData, renderer); - } - lod++; - } - } - - private static void SetRenderingLayerMask(T runtimeData, GPUInstancerRenderer renderer) where T : GPUInstancerRuntimeData - { - // Set Rendering Layer Mask - if (!GPUInstancerConstants.gpuiSettings.IsStandardRenderPipeline() && renderer.rendererRef != null) - { - Vector4 renderingLayer = new Vector4(BitConverter.ToSingle(BitConverter.GetBytes(renderer.rendererRef.renderingLayerMask), 0), 0, 0, 0); - renderer.mpb.SetVector(GPUInstancerConstants.VisibilityKernelPoperties.UNITY_RENDERING_LAYER, renderingLayer); - if (runtimeData.hasShadowCasterBuffer) - renderer.shadowMPB.SetVector(GPUInstancerConstants.VisibilityKernelPoperties.UNITY_RENDERING_LAYER, renderingLayer); - } - } - #endregion Set Append Buffers Platform Dependent - - /// - /// Indirectly renders matrices for all prototypes. - /// Transform matrices are sent to a compute shader which does culling operations and appends them to the GPU (Unlimited buffer size). - /// All GPU buffers must be already initialized. - /// - public static void UpdateGPUBuffers(ComputeShader cameraComputeShader, int[] cameraComputeKernelIDs, - ComputeShader visibilityComputeShader, int[] instanceVisibilityComputeKernelIDs, List runtimeDataList, - GPUInstancerCameraData cameraData, bool isManagerFrustumCulling, bool isManagerOcclusionCulling, bool showRenderedAmount, bool isInitial) - where T : GPUInstancerRuntimeData - { - if (runtimeDataList == null) - return; - - for (int i = 0; i < runtimeDataList.Count; i++) - { - UpdateGPUBuffer(cameraComputeShader, cameraComputeKernelIDs, visibilityComputeShader, instanceVisibilityComputeKernelIDs, - runtimeDataList[i], cameraData, isManagerFrustumCulling, isManagerOcclusionCulling, showRenderedAmount, isInitial); - } - } - - /// - /// Indirectly renders matrices for all prototypes. - /// Transform matrices are sent to a compute shader which does culling operations and appends them to the GPU (Unlimited buffer size). - /// All GPU buffers must be already initialized. - /// - public static void UpdateGPUBuffer(ComputeShader cameraComputeShader, int[] cameraComputeKernelIDs, - ComputeShader visibilityComputeShader, int[] instanceVisibilityComputeKernelIDs, T runtimeData, - GPUInstancerCameraData cameraData, bool isManagerFrustumCulling, bool isManagerOcclusionCulling, bool showRenderedAmount, bool isInitial) - where T : GPUInstancerRuntimeData - { - if (runtimeData == null) - return; - - if (runtimeData.transformationMatrixVisibilityBuffer == null || runtimeData.bufferSize == 0 || runtimeData.instanceCount == 0) - { - if (showRenderedAmount && runtimeData.args != null) - { - for (int lod = 0; lod < runtimeData.instanceLODs.Count; lod++) - { - runtimeData.args[runtimeData.instanceLODs[lod].argsBufferOffset + 1] = 0; - if (runtimeData.hasShadowCasterBuffer && runtimeData.shadowArgs != null) - runtimeData.shadowArgs[runtimeData.instanceLODs[lod].argsBufferOffset + 1] = 0; - } - } - return; - } - - DispatchCSInstancedCameraCalculation(cameraComputeShader, cameraComputeKernelIDs, runtimeData, - cameraData, isManagerFrustumCulling, isManagerOcclusionCulling, isInitial); - - int lodCount = runtimeData.instanceLODs.Count; - int instanceVisibilityComputeKernelId = instanceVisibilityComputeKernelIDs[ - lodCount > GPUInstancerConstants.COMPUTE_MAX_LOD_BUFFER ? - GPUInstancerConstants.COMPUTE_MAX_LOD_BUFFER - 1 - : lodCount - 1]; - - DispatchCSInstancedVisibilityCalculation(visibilityComputeShader, instanceVisibilityComputeKernelId, runtimeData, false, 0, 0); - if (runtimeData.hasShadowCasterBuffer) - { - DispatchCSInstancedVisibilityCalculation(visibilityComputeShader, instanceVisibilityComputeKernelId, runtimeData, true, 0, 1); - } - if (!isInitial && runtimeData.prototype.isLODCrossFade) - { - DispatchCSInstancedVisibilityCalculation(visibilityComputeShader, instanceVisibilityComputeKernelId, runtimeData, false, 0, 2); - } - - int lodShift = GPUInstancerConstants.COMPUTE_MAX_LOD_BUFFER; - while (lodCount - lodShift > 0) - { - instanceVisibilityComputeKernelId = instanceVisibilityComputeKernelIDs[Math.Min(lodCount - lodShift, GPUInstancerConstants.COMPUTE_MAX_LOD_BUFFER) - 1]; - - DispatchCSInstancedVisibilityCalculation(visibilityComputeShader, instanceVisibilityComputeKernelId, runtimeData, false, - lodShift, 0); - if (runtimeData.hasShadowCasterBuffer) - { - DispatchCSInstancedVisibilityCalculation(visibilityComputeShader, instanceVisibilityComputeKernelId, runtimeData, true, - lodShift, 1); - } - if (!isInitial && runtimeData.prototype.isLODCrossFade) - { - DispatchCSInstancedVisibilityCalculation(visibilityComputeShader, instanceVisibilityComputeKernelId, runtimeData, false, - lodShift, 2); - } - lodShift += GPUInstancerConstants.COMPUTE_MAX_LOD_BUFFER; - } - - GPUInstancerPrototypeLOD rdLOD; - GPUInstancerRenderer rdRenderer; - - // Copy (overwrite) the modified instance count of the append buffer to each index of the indirect renderer buffer (argsBuffer) - // that represents a submesh's instance count. The offset is calculated in parallel to the Graphics.DrawMeshInstancedIndirect call, - // which expects args[1] to be the instance count for the first LOD's first renderer. Every 5 index offset of args represents the - // next submesh in the renderer, followed by the next renderer and it's submeshes. After all submeshes of all renderers for the - // first LOD, the other LODs follow in the same manner. - // For reference, see: https://docs.unity3d.com/ScriptReference/ComputeBuffer.CopyCount.html - - for (int lod = 0; lod < lodCount; lod++) - { - rdLOD = runtimeData.instanceLODs[lod]; - for (int r = 0; r < rdLOD.renderers.Count; r++) - { - rdRenderer = rdLOD.renderers[r]; - for (int j = 0; j < rdRenderer.mesh.subMeshCount; j++) - { - // LOD renderer start location + LOD renderer material start location + 1 : - int offset = (rdRenderer.argsBufferOffset * GPUInstancerConstants.STRIDE_SIZE_INT) + (j * GPUInstancerConstants.STRIDE_SIZE_INT * 5) + GPUInstancerConstants.STRIDE_SIZE_INT; - ComputeBuffer.CopyCount(rdLOD.transformationMatrixAppendBuffer, runtimeData.argsBuffer, offset); - - if (runtimeData.hasShadowCasterBuffer) - { - ComputeBuffer.CopyCount(rdLOD.shadowAppendBuffer, runtimeData.shadowArgsBuffer, offset); - } - } - } - } - - // WARNING: this will read back the instance matrices buffer after the compute shader operates on it. This will impact FPS greatly. Use only for debug. - if (showRenderedAmount) - { - if (runtimeData.argsBuffer != null && runtimeData.args != null && runtimeData.args.Length > 0) - { - runtimeData.argsBuffer.GetData(runtimeData.args); - if (runtimeData.hasShadowCasterBuffer) - runtimeData.shadowArgsBuffer.GetData(runtimeData.shadowArgs); - } - } - } - - public static void DispatchCSInstancedCameraCalculation(ComputeShader cameraComputeShader, int[] cameraComputeKernelIDs, T runtimeData, - GPUInstancerCameraData cameraData, bool isManagerFrustumCulling, bool isManagerOcclusionCulling, bool isInitial) - where T : GPUInstancerRuntimeData - { - int lodCount = runtimeData.instanceLODs.Count; - - int instanceVisibilityComputeKernelId = cameraComputeKernelIDs[!isInitial && runtimeData.prototype.isLODCrossFade ? 1 : 0]; - - cameraComputeShader.SetBuffer(instanceVisibilityComputeKernelId, GPUInstancerConstants.VisibilityKernelPoperties.INSTANCE_LOD_BUFFER, runtimeData.instanceLODDataBuffer); - cameraComputeShader.SetBuffer(instanceVisibilityComputeKernelId, GPUInstancerConstants.VisibilityKernelPoperties.INSTANCE_DATA_BUFFER, runtimeData.transformationMatrixVisibilityBuffer); - - cameraComputeShader.SetMatrix(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_MVP_MATRIX, - cameraData.mvpMatrix); - cameraComputeShader.SetVector(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_BOUNDS_CENTER, - runtimeData.instanceBounds.center); - cameraComputeShader.SetVector(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_BOUNDS_EXTENTS, - runtimeData.instanceBounds.extents); - cameraComputeShader.SetBool(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_FRUSTUM_CULL_SWITCH, - isManagerFrustumCulling && runtimeData.prototype.isFrustumCulling); - cameraComputeShader.SetFloat(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_MIN_VIEW_DISTANCE, - runtimeData.prototype.minDistance); - cameraComputeShader.SetFloat(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_MAX_VIEW_DISTANCE, - runtimeData.prototype.maxDistance); - cameraComputeShader.SetVector(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_CAMERA_POSITION, - cameraData.cameraPosition); - cameraComputeShader.SetFloat(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_FRUSTUM_OFFSET, - runtimeData.prototype.frustumOffset); - cameraComputeShader.SetFloat(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_OCCLUSION_OFFSET, - runtimeData.prototype.occlusionOffset); - cameraComputeShader.SetInt(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_OCCLUSION_ACCURACY, - runtimeData.prototype.occlusionAccuracy); - cameraComputeShader.SetFloat(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_MIN_CULLING_DISTANCE, - runtimeData.prototype.minCullingDistance); - cameraComputeShader.SetInt(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_BUFFER_SIZE, - runtimeData.instanceCount); - - float shadowDistance = -1; - if (runtimeData.hasShadowCasterBuffer) - { - if (runtimeData.prototype.useCustomShadowDistance) - shadowDistance = runtimeData.prototype.shadowDistance; - else - { - shadowDistance = QualitySettings.shadowDistance; -#if GPUI_URP - if (GPUInstancerConstants.gpuiSettings.isURP && QualitySettings.renderPipeline != null) - shadowDistance = (QualitySettings.renderPipeline as UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset).shadowDistance; -#endif - } - cameraComputeShader.SetFloats(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_SHADOW_LOD_MAP, - runtimeData.prototype.shadowLODMap); - cameraComputeShader.SetBool(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_CULL_SHADOW, - runtimeData.prototype.cullShadows); - } - cameraComputeShader.SetFloat(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_SHADOW_DISTANCE, - shadowDistance); - - cameraComputeShader.SetFloats(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_LOD_SIZES, - runtimeData.lodSizes); - cameraComputeShader.SetInt(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_LOD_COUNT, - lodCount); - - cameraComputeShader.SetFloat(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_HALF_ANGLE, cameraData.halfAngle); - - if (!isInitial && runtimeData.prototype.isLODCrossFade) - { - cameraComputeShader.SetBool(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_ANIMATE_CROSS_FADE, runtimeData.prototype.isLODCrossFadeAnimate); - if (runtimeData.prototype.isLODCrossFadeAnimate) - { - cameraComputeShader.SetFloat(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_DELTA_TIME, - GPUInstancerManager.timeSinceLastDrawCall); - } - } - - if (isManagerOcclusionCulling && cameraData.hasOcclusionGenerator) - { - cameraComputeShader.SetBool(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_OCCLUSION_CULL_SWITCH, - runtimeData.prototype.isOcclusionCulling); - if (GPUInstancerConstants.gpuiSettings.IsUseBothEyesVRCulling()) - { - cameraComputeShader.SetMatrix(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_MVP_MATRIX2, - cameraData.mvpMatrix2); - } - cameraComputeShader.SetTexture(instanceVisibilityComputeKernelId, GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_HIERARCHICAL_Z_TEXTURE_MAP, - cameraData.hiZOcclusionGenerator.hiZDepthTexture); - cameraComputeShader.SetVector(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_HIERARCHICAL_Z_TEXTURE_SIZE, - cameraData.hiZOcclusionGenerator.hiZTextureSize); - } - else - { - cameraComputeShader.SetBool(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_OCCLUSION_CULL_SWITCH, false); - // setting a dummy placeholder or the compute shader will throw errors. - cameraComputeShader.SetTexture(instanceVisibilityComputeKernelId, GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_HIERARCHICAL_Z_TEXTURE_MAP, - dummyHiZTex); - } - - // Dispatch the compute shader - cameraComputeShader.Dispatch(instanceVisibilityComputeKernelId, - Mathf.CeilToInt(runtimeData.instanceCount / GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT), 1, 1); - } - - public static void DispatchCSInstancedVisibilityCalculation(ComputeShader visibilityComputeShader, int instanceVisibilityComputeKernelId, T runtimeData, - bool isShadow, int lodShift, int lodAppendIndex) where T : GPUInstancerRuntimeData - { - GPUInstancerPrototypeLOD rdLOD; - int lodCount = runtimeData.instanceLODs.Count; - - visibilityComputeShader.SetBuffer(instanceVisibilityComputeKernelId, GPUInstancerConstants.VisibilityKernelPoperties.INSTANCE_DATA_BUFFER, - runtimeData.transformationMatrixVisibilityBuffer); - visibilityComputeShader.SetBuffer(instanceVisibilityComputeKernelId, GPUInstancerConstants.VisibilityKernelPoperties.INSTANCE_LOD_BUFFER, - runtimeData.instanceLODDataBuffer); - - for (int lod = 0; lod < lodCount - lodShift && lod < GPUInstancerConstants.COMPUTE_MAX_LOD_BUFFER; lod++) - { - rdLOD = runtimeData.instanceLODs[lod + lodShift]; - if (isShadow) - { - rdLOD.shadowAppendBuffer.SetCounterValue(0); - visibilityComputeShader.SetBuffer(instanceVisibilityComputeKernelId, GPUInstancerConstants.VisibilityKernelPoperties.TRANSFORMATION_MATRIX_APPEND_BUFFERS[lod], - rdLOD.shadowAppendBuffer); - } - else - { - if (lodAppendIndex == 0) - rdLOD.transformationMatrixAppendBuffer.SetCounterValue(0); - visibilityComputeShader.SetBuffer(instanceVisibilityComputeKernelId, GPUInstancerConstants.VisibilityKernelPoperties.TRANSFORMATION_MATRIX_APPEND_BUFFERS[lod], - rdLOD.transformationMatrixAppendBuffer); - } - } - - visibilityComputeShader.SetInt(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_BUFFER_SIZE, runtimeData.instanceCount); - visibilityComputeShader.SetInt(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_LOD_SHIFT, lodShift); - visibilityComputeShader.SetInt(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_LOD_APPEND_INDEX, lodAppendIndex); - - // Dispatch the compute shader - visibilityComputeShader.Dispatch(instanceVisibilityComputeKernelId, - Mathf.CeilToInt(runtimeData.instanceCount / GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT), 1, 1); - } - - public static void GPUIDrawMeshInstancedIndirect(List runtimeDataList, Bounds instancingBounds, GPUInstancerCameraData cameraData, int layerMask = ~0, - bool lightProbeDisabled = false) - where T : GPUInstancerRuntimeData - { - if (runtimeDataList == null) - return; - - Camera rendereringCamera = cameraData.GetRenderingCamera(); - foreach (T runtimeData in runtimeDataList) - { - if (runtimeData == null || runtimeData.transformationMatrixVisibilityBuffer == null || runtimeData.bufferSize == 0 || runtimeData.instanceCount == 0) - continue; - - // Everything is ready; execute the instanced indirect rendering. We execute a drawcall for each submesh of each LOD. - GPUInstancerPrototypeLOD rdLOD; - GPUInstancerRenderer rdRenderer; - Material rdMaterial; - int offset = 0; - int submeshIndex = 0; - for (int lod = 0; lod < runtimeData.instanceLODs.Count; lod++) - { - rdLOD = runtimeData.instanceLODs[lod]; - bool isLODShadowCasting = runtimeData.IsLODShadowCasting(lod); - for (int r = 0; r < rdLOD.renderers.Count; r++) - { - rdRenderer = rdLOD.renderers[r]; - if (!IsInLayer(layerMask, rdRenderer.layer)) - continue; - - for (int m = 0; m < rdRenderer.materials.Count; m++) - { - rdMaterial = rdRenderer.materials[m]; - - submeshIndex = Math.Min(m, rdRenderer.mesh.subMeshCount - 1); - offset = (rdRenderer.argsBufferOffset + 5 * submeshIndex) * GPUInstancerConstants.STRIDE_SIZE_INT; - - if (rdRenderer.rendererRef == null || rdRenderer.rendererRef.shadowCastingMode != ShadowCastingMode.ShadowsOnly) - { - Graphics.DrawMeshInstancedIndirect(rdRenderer.mesh, submeshIndex, - rdMaterial, - instancingBounds, - runtimeData.argsBuffer, - offset, - rdRenderer.mpb, - runtimeData.prototype.isShadowCasting && !runtimeData.hasShadowCasterBuffer && isLODShadowCasting ? ShadowCastingMode.On : ShadowCastingMode.Off, rdRenderer.receiveShadows, rdRenderer.layer, - rendereringCamera -#if UNITY_2018_1_OR_NEWER - , lightProbeDisabled ? LightProbeUsage.Off : LightProbeUsage.BlendProbes -#endif - ); - } - - if (runtimeData.hasShadowCasterBuffer && runtimeData.prototype.isShadowCasting && isLODShadowCasting && rdRenderer.castShadows) - { - Graphics.DrawMeshInstancedIndirect(rdRenderer.mesh, submeshIndex, - runtimeData.prototype.useOriginalShaderForShadow ? rdMaterial : runtimeData.shadowCasterMaterial, - instancingBounds, - runtimeData.shadowArgsBuffer, - offset, - rdRenderer.shadowMPB, - ShadowCastingMode.ShadowsOnly, false, rdRenderer.layer, rendereringCamera -#if UNITY_2018_1_OR_NEWER - , lightProbeDisabled ? LightProbeUsage.Off : LightProbeUsage.BlendProbes -#endif - ); - } - } - } - } - } - } - - public static void DispatchBufferToTexture(List runtimeDataList, ComputeShader bufferToTextureComputeShader, int bufferToTextureComputeKernelID, int bufferToTextureCrossFadeKernelID = 1) where T : GPUInstancerRuntimeData - { - if (runtimeDataList == null) - return; - - foreach (T runtimeData in runtimeDataList) - { - if (runtimeData == null || runtimeData.args == null || runtimeData.transformationMatrixVisibilityBuffer == null || runtimeData.bufferSize == 0) - continue; - - for (int lod = 0; lod < runtimeData.instanceLODs.Count; lod++) - { - bufferToTextureComputeShader.SetBuffer(bufferToTextureComputeKernelID, GPUInstancerConstants.VisibilityKernelPoperties.INSTANCE_DATA_BUFFER, runtimeData.transformationMatrixVisibilityBuffer); - bufferToTextureComputeShader.SetBuffer(bufferToTextureComputeKernelID, GPUInstancerConstants.VisibilityKernelPoperties.TRANSFORMATION_MATRIX_BUFFER, runtimeData.instanceLODs[lod].transformationMatrixAppendBuffer); - bufferToTextureComputeShader.SetTexture(bufferToTextureComputeKernelID, GPUInstancerConstants.BufferToTextureKernelPoperties.TRANSFORMATION_MATRIX_TEXTURE, runtimeData.instanceLODs[lod].transformationMatrixAppendTexture); - bufferToTextureComputeShader.SetBuffer(bufferToTextureComputeKernelID, GPUInstancerConstants.VisibilityKernelPoperties.ARGS_BUFFER, runtimeData.argsBuffer); - bufferToTextureComputeShader.SetInt(GPUInstancerConstants.VisibilityKernelPoperties.ARGS_BUFFER_INDEX, runtimeData.instanceLODs[lod].argsBufferOffset + 1); - bufferToTextureComputeShader.SetInt(GPUInstancerConstants.VisibilityKernelPoperties.MAX_TEXTURE_SIZE, GPUInstancerConstants.TEXTURE_MAX_SIZE); - - bufferToTextureComputeShader.Dispatch(bufferToTextureComputeKernelID, Mathf.CeilToInt(runtimeData.bufferSize / GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT), 1, 1); - - if (runtimeData.hasShadowCasterBuffer) - { - bufferToTextureComputeShader.SetBuffer(bufferToTextureComputeKernelID, GPUInstancerConstants.VisibilityKernelPoperties.INSTANCE_DATA_BUFFER, runtimeData.transformationMatrixVisibilityBuffer); - bufferToTextureComputeShader.SetBuffer(bufferToTextureComputeKernelID, GPUInstancerConstants.VisibilityKernelPoperties.TRANSFORMATION_MATRIX_BUFFER, runtimeData.instanceLODs[lod].shadowAppendBuffer); - bufferToTextureComputeShader.SetTexture(bufferToTextureComputeKernelID, GPUInstancerConstants.BufferToTextureKernelPoperties.TRANSFORMATION_MATRIX_TEXTURE, runtimeData.instanceLODs[lod].shadowAppendTexture); - bufferToTextureComputeShader.SetBuffer(bufferToTextureComputeKernelID, GPUInstancerConstants.VisibilityKernelPoperties.ARGS_BUFFER, runtimeData.shadowArgsBuffer); - bufferToTextureComputeShader.SetInt(GPUInstancerConstants.VisibilityKernelPoperties.ARGS_BUFFER_INDEX, runtimeData.instanceLODs[lod].argsBufferOffset + 1); - bufferToTextureComputeShader.SetInt(GPUInstancerConstants.VisibilityKernelPoperties.MAX_TEXTURE_SIZE, GPUInstancerConstants.TEXTURE_MAX_SIZE); - - bufferToTextureComputeShader.Dispatch(bufferToTextureComputeKernelID, Mathf.CeilToInt(runtimeData.bufferSize / GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT), 1, 1); - } - - if (runtimeData.prototype.isLODCrossFade) - { - bufferToTextureComputeShader.SetTexture(bufferToTextureCrossFadeKernelID, GPUInstancerConstants.BufferToTextureKernelPoperties.LOD_DATA_TEXTURE, runtimeData.instanceLODDataTexture); - bufferToTextureComputeShader.SetBuffer(bufferToTextureCrossFadeKernelID, GPUInstancerConstants.VisibilityKernelPoperties.INSTANCE_LOD_BUFFER, runtimeData.instanceLODDataBuffer); - bufferToTextureComputeShader.SetInt(GPUInstancerConstants.VisibilityKernelPoperties.MAX_TEXTURE_SIZE, GPUInstancerConstants.TEXTURE_MAX_SIZE); - bufferToTextureComputeShader.SetInt(GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_BUFFER_SIZE, runtimeData.bufferSize); - - bufferToTextureComputeShader.Dispatch(bufferToTextureCrossFadeKernelID, Mathf.CeilToInt(runtimeData.bufferSize / GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT), 1, 1); - } - } - } - } - - - public static bool IsInLayer(int layerMask, int layer) - { - return layerMask == (layerMask | (1 << layer)); - } - #endregion GPU Instancing - - #region Prototype Release - - public static void ReleaseInstanceBuffers(List runtimeDataList) where T : GPUInstancerRuntimeData - { - if (runtimeDataList == null) - return; - - for (int i = 0; i < runtimeDataList.Count; i++) - { - ReleaseInstanceBuffers(runtimeDataList[i]); - } - } - - public static void ReleaseInstanceBuffers(T runtimeData) where T : GPUInstancerRuntimeData - { - if (runtimeData == null) - return; - - if (runtimeData.instanceLODs != null) - { - for (int lod = 0; lod < runtimeData.instanceLODs.Count; lod++) - { - if (runtimeData.instanceLODs[lod].transformationMatrixAppendBuffer != null) - runtimeData.instanceLODs[lod].transformationMatrixAppendBuffer.Release(); - runtimeData.instanceLODs[lod].transformationMatrixAppendBuffer = null; - - DestroyObject(runtimeData.instanceLODs[lod].transformationMatrixAppendTexture); - runtimeData.instanceLODs[lod].transformationMatrixAppendTexture = null; - - DestroyObject(runtimeData.instanceLODs[lod].shadowAppendTexture); - runtimeData.instanceLODs[lod].shadowAppendTexture = null; - - if (runtimeData.instanceLODs[lod].shadowAppendBuffer != null) - runtimeData.instanceLODs[lod].shadowAppendBuffer.Release(); - runtimeData.instanceLODs[lod].shadowAppendBuffer = null; - } - } - - if (runtimeData.instanceLODDataBuffer != null) - runtimeData.instanceLODDataBuffer.Release(); - runtimeData.instanceLODDataBuffer = null; - - if (runtimeData.transformationMatrixVisibilityBuffer != null) - runtimeData.transformationMatrixVisibilityBuffer.Release(); - runtimeData.transformationMatrixVisibilityBuffer = null; - - if (runtimeData.argsBuffer != null) - runtimeData.argsBuffer.Release(); - runtimeData.argsBuffer = null; - - if (runtimeData.shadowArgsBuffer != null) - runtimeData.shadowArgsBuffer.Release(); - runtimeData.shadowArgsBuffer = null; - - runtimeData.ReleaseBuffers(); - } - - public static void ReleaseSPBuffers(GPUInstancerSpatialPartitioningData spData) - { - if (spData == null || spData.activeCellList == null) - return; - - for (int i = 0; i < spData.activeCellList.Count; i++) - { - ReleaseSPCell(spData.activeCellList[i]); - } - } - - public static void ReleaseSPCell(GPUInstancerCell spCell) - { - if (spCell != null && spCell is GPUInstancerDetailCell) - { - GPUInstancerDetailCell detailCell = (GPUInstancerDetailCell)spCell; - if (detailCell.detailInstanceBuffers != null) - { - foreach (ComputeBuffer cb in detailCell.detailInstanceBuffers.Values) - { - if (cb != null) - { - cb.Release(); - } - } - detailCell.detailInstanceBuffers = null; - } - } - } - - #endregion Prototype Release - - #region Create Prototypes - - #region Create Detail Prototypes - - /// - /// Returns a list of GPU Instancer compatible prototypes given the DetailPrototypes from a Unity Terrain. - /// - /// Unity Terrain Detail prototypes - /// - public static void SetDetailInstancePrototypes(GameObject gameObject, List detailInstancePrototypes, DetailPrototype[] detailPrototypes, - int quadCount, GPUInstancerTerrainSettings terrainSettings, bool forceNew) - { - if (forceNew) - RemoveAssetsOfType(terrainSettings, typeof(GPUInstancerDetailPrototype)); - - for (int i = 0; i < detailPrototypes.Length; i++) - { - if (!forceNew && detailInstancePrototypes.Count > i) - continue; - - AddDetailInstancePrototypeFromTerrainPrototype(gameObject, detailInstancePrototypes, detailPrototypes[i], i, quadCount, terrainSettings); - } - RemoveUnusedAssets(terrainSettings, detailInstancePrototypes, typeof(GPUInstancerDetailPrototype)); - } - - public static void AddDetailInstancePrototypeFromTerrainPrototype(GameObject gameObject, List detailInstancePrototypes, DetailPrototype terrainDetailPrototype, - int detailIndex, int quadCount, GPUInstancerTerrainSettings terrainSettings, GameObject replacementPrefab = null) - { -#if UNITY_EDITOR - if (!Application.isPlaying) - Undo.RecordObject(gameObject, "Detail prototype changed " + detailIndex); -#endif - - if (replacementPrefab == null && terrainDetailPrototype.prototype != null) - { - replacementPrefab = terrainDetailPrototype.prototype; - while (replacementPrefab.transform.parent != null) - replacementPrefab = replacementPrefab.transform.parent.gameObject; - } - - GPUInstancerDetailPrototype detailPrototype = ScriptableObject.CreateInstance(); - detailPrototype.prototypeIndex = detailIndex; - detailPrototype.detailRenderMode = terrainDetailPrototype.renderMode; - detailPrototype.usePrototypeMesh = terrainDetailPrototype.usePrototypeMesh; - detailPrototype.prefabObject = replacementPrefab; - detailPrototype.prototypeTexture = terrainDetailPrototype.prototypeTexture; - detailPrototype.useCrossQuads = quadCount > 1; - detailPrototype.quadCount = quadCount; - - detailPrototype.billboardFaceCamPos = GPUInstancerConstants.gpuiSettings.isVREnabled; - - detailPrototype.detailHealthyColor = terrainDetailPrototype.healthyColor; - detailPrototype.detailDryColor = terrainDetailPrototype.dryColor; - detailPrototype.noiseSpread = terrainDetailPrototype.noiseSpread; - detailPrototype.detailScale = new Vector4(terrainDetailPrototype.minWidth, terrainDetailPrototype.maxWidth, terrainDetailPrototype.minHeight, terrainDetailPrototype.maxHeight); - detailPrototype.windWaveTintColor = Color.Lerp(detailPrototype.detailHealthyColor, detailPrototype.detailDryColor, 0.5f); - detailPrototype.name = "Detail_" + detailIndex + "_" + (terrainDetailPrototype.prototype != null ? terrainDetailPrototype.prototype.name + "_" + terrainDetailPrototype.prototype.GetInstanceID() : terrainDetailPrototype.prototypeTexture.name + "_" + terrainDetailPrototype.prototypeTexture.GetInstanceID()); - detailPrototype.maxDistance = terrainSettings.maxDetailDistance; - detailPrototype.detailDensity = terrainSettings.detailDensity; - detailPrototype.isShadowCasting = terrainDetailPrototype.usePrototypeMesh; - detailPrototype.isBillboardDisabled = !terrainDetailPrototype.usePrototypeMesh; - - // A bit redundant here, but makes it possible to add GOs with SpeedTree, Tree Creator and Soft Occlusion shaders as terrain details. - if (replacementPrefab != null) - DetermineTreePrototypeType(detailPrototype); - if (detailPrototype.treeType != GPUInstancerTreeType.None || !GPUInstancerConstants.gpuiSettings.IsStandardRenderPipeline()) - detailPrototype.useOriginalShaderForShadow = true; - //if (detailPrototype.treeType == GPUInstancerTreeType.SpeedTree) - // detailPrototype.lodBiasAdjustment = 0.5f; - - if (!GPUInstancerConstants.gpuiSettings.disableAutoGenerateBillboards && IsBillboardGeneratedByDefault(detailPrototype)) - { - detailPrototype.isLODCrossFade = GPUInstancerConstants.gpuiSettings.GetDefaultCrossFadeValue(); - detailPrototype.useGeneratedBillboard = true; - if (detailPrototype.billboard == null) - detailPrototype.billboard = new GPUInstancerBillboard(); - GeneratePrototypeBillboard(detailPrototype, GPUInstancerConstants.gpuiSettings); - } - - AddObjectToAsset(terrainSettings, detailPrototype); - - detailInstancePrototypes.Add(detailPrototype); - - if (terrainDetailPrototype.usePrototypeMesh) - GenerateInstancedShadersForGameObject(detailPrototype); - else - { - if (GPUInstancerConstants.gpuiSettings.IsStandardRenderPipeline()) - GPUInstancerConstants.gpuiSettings.AddShaderVariantToCollection(GPUInstancerConstants.SHADER_GPUI_FOLIAGE); - else if (GPUInstancerConstants.gpuiSettings.isURP) - { - if (Shader.Find(GPUInstancerConstants.SHADER_GPUI_FOLIAGE_URP) == null) - ImportFoliageSRPShader(); - else - GPUInstancerConstants.gpuiSettings.AddShaderVariantToCollection(GPUInstancerConstants.SHADER_GPUI_FOLIAGE_URP); - } - else if (GPUInstancerConstants.gpuiSettings.isLWRP) - { - if (Shader.Find(GPUInstancerConstants.SHADER_GPUI_FOLIAGE_LWRP) == null) - ImportFoliageSRPShader(); - else - GPUInstancerConstants.gpuiSettings.AddShaderVariantToCollection(GPUInstancerConstants.SHADER_GPUI_FOLIAGE_LWRP); - } - else if (GPUInstancerConstants.gpuiSettings.isHDRP) - { - if (Shader.Find(GPUInstancerConstants.SHADER_GPUI_FOLIAGE_HDRP) == null) - ImportFoliageSRPShader(); - else - GPUInstancerConstants.gpuiSettings.AddShaderVariantToCollection(GPUInstancerConstants.SHADER_GPUI_FOLIAGE_HDRP); - } - } - - } - - public static void ImportFoliageSRPShader() - { -#if UNITY_EDITOR - EditorApplication.update -= ImportFoliageSRPShaderPopup; - EditorApplication.update += ImportFoliageSRPShaderPopup; -#endif - } - - public static void ImportFoliageSRPShaderPopup() - { -#if UNITY_EDITOR - string pipeline = GPUInstancerConstants.gpuiSettings.isLWRP ? "LWRP" : GPUInstancerConstants.gpuiSettings.isURP ? "URP" : "HDRP"; - - if ((GPUInstancerConstants.gpuiSettings.isLWRP && Shader.Find(GPUInstancerConstants.SHADER_GPUI_FOLIAGE_LWRP) == null) || - (GPUInstancerConstants.gpuiSettings.isURP && Shader.Find(GPUInstancerConstants.SHADER_GPUI_FOLIAGE_URP) == null) || - (GPUInstancerConstants.gpuiSettings.isHDRP && Shader.Find(GPUInstancerConstants.SHADER_GPUI_FOLIAGE_HDRP) == null)) - { - string packagePath = GPUInstancerConstants.gpuiSettings.isLWRP ? GPUInstancerConstants.FOLIAGE_SHADER_LWRP_PACKAGE_PATH : - GPUInstancerConstants.gpuiSettings.isURP ? GPUInstancerConstants.FOLIAGE_SHADER_URP_PACKAGE_PATH : GPUInstancerConstants.FOLIAGE_SHADER_HDRP_PACKAGE_PATH; - - if (System.IO.File.Exists(GPUInstancerConstants.GetDefaultPath() + packagePath)) - { - if (EditorUtility.DisplayDialog("GPUI Foliage " + pipeline + " Support", "You are using the Detail Manager with texture Prototypes in " + pipeline + ".\n\nDo you wish to import the " + pipeline + " support for the GPUI foliage shader?\n\nThis operation can take some time depending on your system.", "YES", "NO")) - { - Debug.Log("GPUI is importing Foliage " + pipeline + " shader..."); - AssetDatabase.importPackageCompleted += OnFoliageSRPShaderImportCompleted; - AssetDatabase.ImportPackage(GPUInstancerConstants.GetDefaultPath() + packagePath, false); - } - } - else - { - string[] packageNameSplit = packagePath.Split('/'); - Debug.LogError("GPUI can not find " + packageNameSplit[packageNameSplit.Length - 1]); - } - - } - EditorApplication.update -= ImportFoliageSRPShaderPopup; -#endif - } - - public static void OnFoliageSRPShaderImportCompleted(string foliageShaderPackageName) - { -#if UNITY_EDITOR - string packagePath = GPUInstancerConstants.gpuiSettings.isLWRP ? GPUInstancerConstants.FOLIAGE_SHADER_LWRP_PACKAGE_PATH : - GPUInstancerConstants.gpuiSettings.isURP ? GPUInstancerConstants.FOLIAGE_SHADER_URP_PACKAGE_PATH : GPUInstancerConstants.FOLIAGE_SHADER_HDRP_PACKAGE_PATH; - string[] packageNameSplit = packagePath.Split('/'); - string packageName = packageNameSplit[packageNameSplit.Length - 1].Remove(packageNameSplit[packageNameSplit.Length - 1].Length - 13); - - if (GPUInstancerConstants.gpuiSettings.isLWRP && foliageShaderPackageName == packageName && Shader.Find(GPUInstancerConstants.SHADER_GPUI_FOLIAGE_LWRP) != null) - GPUInstancerConstants.gpuiSettings.AddShaderVariantToCollection(GPUInstancerConstants.SHADER_GPUI_FOLIAGE_LWRP); - if (GPUInstancerConstants.gpuiSettings.isURP && foliageShaderPackageName == packageName && Shader.Find(GPUInstancerConstants.SHADER_GPUI_FOLIAGE_URP) != null) - GPUInstancerConstants.gpuiSettings.AddShaderVariantToCollection(GPUInstancerConstants.SHADER_GPUI_FOLIAGE_URP); - if (GPUInstancerConstants.gpuiSettings.isHDRP && foliageShaderPackageName == packageName && Shader.Find(GPUInstancerConstants.SHADER_GPUI_FOLIAGE_HDRP) != null) - GPUInstancerConstants.gpuiSettings.AddShaderVariantToCollection(GPUInstancerConstants.SHADER_GPUI_FOLIAGE_HDRP); - - AssetDatabase.importPackageCompleted -= OnFoliageSRPShaderImportCompleted; -#endif - } - - public static void AddDetailInstanceRuntimeDataToList(List runtimeDataList, List detailPrototypes, - GPUInstancerTerrainSettings terrainSettings, int detailLayer) - { - for (int i = 0; i < detailPrototypes.Count; i++) - { - GPUInstancerRuntimeData runtimeData = new GPUInstancerRuntimeData(detailPrototypes[i]); - - GPUInstancerDetailPrototype detailPrototype = (GPUInstancerDetailPrototype)detailPrototypes[i]; - - if (detailPrototype.usePrototypeMesh) - { - if (!runtimeData.CreateRenderersFromGameObject(detailPrototypes[i])) - continue; - - AddBillboardToRuntimeData(runtimeData); - - if (detailPrototype.treeType == GPUInstancerTreeType.SpeedTree || detailPrototype.treeType == GPUInstancerTreeType.SpeedTree8 || - detailPrototype.treeType == GPUInstancerTreeType.TreeCreatorTree) - GPUInstancerManager.AddTreeProxy(detailPrototype, runtimeData); - - if (detailPrototypes[i].prefabObject.GetComponentsInChildren() - .Any(r => r.sharedMaterial.shader.name == GPUInstancerConstants.SHADER_GPUI_FOLIAGE || r.sharedMaterial.shader.name == GPUInstancerConstants.SHADER_GPUI_FOLIAGE_URP - || r.sharedMaterial.shader.name == GPUInstancerConstants.SHADER_GPUI_FOLIAGE_LWRP || r.sharedMaterial.shader.name == GPUInstancerConstants.SHADER_GPUI_FOLIAGE_HDRP)) - { - for (int lod = 0; lod < runtimeData.instanceLODs.Count; lod++) - { - for (int r = 0; r < runtimeData.instanceLODs[lod].renderers.Count; r++) - { - runtimeData.instanceLODs[lod].renderers[r].mpb.SetTexture("_HealthyDryNoiseTexture", terrainSettings.GetHealthyDryNoiseTexture(detailPrototype)); - runtimeData.instanceLODs[lod].renderers[r].mpb.SetFloat("_NoiseSpread", detailPrototype.noiseSpread); - runtimeData.instanceLODs[lod].renderers[r].mpb.SetTexture("_WindWaveNormalTexture", terrainSettings.windWaveNormalTexture); - runtimeData.instanceLODs[lod].renderers[r].mpb.SetVector("_WindVector", terrainSettings.windVector); - } - } - } - } - else - { - Material instanceMaterial; - - if (detailPrototype.useCustomMaterialForTextureDetail && detailPrototype.textureDetailCustomMaterial != null) - { - instanceMaterial = GPUInstancerConstants.gpuiSettings.shaderBindings.GetInstancedMaterial(detailPrototype.textureDetailCustomMaterial); - instanceMaterial.name = "InstancedMaterial_" + detailPrototype.prototypeTexture.name + "_GPUITemp"; - - // Note: Cross quad distance billboarding is disabled for custom materials since GPU Instancer handles billboarding in the GPUInstancer/Foliage shader. - runtimeData.AddLodAndRenderer(CreateCrossQuadsMeshForDetailGrass(1, 1, detailPrototype.prototypeTexture.name, - detailPrototype.quadCount), new List { instanceMaterial }, new MaterialPropertyBlock(), true, 0f, - null, false, detailLayer); - - runtimeDataList.Add(runtimeData); - - continue; - } - - string shaderName = GPUInstancerConstants.gpuiSettings.isURP ? GPUInstancerConstants.SHADER_GPUI_FOLIAGE_URP : - GPUInstancerConstants.gpuiSettings.isLWRP ? GPUInstancerConstants.SHADER_GPUI_FOLIAGE_LWRP : - GPUInstancerConstants.gpuiSettings.isHDRP ? GPUInstancerConstants.SHADER_GPUI_FOLIAGE_HDRP : GPUInstancerConstants.SHADER_GPUI_FOLIAGE; - - Shader instanceShader = Shader.Find(shaderName); - if (instanceShader == null) - { - Debug.LogError("Required foliage shader " + shaderName + " is not found. Please extract the shader from its respective package or use a custom material"); - continue; - } - - instanceMaterial = new Material(instanceShader); - - if (GPUInstancerConstants.gpuiSettings.isHDRP) - { - Material foliageHDRPTemplate = GPUInstancerConstants.gpuiSettings.GetFoliageHDRPTemplate(); - if (foliageHDRPTemplate != null) - instanceMaterial.CopyPropertiesFromMaterial(foliageHDRPTemplate); - } - - instanceMaterial.SetTexture("_HealthyDryNoiseTexture", terrainSettings.GetHealthyDryNoiseTexture(detailPrototype)); - instanceMaterial.SetTexture("_WindWaveNormalTexture", terrainSettings.windWaveNormalTexture); - instanceMaterial.SetVector("_WindVector", terrainSettings.windVector); - - instanceMaterial.SetFloat("_IsBillboard", detailPrototype.useCrossQuads ? 0.0f : detailPrototype.isBillboard ? 1.0f : 0.0f); - - if (detailPrototype.billboardFaceCamPos) - instanceMaterial.EnableKeyword("_BILLBOARDFACECAMPOS_ON"); - else - instanceMaterial.DisableKeyword("_BILLBOARDFACECAMPOS_ON"); - - instanceMaterial.SetTexture("_MainTex", detailPrototype.prototypeTexture); - instanceMaterial.SetColor("_HealthyColor", detailPrototype.detailHealthyColor); - instanceMaterial.SetColor("_DryColor", detailPrototype.detailDryColor); - instanceMaterial.SetFloat("_NoiseSpread", detailPrototype.noiseSpread); - instanceMaterial.SetFloat("_AmbientOcclusion", detailPrototype.ambientOcclusion); - instanceMaterial.SetFloat("_GradientPower", detailPrototype.gradientPower); - - instanceMaterial.SetColor("_WindWaveTintColor", detailPrototype.windWaveTintColor); - instanceMaterial.SetFloat("_WindIdleSway", detailPrototype.windIdleSway); - instanceMaterial.SetFloat("_WindWavesOn", detailPrototype.windWavesOn ? 1.0f : 0.0f); - instanceMaterial.SetFloat("_WindWaveSize", detailPrototype.windWaveSize); - instanceMaterial.SetFloat("_WindWaveTint", detailPrototype.windWaveTint); - instanceMaterial.SetFloat("_WindWaveSway", detailPrototype.windWaveSway); - - - instanceMaterial.name = "InstancedMaterial_" + detailPrototype.prototypeTexture.name + "_GPUITemp"; - - runtimeData.AddLodAndRenderer(CreateCrossQuadsMeshForDetailGrass(1, 1, detailPrototype.prototypeTexture.name, - detailPrototype.useCrossQuads ? detailPrototype.quadCount : 1), new List { instanceMaterial }, new MaterialPropertyBlock(), true, - detailPrototype.useCrossQuads ? GetDistanceRelativeHeight(detailPrototype) : 0f, - null, false, detailLayer); - - // Add grass LOD if cross quadding. - if (detailPrototype.useCrossQuads) - { - Material lodMaterial = new Material(instanceMaterial); - lodMaterial.SetFloat("_IsBillboard", 1.0f); - - if (detailPrototype.billboardFaceCamPos) - lodMaterial.EnableKeyword("_BILLBOARDFACECAMPOS_ON"); - else - lodMaterial.DisableKeyword("_BILLBOARDFACECAMPOS_ON"); - - // LOD Debug: - if (detailPrototype.billboardDistanceDebug) - { - lodMaterial.SetColor("_HealthyColor", detailPrototype.billboardDistanceDebugColor); - lodMaterial.SetColor("_DryColor", detailPrototype.billboardDistanceDebugColor); - } - - runtimeData.AddLodAndRenderer(CreateCrossQuadsMeshForDetailGrass(1, 1, detailPrototype.prototypeTexture.name, - 1), new List { lodMaterial }, new MaterialPropertyBlock(), true, 0f, - null, false, detailLayer); - } - } - - runtimeDataList.Add(runtimeData); - } - } - - public static void UpdateDetailInstanceRuntimeDataList(List runtimeDataList, GPUInstancerTerrainSettings terrainSettings, bool updateMeshes = false, - int detailLayer = 0) - { - for (int i = 0; i < runtimeDataList.Count; i++) - { - GPUInstancerDetailPrototype detailPrototype = (GPUInstancerDetailPrototype)runtimeDataList[i].prototype; - - if (detailPrototype.usePrototypeMesh) - { - if (detailPrototype.prefabObject.GetComponentsInChildren() - .Any(r => r.sharedMaterial.shader.name == GPUInstancerConstants.SHADER_GPUI_FOLIAGE || r.sharedMaterial.shader.name == GPUInstancerConstants.SHADER_GPUI_FOLIAGE_URP - || r.sharedMaterial.shader.name == GPUInstancerConstants.SHADER_GPUI_FOLIAGE_LWRP || r.sharedMaterial.shader.name == GPUInstancerConstants.SHADER_GPUI_FOLIAGE_HDRP)) - { - for (int lod = 0; lod < runtimeDataList[i].instanceLODs.Count; lod++) - { - for (int r = 0; r < runtimeDataList[i].instanceLODs[lod].renderers.Count; r++) - { - runtimeDataList[i].instanceLODs[lod].renderers[r].mpb.SetTexture("_HealthyDryNoiseTexture", terrainSettings.GetHealthyDryNoiseTexture(detailPrototype)); - runtimeDataList[i].instanceLODs[lod].renderers[r].mpb.SetFloat("_NoiseSpread", detailPrototype.noiseSpread); - runtimeDataList[i].instanceLODs[lod].renderers[r].mpb.SetTexture("_WindWaveNormalTexture", terrainSettings.windWaveNormalTexture); - runtimeDataList[i].instanceLODs[lod].renderers[r].mpb.SetVector("_WindVector", terrainSettings.windVector); - } - } - } - } - else - { - if (!detailPrototype.useCustomMaterialForTextureDetail || (detailPrototype.useCustomMaterialForTextureDetail && detailPrototype.textureDetailCustomMaterial != null)) - { - if (updateMeshes) - { - if (detailPrototype.useCrossQuads) - { - GPUInstancerPrototypeLOD lodBilboard = runtimeDataList[i].instanceLODs[runtimeDataList[i].instanceLODs.Count - 1]; - if (runtimeDataList[i].instanceLODs[0].transformationMatrixAppendBuffer != null) - runtimeDataList[i].instanceLODs[0].transformationMatrixAppendBuffer.Release(); - runtimeDataList[i].instanceLODs[0].transformationMatrixAppendBuffer = null; - - runtimeDataList[i].instanceLODs.Clear(); - - runtimeDataList[i].AddLodAndRenderer(CreateCrossQuadsMeshForDetailGrass(1, 1, detailPrototype.prototypeTexture.name, - detailPrototype.quadCount), new List { lodBilboard.renderers[0].materials[0] }, new MaterialPropertyBlock(), true, - 1, // not calling GetDistanceRelativeHeight since will be called below. - null, false, detailLayer); - - runtimeDataList[i].instanceLODs.Add(lodBilboard); - runtimeDataList[i].lodSizes[1] = 0f; - - if (runtimeDataList[i].argsBuffer != null) - runtimeDataList[i].argsBuffer.Release(); - runtimeDataList[i].argsBuffer = null; - - InitializeGPUBuffer(runtimeDataList[i]); - } - else if (runtimeDataList[i].instanceLODs.Count == 2) - { - if (runtimeDataList[i].instanceLODs[0].transformationMatrixAppendBuffer != null) - runtimeDataList[i].instanceLODs[0].transformationMatrixAppendBuffer.Release(); - runtimeDataList[i].instanceLODs[0].transformationMatrixAppendBuffer = null; - - runtimeDataList[i].instanceLODs.RemoveAt(0); - - if (runtimeDataList[i].argsBuffer != null) - runtimeDataList[i].argsBuffer.Release(); - runtimeDataList[i].argsBuffer = null; - - runtimeDataList[i].lodSizes[0] = 0; - runtimeDataList[i].lodSizes[1] = -1; - - InitializeGPUBuffer(runtimeDataList[i]); - } - } - - for (int lod = 0; lod < runtimeDataList[i].instanceLODs.Count; lod++) - { - MaterialPropertyBlock instanceMaterial = runtimeDataList[i].instanceLODs[lod].renderers[0].mpb; - - instanceMaterial.SetTexture("_HealthyDryNoiseTexture", terrainSettings.GetHealthyDryNoiseTexture(detailPrototype)); - instanceMaterial.SetTexture("_WindWaveNormalTexture", terrainSettings.windWaveNormalTexture); - instanceMaterial.SetVector("_WindVector", terrainSettings.windVector); - - instanceMaterial.SetColor("_HealthyColor", detailPrototype.detailHealthyColor); - instanceMaterial.SetColor("_DryColor", detailPrototype.detailDryColor); - instanceMaterial.SetFloat("_NoiseSpread", detailPrototype.noiseSpread); - instanceMaterial.SetFloat("_AmbientOcclusion", detailPrototype.ambientOcclusion); - instanceMaterial.SetFloat("_GradientPower", detailPrototype.gradientPower); - - instanceMaterial.SetColor("_WindWaveTintColor", detailPrototype.windWaveTintColor); - instanceMaterial.SetFloat("_WindIdleSway", detailPrototype.windIdleSway); - instanceMaterial.SetFloat("_WindWavesOn", detailPrototype.windWavesOn ? 1.0f : 0.0f); - instanceMaterial.SetFloat("_WindWaveSize", detailPrototype.windWaveSize); - instanceMaterial.SetFloat("_WindWaveTint", detailPrototype.windWaveTint); - instanceMaterial.SetFloat("_WindWaveSway", detailPrototype.windWaveSway); - - instanceMaterial.SetFloat("_IsBillboard", detailPrototype.useCrossQuads && lod == 0 ? 0.0f : detailPrototype.isBillboard || detailPrototype.useCrossQuads ? 1.0f : 0.0f); - } - } - - if (detailPrototype.useCrossQuads) - { - runtimeDataList[i].lodSizes[0] = GetDistanceRelativeHeight(detailPrototype); - - if (detailPrototype.billboardDistanceDebug) - { - MaterialPropertyBlock instanceMaterial = runtimeDataList[i].instanceLODs[1].renderers[0].mpb; - instanceMaterial.SetColor("_HealthyColor", detailPrototype.billboardDistanceDebugColor); - instanceMaterial.SetColor("_DryColor", detailPrototype.billboardDistanceDebugColor); - } - } - } - - - } - } - - public static float GetDistanceRelativeHeight(GPUInstancerDetailPrototype detailPrototype) - { - return (1 - detailPrototype.billboardDistance); - } - - #endregion Create Detail Prototypes - - #region Create Prefab Prototypes - - public static void SetPrefabInstancePrototypes(GameObject gameObject, List prototypeList, List prefabList, bool forceNew) - { - if (prefabList == null) - return; - -#if UNITY_EDITOR - if (!Application.isPlaying) - Undo.RecordObject(gameObject, "Prefab prototypes changed"); - - bool changed = false; - if (forceNew) - { - foreach (GPUInstancerPrefabPrototype prototype in prototypeList) - { - AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(prototype)); - changed = true; - } - } - else - { - foreach (GPUInstancerPrefabPrototype prototype in prototypeList) - { - if (!prefabList.Contains(prototype.prefabObject)) - { - AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(prototype)); - changed = true; - } - } - } - if (changed) - { - AssetDatabase.SaveAssets(); - AssetDatabase.Refresh(); - } -#endif - - foreach (GameObject go in prefabList) - { - if (!forceNew && prototypeList.Exists(p => p.prefabObject == go)) - continue; - - prototypeList.Add(GeneratePrefabPrototype(go, forceNew)); - } - -#if UNITY_EDITOR - AssetDatabase.SaveAssets(); - AssetDatabase.Refresh(); - - if (!Application.isPlaying) - { - GPUInstancerPrefab[] prefabInstances = GameObject.FindObjectsOfType(); - for (int i = 0; i < prefabInstances.Length; i++) - { -#if UNITY_2018_2_OR_NEWER - UnityEngine.Object prefabRoot = PrefabUtility.GetCorrespondingObjectFromSource(prefabInstances[i].gameObject); -#else - UnityEngine.Object prefabRoot = PrefabUtility.GetPrefabParent(prefabInstances[i].gameObject); -#endif - if (prefabRoot != null && ((GameObject)prefabRoot).GetComponent() != null && prefabInstances[i].prefabPrototype != ((GameObject)prefabRoot).GetComponent().prefabPrototype) - { - Undo.RecordObject(prefabInstances[i], "Changed GPUInstancer Prefab Prototype " + prefabInstances[i].gameObject + i); - prefabInstances[i].prefabPrototype = ((GameObject)prefabRoot).GetComponent().prefabPrototype; - } - } - } -#endif - } - - public static GPUInstancerPrefabPrototype GeneratePrefabPrototype(GameObject go, bool forceNew, bool attachScript = true) - { - GPUInstancerPrefab prefabScript = go.GetComponent(); - if (attachScript && prefabScript == null) -#if UNITY_2018_3_OR_NEWER && UNITY_EDITOR - prefabScript = AddComponentToPrefab(go); -#else - prefabScript = go.AddComponent(); -#endif - if (attachScript && prefabScript == null) - return null; - - GPUInstancerPrefabPrototype prototype = null; - if (prefabScript != null) - prototype = prefabScript.prefabPrototype; - if (prototype == null) - { - prototype = ScriptableObject.CreateInstance(); - if (prefabScript != null) - prefabScript.prefabPrototype = prototype; - prototype.prefabObject = go; - prototype.name = go.name + "_" + go.GetInstanceID(); - DetermineTreePrototypeType(prototype); - if (prototype.treeType != GPUInstancerTreeType.None || !GPUInstancerConstants.gpuiSettings.IsStandardRenderPipeline()) - prototype.useOriginalShaderForShadow = true; - if (go.GetComponent() != null) - { - prototype.enableRuntimeModifications = true; - prototype.autoUpdateTransformData = true; - } - - // if SRP use original shader for shadow - if (!prototype.useOriginalShaderForShadow) - { - MeshRenderer[] renderers = go.GetComponentsInChildren(); - foreach (MeshRenderer rdr in renderers) - { - foreach (Material mat in rdr.sharedMaterials) - { - if (mat.shader.name.Contains("HDRenderPipeline") || mat.shader.name.Contains("LWRenderPipeline") || mat.shader.name.Contains("Lightweight Render Pipeline")) - { - prototype.useOriginalShaderForShadow = true; - break; - } - } - if (prototype.useOriginalShaderForShadow) - break; - } - } - - if (!GPUInstancerConstants.gpuiSettings.disableAutoGenerateBillboards && IsBillboardGeneratedByDefault(prototype)) - { - prototype.isLODCrossFade = GPUInstancerConstants.gpuiSettings.GetDefaultCrossFadeValue(); - prototype.useGeneratedBillboard = true; - if (prototype.billboard == null) - prototype.billboard = new GPUInstancerBillboard(); - GeneratePrototypeBillboard(prototype); - } - - GenerateInstancedShadersForGameObject(prototype); - -#if UNITY_EDITOR - if (!Application.isPlaying) - EditorUtility.SetDirty(go); -#endif - } -#if UNITY_EDITOR - if (!Application.isPlaying && string.IsNullOrEmpty(AssetDatabase.GetAssetPath(prototype))) - { - string assetPath = GPUInstancerConstants.GetDefaultPath() + GPUInstancerConstants.PROTOTYPES_PREFAB_PATH + prototype.name + ".asset"; - - if (!System.IO.Directory.Exists(GPUInstancerConstants.GetDefaultPath() + GPUInstancerConstants.PROTOTYPES_PREFAB_PATH)) - { - System.IO.Directory.CreateDirectory(GPUInstancerConstants.GetDefaultPath() + GPUInstancerConstants.PROTOTYPES_PREFAB_PATH); - } - - AssetDatabase.CreateAsset(prototype, assetPath); - } - -#if UNITY_2018_3_OR_NEWER - if (!Application.isPlaying && prefabScript != null && prefabScript.prefabPrototype != prototype) - { - GameObject prefabContents = LoadPrefabContents(go); - prefabContents.GetComponent().prefabPrototype = prototype; - UnloadPrefabContents(go, prefabContents); - } -#endif -#endif - return prototype; - } - - #endregion - - #region Create Tree Prototypes - public static void SetTreeInstancePrototypes(GameObject gameObject, List treeIntancePrototypes, TreePrototype[] treePrototypes, - GPUInstancerTerrainSettings terrainSettings, bool forceNew) - { - if (forceNew) - RemoveAssetsOfType(terrainSettings, typeof(GPUInstancerTreePrototype)); - - for (int i = 0; i < treePrototypes.Length; i++) - { - if (!forceNew && treeIntancePrototypes.Count > i) - continue; - - AddTreeInstancePrototypeFromTerrainPrototype(gameObject, treeIntancePrototypes, treePrototypes[i], i, terrainSettings); - -#if UNITY_EDITOR - EditorUtility.SetDirty(gameObject); -#endif - } - RemoveUnusedAssets(terrainSettings, treeIntancePrototypes, typeof(GPUInstancerTreePrototype)); - } - - public static void AddTreeInstancePrototypeFromTerrainPrototype(GameObject gameObject, List treeInstancePrototypes, TreePrototype terrainTreePrototype, - int treeIndex, GPUInstancerTerrainSettings terrainSettings) - { -#if UNITY_EDITOR - if (!Application.isPlaying) - Undo.RecordObject(gameObject, "Tree prototype changed " + treeIndex); -#endif - - GPUInstancerTreePrototype treePrototype = ScriptableObject.CreateInstance(); - treePrototype.prototypeIndex = treeIndex; - treePrototype.prefabObject = terrainTreePrototype.prefab; - treePrototype.name = "Tree_" + treeIndex + "_" + terrainTreePrototype.prefab.name; - treePrototype.maxDistance = terrainSettings.maxTreeDistance; - treePrototype.useOriginalShaderForShadow = true; - DetermineTreePrototypeType(treePrototype); - if (treePrototype.treeType == GPUInstancerTreeType.None) - treePrototype.treeType = GPUInstancerTreeType.MeshTree; - - //if (treePrototypeType == GPUInstancerTreeType.SpeedTree) - // treePrototype.lodBiasAdjustment = 0.5f; - - treePrototype.isLODCrossFade = GPUInstancerConstants.gpuiSettings.GetDefaultCrossFadeValue(); - - if (!GPUInstancerConstants.gpuiSettings.disableAutoGenerateBillboards && treePrototype.treeType != GPUInstancerTreeType.SpeedTree8) - { - treePrototype.useGeneratedBillboard = true; - if (treePrototype.billboard == null) - treePrototype.billboard = new GPUInstancerBillboard(); - GeneratePrototypeBillboard(treePrototype); - } - - AddObjectToAsset(terrainSettings, treePrototype); - - treeInstancePrototypes.Add(treePrototype); - - GenerateInstancedShadersForGameObject(treePrototype); - } - - public static void AddTreeInstanceRuntimeDataToList(List runtimeDataList, List treePrototypes, - GPUInstancerTerrainSettings terrainSettings) - { - for (int i = 0; i < treePrototypes.Count; i++) - { - GPUInstancerTreePrototype treePrototype = (GPUInstancerTreePrototype)treePrototypes[i]; - - if (!GPUInstancerConstants.gpuiSettings.IsStandardRenderPipeline()) - treePrototype.useOriginalShaderForShadow = true; - - GPUInstancerRuntimeData runtimeData = new GPUInstancerRuntimeData(treePrototype); - - // LOD renderers will not be added for the SpeedTree billboards since they don't have MeshFilters - if (!runtimeData.CreateRenderersFromGameObject(treePrototype)) - continue; - // Account for tree billboards - AddBillboardToRuntimeData(runtimeData); - - if (treePrototype.treeType == GPUInstancerTreeType.SpeedTree || treePrototype.treeType == GPUInstancerTreeType.SpeedTree8 || - treePrototype.treeType == GPUInstancerTreeType.TreeCreatorTree) - GPUInstancerManager.AddTreeProxy(treePrototype, runtimeData); - - runtimeData.hasShadowCasterBuffer = treePrototype.isShadowCasting; - - runtimeDataList.Add(runtimeData); - } - } - - public static void DetermineTreePrototypeType(GPUInstancerPrototype prototype) - { - if (prototype.prefabObject != null) - { - MeshRenderer meshRenderer = prototype.prefabObject.GetComponent(); - Shader shader = null; - if (meshRenderer != null - && meshRenderer.sharedMaterials != null - && meshRenderer.sharedMaterials.Length > 0 - && meshRenderer.sharedMaterials[0] != null - && meshRenderer.sharedMaterials[0].shader != null) - { - shader = meshRenderer.sharedMaterials[0].shader; - } - else - { - LODGroup lodGroup = prototype.prefabObject.GetComponent(); - if (lodGroup != null) // SpeedTree with LOD Group - { - LOD[] lods = lodGroup.GetLODs(); - - if (lods != null - && lods.Length > 0 - && lods[0].renderers != null - && lods[0].renderers.Length > 0 - && lods[0].renderers[0].sharedMaterials != null - && lods[0].renderers[0].sharedMaterials.Length > 0 - && lods[0].renderers[0].sharedMaterials[0] != null - && lods[0].renderers[0].sharedMaterials[0].shader != null) - { - shader = lods[0].renderers[0].sharedMaterials[0].shader; - } - } - } - - if (shader != null) - { - // Tree Creator - if (shader.name.Contains("Tree Creator")) - { - prototype.treeType = GPUInstancerTreeType.TreeCreatorTree; - return; - } - - // SpeedTree 7 with single renderer - if (shader.name == GPUInstancerConstants.SHADER_UNITY_SPEED_TREE - || shader.name == GPUInstancerConstants.SHADER_GPUI_SPEED_TREE - || shader.name == GPUInstancerConstants.SHADER_UNITY_SPEED_TREE_URP) - { - prototype.treeType = GPUInstancerTreeType.SpeedTree; - return; - } - - // SpeedTree 8 with single renderer - if (shader.name == GPUInstancerConstants.SHADER_UNITY_SPEED_TREE_8 || - shader.name == GPUInstancerConstants.SHADER_GPUI_SPEED_TREE_8 || - shader.name == GPUInstancerConstants.SHADER_UNITY_SPEED_TREE_8_URP) - { - prototype.treeType = GPUInstancerTreeType.SpeedTree8; - if (GPUInstancerConstants.gpuiSettings.IsStandardRenderPipeline()) - ImportSpeedTree8Shader(); - return; - } - } - - // Soft Occlusion: - if (prototype.prefabObject.GetComponentsInChildren() - .Any(mr => mr.sharedMaterials.Where(m => m.shader.name == GPUInstancerConstants.SHADER_UNITY_TREE_SOFT_OCCLUSION_BARK || - m.shader.name == GPUInstancerConstants.SHADER_GPUI_TREE_SOFT_OCCLUSION_BARK || - m.shader.name == GPUInstancerConstants.SHADER_UNITY_TREE_SOFT_OCCLUSION_LEAVES || - m.shader.name == GPUInstancerConstants.SHADER_GPUI_TREE_SOFT_OCCLUSION_LEAVES).FirstOrDefault())) - { - prototype.treeType = GPUInstancerTreeType.SoftOcclusionTree; - return; - } - } - - prototype.treeType = GPUInstancerTreeType.None; - } - - public static void ImportSpeedTree8Shader() - { -#if UNITY_EDITOR - EditorApplication.update -= ImportSpeedTree8ShaderPopup; - EditorApplication.update += ImportSpeedTree8ShaderPopup; -#endif - } - - public static void ImportSpeedTree8ShaderPopup() - { -#if UNITY_EDITOR - if (Shader.Find(GPUInstancerConstants.SHADER_GPUI_SPEED_TREE_8) == null) - { - if (System.IO.File.Exists(GPUInstancerConstants.GetDefaultPath() + "Extras/GPUI_SpeedTree8_Support.unitypackage")) - { - if (EditorUtility.DisplayDialog("GPUI SpeedTree8 Support", "You have added a SpeedTree8 tree.\n\nDo you wish to import the GPUI support for this shader?\n\nThis operation can take some time depending on your system.", "YES", "NO")) - { - Debug.Log("GPUI is importing SpeedTree8 shader..."); - AssetDatabase.ImportPackage(GPUInstancerConstants.GetDefaultPath() + "Extras/GPUI_SpeedTree8_Support.unitypackage", true); - } - } - else - Debug.LogError("GPUI can not find GPUI_SpeedTree8_Support.unitypackage"); - } - EditorApplication.update -= ImportSpeedTree8ShaderPopup; -#endif - } - #endregion - - #endregion Create Prototypes - - #region Mesh Utility Methods - - public static Mesh CreateCrossQuadsMeshForDetailGrass(float width, float height, string name, int quality) - { - GameObject parent = new GameObject(name, typeof(MeshFilter)); - parent.transform.position = Vector3.zero; - CombineInstance[] combinesInstances = new CombineInstance[quality]; - for (int i = 0; i < quality; i++) - { - GameObject child = new GameObject("quadToCombine_" + i, typeof(MeshFilter)); - - Mesh mesh = GenerateQuadMesh(width, height, new Rect(0.0f, 0.0f, 1.0f, 1.0f), true); - - // modify normals fit for grass - for (int j = 0; j < mesh.normals.Length; j++) - mesh.normals[i] = Vector3.up; - - child.GetComponent().sharedMesh = mesh; - child.transform.parent = parent.transform; - child.transform.localPosition = Vector3.zero; - child.transform.localRotation = Quaternion.identity * Quaternion.AngleAxis((180.0f / quality) * i, Vector3.up); - child.transform.localScale = Vector3.one; - - combinesInstances[i] = new CombineInstance - { - mesh = child.GetComponent().sharedMesh, - transform = child.transform.localToWorldMatrix - }; - } - parent.GetComponent().sharedMesh = new Mesh(); - parent.GetComponent().sharedMesh.CombineMeshes(combinesInstances, true, true); - Mesh result = parent.GetComponent().sharedMesh; - result.name = name; - - GameObject.DestroyImmediate(parent); - return result; - } - - public static Mesh GenerateQuadMesh(float width, float height, Rect? uvRect = null, bool centerPivotAtBottom = false, float pivotOffsetX = 0f, float pivotOffsetY = 0f) - { - Mesh mesh = new Mesh(); - mesh.name = "QuadMesh"; - - - //mesh.vertices = new Vector3[] { - // new Vector3(centerPivotAtBottom ? -width/2 : 0, 0, 0), - // new Vector3(centerPivotAtBottom ? -width/2 : 0, height, 0), - // new Vector3(centerPivotAtBottom ? width/2 : width, height, 0), - // new Vector3(centerPivotAtBottom ? width/2 : width, 0, 0) - //}; - - mesh.vertices = new Vector3[] - { - new Vector3(centerPivotAtBottom ? -width/2-pivotOffsetX : -pivotOffsetX, -pivotOffsetY, 0), // bottom left - new Vector3(centerPivotAtBottom ? -width/2-pivotOffsetX : -pivotOffsetX, height-pivotOffsetY, 0), // top left - new Vector3(centerPivotAtBottom ? width/2-pivotOffsetX : width-pivotOffsetX, height-pivotOffsetY, 0), // top right - new Vector3(centerPivotAtBottom ? width/2-pivotOffsetX : width-pivotOffsetX, -pivotOffsetY, 0) // bottom right - }; - - - if (uvRect != null) - mesh.uv = new Vector2[] - { - new Vector2(uvRect.Value.x, uvRect.Value.y), - new Vector2(uvRect.Value.x, uvRect.Value.y + uvRect.Value.height), - new Vector2(uvRect.Value.x + uvRect.Value.width, uvRect.Value.y + uvRect.Value.height), - new Vector2(uvRect.Value.x + uvRect.Value.width, uvRect.Value.y) - }; - - //mesh.triangles = new int[] { 0, 2, 1, 0, 3, 2 }; // ori - //mesh.triangles = new int[] { 1, 2, 0, 2, 3, 0 }; - mesh.triangles = new int[] { 0, 1, 3, 1, 2, 3 }; - - Vector3 planeNormal = new Vector3(0, 0, -1); - Vector4 planeTangent = new Vector4(1, 0, 0, -1); - - mesh.normals = new Vector3[4] - { - planeNormal, - planeNormal, - planeNormal, - planeNormal - }; - - mesh.tangents = new Vector4[4] - { - planeTangent, - planeTangent, - planeTangent, - planeTangent - }; - - Color[] colors = new Color[mesh.vertices.Length]; - - for (int i = 0; i < mesh.vertices.Length; i++) - colors[i] = Color.Lerp(Color.clear, Color.red, mesh.vertices[i].y); - - mesh.colors = colors; - - return mesh; - } - - #endregion Mesh Utility Methods - - #region Terrain Utility Methods - - public static List GetDetailMapsFromTerrain(Terrain terrain, List detailPrototypeList) - { - List result = new List(); - for (int i = 0; i < detailPrototypeList.Count; i++) - { - int[,] map = terrain.terrainData.GetDetailLayer(0, 0, terrain.terrainData.detailResolution, terrain.terrainData.detailResolution, i); - result.Add(new int[map.GetLength(0) * map.GetLength(1)]); - for (int y = 0; y < map.GetLength(0); y++) - { - for (int x = 0; x < map.GetLength(1); x++) - { - result[i][x + y * map.GetLength(0)] = map[y, x]; - } - } - } - return result; - } - - public static Bounds GenerateBoundsFromTerrainPositionAndSize(Vector3 position, Vector3 size) - { - return new Bounds(new Vector3(position.x + size.x / 2, position.y + size.y / 2, position.z + size.z / 2), size); - } - - /// get height for specified coordinates - public static float SampleTerrainHeight(float px, float py, float leftBottomH, float leftTopH, float rightBottomH, float rightTopH) - { - return Mathf.Lerp(Mathf.Lerp(leftBottomH, rightBottomH, px), Mathf.Lerp(leftTopH, rightTopH, px), py); - } - - public static Vector3 ComputeTerrainNormal(float leftBottomH, float leftTopH, float rightBottomH, float scale) - { - Vector3 P = new Vector3(0, leftBottomH * scale, 0); - Vector3 Q = new Vector3(0, leftTopH * scale, 1); - Vector3 R = new Vector3(1, rightBottomH * scale, 0); - - return Vector3.Cross(Q - R, R - P).normalized; - } - - #endregion Terrain Utility Methods - - #region Math Utility Methods - - public static int GCD(int[] numbers) - { - return numbers.Aggregate(GCD); - } - - public static int GCD(int a, int b) - { - return b == 0 ? a : GCD(b, a % b); - } - - public static IEnumerable GetDivisors(int n) - { - return from a in Enumerable.Range(2, n / 2) - where n % a == 0 - select a; - } - - #endregion Math Utility Methods - - #region Billboard Utility Methods - public static void AssignBillboardBinding(GPUInstancerPrototype prototype) - { - if (prototype.billboard == null) - prototype.billboard = new GPUInstancerBillboard(); - - if (prototype.billboard.albedoAtlasTexture == null) - { - BillboardAtlasBinding billboardAtlasBinding = GPUInstancerConstants.gpuiSettings.billboardAtlasBindings.GetBillboardAtlasBinding(prototype.prefabObject, prototype.billboard.atlasResolution, prototype.billboard.frameCount); - - if (billboardAtlasBinding != null) - { - prototype.billboard.albedoAtlasTexture = billboardAtlasBinding.albedoAtlasTexture; - prototype.billboard.normalAtlasTexture = billboardAtlasBinding.normalAtlasTexture; - prototype.billboard.quadSize = billboardAtlasBinding.quadSize; - prototype.billboard.yPivotOffset = billboardAtlasBinding.yPivotOffset; - } - } - } - - public static void GeneratePrototypeBillboard(GPUInstancerPrototype prototype, bool forceRegenerate = false) - { - - if (prototype.billboard == null) - prototype.billboard = new GPUInstancerBillboard(); - - if (prototype.billboard.useCustomBillboard) - return; - - if (!GPUInstancerConstants.gpuiSettings.IsBillboardsSupported()) - return; // SRP version is not supported for generated billboards. - DetermineTreePrototypeType(prototype); - - prototype.billboard.billboardFaceCamPos = GPUInstancerConstants.gpuiSettings.isVREnabled; - - BillboardAtlasBinding billboardAtlasBinding = GPUInstancerConstants.gpuiSettings.billboardAtlasBindings.GetBillboardAtlasBinding(prototype.prefabObject, prototype.billboard.atlasResolution, prototype.billboard.frameCount); - if (billboardAtlasBinding != null) - { - if (forceRegenerate) - { - GPUInstancerConstants.gpuiSettings.billboardAtlasBindings.RemoveBillboardAtlas(billboardAtlasBinding); - //#if UNITY_EDITOR - // commented out because saving over same file - //AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(billboardAtlasBinding.albedoAtlasTexture)); - //AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(billboardAtlasBinding.normalAtlasTexture)); - //#endif - } - else - { - prototype.billboard.albedoAtlasTexture = billboardAtlasBinding.albedoAtlasTexture; - prototype.billboard.normalAtlasTexture = billboardAtlasBinding.normalAtlasTexture; - prototype.billboard.quadSize = billboardAtlasBinding.quadSize; - prototype.billboard.yPivotOffset = billboardAtlasBinding.yPivotOffset; - return; - } - } - - GameObject sample = null; - GameObject billboardCameraPivot = null; -#if UNITY_EDITOR - string albedoAtlasPath = null; - string normalAtlasPath = null; -#endif -#if UNITY_2022_2_OR_NEWER - int cachedMasterTextureLimit = QualitySettings.globalTextureMipmapLimit; - QualitySettings.globalTextureMipmapLimit = 0; -#else - int cachedMasterTextureLimit = QualitySettings.masterTextureLimit; - QualitySettings.masterTextureLimit = 0; -#endif - - try - { - //Debug.Log("Generating Billboard for " + prototype.name); - - // cache the current render texture - RenderTexture currentRt = RenderTexture.active; - - // calculate frame resolution - int frameResolution = prototype.billboard.atlasResolution / prototype.billboard.frameCount; - -#if UNITY_EDITOR - // use previous texture path if exists - if (prototype.billboard.albedoAtlasTexture != null) - albedoAtlasPath = AssetDatabase.GetAssetPath(prototype.billboard.albedoAtlasTexture); - if (prototype.billboard.normalAtlasTexture != null) - normalAtlasPath = AssetDatabase.GetAssetPath(prototype.billboard.normalAtlasTexture); -#endif - - // initialize the atlas textures - prototype.billboard.albedoAtlasTexture = new Texture2D(prototype.billboard.atlasResolution, frameResolution); - prototype.billboard.normalAtlasTexture = new Texture2D(prototype.billboard.atlasResolution, frameResolution); - - // create render target for atlas frames (both albedo and normal will share the same target) - RenderTexture frameTarget = RenderTexture.GetTemporary(frameResolution, frameResolution, 32, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear); - frameTarget.enableRandomWrite = true; - frameTarget.Create(); - - // instantiate an instance of the prefab to sample - sample = GameObject.Instantiate(prototype.prefabObject, Vector3.zero, Quaternion.identity); // TO-DO: apply a rotation offset? - sample.transform.localScale = Vector3.one; - sample.hideFlags = HideFlags.DontSave; - - // set all children of the sample to the sample layer and calculate their overall bounds - int sampleLayer = 31; - MeshRenderer[] sampleChildrenMRs = sample.GetComponentsInChildren(); - - if (sampleChildrenMRs == null || sampleChildrenMRs.Length == 0) - { - Debug.LogError("Cannot create GPU Instancer billboard for " + prototype.name + " : no mesh renderers found in prototype prefab!"); - GameObject.DestroyImmediate(sample); - prototype.useGeneratedBillboard = false; - return; - } - - Bounds sampleBounds = new Bounds(Vector3.zero, Vector3.zero); - - for (int i = 0; i < sampleChildrenMRs.Length; i++) - { - sampleChildrenMRs[i].gameObject.layer = sampleLayer; - - // TO-DO: turn this into a generic, add logic to shader bindings: - for (int m = 0; m < sampleChildrenMRs[i].sharedMaterials.Length; m++) - { - if (sampleChildrenMRs[i].sharedMaterials[m].HasProperty("_MainTexture")) - sampleChildrenMRs[i].sharedMaterials[m].SetTexture("_MainTex", sampleChildrenMRs[i].sharedMaterials[m].GetTexture("_MainTexture")); - } - - // check if mesh renderer is enabled for this child - if (!sampleChildrenMRs[i].enabled) - continue; - - MeshFilter sampleChildMF = sampleChildrenMRs[i].GetComponent(); - if (sampleChildMF == null || sampleChildMF.sharedMesh == null || sampleChildMF.sharedMesh.vertices == null) - continue; - - // encapsulate vertices instead of mesh renderer bounds; the latter are sometimes larger than necessary - Vector3[] verts = sampleChildMF.sharedMesh.vertices; - for (var v = 0; v < verts.Length; v++) - sampleBounds.Encapsulate(sampleChildrenMRs[i].transform.localToWorldMatrix.MultiplyPoint3x4(verts[v])); - } - - // calculate quad size - float sampleBoundsMaxSize = Mathf.Max(sampleBounds.size.x, sampleBounds.size.z) * 2; - sampleBoundsMaxSize = Mathf.Max(sampleBoundsMaxSize, sampleBounds.size.y); // if height is longer, adjust. - - Shader billboardAlbedoBakeShader = Shader.Find(GPUInstancerConstants.SHADER_GPUI_BILLBOARD_ALBEDO_BAKER); - Shader billboardNormalBakeShader = Shader.Find(GPUInstancerConstants.SHADER_GPUI_BILLBOARD_NORMAL_BAKER); - Shader.SetGlobalFloat("_GPUIBillboardBrightness", prototype.billboard.billboardBrightness); - Shader.SetGlobalFloat("_GPUIBillboardCutoffOverride", prototype.billboard.cutoffOverride); -#if UNITY_EDITOR - Shader.SetGlobalFloat("_IsLinearSpace", PlayerSettings.colorSpace == ColorSpace.Linear ? 1.0f : 0.0f); -#endif - - - // create the billboard snapshot camera - billboardCameraPivot = new GameObject("GPUI_BillboardCameraPivot"); - Camera billboardCamera = new GameObject().AddComponent(); - billboardCamera.transform.SetParent(billboardCameraPivot.transform); - - billboardCamera.gameObject.hideFlags = HideFlags.DontSave; - billboardCamera.cullingMask = 1 << sampleLayer; - billboardCamera.clearFlags = CameraClearFlags.SolidColor; - billboardCamera.backgroundColor = Color.clear; - billboardCamera.orthographic = true; - billboardCamera.nearClipPlane = 0f; - billboardCamera.farClipPlane = sampleBoundsMaxSize; - billboardCamera.orthographicSize = sampleBoundsMaxSize * 0.5f; - billboardCamera.allowMSAA = false; - billboardCamera.enabled = false; - billboardCamera.renderingPath = RenderingPath.Forward; - billboardCamera.targetTexture = frameTarget; - billboardCamera.transform.localPosition = new Vector3(0, sampleBounds.center.y, -sampleBoundsMaxSize / 2); - - float rotateAngle = 360f / prototype.billboard.frameCount; - - RenderPipelineAsset renderPipelineAsset = GraphicsSettings.renderPipelineAsset; - RenderPipelineAsset qualityPipelineAsset = QualitySettings.renderPipeline; - if (!GPUInstancerConstants.gpuiSettings.IsStandardRenderPipeline()) - { - GraphicsSettings.renderPipelineAsset = null; - QualitySettings.renderPipeline = null; - } - - // render the frames into the atlas textures - RenderTexture.active = frameTarget; - for (int f = 0; f < prototype.billboard.frameCount; f++) - { - sample.transform.rotation = Quaternion.AngleAxis(rotateAngle * -f, Vector3.up); - //billboardCameraPivot.transform.rotation = Quaternion.AngleAxis(rotateAngle * f, Vector3.up); - billboardCamera.RenderWithShader(billboardAlbedoBakeShader, String.Empty); - prototype.billboard.albedoAtlasTexture.ReadPixels(new Rect(0, 0, frameResolution, frameResolution), f * frameResolution, 0); - - billboardCamera.RenderWithShader(billboardNormalBakeShader, String.Empty); - prototype.billboard.normalAtlasTexture.ReadPixels(new Rect(0, 0, frameResolution, frameResolution), f * frameResolution, 0); - } - if (!GPUInstancerConstants.gpuiSettings.IsStandardRenderPipeline()) - { - GraphicsSettings.renderPipelineAsset = renderPipelineAsset; - QualitySettings.renderPipeline = qualityPipelineAsset; - } - - // set the result billboard to the prototype - prototype.billboard.albedoAtlasTexture.Apply(); - prototype.billboard.normalAtlasTexture.Apply(); - - prototype.billboard.albedoAtlasTexture = DilateBillboardTexture(prototype.billboard.albedoAtlasTexture, prototype.billboard.frameCount, false); - prototype.billboard.normalAtlasTexture = DilateBillboardTexture(prototype.billboard.normalAtlasTexture, prototype.billboard.frameCount, true); - - prototype.billboard.quadSize = sampleBoundsMaxSize; - prototype.billboard.yPivotOffset = sample.transform.position.y + ((sampleBoundsMaxSize / 2) - (sampleBounds.extents.y) - sampleBounds.min.y); - -#if UNITY_EDITOR - // save the textures to the project - if (!System.IO.Directory.Exists(GPUInstancerConstants.GetDefaultPath() + GPUInstancerConstants.PROTOTYPES_BILLBOARD_TEXTURES_PATH)) - { - System.IO.Directory.CreateDirectory(GPUInstancerConstants.GetDefaultPath() + GPUInstancerConstants.PROTOTYPES_BILLBOARD_TEXTURES_PATH); - } - - if (string.IsNullOrEmpty(albedoAtlasPath)) - albedoAtlasPath = GPUInstancerConstants.GetDefaultPath() + GPUInstancerConstants.PROTOTYPES_BILLBOARD_TEXTURES_PATH + prototype.name + "_BillboardAlbedo.png"; - if (string.IsNullOrEmpty(normalAtlasPath)) - normalAtlasPath = GPUInstancerConstants.GetDefaultPath() + GPUInstancerConstants.PROTOTYPES_BILLBOARD_TEXTURES_PATH + prototype.name + "_BillboardNormal.png"; - var bytes = prototype.billboard.albedoAtlasTexture.EncodeToPNG(); - VersionControlCheckout(albedoAtlasPath); - System.IO.File.WriteAllBytes(albedoAtlasPath, bytes); - - bytes = prototype.billboard.normalAtlasTexture.EncodeToPNG(); - VersionControlCheckout(normalAtlasPath); - System.IO.File.WriteAllBytes(normalAtlasPath, bytes); - - AssetDatabase.SaveAssets(); - AssetDatabase.Refresh(); - - // set importer settings - TextureImporter importer = (TextureImporter)TextureImporter.GetAtPath(albedoAtlasPath); - importer.maxTextureSize = prototype.billboard.atlasResolution; - AssetDatabase.ImportAsset(albedoAtlasPath); - importer = (TextureImporter)TextureImporter.GetAtPath(normalAtlasPath); - importer.maxTextureSize = prototype.billboard.atlasResolution; - importer.textureType = TextureImporterType.NormalMap; - AssetDatabase.ImportAsset(normalAtlasPath); - - // set the atlas references to the newly created asset files. - prototype.billboard.albedoAtlasTexture = AssetDatabase.LoadAssetAtPath(albedoAtlasPath); - prototype.billboard.normalAtlasTexture = AssetDatabase.LoadAssetAtPath(normalAtlasPath); - - if (prototype) - EditorUtility.SetDirty(prototype); -#endif - - GPUInstancerConstants.gpuiSettings.billboardAtlasBindings.AddBillboardAtlas(prototype.prefabObject, prototype.billboard.atlasResolution, prototype.billboard.frameCount, prototype.billboard.albedoAtlasTexture, - prototype.billboard.normalAtlasTexture, prototype.billboard.quadSize, prototype.billboard.yPivotOffset); - - // restore the active render target - RenderTexture.active = currentRt; - - // Debug quad: - // ShowBillboardQuad(prototype, Vector3.zero); - } - catch (Exception e) - { - Debug.LogError("Error on billboard generation for: " + prototype); - if (sample) - GameObject.DestroyImmediate(sample); - if (billboardCameraPivot) - GameObject.DestroyImmediate(billboardCameraPivot); - throw e; - } - - // clean up -#if UNITY_2022_2_OR_NEWER - QualitySettings.globalTextureMipmapLimit = cachedMasterTextureLimit; -#else - QualitySettings.masterTextureLimit = cachedMasterTextureLimit; -#endif - GameObject.DestroyImmediate(sample); - GameObject.DestroyImmediate(billboardCameraPivot); // this will also release the frameTarget RT - } - - public static Texture2D DilateBillboardTexture(Texture2D billboardTexture, int frameCount, bool isNormal) - { - ComputeShader dilationCompute = (ComputeShader)Resources.Load(GPUInstancerConstants.COMPUTE_BILLBOARD_RESOURCE_PATH); - int dilationKernel = dilationCompute.FindKernel(GPUInstancerConstants.COMPUTE_BILLBOARD_DILATION_KERNEL); - - RenderTexture resultTexture = RenderTexture.GetTemporary(billboardTexture.width, billboardTexture.height, 32, RenderTextureFormat.ARGB32); - - resultTexture.enableRandomWrite = true; - resultTexture.Create(); - - dilationCompute.SetTexture(dilationKernel, "result", resultTexture); - dilationCompute.SetTexture(dilationKernel, "billboardSource", billboardTexture); - dilationCompute.SetInts("billboardSize", new int[2] { billboardTexture.width, billboardTexture.height }); - dilationCompute.SetInt("frameCount", frameCount); -#if UNITY_EDITOR - dilationCompute.SetBool("isLinearSpace", PlayerSettings.colorSpace == ColorSpace.Linear); -#endif - dilationCompute.SetBool("isNormal", isNormal); - dilationCompute.Dispatch(dilationKernel, Mathf.CeilToInt(billboardTexture.width / (GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT_2D * frameCount)), - Mathf.CeilToInt(billboardTexture.height / GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT_2D), frameCount); - RenderTexture.active = resultTexture; - - Texture2D result = new Texture2D(billboardTexture.width, billboardTexture.height); - result.ReadPixels(new Rect(0, 0, billboardTexture.width, billboardTexture.height), 0, 0); - result.Apply(); - - RenderTexture.active = null; - resultTexture.Release(); - return result; - } - - public static void AddBillboardToRuntimeData(GPUInstancerRuntimeData runtimeData) - { - if (runtimeData.prototype.useGeneratedBillboard && runtimeData.prototype.billboard != null) - { - // This is for the special case of importing a prototype with a billboard generated in the Standard Pipeline into an SRP project. - if (!GPUInstancerConstants.gpuiSettings.IsBillboardsSupported() && runtimeData.prototype.useGeneratedBillboard && !runtimeData.prototype.billboard.useCustomBillboard) - return; - - Mesh billboardMesh; - Material billboardMaterial; - bool isShadowCasting = false; - - if (runtimeData.prototype.billboard.useCustomBillboard && runtimeData.prototype.billboard.customBillboardInLODGroup) - return; - - if (runtimeData.prototype.billboard.useCustomBillboard - && runtimeData.prototype.billboard.customBillboardMesh != null && runtimeData.prototype.billboard.customBillboardMaterial != null) - { - billboardMesh = runtimeData.prototype.billboard.customBillboardMesh; - billboardMaterial = GPUInstancerConstants.gpuiSettings.shaderBindings.GetInstancedMaterial(runtimeData.prototype.billboard.customBillboardMaterial); - isShadowCasting = runtimeData.prototype.billboard.isBillboardShadowCasting; - } - else - { - if (runtimeData.prototype.billboard.albedoAtlasTexture == null || runtimeData.prototype.billboard.normalAtlasTexture == null) - return; - - billboardMesh = GenerateQuadMesh(runtimeData.prototype.billboard.quadSize, runtimeData.prototype.billboard.quadSize, - new Rect(0.0f, 0.0f, 1.0f, 1.0f), true, 0, runtimeData.prototype.billboard.yPivotOffset); - - billboardMaterial = GetBillboardMaterial(runtimeData.prototype); - } - - if (runtimeData.prototype.isLODCrossFade) - runtimeData.EnableLODFade(billboardMaterial); - - if (runtimeData.prototype.treeType == GPUInstancerTreeType.SpeedTree || runtimeData.prototype.treeType == GPUInstancerTreeType.SpeedTree8) - { - - LODGroup lodGroup = runtimeData.prototype.prefabObject.GetComponent(); - - if (lodGroup != null) // if the SpeedTree is not an LOD Group, it will be treated the same with mesh renderer non-SpeedTree objects below. - { - for (int lod = 0; lod < lodGroup.GetLODs().Length; lod++) - { - bool speedTreeBillboardFound = false; - - if (runtimeData.prototype.treeType == GPUInstancerTreeType.SpeedTree) - speedTreeBillboardFound = lodGroup.GetLODs()[lod].renderers.Any(r => r.GetComponent() != null); - - if (runtimeData.prototype.treeType == GPUInstancerTreeType.SpeedTree8) - speedTreeBillboardFound = lodGroup.GetLODs()[lod].renderers.Any(r => r.sharedMaterials[0].IsKeywordEnabled("EFFECT_BILLBOARD")); - - if (speedTreeBillboardFound) - { - runtimeData.AddLodAndRenderer(billboardMesh, new List { billboardMaterial }, new MaterialPropertyBlock(), isShadowCasting, - lodGroup.GetLODs()[lod].screenRelativeTransitionHeight, new MaterialPropertyBlock(), true, runtimeData.prototype.prefabObject.layer); - return; - } - - } - - // if the SpeedTree object didn't have a billboard LOD, add it as the final LOD anyway. (Handled below) - } - } - - if (runtimeData.prototype.prefabObject.GetComponent() != null && runtimeData.prototype.billboard.replaceLODCullWithBillboard) - { - runtimeData.AddLodAndRenderer(billboardMesh, new List { billboardMaterial }, new MaterialPropertyBlock(), isShadowCasting, - 0f, new MaterialPropertyBlock(), true, runtimeData.prototype.prefabObject.layer); - } - else - { - //float halfAngle = Mathf.Tan(Mathf.Deg2Rad * GPUInstancerManager.activeManagerList.Find(m => m is GPUInstancerTreeManager).cameraData.mainCamera.fieldOfView * 0.5F); - //float lodSize = runtimeData.prototype.billboard.quadSize * 0.5F / (50f * halfAngle); - //lodSize /= QualitySettings.lodBias; - - float lodSize = (1 - runtimeData.prototype.billboard.billboardDistance) / QualitySettings.lodBias; - int index = (runtimeData.instanceLODs.Count - 1) * 4; - if (runtimeData.instanceLODs.Count > 4) - index = (runtimeData.instanceLODs.Count - 5) * 4 + 1; - - if (lodSize > runtimeData.lodSizes[index]) - { - runtimeData.lodSizes[index] = lodSize; - if (runtimeData.prototype.isLODCrossFade && !runtimeData.prototype.isLODCrossFadeAnimate) - runtimeData.lodSizes[index + 2] = lodSize + (1 - lodSize) * runtimeData.prototype.lodFadeTransitionWidth; - } - - runtimeData.AddLodAndRenderer(billboardMesh, new List { billboardMaterial }, new MaterialPropertyBlock(), isShadowCasting, - 0f, new MaterialPropertyBlock(), true, runtimeData.prototype.prefabObject.layer); - } - } - } - - public static Material GetBillboardMaterial(GPUInstancerPrototype prototype) - { - if (!GPUInstancerConstants.gpuiSettings.IsBillboardsSupported()) - return null; - - Material billboardMaterial = null; - - if (GPUInstancerConstants.gpuiSettings.isURP) - { - billboardMaterial = new Material(Shader.Find(GPUInstancerConstants.SHADER_GPUI_BILLBOARD_2D_RENDERER_URP)); - } - else if (GPUInstancerConstants.gpuiSettings.isHDRP) - { - billboardMaterial = new Material(Shader.Find(GPUInstancerConstants.SHADER_GPUI_BILLBOARD_2D_RENDERER_HDRP)); - - Material hdrpTemplateMat = Resources.Load(GPUInstancerConstants.BILLBOARD_SHADER_HDRP_TEMPLATE_MATERIAL_PATH); - billboardMaterial.CopyPropertiesFromMaterial(hdrpTemplateMat); - } - else - { - switch (prototype.treeType) - { - case GPUInstancerTreeType.SpeedTree: - case GPUInstancerTreeType.SpeedTree8: - - billboardMaterial = new Material(Shader.Find(GPUInstancerConstants.SHADER_GPUI_BILLBOARD_2D_RENDERER_TREE)); - - Renderer spdMR = prototype.prefabObject.GetComponentsInChildren().FirstOrDefault(r => r.sharedMaterials != null && r.sharedMaterials.Length > 0 - && (r.sharedMaterials[0].shader.name == GPUInstancerConstants.SHADER_UNITY_SPEED_TREE || r.sharedMaterials[0].shader.name == GPUInstancerConstants.SHADER_GPUI_SPEED_TREE - || r.sharedMaterials[0].shader.name == GPUInstancerConstants.SHADER_UNITY_SPEED_TREE_8 || r.sharedMaterials[0].shader.name == GPUInstancerConstants.SHADER_GPUI_SPEED_TREE_8)); - - if (spdMR != null) - { - if (spdMR.sharedMaterial.IsKeywordEnabled("EFFECT_HUE_VARIATION")) - { - billboardMaterial.EnableKeyword("SPDTREE_HUE_VARIATION"); - billboardMaterial.SetFloat("_UseSPDHueVariation", 1.0f); - - if (spdMR.sharedMaterial.HasProperty("_HueVariation")) // SpeedTree 7 - billboardMaterial.SetVector("_SPDHueVariation", spdMR.sharedMaterial.GetVector("_HueVariation")); - - if (spdMR.sharedMaterial.HasProperty("_HueVariationColor")) // SpeedTree 8 - billboardMaterial.SetVector("_SPDHueVariation", spdMR.sharedMaterial.GetVector("_HueVariationColor")); - } - else - billboardMaterial.DisableKeyword("SPDTREE_HUE_VARIATION"); - } - break; - - case GPUInstancerTreeType.TreeCreatorTree: - - billboardMaterial = new Material(Shader.Find(GPUInstancerConstants.SHADER_GPUI_BILLBOARD_2D_RENDERER_TREECREATOR)); - MeshRenderer[] treeCreatorMRs = prototype.prefabObject.GetComponentsInChildren(); - bool treeCreatorLeafMaterialFound = false; - for (int r = 0; r < treeCreatorMRs.Length; r++) - { - for (int m = 0; m < treeCreatorMRs[r].sharedMaterials.Length; m++) - { - if (treeCreatorMRs[r].sharedMaterials[m].shader.name == GPUInstancerConstants.SHADER_UNITY_TREE_CREATOR_LEAVES_OPTIMIZED || - treeCreatorMRs[r].sharedMaterials[m].shader.name == GPUInstancerConstants.SHADER_GPUI_TREE_CREATOR_LEAVES_OPTIMIZED) - { - billboardMaterial.SetColor("_TranslucencyColor", treeCreatorMRs[r].sharedMaterials[m].GetColor("_TranslucencyColor")); - billboardMaterial.SetFloat("_TranslucencyViewDependency", treeCreatorMRs[r].sharedMaterials[m].GetFloat("_TranslucencyViewDependency")); - billboardMaterial.SetFloat("_ShadowStrength", treeCreatorMRs[r].sharedMaterials[m].GetFloat("_ShadowStrength")); - treeCreatorLeafMaterialFound = true; - break; - } - } - if (treeCreatorLeafMaterialFound) - break; - } - break; - - case GPUInstancerTreeType.SoftOcclusionTree: - - billboardMaterial = new Material(Shader.Find(GPUInstancerConstants.SHADER_GPUI_BILLBOARD_2D_RENDERER_SOFTOCCLUSION)); - break; - } - - - if (billboardMaterial == null) - { - MeshRenderer[] prototypeMRs = prototype.prefabObject.GetComponentsInChildren(); - - for (int r = 0; r < prototypeMRs.Length; r++) - { - for (int m = 0; m < prototypeMRs[r].sharedMaterials.Length; m++) - { - if (prototypeMRs[r].sharedMaterials[m].shader.name == GPUInstancerConstants.SHADER_UNITY_STANDARD || - prototypeMRs[r].sharedMaterials[m].shader.name == GPUInstancerConstants.SHADER_UNITY_STANDARD_SPECULAR || - prototypeMRs[r].sharedMaterials[m].shader.name == GPUInstancerConstants.SHADER_GPUI_STANDARD || - prototypeMRs[r].sharedMaterials[m].shader.name == GPUInstancerConstants.SHADER_GPUI_STANDARD_SPECULAR) - { - billboardMaterial = new Material(Shader.Find(GPUInstancerConstants.SHADER_GPUI_BILLBOARD_2D_RENDERER_STANDARD)); - break; - } - } - if (billboardMaterial != null) - break; - } - } - - // Default mat is SHADER_GPUI_BILLBOARD_2D_RENDERER_TREE - if (billboardMaterial == null) - { - billboardMaterial = new Material(Shader.Find(GPUInstancerConstants.SHADER_GPUI_BILLBOARD_2D_RENDERER_TREE)); - billboardMaterial.DisableKeyword("SPDTREE_HUE_VARIATION"); - } - } - - billboardMaterial.SetTexture("_AlbedoAtlas", prototype.billboard.albedoAtlasTexture); - billboardMaterial.SetTexture("_NormalAtlas", prototype.billboard.normalAtlasTexture); - if (GPUInstancerConstants.gpuiSettings.IsStandardRenderPipeline()) - { - billboardMaterial.SetFloat("_FrameCount", prototype.billboard.frameCount); - billboardMaterial.SetFloat("_CutOff", 0.3f); - } - else - { - billboardMaterial.SetFloat("_FrameCount_GPUI", prototype.billboard.frameCount); - billboardMaterial.SetFloat("_CutOff_GPUI", 0.3f); - billboardMaterial.SetFloat("_NormalStrength_GPUI", prototype.billboard.normalStrength); - } - - if (prototype.billboard.billboardFaceCamPos) - billboardMaterial.EnableKeyword("_BILLBOARDFACECAMPOS_ON"); - else - billboardMaterial.DisableKeyword("_BILLBOARDFACECAMPOS_ON"); - - billboardMaterial.name = billboardMaterial.shader.name + "_GPUITemp"; - return billboardMaterial; - } - - public static string GetBillboardShaderName(GPUInstancerPrototype prototype) - { - if (prototype.billboard == null) - return null; - - if (prototype.billboard.useCustomBillboard && prototype.billboard.customBillboardMaterial != null && prototype.billboard.customBillboardMaterial.shader != null) - return prototype.billboard.customBillboardMaterial.shader.name; - - if (GPUInstancerConstants.gpuiSettings.isURP) - { - return GPUInstancerConstants.SHADER_GPUI_BILLBOARD_2D_RENDERER_URP; - } - else if (GPUInstancerConstants.gpuiSettings.isHDRP) - { - return GPUInstancerConstants.SHADER_GPUI_BILLBOARD_2D_RENDERER_HDRP; - } - - string billboardShaderName = null; - - MeshRenderer[] prototypeMRs = prototype.prefabObject.GetComponentsInChildren(); - - for (int r = 0; r < prototypeMRs.Length; r++) - { - for (int m = 0; m < prototypeMRs[r].sharedMaterials.Length; m++) - { - if (prototypeMRs[r].sharedMaterials[m].shader.name == GPUInstancerConstants.SHADER_UNITY_STANDARD || - prototypeMRs[r].sharedMaterials[m].shader.name == GPUInstancerConstants.SHADER_UNITY_STANDARD_SPECULAR || - prototypeMRs[r].sharedMaterials[m].shader.name == GPUInstancerConstants.SHADER_GPUI_STANDARD || - prototypeMRs[r].sharedMaterials[m].shader.name == GPUInstancerConstants.SHADER_GPUI_STANDARD_SPECULAR) - { - billboardShaderName = GPUInstancerConstants.SHADER_GPUI_BILLBOARD_2D_RENDERER_STANDARD; - break; - } - - if (prototypeMRs[r].sharedMaterials[m].shader.name == GPUInstancerConstants.SHADER_UNITY_TREE_CREATOR_LEAVES_OPTIMIZED || - prototypeMRs[r].sharedMaterials[m].shader.name == GPUInstancerConstants.SHADER_GPUI_TREE_CREATOR_LEAVES_OPTIMIZED) - { - billboardShaderName = GPUInstancerConstants.SHADER_GPUI_BILLBOARD_2D_RENDERER_TREECREATOR; - break; - } - - if (prototypeMRs[r].sharedMaterials[m].shader.name == GPUInstancerConstants.SHADER_UNITY_TREE_SOFT_OCCLUSION_LEAVES || - prototypeMRs[r].sharedMaterials[m].shader.name == GPUInstancerConstants.SHADER_GPUI_TREE_SOFT_OCCLUSION_LEAVES) - { - billboardShaderName = GPUInstancerConstants.SHADER_GPUI_BILLBOARD_2D_RENDERER_SOFTOCCLUSION; - break; - } - } - if (billboardShaderName != null) - break; - } - - // Default mat is SHADER_GPUI_BILLBOARD_2D_RENDERER_TREE - if (billboardShaderName == null) - { - billboardShaderName = GPUInstancerConstants.SHADER_GPUI_BILLBOARD_2D_RENDERER_TREE; - } - - return billboardShaderName; - } - - public static bool IsBillboardGeneratedByDefault(GPUInstancerPrototype prototype) - { - return (prototype.treeType == GPUInstancerTreeType.SpeedTree || prototype.treeType == GPUInstancerTreeType.TreeCreatorTree - || (prototype.billboard != null && prototype.billboard.useCustomBillboard)); - } - - public static void ShowBillboardQuad(GPUInstancerPrototype prototype, Vector3 quadPos) - { - if (prototype.billboard.useCustomBillboard) - { - if (prototype.billboard.customBillboardMesh != null && prototype.billboard.customBillboardMaterial != null) - { - GameObject quadGO = new GameObject(); - quadGO.name = "GPUI Billboard (" + prototype.name + ")"; - MeshFilter quadMF = quadGO.AddComponent(); - MeshRenderer quadMR = quadGO.AddComponent(); - quadMR.shadowCastingMode = prototype.billboard.isBillboardShadowCasting ? ShadowCastingMode.On : ShadowCastingMode.Off; - - quadMF.mesh = prototype.billboard.customBillboardMesh; - quadMR.sharedMaterial = prototype.billboard.customBillboardMaterial; - -#if UNITY_EDITOR - Selection.activeGameObject = quadGO; - SceneView.lastActiveSceneView.FrameSelected(); -#endif - } - } - else - { - GameObject quadGO = new GameObject(); - quadGO.name = "GPUI Billboard (" + prototype.name + ")"; - MeshFilter quadMF = quadGO.AddComponent(); - MeshRenderer quadMR = quadGO.AddComponent(); - quadMR.shadowCastingMode = ShadowCastingMode.Off; - - quadMF.mesh = GenerateQuadMesh(prototype.billboard.quadSize, prototype.billboard.quadSize, new Rect(0.0f, 0.0f, 1.0f, 1.0f), true, 0, prototype.billboard.yPivotOffset); - quadMR.sharedMaterial = GetBillboardMaterial(prototype); - -#if UNITY_EDITOR - Selection.activeGameObject = quadGO; - SceneView.lastActiveSceneView.FrameSelected(); -#endif - } - } - -#endregion Billboard Utility Methods - - #region ScriptableObject Utility Methods - - public static void RemoveAssetsOfType(UnityEngine.Object baseAsset, Type type) - { -#if UNITY_EDITOR - if (!Application.isPlaying) - { - string assetPath = AssetDatabase.GetAssetPath(baseAsset); - UnityEngine.Object[] assets = AssetDatabase.LoadAllAssetsAtPath(assetPath); - bool requireImport = false; - foreach (UnityEngine.Object asset in assets) - { - if (asset.GetType().Equals(type)) - { - GameObject.DestroyImmediate(asset, true); - requireImport = true; - } - } - if (requireImport) - { - AssetDatabase.SaveAssets(); - AssetDatabase.ImportAsset(assetPath, ImportAssetOptions.ForceUpdate); - } - } -#endif - } - - public static void RemoveUnusedAssets(UnityEngine.Object baseAsset, List prototypeList, Type prototypeType) where T : GPUInstancerPrototype - { -#if UNITY_EDITOR - if (!Application.isPlaying) - { - string assetPath = AssetDatabase.GetAssetPath(baseAsset); - UnityEngine.Object[] assets = AssetDatabase.LoadAllAssetsAtPath(assetPath); - bool requireImport = false; - foreach (UnityEngine.Object asset in assets) - { - if (asset.GetType() == prototypeType && !prototypeList.Contains((T)asset)) - { - GameObject.DestroyImmediate(asset, true); - requireImport = true; - } - } - if (requireImport) - { - AssetDatabase.SaveAssets(); - AssetDatabase.ImportAsset(assetPath, ImportAssetOptions.ForceUpdate); - } - } -#endif - } - - public static void AddObjectToAsset(UnityEngine.Object baseAsset, UnityEngine.Object objectToAdd) - { -#if UNITY_EDITOR - if (!Application.isPlaying) - { - string assetPath = AssetDatabase.GetAssetPath(baseAsset); - AssetDatabase.AddObjectToAsset(objectToAdd, assetPath); - AssetDatabase.SaveAssets(); - AssetDatabase.ImportAsset(assetPath, ImportAssetOptions.ForceUpdate); - } -#endif - } - - public static void SetPrototypeListFromAssets(UnityEngine.Object baseAsset, List prototypeList, Type prototypeType) where T : GPUInstancerPrototype - { -#if UNITY_EDITOR - string assetPath = AssetDatabase.GetAssetPath(baseAsset); - UnityEngine.Object[] assets = AssetDatabase.LoadAllAssetsAtPath(assetPath); - foreach (UnityEngine.Object asset in assets) - { - if (asset.GetType() == prototypeType) - prototypeList.Add((T)asset); - } -#endif - } - - public static string GetAssetGUID(UnityEngine.Object assetObject) - { -#if UNITY_EDITOR - string assetPath = AssetDatabase.GetAssetPath(assetObject); - if (!string.IsNullOrEmpty(assetPath)) - return AssetDatabase.AssetPathToGUID(assetPath); -#endif - return null; - } - - #endregion ScriptableObject Utility Methods - - #region Spatial Partitioning - - public static void CalculateSpatialPartitioningValuesFromTerrain(GPUInstancerSpatialPartitioningData spData, - Terrain terrain, float maxDetailDistance, float preferedCellSize = 0) - { - if (preferedCellSize == 0) - preferedCellSize = maxDetailDistance / 2; - - float maxTerrainSize = Mathf.Max(terrain.terrainData.size.x, terrain.terrainData.size.z); - spData.cellRowAndCollumnCountPerTerrain = Mathf.FloorToInt(maxTerrainSize / preferedCellSize); - - if (spData.cellRowAndCollumnCountPerTerrain == 0) - { - spData.cellRowAndCollumnCountPerTerrain = 1; - } - else - { - // fix cellRowAndCollumnCountPerTerrain - if (terrain.terrainData.detailResolution % spData.cellRowAndCollumnCountPerTerrain != 0 - || (terrain.terrainData.heightmapResolution - 1) % spData.cellRowAndCollumnCountPerTerrain != 0) - { - int gcd = GCD(terrain.terrainData.detailResolution, terrain.terrainData.heightmapResolution - 1); - List divisors = GetDivisors(gcd).ToList(); - divisors.Add(gcd); - divisors.RemoveAll(d => d > spData.cellRowAndCollumnCountPerTerrain); - spData.cellRowAndCollumnCountPerTerrain = divisors.Count == 0 ? 1 : divisors.Last(); - } - } - - float innerCellSizeX = terrain.terrainData.size.x / spData.cellRowAndCollumnCountPerTerrain; - float innerCellSizeY = terrain.terrainData.size.y; - float innerCellSizeZ = terrain.terrainData.size.z / spData.cellRowAndCollumnCountPerTerrain; - float boundsAddition = maxDetailDistance * 2.5f; - - for (int z = 0; z < spData.cellRowAndCollumnCountPerTerrain; z++) - { - for (int x = 0; x < spData.cellRowAndCollumnCountPerTerrain; x++) - { - GPUInstancerDetailCell cell = new GPUInstancerDetailCell(x, z); - cell.cellBounds = new Bounds( - new Vector3( - terrain.transform.position.x + (x * innerCellSizeX) + innerCellSizeX / 2, - terrain.transform.position.y + innerCellSizeY / 2, - terrain.transform.position.z + (z * innerCellSizeZ) + innerCellSizeZ / 2 - ), - new Vector3(innerCellSizeX + boundsAddition, innerCellSizeY + boundsAddition, innerCellSizeZ + boundsAddition)); - cell.cellInnerBounds = new Bounds( - new Vector3( - terrain.transform.position.x + (x * innerCellSizeX) + innerCellSizeX / 2, - terrain.transform.position.y + innerCellSizeY / 2, - terrain.transform.position.z + (z * innerCellSizeZ) + innerCellSizeZ / 2 - ), - new Vector3(innerCellSizeX, innerCellSizeY, innerCellSizeZ)); - - cell.instanceStartPosition = new Vector3(terrain.transform.position.x + x * innerCellSizeX, terrain.transform.position.y, terrain.transform.position.z + z * innerCellSizeZ); - - spData.AddCell(cell); - } - } - } - - #endregion Spatial Partitioning - - #region Shader Functions - - public static void GenerateInstancedShadersForGameObject(GPUInstancerPrototype prototype) - { - if (prototype.prefabObject == null) - return; - - MeshRenderer[] meshRenderers = prototype.prefabObject.GetComponentsInChildren(); - -#if UNITY_EDITOR - string warnings = ""; - Shader warningShader = null; -#endif - - foreach (MeshRenderer mr in meshRenderers) - { - Material[] mats = mr.sharedMaterials; - - for (int i = 0; i < mats.Length; i++) - { - if (mats[i] == null || mats[i].shader == null) - continue; - if (GPUInstancerConstants.gpuiSettings.shaderBindings.IsShadersInstancedVersionExists(mats[i].shader.name)) - { - if (!GPUInstancerConstants.gpuiSettings.disableAutoVariantHandling) - GPUInstancerConstants.gpuiSettings.AddShaderVariantToCollection(mats[i]); - continue; - } - - if (!Application.isPlaying) - { - if (IsShaderInstanced(mats[i].shader)) - { - GPUInstancerConstants.gpuiSettings.shaderBindings.AddShaderInstance(mats[i].shader.name, mats[i].shader, true); - if (!GPUInstancerConstants.gpuiSettings.disableAutoVariantHandling) - GPUInstancerConstants.gpuiSettings.AddShaderVariantToCollection(mats[i]); - } - else if (!GPUInstancerConstants.gpuiSettings.disableAutoShaderConversion) - { - Shader instancedShader = CreateInstancedShader(mats[i].shader); - if (instancedShader != null) - { - GPUInstancerConstants.gpuiSettings.shaderBindings.AddShaderInstance(mats[i].shader.name, instancedShader); - if (!GPUInstancerConstants.gpuiSettings.disableAutoVariantHandling) - GPUInstancerConstants.gpuiSettings.AddShaderVariantToCollection(mats[i]); - } -#if UNITY_EDITOR - else - { - if (!warnings.Contains(mats[i].shader.name)) - { - warningShader = mats[i].shader; - string originalAssetPath = AssetDatabase.GetAssetPath(mats[i].shader).ToLower(); - if (originalAssetPath.EndsWith(".shadergraph")) - warnings += string.Format(GPUInstancerConstants.ERRORTEXT_shaderGraph, mats[i].shader.name); - else if (originalAssetPath.EndsWith(".surfshader")) - { - warnings += "Better Shaders surface shader does not contain GPU Instancer setup: " + mats[i].shader.name + ". Please create a stacked shader and add Stackable_GPUInstancer to the Shader List."; - } - else if (originalAssetPath.EndsWith(".stackedshader")) - { - warnings += "Better Shaders stacked shader does not contain GPU Instancer setup: " + mats[i].shader.name + ". Please add Stackable_GPUInstancer to the Shader List."; - } - else - { - warnings += "Can not create instanced version for shader: " + mats[i].shader.name + ". If you are using a Unity built-in shader, please download the shader to your project from the Unity Archive."; - warningShader = null; - } - } - } -#endif - } - } - } - } - - if (prototype.useGeneratedBillboard && prototype.billboard != null && !GPUInstancerConstants.gpuiSettings.disableAutoVariantHandling) - { - Material m = GetBillboardMaterial(prototype); - GPUInstancerConstants.gpuiSettings.AddShaderVariantToCollection(m); - DestroyObject(m); - } - -#if UNITY_EDITOR - if (string.IsNullOrEmpty(warnings)) - { - if (prototype.warningText != null) - { - prototype.warningText = null; - prototype.warningShader = null; - } - } - else - { - if (prototype.warningText != warnings) - { - prototype.warningText = warnings; - prototype.warningShader = warningShader; - } - } -#endif - } - - public static bool IsShaderInstanced(Shader shader) - { -#if UNITY_EDITOR - if (shader == null || shader.name == GPUInstancerConstants.SHADER_UNITY_INTERNAL_ERROR) - { - Debug.LogError("Can not find shader! Please make sure that the material has a shader assigned."); - return false; - } - string originalAssetPath = AssetDatabase.GetAssetPath(shader); - string originalShaderText = ""; - try - { - originalShaderText = System.IO.File.ReadAllText(originalAssetPath); - } - catch (Exception) - { - return false; - } - if (!string.IsNullOrEmpty(originalShaderText)) - { - if (originalAssetPath.ToLower().EndsWith(".shadergraph")) - { - return originalShaderText.Contains("GPUInstancerShaderGraphNode") || originalShaderText.Contains("GPU Instancer Setup"); - } - else if (originalAssetPath.ToLower().EndsWith(".stackedshader")) - { - return originalShaderText.Contains("3c86a33ed39d8494baf6556519cac089"); // guid for GPUI Stackable for Better Shaders - } - else - { - return originalShaderText.Contains("GPUInstancerInclude.cginc"); - } - } -#endif - return false; - } - - #region Auto Shader Conversion Helper Methods -#if UNITY_EDITOR - private static string GetShaderIncludePath(string originalAssetPath, bool createInDefaultFolder, out string newAssetPath) - { - string includePath = "Include/GPUInstancerInclude.cginc"; - newAssetPath = originalAssetPath; - string standardShaderPath = AssetDatabase.GetAssetPath(Shader.Find(GPUInstancerConstants.SHADER_GPUI_STANDARD)); - if (string.IsNullOrEmpty(standardShaderPath)) - standardShaderPath = GPUInstancerConstants.GetDefaultPath() + GPUInstancerConstants.SHADERS_PATH + "Standard_GPUI.shader"; - string[] oapSplit = originalAssetPath.Split('/'); - if (createInDefaultFolder) - { - if (!System.IO.Directory.Exists(GPUInstancerConstants.GetDefaultPath() + GPUInstancerConstants.SHADERS_PATH)) - System.IO.Directory.CreateDirectory(GPUInstancerConstants.GetDefaultPath() + GPUInstancerConstants.SHADERS_PATH); - - newAssetPath = GPUInstancerConstants.GetDefaultPath() + GPUInstancerConstants.SHADERS_PATH + oapSplit[oapSplit.Length - 1]; - oapSplit = newAssetPath.Split('/'); - } - string[] sspSplit = standardShaderPath.Split('/'); - int startIndex = 0; - for (int i = 0; i < oapSplit.Length - 1; i++) - { - if (oapSplit[i] == sspSplit[i]) - startIndex++; - else break; - } - for (int i = sspSplit.Length - 2; i >= startIndex; i--) - { - includePath = sspSplit[i] + "/" + includePath; - } - //includePath = System.IO.Path.GetDirectoryName(standardShaderPath) + "/" + includePath; - - for (int i = startIndex; i < oapSplit.Length - 1; i++) - { - includePath = "../" + includePath; - } - includePath = "./" + includePath; - - return includePath; - } - - private static string ReplaceShaderTextCGProgram(string includePath, string newShaderText, bool doubleEscape) - { - // For vertex/fragment and surface shaders - #region CGPROGRAM - int lastIndex = 0; - string searchStart = "CGPROGRAM"; - string additionTextStart = "\n#include \"UnityCG.cginc\"\n#include \"" + includePath + "\"\n#pragma instancing_options procedural:setupGPUI\n#pragma multi_compile_instancing"; - if (doubleEscape) - additionTextStart = additionTextStart.Replace("\n", "\\n").Replace("\"", "\\\""); - string searchEnd = "ENDCG"; - string additionTextEnd = "";//"#include \"" + includePath + "\"\n"; - - int foundIndex = -1; - while (true) - { - foundIndex = newShaderText.IndexOf(searchStart, lastIndex); - if (foundIndex == -1) - break; - lastIndex = foundIndex + searchStart.Length + additionTextStart.Length + 1; - - newShaderText = newShaderText.Substring(0, foundIndex + searchStart.Length) + additionTextStart + newShaderText.Substring(foundIndex + searchStart.Length, newShaderText.Length - foundIndex - searchStart.Length); - - foundIndex = newShaderText.IndexOf(searchEnd, lastIndex); - lastIndex = foundIndex + searchStart.Length + additionTextEnd.Length + 1; - newShaderText = newShaderText.Substring(0, foundIndex) + additionTextEnd + newShaderText.Substring(foundIndex, newShaderText.Length - foundIndex); - } - #endregion CGPROGRAM - - return newShaderText; - } - - private static string ReplaceShaderTextHLSLProgram(string includePath, string newShaderText, bool doubleEscape, bool forceAlphaTest = false, string startAddition = null) - { - // For SRP Shaders - #region HLSLPROGRAM - int lastIndex = 0; - string searchStart = "HLSLPROGRAM"; - string additionTextStart = "\n#include \"" + includePath + "\"\n#pragma instancing_options procedural:setupGPUI\n#pragma multi_compile_instancing\n"; - if (GPUInstancerConstants.gpuiSettings.isHDRP) - additionTextStart = "\n#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl\"\n" + additionTextStart; - else if (GPUInstancerConstants.gpuiSettings.isURP) - { - additionTextStart = "\n#include \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl\"\n" + additionTextStart; - if (forceAlphaTest) - additionTextStart = "\n#define _ALPHATEST_ON" + additionTextStart; - } - if (!string.IsNullOrEmpty(startAddition)) - additionTextStart = startAddition + additionTextStart; - if (doubleEscape) - additionTextStart = additionTextStart.Replace("\n", "\\n").Replace("\"", "\\\""); - string searchEnd = "ENDHLSL"; - string additionTextEnd = ""; - if (doubleEscape) - additionTextEnd = additionTextEnd.Replace("\n", "\\n").Replace("\"", "\\\""); - int foundIndex = -1; - while (true) - { - foundIndex = newShaderText.IndexOf(searchStart, lastIndex); - if (foundIndex == -1) - break; - lastIndex = foundIndex + searchStart.Length + additionTextStart.Length + 1; - - newShaderText = newShaderText.Substring(0, foundIndex + searchStart.Length) + additionTextStart + newShaderText.Substring(foundIndex + searchStart.Length, newShaderText.Length - foundIndex - searchStart.Length); - - foundIndex = newShaderText.IndexOf(searchEnd, lastIndex); - lastIndex = foundIndex + searchStart.Length + additionTextEnd.Length + 1; - newShaderText = newShaderText.Substring(0, foundIndex) + additionTextEnd + newShaderText.Substring(foundIndex, newShaderText.Length - foundIndex); - } - #endregion HLSLPROGRAM - - #region Temp Unity 2021.2.8-11 Bug Fix -#if UNITY_2021_2_8 || UNITY_2021_2_9 || UNITY_2021_2_10 || UNITY_2021_2_11 - if (!GPUInstancerConstants.gpuiSettings.IsStandardRenderPipeline()) - newShaderText = newShaderText.Replace("HLSLPROGRAM", "HLSLPROGRAM\n#pragma multi_compile _ PROCEDURAL_INSTANCING_ON").Replace("#pragma multi_compile_instancing", ""); -#endif -#endregion Temp Unity 2021.2.8 Bug Fix - - return newShaderText; - } - - private static Shader SaveInstancedShader(string originalAssetPath, bool useOriginal, string extension, string newShaderText, Shader originalShader, string newShaderName) - { - string originalFileName = System.IO.Path.GetFileName(originalAssetPath); - string newAssetPath = useOriginal ? originalAssetPath : originalAssetPath.Replace(originalFileName, originalFileName.Replace(extension, "_GPUI" + extension)); - - byte[] bytes = System.Text.Encoding.UTF8.GetBytes(newShaderText); - VersionControlCheckout(newAssetPath); - System.IO.FileStream fs = System.IO.File.Create(newAssetPath); - fs.Write(bytes, 0, bytes.Length); - fs.Close(); - //System.IO.File.WriteAllText(newAssetPath, newShaderText); - EditorUtility.DisplayProgressBar("GPU Instancer Shader Conversion", "Importing instanced shader for " + originalShader.name, 0.8f); - AssetDatabase.ImportAsset(newAssetPath, ImportAssetOptions.ForceUpdate); - AssetDatabase.Refresh(); - - Shader instancedShader = AssetDatabase.LoadAssetAtPath(newAssetPath); - if (instancedShader == null) - instancedShader = Shader.Find(newShaderName); - - return instancedShader; - } -#endif // UNITY_EDITOR -#endregion Auto Shader Conversion Helper Methods - - public static Shader CreateInstancedShader(Shader originalShader, bool useOriginal = false) - { -#if UNITY_EDITOR - try - { - if (originalShader == null || originalShader.name == GPUInstancerConstants.SHADER_UNITY_INTERNAL_ERROR) - { - Debug.LogError("Can not find shader! Please make sure that the material has a shader assigned."); - return null; - } - Shader originalShaderRef = Shader.Find(originalShader.name); - string originalAssetPath = AssetDatabase.GetAssetPath(originalShaderRef); - string extension = System.IO.Path.GetExtension(originalAssetPath); - - // can not work with ShaderGraph or other non shader code - if (extension != ".shader") - { - if (extension.EndsWith("pack")) - return CreateInstancedShaderPack(originalShader, originalAssetPath); - else - return null; - } - - EditorUtility.DisplayProgressBar("GPU Instancer Shader Conversion", "Creating instanced shader for " + originalShader.name + ". Please wait...", 0.1f); - - #region Remove Existing procedural setup - System.Text.StringBuilder sb = new System.Text.StringBuilder(); - using (System.IO.StreamReader sr = new System.IO.StreamReader(originalAssetPath)) - { - while (!sr.EndOfStream) - { - string line = sr.ReadLine(); - if (!line.Contains("#pragma instancing_options") - && !line.Contains("GPUInstancerInclude.cginc") - //&& !line.Contains("#include \"UnityCG.cginc\"") - && !line.Contains("#pragma multi_compile_instancing")) - sb.Append(line + "\n"); - } - } - string originalShaderText = sb.ToString(); - #endregion Remove Existing procedural setup - - bool createInDefaultFolder = false; - // create shader versions for packages inside GPUI folder - if (originalAssetPath.StartsWith("Packages/")) - createInDefaultFolder = true; - - // Packages/com.unity.render-pipelines.high-definition/HDRP/ - // if HDRP, replace relative paths - bool isHDRP = false; - string hdrpIncludeAddition = "Packages/com.unity.render-pipelines.high-definition/"; - if (originalShader.name.StartsWith("HDRenderPipeline/")) - { - isHDRP = true; - string[] hdrpSplit = originalAssetPath.Split('/'); - bool foundHDRP = false; - for (int i = 0; i < hdrpSplit.Length; i++) - { - if (hdrpSplit[i].Contains(".shader")) - break; - if (foundHDRP) - { - hdrpIncludeAddition += hdrpSplit[i] + "/"; - } - else - { - if (hdrpSplit[i] == "com.unity.render-pipelines.high-definition") - foundHDRP = true; - } - } - } - - // Packages/com.unity.render-pipelines.lightweight/Shaders/Lit.shader - // if LWRP, replace relative paths - bool isLWRP = false; - string lwrpIncludeAddition = "Packages/com.unity.render-pipelines.lightweight/"; - if (originalShader.name.StartsWith("Lightweight Render Pipeline/")) - { - isLWRP = true; - string[] lwrpSplit = originalAssetPath.Split('/'); - bool foundLWRP = false; - for (int i = 0; i < lwrpSplit.Length; i++) - { - if (lwrpSplit[i].Contains(".shader")) - break; - if (foundLWRP) - { - lwrpIncludeAddition += lwrpSplit[i] + "/"; - } - else - { - if (lwrpSplit[i] == "com.unity.render-pipelines.lightweight") - foundLWRP = true; - } - } - } - - - // Packages/com.unity.render-pipelines.universal/Shaders/Lit.shader - // if URP, replace relative paths - bool isURP = false; - string urpIncludeAddition = "Packages/com.unity.render-pipelines.universal/"; - if (originalShader.name.StartsWith("Universal Render Pipeline/")) - { - isURP = true; - string[] urpSplit = originalAssetPath.Split('/'); - bool foundURP = false; - for (int i = 0; i < urpSplit.Length; i++) - { - if (urpSplit[i].Contains(".shader")) - break; - if (foundURP) - { - urpIncludeAddition += urpSplit[i] + "/"; - } - else - { - if (urpSplit[i] == "com.unity.render-pipelines.universal") - foundURP = true; - } - } - } - - EditorUtility.DisplayProgressBar("GPU Instancer Shader Conversion", "Creating instanced shader for " + originalShader.name + ". Please wait...", 0.5f); - - string newShaderName = useOriginal ? "" : "GPUInstancer/" + originalShader.name; - string newShaderText = useOriginal ? originalShaderText.Replace("\r\n", "\n") : originalShaderText.Replace("\r\n", "\n").Replace("\"" + originalShader.name + "\"", "\"" + newShaderName + "\""); - - string includePath = GetShaderIncludePath(originalAssetPath, createInDefaultFolder, out originalAssetPath); - - int lastIndex = 0; - string searchStart = ""; - string searchEnd = ""; - int foundIndex = -1; - - // For vertex/fragment and surface shaders - newShaderText = ReplaceShaderTextCGProgram(includePath, newShaderText, false); - - // For HDRP Shaders Include relative path fix - #region HDRP relative path fix - if (isHDRP && createInDefaultFolder) - { - lastIndex = 0; - searchStart = "#include \""; - searchEnd = "\""; - string restOfText; - - foundIndex = -1; - while (true) - { - foundIndex = newShaderText.IndexOf(searchStart, lastIndex); - if (foundIndex == -1) - break; - lastIndex = foundIndex + searchStart.Length + 1; - - restOfText = newShaderText.Substring(foundIndex + searchStart.Length, newShaderText.Length - foundIndex - searchStart.Length); - if (!restOfText.StartsWith("HDRP") && !restOfText.StartsWith("CoreRP") && !restOfText.StartsWith("Packages")) - { - newShaderText = newShaderText.Substring(0, foundIndex + searchStart.Length) + hdrpIncludeAddition + restOfText; - lastIndex += hdrpIncludeAddition.Length; - } - - foundIndex = newShaderText.IndexOf(searchEnd, lastIndex); - lastIndex = foundIndex; - } - } - #endregion HDRP relative path fix - - // For LWRP Shaders Include relative path fix - #region LWRP relative path fix - if (isLWRP && createInDefaultFolder) - { - lastIndex = 0; - searchStart = "#include \""; - searchEnd = "\""; - string restOfText; - - foundIndex = -1; - while (true) - { - foundIndex = newShaderText.IndexOf(searchStart, lastIndex); - if (foundIndex == -1) - break; - lastIndex = foundIndex + searchStart.Length + 1; - - restOfText = newShaderText.Substring(foundIndex + searchStart.Length, newShaderText.Length - foundIndex - searchStart.Length); - if (!restOfText.StartsWith("LWRP") && !restOfText.StartsWith("CoreRP") && !restOfText.StartsWith("Packages")) - { - newShaderText = newShaderText.Substring(0, foundIndex + searchStart.Length) + lwrpIncludeAddition + restOfText; - lastIndex += lwrpIncludeAddition.Length; - } - - foundIndex = newShaderText.IndexOf(searchEnd, lastIndex); - lastIndex = foundIndex; - } - } - #endregion LWRP relative path fix - - // For URP Shaders Include relative path fix - #region URP relative path fix - if (isURP && createInDefaultFolder) - { - lastIndex = 0; - searchStart = "#include \""; - searchEnd = "\""; - string restOfText; - - foundIndex = -1; - while (true) - { - foundIndex = newShaderText.IndexOf(searchStart, lastIndex); - if (foundIndex == -1) - break; - lastIndex = foundIndex + searchStart.Length + 1; - - restOfText = newShaderText.Substring(foundIndex + searchStart.Length, newShaderText.Length - foundIndex - searchStart.Length); - if (!restOfText.StartsWith("URP") && !restOfText.StartsWith("CoreRP") && !restOfText.StartsWith("Packages")) - { - newShaderText = newShaderText.Substring(0, foundIndex + searchStart.Length) + urpIncludeAddition + restOfText; - lastIndex += urpIncludeAddition.Length; - } - - foundIndex = newShaderText.IndexOf(searchEnd, lastIndex); - lastIndex = foundIndex; - } - } - #endregion URP relative path fix - - // For SRP Shaders - newShaderText = ReplaceShaderTextHLSLProgram(includePath, newShaderText, false, originalShader.name == "Universal Render Pipeline/Nature/SpeedTree8", originalShader.name == GPUInstancerConstants.SHADER_UNITY_SPEED_TREE_URP ? - "\n#if defined(GEOM_TYPE_FROND) || defined(GEOM_TYPE_LEAF) || defined(GEOM_TYPE_FACING_LEAF)\n#define _ALPHATEST_ON\n#endif" : ""); - - Shader instancedShader = SaveInstancedShader(originalAssetPath, useOriginal, extension, newShaderText, originalShader, newShaderName); - - if (instancedShader != null) - Debug.Log("Generated GPUI support enabled version for shader: " + originalShader.name, instancedShader); - EditorUtility.ClearProgressBar(); - - return instancedShader; - } - catch (Exception e) - { - if (e is System.IO.DirectoryNotFoundException && e.Message.ToLower().Contains("unity_builtin_extra")) - Debug.LogError("\"" + originalShader.name + "\" shader is a built-in shader which is not included in GPUI package. Please download the original shader file from Unity Archive to enable auto-conversion for this shader. Check prototype settings on the Manager for instructions."); - else - Debug.LogException(e); - EditorUtility.ClearProgressBar(); - } -#endif - return null; - } - - public static Shader CreateInstancedShaderPack(Shader originalShader, string originalAssetPath) - { -#if UNITY_EDITOR - EditorUtility.DisplayProgressBar("GPU Instancer Shader Conversion", "Creating instanced shader for " + originalShader.name + ". Please wait...", 0.1f); - - string extension = System.IO.Path.GetExtension(originalAssetPath); - - #region Remove Existing procedural setup - System.Text.StringBuilder sb = new System.Text.StringBuilder(); - using (System.IO.StreamReader sr = new System.IO.StreamReader(originalAssetPath)) - { - while (!sr.EndOfStream) - { - string line = sr.ReadLine(); - string[] lines = line.Split(new string[] { "\\n" }, StringSplitOptions.None); - for (int i = 0; i < lines.Length; i++) - { - line = lines[i]; - if (!line.Contains("#pragma instancing_options") - && !line.Contains("GPUInstancerInclude.cginc") - //&& !line.Contains("#include \"UnityCG.cginc\"") - && !line.Contains("#pragma multi_compile_instancing")) - { - if (i == lines.Length - 1) - sb.Append(line); - else - sb.Append(line + "\\n"); - } - } - } - } - string originalShaderText = sb.ToString(); - #endregion Remove Existing procedural setup - - bool createInDefaultFolder = false; - // create shader versions for packages inside GPUI folder - if (originalAssetPath.StartsWith("Packages/")) - createInDefaultFolder = true; - - EditorUtility.DisplayProgressBar("GPU Instancer Shader Conversion", "Creating instanced shader for " + originalShader.name + ". Please wait...", 0.5f); - - string newShaderName = "GPUInstancer/" + originalShader.name; - string newShaderText = originalShaderText.Replace("\r\n", "\n").Replace(originalShader.name, newShaderName); - - string includePath = GetShaderIncludePath(originalAssetPath, createInDefaultFolder, out originalAssetPath); - - // For vertex/fragment and surface shaders - newShaderText = ReplaceShaderTextCGProgram(includePath, newShaderText, true); - - // For SRP Shaders - newShaderText = ReplaceShaderTextHLSLProgram(includePath, newShaderText, true); - - Shader instancedShader = SaveInstancedShader(originalAssetPath, false, extension, newShaderText, originalShader, newShaderName); - - if (instancedShader != null) - Debug.Log("Generated GPUI support enabled version for shader: " + originalShader.name, instancedShader); - EditorUtility.ClearProgressBar(); - - return instancedShader; -#else - return null; -#endif - } - #endregion Shader Functions - - #region Extensions - - public static T[] MirrorAndFlatten(this T[,] array2D) - { - T[] resultArray1D = new T[array2D.GetLength(0) * array2D.GetLength(1)]; - - for (int y = 0; y < array2D.GetLength(0); y++) - { - for (int x = 0; x < array2D.GetLength(1); x++) - { - resultArray1D[x + y * array2D.GetLength(0)] = array2D[y, x]; - } - } - - return resultArray1D; - } - - public static T[] MirrorAndFlatten(this T[,] array2D, int xBase, int yBase, int width, int height) - { - T[] resultArray1D = new T[width * height]; - - for (int y = 0; y < width; y++) - { - for (int x = 0; x < height; x++) - { - resultArray1D[x + y * width] = array2D[y + yBase, x + xBase]; - } - } - - return resultArray1D; - } - - /// - /// Returns a random float number between and min [inclusive] and max [inclusive] (Read Only). - /// - /// - /// - public static float Range(this System.Random prng, float min, float max) - { - return (float)(min + (prng.NextDouble() * (max - min))); - } - - public static void Matrix4x4ToFloatArray(this Matrix4x4 matrix4x4, float[] floatArray) - { - floatArray[0] = matrix4x4[0, 0]; - floatArray[1] = matrix4x4[1, 0]; - floatArray[2] = matrix4x4[2, 0]; - floatArray[3] = matrix4x4[3, 0]; - floatArray[4] = matrix4x4[0, 1]; - floatArray[5] = matrix4x4[1, 1]; - floatArray[6] = matrix4x4[2, 1]; - floatArray[7] = matrix4x4[3, 1]; - floatArray[8] = matrix4x4[0, 2]; - floatArray[9] = matrix4x4[1, 2]; - floatArray[10] = matrix4x4[2, 2]; - floatArray[11] = matrix4x4[3, 2]; - floatArray[12] = matrix4x4[0, 3]; - floatArray[13] = matrix4x4[1, 3]; - floatArray[14] = matrix4x4[2, 3]; - floatArray[15] = matrix4x4[3, 3]; - } - - public static Matrix4x4 Matrix4x4FromString(string matrixStr) - { - Matrix4x4 matrix4x4 = new Matrix4x4(); - string[] floatStrArray = matrixStr.Split(';'); - for (int i = 0; i < floatStrArray.Length; i++) - { - matrix4x4[i / 4, i % 4] = float.Parse(floatStrArray[i], System.Globalization.CultureInfo.InvariantCulture); - } - return matrix4x4; - } - - public static string Matrix4x4ToString(Matrix4x4 matrix4x4) - { - string matrix4X4String = matrix4x4.ToString().Replace("\n", ";").Replace("\t", ";"); - matrix4X4String = matrix4X4String.Substring(0, matrix4X4String.Length - 1); - return matrix4X4String; - } - - public static void SetMatrix4x4ToTransform(this Transform transform, Matrix4x4 matrix) - { - transform.position = matrix.GetColumn(3); - transform.localScale = new Vector3( - matrix.GetColumn(0).magnitude, - matrix.GetColumn(1).magnitude, - matrix.GetColumn(2).magnitude - ); - transform.rotation = Quaternion.LookRotation(matrix.GetColumn(2), matrix.GetColumn(1)); - } - - public static float[] Matrix4x4ToFloatArray(this Matrix4x4 matrix4x4) - { - float[] floatArray = new float[16]; - - Matrix4x4ToFloatArray(matrix4x4, floatArray); - - return floatArray; - } - - #region Compute Buffer Management - public static void SetDataSingle(this ComputeBuffer computeBuffer, Matrix4x4[] data, int managedBufferStartIndex, int computeBufferStartIndex) - { -#if UNITY_2017_1_OR_NEWER && !UNITY_ANDROID - computeBuffer.SetData(data, managedBufferStartIndex, computeBufferStartIndex, 1); -#else - if (GPUInstancerConstants.computeBufferSetDataPartial != null) - { - GPUInstancerConstants.computeBufferSetDataPartial.SetBuffer(GPUInstancerConstants.computeBufferSetDataSingleKernelId, - GPUInstancerConstants.VisibilityKernelPoperties.INSTANCE_DATA_BUFFER, computeBuffer); - GPUInstancerConstants.computeBufferSetDataPartial.SetFloats(GPUInstancerConstants.SetDataKernelProperties.BUFFER_PARAMETER_DATA_TO_SET, - data[managedBufferStartIndex].m00, - data[managedBufferStartIndex].m10, - data[managedBufferStartIndex].m20, - data[managedBufferStartIndex].m30, - data[managedBufferStartIndex].m01, - data[managedBufferStartIndex].m11, - data[managedBufferStartIndex].m21, - data[managedBufferStartIndex].m31, - data[managedBufferStartIndex].m02, - data[managedBufferStartIndex].m12, - data[managedBufferStartIndex].m22, - data[managedBufferStartIndex].m32, - data[managedBufferStartIndex].m03, - data[managedBufferStartIndex].m13, - data[managedBufferStartIndex].m23, - data[managedBufferStartIndex].m33 - ); - GPUInstancerConstants.computeBufferSetDataPartial.SetInt(GPUInstancerConstants.SetDataKernelProperties.BUFFER_PARAMETER_COMPUTE_BUFFER_START_INDEX, computeBufferStartIndex); - GPUInstancerConstants.computeBufferSetDataPartial.Dispatch(GPUInstancerConstants.computeBufferSetDataSingleKernelId, 1, 1, 1); - } -#endif - } - - public static void SetDataPartial(this ComputeBuffer computeBuffer, Matrix4x4[] data, int managedBufferStartIndex, int computeBufferStartIndex, int count, ComputeBuffer managedBuffer = null, Matrix4x4[] managedData = null) - { - if (managedBufferStartIndex == 0 && computeBufferStartIndex == 0 && count == data.Length) - { - computeBuffer.SetData(data); - return; - } - -#if UNITY_2017_1_OR_NEWER && !UNITY_ANDROID - computeBuffer.SetData(data, managedBufferStartIndex, computeBufferStartIndex, count); -#else - if (count == 1) - { - SetDataSingle(computeBuffer, data, managedBufferStartIndex, computeBufferStartIndex); - } - else - { - if (GPUInstancerConstants.computeBufferSetDataPartial != null) - { - Array.Copy(data, managedBufferStartIndex, managedData, 0, count); - managedBuffer.SetData(managedData); - - GPUInstancerConstants.computeBufferSetDataPartial.SetBuffer(GPUInstancerConstants.computeBufferSetDataPartialKernelId, GPUInstancerConstants.VisibilityKernelPoperties.INSTANCE_DATA_BUFFER, computeBuffer); - GPUInstancerConstants.computeBufferSetDataPartial.SetBuffer(GPUInstancerConstants.computeBufferSetDataPartialKernelId, GPUInstancerConstants.SetDataKernelProperties.BUFFER_PARAMETER_MANAGED_BUFFER_DATA, managedBuffer); - GPUInstancerConstants.computeBufferSetDataPartial.SetInt(GPUInstancerConstants.SetDataKernelProperties.BUFFER_PARAMETER_COMPUTE_BUFFER_START_INDEX, computeBufferStartIndex); - GPUInstancerConstants.computeBufferSetDataPartial.SetInt(GPUInstancerConstants.SetDataKernelProperties.BUFFER_PARAMETER_COUNT, count); - GPUInstancerConstants.computeBufferSetDataPartial.Dispatch(GPUInstancerConstants.computeBufferSetDataPartialKernelId, Mathf.CeilToInt(count / GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT), 1, 1); - } - } -#endif - } - - public static void CopyComputeBuffer(this ComputeBuffer computeBuffer, int computeBufferStartIndex, int count, ComputeBuffer managedBuffer) - { - GPUInstancerConstants.computeBufferSetDataPartial.SetBuffer(GPUInstancerConstants.computeBufferSetDataPartialKernelId, GPUInstancerConstants.VisibilityKernelPoperties.INSTANCE_DATA_BUFFER, computeBuffer); - GPUInstancerConstants.computeBufferSetDataPartial.SetBuffer(GPUInstancerConstants.computeBufferSetDataPartialKernelId, GPUInstancerConstants.SetDataKernelProperties.BUFFER_PARAMETER_MANAGED_BUFFER_DATA, managedBuffer); - GPUInstancerConstants.computeBufferSetDataPartial.SetInt(GPUInstancerConstants.SetDataKernelProperties.BUFFER_PARAMETER_COMPUTE_BUFFER_START_INDEX, computeBufferStartIndex); - GPUInstancerConstants.computeBufferSetDataPartial.SetInt(GPUInstancerConstants.SetDataKernelProperties.BUFFER_PARAMETER_COUNT, count); - GPUInstancerConstants.computeBufferSetDataPartial.Dispatch(GPUInstancerConstants.computeBufferSetDataPartialKernelId, Mathf.CeilToInt(count / GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT), 1, 1); - } - - public static ComputeBuffer MergeComputeBuffers(this ComputeBuffer computeBuffer, ComputeBuffer bufferToMerge, bool releaseMergedBuffers) - { - // create a new buffer with the combined size - ComputeBuffer mergedBuffer = new ComputeBuffer(computeBuffer.count + bufferToMerge.count, computeBuffer.stride); - - // Set the first buffers's data to the new buffer - GPUInstancerConstants.computeBufferSetDataPartial.SetBuffer(GPUInstancerConstants.computeBufferSetDataPartialKernelId, GPUInstancerConstants.VisibilityKernelPoperties.INSTANCE_DATA_BUFFER, mergedBuffer); - GPUInstancerConstants.computeBufferSetDataPartial.SetBuffer(GPUInstancerConstants.computeBufferSetDataPartialKernelId, GPUInstancerConstants.SetDataKernelProperties.BUFFER_PARAMETER_MANAGED_BUFFER_DATA, computeBuffer); - GPUInstancerConstants.computeBufferSetDataPartial.SetInt(GPUInstancerConstants.SetDataKernelProperties.BUFFER_PARAMETER_COMPUTE_BUFFER_START_INDEX, 0); - GPUInstancerConstants.computeBufferSetDataPartial.SetInt(GPUInstancerConstants.SetDataKernelProperties.BUFFER_PARAMETER_COUNT, computeBuffer.count); - GPUInstancerConstants.computeBufferSetDataPartial.Dispatch(GPUInstancerConstants.computeBufferSetDataPartialKernelId, Mathf.CeilToInt(computeBuffer.count / GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT), 1, 1); - - // Set the second buffers's data to the new buffer - GPUInstancerConstants.computeBufferSetDataPartial.SetBuffer(GPUInstancerConstants.computeBufferSetDataPartialKernelId, GPUInstancerConstants.VisibilityKernelPoperties.INSTANCE_DATA_BUFFER, mergedBuffer); - GPUInstancerConstants.computeBufferSetDataPartial.SetBuffer(GPUInstancerConstants.computeBufferSetDataPartialKernelId, GPUInstancerConstants.SetDataKernelProperties.BUFFER_PARAMETER_MANAGED_BUFFER_DATA, bufferToMerge); - GPUInstancerConstants.computeBufferSetDataPartial.SetInt(GPUInstancerConstants.SetDataKernelProperties.BUFFER_PARAMETER_COMPUTE_BUFFER_START_INDEX, computeBuffer.count); - GPUInstancerConstants.computeBufferSetDataPartial.SetInt(GPUInstancerConstants.SetDataKernelProperties.BUFFER_PARAMETER_COUNT, bufferToMerge.count); - GPUInstancerConstants.computeBufferSetDataPartial.Dispatch(GPUInstancerConstants.computeBufferSetDataPartialKernelId, Mathf.CeilToInt(bufferToMerge.count / GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT), 1, 1); - - if (releaseMergedBuffers) - { - computeBuffer.Release(); - bufferToMerge.Release(); - } - return mergedBuffer; - } - #endregion Compute Buffer Management - - // Dispatch Compute Shader to update positions - public static void SetGlobalPositionOffset(GPUInstancerManager manager, Vector3 offsetPosition) - { - if (manager.runtimeDataList != null) - { - manager.SetGlobalPositionOffset(offsetPosition); - foreach (GPUInstancerRuntimeData runtimeData in manager.runtimeDataList) - { - - if (runtimeData == null) - { - Debug.LogWarning("SetGlobalPositionOffset called before manager initialization. Offset will not be applied."); - continue; - } - - if (runtimeData.instanceCount == 0 || runtimeData.bufferSize == 0) - continue; - - if (runtimeData.transformationMatrixVisibilityBuffer == null) - { - Debug.LogWarning("SetGlobalPositionOffset called before buffers are initialized. Offset will not be applied."); - continue; - } - - GPUInstancerConstants.computeRuntimeModification.SetBuffer(GPUInstancerConstants.computeBufferTransformOffsetId, - GPUInstancerConstants.VisibilityKernelPoperties.INSTANCE_DATA_BUFFER, runtimeData.transformationMatrixVisibilityBuffer); - GPUInstancerConstants.computeRuntimeModification.SetInt( - GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_BUFFER_SIZE, runtimeData.bufferSize); - GPUInstancerConstants.computeRuntimeModification.SetVector( - GPUInstancerConstants.RuntimeModificationKernelProperties.BUFFER_PARAMETER_POSITION_OFFSET, offsetPosition); - - GPUInstancerConstants.computeRuntimeModification.Dispatch(GPUInstancerConstants.computeBufferTransformOffsetId, - Mathf.CeilToInt(runtimeData.bufferSize / GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT), 1, 1); - } - } - } - - public static void SetGlobalMatrixOffset(GPUInstancerManager manager, Matrix4x4 offsetMatrix) - { - if (manager.runtimeDataList != null) - { - manager.SetGlobalMatrixOffset(offsetMatrix); - foreach (GPUInstancerRuntimeData runtimeData in manager.runtimeDataList) - { - - if (runtimeData == null) - { - Debug.LogWarning("SetGlobalMatrixOffset called before manager initialization. Offset will not be applied."); - continue; - } - - if (runtimeData.instanceCount == 0 || runtimeData.bufferSize == 0) - continue; - - if (runtimeData.transformationMatrixVisibilityBuffer == null) - { - Debug.LogWarning("SetGlobalMatrixOffset called before buffers are initialized. Offset will not be applied."); - continue; - } - - GPUInstancerConstants.computeRuntimeModification.SetBuffer(GPUInstancerConstants.computeBufferMatrixOffsetId, - GPUInstancerConstants.VisibilityKernelPoperties.INSTANCE_DATA_BUFFER, runtimeData.transformationMatrixVisibilityBuffer); - GPUInstancerConstants.computeRuntimeModification.SetInt( - GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_BUFFER_SIZE, runtimeData.bufferSize); - GPUInstancerConstants.computeRuntimeModification.SetMatrix( - GPUInstancerConstants.RuntimeModificationKernelProperties.BUFFER_PARAMETER_MATRIX_OFFSET, offsetMatrix); - - GPUInstancerConstants.computeRuntimeModification.Dispatch(GPUInstancerConstants.computeBufferMatrixOffsetId, - Mathf.CeilToInt(runtimeData.bufferSize / GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT), 1, 1); - } - } - } - - #region RemoveInstancesInsideBounds - // Dispatch Compute Shader to remove instances inside bounds - public static void RemoveInstancesInsideBounds(ComputeBuffer instanceDataBuffer, Vector3 center, Vector3 extents, float offset) - { - if (instanceDataBuffer != null) - { - GPUInstancerConstants.computeRuntimeModification.SetBuffer(GPUInstancerConstants.computeRemoveInsideBoundsId, - GPUInstancerConstants.VisibilityKernelPoperties.INSTANCE_DATA_BUFFER, instanceDataBuffer); - GPUInstancerConstants.computeRuntimeModification.SetInt( - GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_BUFFER_SIZE, instanceDataBuffer.count); - GPUInstancerConstants.computeRuntimeModification.SetVector( - GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_BOUNDS_CENTER, center); - GPUInstancerConstants.computeRuntimeModification.SetVector( - GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_BOUNDS_EXTENTS, extents + Vector3.one * offset); - - GPUInstancerConstants.computeRuntimeModification.Dispatch(GPUInstancerConstants.computeRemoveInsideBoundsId, - Mathf.CeilToInt(instanceDataBuffer.count / GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT), 1, 1); - } - } - - //Dispatch Compute Shader to remove instances inside box collider - public static void RemoveInstancesInsideBoxCollider(ComputeBuffer instanceDataBuffer, BoxCollider boxCollider, float offset) - { - if (instanceDataBuffer != null) - { - GPUInstancerConstants.computeRuntimeModification.SetBuffer(GPUInstancerConstants.computeRemoveInsideBoxId, - GPUInstancerConstants.VisibilityKernelPoperties.INSTANCE_DATA_BUFFER, instanceDataBuffer); - GPUInstancerConstants.computeRuntimeModification.SetInt( - GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_BUFFER_SIZE, instanceDataBuffer.count); - GPUInstancerConstants.computeRuntimeModification.SetVector( - GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_BOUNDS_CENTER, boxCollider.center); - GPUInstancerConstants.computeRuntimeModification.SetVector( - GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_BOUNDS_EXTENTS, boxCollider.size / 2 + Vector3.one * offset); - -#if UNITY_2017_3_OR_NEWER - GPUInstancerConstants.computeRuntimeModification.SetMatrix( - GPUInstancerConstants.RuntimeModificationKernelProperties.BUFFER_PARAMETER_MODIFIER_TRANSFORM, boxCollider.transform.localToWorldMatrix); -#else - GPUInstancerConstants.computeRuntimeModification.SetFloats( - GPUInstancerConstants.RuntimeModificationKernelProperties.BUFFER_PARAMETER_MODIFIER_TRANSFORM, boxCollider.transform.localToWorldMatrix.Matrix4x4ToFloatArray()); -#endif - GPUInstancerConstants.computeRuntimeModification.Dispatch(GPUInstancerConstants.computeRemoveInsideBoxId, - Mathf.CeilToInt(instanceDataBuffer.count / GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT), 1, 1); - } - } - - // Dispatch Compute Shader to remove instances inside sphere collider - public static void RemoveInstancesInsideSphereCollider(ComputeBuffer instanceDataBuffer, SphereCollider sphereCollider, float offset) - { - if (instanceDataBuffer != null) - { - GPUInstancerConstants.computeRuntimeModification.SetBuffer(GPUInstancerConstants.computeRemoveInsideSphereId, - GPUInstancerConstants.VisibilityKernelPoperties.INSTANCE_DATA_BUFFER, instanceDataBuffer); - GPUInstancerConstants.computeRuntimeModification.SetInt( - GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_BUFFER_SIZE, instanceDataBuffer.count); - GPUInstancerConstants.computeRuntimeModification.SetVector( - GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_BOUNDS_CENTER, sphereCollider.center + sphereCollider.transform.position); - GPUInstancerConstants.computeRuntimeModification.SetFloat( - GPUInstancerConstants.RuntimeModificationKernelProperties.BUFFER_PARAMETER_MODIFIER_RADIUS, - sphereCollider.radius * Mathf.Max(Mathf.Max(sphereCollider.transform.localScale.x, sphereCollider.transform.localScale.y), sphereCollider.transform.localScale.z) + offset); - - GPUInstancerConstants.computeRuntimeModification.Dispatch(GPUInstancerConstants.computeRemoveInsideSphereId, - Mathf.CeilToInt(instanceDataBuffer.count / GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT), 1, 1); - } - } - - // Dispatch Compute Shader to remove instances inside capsule collider - public static void RemoveInstancesInsideCapsuleCollider(ComputeBuffer instanceDataBuffer, CapsuleCollider capsuleCollider, float offset) - { - if (instanceDataBuffer != null) - { - GPUInstancerConstants.computeRuntimeModification.SetBuffer(GPUInstancerConstants.computeRemoveInsideCapsuleId, - GPUInstancerConstants.VisibilityKernelPoperties.INSTANCE_DATA_BUFFER, instanceDataBuffer); - GPUInstancerConstants.computeRuntimeModification.SetInt( - GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_BUFFER_SIZE, instanceDataBuffer.count); - GPUInstancerConstants.computeRuntimeModification.SetVector( - GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_BOUNDS_CENTER, capsuleCollider.center); - GPUInstancerConstants.computeRuntimeModification.SetFloat( - GPUInstancerConstants.RuntimeModificationKernelProperties.BUFFER_PARAMETER_MODIFIER_RADIUS, - capsuleCollider.radius * Mathf.Max(Mathf.Max( - capsuleCollider.direction == 0 ? 0 : capsuleCollider.transform.localScale.x, - capsuleCollider.direction == 1 ? 0 : capsuleCollider.transform.localScale.y), - capsuleCollider.direction == 2 ? 0 : capsuleCollider.transform.localScale.z) + offset); - GPUInstancerConstants.computeRuntimeModification.SetFloat( - GPUInstancerConstants.RuntimeModificationKernelProperties.BUFFER_PARAMETER_MODIFIER_HEIGHT, - capsuleCollider.height * ( - capsuleCollider.direction == 0 ? capsuleCollider.transform.localScale.x : 0 + - capsuleCollider.direction == 1 ? capsuleCollider.transform.localScale.y : 0 + - capsuleCollider.direction == 2 ? capsuleCollider.transform.localScale.z : 0 - )); - -#if UNITY_2017_3_OR_NEWER - GPUInstancerConstants.computeRuntimeModification.SetMatrix( - GPUInstancerConstants.RuntimeModificationKernelProperties.BUFFER_PARAMETER_MODIFIER_TRANSFORM, capsuleCollider.transform.localToWorldMatrix); -#else - GPUInstancerConstants.computeRuntimeModification.SetFloats( - GPUInstancerConstants.RuntimeModificationKernelProperties.BUFFER_PARAMETER_MODIFIER_TRANSFORM, capsuleCollider.transform.localToWorldMatrix.Matrix4x4ToFloatArray()); -#endif - GPUInstancerConstants.computeRuntimeModification.SetVector( - GPUInstancerConstants.RuntimeModificationKernelProperties.BUFFER_PARAMETER_MODIFIER_AXIS, - capsuleCollider.direction == 0 ? Vector3.right : (capsuleCollider.direction == 1 ? Vector3.up : Vector3.forward)); - - GPUInstancerConstants.computeRuntimeModification.Dispatch(GPUInstancerConstants.computeRemoveInsideCapsuleId, - Mathf.CeilToInt(instanceDataBuffer.count / GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT), 1, 1); - } - } - #endregion RemoveInstancesInsideBounds - - #region NoGameObject methods - public static void InitializeWithMatrix4x4Array(GPUInstancerPrefabManager prefabManager, GPUInstancerPrefabPrototype prototype, Matrix4x4[] matrix4x4Array) - { - prototype.enableRuntimeModifications = false; - // initialize runtimeData - prefabManager.InitializeRuntimeDataAndBuffers(false); - // find runtimeData for prefab - GPUInstancerRuntimeData runtimeData = prefabManager.GetRuntimeData(prototype); - if (runtimeData == null) - { - runtimeData = prefabManager.InitializeRuntimeDataForPrefabPrototype(prototype); - if (runtimeData == null) - { - Debug.LogError("Can not find runtime data for prototype: " + prototype + ". Please check if the prototype was added to the Prefab Manager."); - return; - } - } - // set counts to runtimeData - runtimeData.bufferSize = matrix4x4Array.Length; - runtimeData.instanceCount = matrix4x4Array.Length; - // release previously initialized buffers - ReleaseInstanceBuffers(runtimeData); - // add tree proxy - if (prototype.treeType == GPUInstancerTreeType.SpeedTree || prototype.treeType == GPUInstancerTreeType.SpeedTree8 || - prototype.treeType == GPUInstancerTreeType.TreeCreatorTree) - GPUInstancerManager.AddTreeProxy(prototype, runtimeData); - // initialize buffers - InitializeGPUBuffer(runtimeData); - // set data to initialized buffer - runtimeData.transformationMatrixVisibilityBuffer.SetData(matrix4x4Array); - } - - public static void InitializePrototype(GPUInstancerPrefabManager prefabManager, GPUInstancerPrefabPrototype prototype, int bufferSize, int instanceCount = 0) - { - prototype.enableRuntimeModifications = false; - // initialize runtimeData - prefabManager.InitializeRuntimeDataAndBuffers(false); - // find runtimeData for prefab - GPUInstancerRuntimeData runtimeData = prefabManager.GetRuntimeData(prototype); - if (runtimeData == null) - { - runtimeData = prefabManager.InitializeRuntimeDataForPrefabPrototype(prototype); - if (runtimeData == null) - { - Debug.LogError("Can not find runtime data for prototype: " + prototype + ". Please check if the prototype was added to the Prefab Manager."); - return; - } - } - // set counts to runtimeData - runtimeData.bufferSize = bufferSize; - runtimeData.instanceCount = instanceCount; - // release previously initialized buffers - ReleaseInstanceBuffers(runtimeData); - // add tree proxy - if (prototype.treeType == GPUInstancerTreeType.SpeedTree || prototype.treeType == GPUInstancerTreeType.SpeedTree8 || - prototype.treeType == GPUInstancerTreeType.TreeCreatorTree) - GPUInstancerManager.AddTreeProxy(prototype, runtimeData); - // initialize buffers - InitializeGPUBuffer(runtimeData); - } - - public static void UpdateVisibilityBufferWithMatrix4x4Array(GPUInstancerPrefabManager prefabManager, GPUInstancerPrefabPrototype prototype, Matrix4x4[] matrix4x4Array, - int arrayStartIndex = 0, int bufferStartIndex = 0, int count = 0) - { - // find runtimeData for prefab - GPUInstancerRuntimeData runtimeData = prefabManager.GetRuntimeData(prototype, true); - if (runtimeData == null) - return; - if (runtimeData.bufferSize == 0) - { - Debug.LogError("Can not find runtime data for prototype: " + prototype + ". Please check if the prototype was added to the Prefab Manager and the initialize method was called before update."); - return; - } - - // set data to buffer -#if UNITY_2017_1_OR_NEWER - if (count > 0) - runtimeData.transformationMatrixVisibilityBuffer.SetData(matrix4x4Array, arrayStartIndex, bufferStartIndex, count); - else - runtimeData.transformationMatrixVisibilityBuffer.SetData(matrix4x4Array); -#else - runtimeData.transformationMatrixVisibilityBuffer.SetData(matrix4x4Array); -#endif - } - -#if UNITY_2019_1_OR_NEWER - public static void UpdateVisibilityBufferWithNativeArray(GPUInstancerPrefabManager prefabManager, GPUInstancerPrefabPrototype prototype, NativeArray float4x4Array, - int arrayStartIndex = 0, int bufferStartIndex = 0, int count = 0) where T : struct - { - // find runtimeData for prefab - GPUInstancerRuntimeData runtimeData = prefabManager.GetRuntimeData(prototype, true); - if (runtimeData == null) - return; - if (runtimeData.bufferSize == 0) - { - Debug.LogError("Can not find runtime data for prototype: " + prototype + ". Please check if the prototype was added to the Prefab Manager and the initialize method was called before update."); - return; - } - // set data to buffer - - if (count > 0) - runtimeData.transformationMatrixVisibilityBuffer.SetData(float4x4Array, arrayStartIndex, bufferStartIndex, count); - else - runtimeData.transformationMatrixVisibilityBuffer.SetData(float4x4Array); - } -#endif -#endregion NoGameObject methods - - #region Texture Methods - - public static void CopyTextureWithComputeShader(Texture source, Texture destination, int offsetX, int sourceMip = 0, int destinationMip = 0, bool reverseZ = true) - { -#if UNITY_2018_3_OR_NEWER - GPUInstancerConstants.computeTextureUtils.SetTexture(GPUInstancerConstants.computeTextureUtilsCopyTextureId, - GPUInstancerConstants.CopyTextureKernelProperties.SOURCE_TEXTURE, source, sourceMip); - GPUInstancerConstants.computeTextureUtils.SetTexture(GPUInstancerConstants.computeTextureUtilsCopyTextureId, - GPUInstancerConstants.CopyTextureKernelProperties.DESTINATION_TEXTURE, destination, destinationMip); -#else - GPUInstancerConstants.computeTextureUtils.SetTexture(GPUInstancerConstants.computeTextureUtilsCopyTextureId, - GPUInstancerConstants.CopyTextureKernelProperties.SOURCE_TEXTURE, source); - GPUInstancerConstants.computeTextureUtils.SetTexture(GPUInstancerConstants.computeTextureUtilsCopyTextureId, - GPUInstancerConstants.CopyTextureKernelProperties.DESTINATION_TEXTURE, destination); -#endif - - GPUInstancerConstants.computeTextureUtils.SetInt(GPUInstancerConstants.CopyTextureKernelProperties.OFFSET_X, offsetX); - GPUInstancerConstants.computeTextureUtils.SetInt(GPUInstancerConstants.CopyTextureKernelProperties.SOURCE_SIZE_X, source.width); - GPUInstancerConstants.computeTextureUtils.SetInt(GPUInstancerConstants.CopyTextureKernelProperties.SOURCE_SIZE_Y, source.height); - GPUInstancerConstants.computeTextureUtils.SetBool(GPUInstancerConstants.CopyTextureKernelProperties.REVERSE_Z, reverseZ); - - GPUInstancerConstants.computeTextureUtils.Dispatch(GPUInstancerConstants.computeTextureUtilsCopyTextureId, - Mathf.CeilToInt(source.width / GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT_2D), - Mathf.CeilToInt(source.height / GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT_2D), 1); - } - - public static void CopyTextureArrayWithComputeShader(Texture source, Texture destination, int offsetX, int textureArrayIndex, int sourceMip = 0, int destinationMip = 0, bool reverseZ = true) - { - GPUInstancerConstants.computeTextureUtils.SetTexture(2, GPUInstancerConstants.CopyTextureKernelProperties.SOURCE_TEXTURE_ARRAY, source, sourceMip); - GPUInstancerConstants.computeTextureUtils.SetTexture(2, GPUInstancerConstants.CopyTextureKernelProperties.DESTINATION_TEXTURE, destination, destinationMip); - - GPUInstancerConstants.computeTextureUtils.SetInt(GPUInstancerConstants.CopyTextureKernelProperties.OFFSET_X, offsetX); - GPUInstancerConstants.computeTextureUtils.SetInt(GPUInstancerConstants.CopyTextureKernelProperties.TEXTURE_ARRAY_INDEX, textureArrayIndex); - GPUInstancerConstants.computeTextureUtils.SetInt(GPUInstancerConstants.CopyTextureKernelProperties.SOURCE_SIZE_X, source.width); - GPUInstancerConstants.computeTextureUtils.SetInt(GPUInstancerConstants.CopyTextureKernelProperties.SOURCE_SIZE_Y, source.height); - GPUInstancerConstants.computeTextureUtils.SetBool(GPUInstancerConstants.CopyTextureKernelProperties.REVERSE_Z, reverseZ); - - GPUInstancerConstants.computeTextureUtils.Dispatch(2, - Mathf.CeilToInt(source.width / GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT_2D), - Mathf.CeilToInt(source.height / GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT_2D), 1); - } - - public static void ReduceTextureWithComputeShader(Texture source, Texture destination, int offsetX, int sourceMip = 0, int destinationMip = 0) - { - int sourceW = source.width; - int sourceH = source.height; - int destinationW = destination.width; - int destinationH = destination.height; - for (int i = 0; i < sourceMip; i++) - { - sourceW >>= 1; - sourceH >>= 1; - } - for (int i = 0; i < destinationMip; i++) - { - destinationW >>= 1; - destinationH >>= 1; - } - - GPUInstancerConstants.computeTextureUtils.SetTexture(1, GPUInstancerConstants.CopyTextureKernelProperties.SOURCE_TEXTURE, source, sourceMip); - GPUInstancerConstants.computeTextureUtils.SetTexture(1, GPUInstancerConstants.CopyTextureKernelProperties.DESTINATION_TEXTURE, destination, destinationMip); - - GPUInstancerConstants.computeTextureUtils.SetInt(GPUInstancerConstants.CopyTextureKernelProperties.OFFSET_X, offsetX); - GPUInstancerConstants.computeTextureUtils.SetInt(GPUInstancerConstants.CopyTextureKernelProperties.SOURCE_SIZE_X, sourceW); - GPUInstancerConstants.computeTextureUtils.SetInt(GPUInstancerConstants.CopyTextureKernelProperties.SOURCE_SIZE_Y, sourceH); - GPUInstancerConstants.computeTextureUtils.SetInt(GPUInstancerConstants.CopyTextureKernelProperties.DESTINATION_SIZE_X, destinationW); - GPUInstancerConstants.computeTextureUtils.SetInt(GPUInstancerConstants.CopyTextureKernelProperties.DESTINATION_SIZE_Y, destinationH); - - GPUInstancerConstants.computeTextureUtils.Dispatch(1, Mathf.CeilToInt(destinationW / GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT_2D), - Mathf.CeilToInt(destinationH / GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT_2D), 1); - } - - #endregion Texture Methods - - public static NativeArray ResizeNativeArray(NativeArray previousArray, int newSize, Allocator allocator) where T : struct - { - NativeArray result = new NativeArray(newSize, allocator); - if (previousArray.IsCreated) - { - int count = Math.Min(previousArray.Length, newSize); - for (int i = 0; i < count; i++) - { - result[i] = previousArray[i]; - } - previousArray.Dispose(); - } - return result; - } - - public static TransformAccessArray ResizeTransformAccessArray(TransformAccessArray previousArray, int newSize) - { - TransformAccessArray.Allocate(newSize, -1, out TransformAccessArray result); - Transform[] transforms = new Transform[newSize]; - if (previousArray.isCreated) - { - int count = Math.Min(previousArray.length, newSize); - for (int i = 0; i < count; i++) - { - transforms[i] = previousArray[i]; - } - previousArray.Dispose(); - } - result.SetTransforms(transforms); - return result; - } - - public static void DestroyObject(UnityEngine.Object obj) - { - if (obj != null) - { - if (Application.isPlaying) - UnityEngine.Object.Destroy(obj); - else - UnityEngine.Object.DestroyImmediate(obj); - } - } - - #endregion Extensions - - #region Event System - - private static Dictionary _eventDictionary; - - public static void StartListening(GPUInstancerEventType eventType, UnityAction listener) - { - if (_eventDictionary == null) - _eventDictionary = new Dictionary(); - - UnityEvent thisEvent = null; - if (_eventDictionary.TryGetValue(eventType, out thisEvent)) - { - thisEvent.RemoveListener(listener); - thisEvent.AddListener(listener); - } - else - { - thisEvent = new UnityEvent(); - thisEvent.AddListener(listener); - _eventDictionary.Add(eventType, thisEvent); - } - } - - public static void StopListening(GPUInstancerEventType eventType, UnityAction listener) - { - if (_eventDictionary == null) - return; - - UnityEvent thisEvent = null; - if (_eventDictionary.TryGetValue(eventType, out thisEvent)) - { - thisEvent.RemoveListener(listener); - } - } - - public static void TriggerEvent(GPUInstancerEventType eventType) - { - if (_eventDictionary == null || !_eventDictionary.ContainsKey(eventType)) - return; - - UnityEvent thisEvent = null; - if (_eventDictionary.TryGetValue(eventType, out thisEvent)) - thisEvent.Invoke(); - } - - #endregion Event System - - #region Prefab System -#if UNITY_2018_3_OR_NEWER && UNITY_EDITOR - public static T AddComponentToPrefab(GameObject prefabObject) where T : Component - { - PrefabAssetType prefabType = PrefabUtility.GetPrefabAssetType(prefabObject); - - if (prefabType == PrefabAssetType.Regular || prefabType == PrefabAssetType.Variant) - { - string prefabPath = AssetDatabase.GetAssetPath(prefabObject); - if (string.IsNullOrEmpty(prefabPath)) - return null; - GameObject prefabContents = PrefabUtility.LoadPrefabContents(prefabPath); - - prefabContents.AddComponent(); - - PrefabUtility.SaveAsPrefabAsset(prefabContents, prefabPath); - PrefabUtility.UnloadPrefabContents(prefabContents); - - return prefabObject.GetComponent(); - } - - return prefabObject.AddComponent(); - } - - public static void RemoveComponentFromPrefab(GameObject prefabObject) where T : Component - { - string prefabPath = AssetDatabase.GetAssetPath(prefabObject); - if (string.IsNullOrEmpty(prefabPath)) - return; - GameObject prefabContents = PrefabUtility.LoadPrefabContents(prefabPath); - - T component = prefabContents.GetComponent(); - if (component) - { - GameObject.DestroyImmediate(component, true); - } - - PrefabUtility.SaveAsPrefabAsset(prefabContents, prefabPath); - PrefabUtility.UnloadPrefabContents(prefabContents); - } - - public static GameObject LoadPrefabContents(GameObject prefabObject) - { - string prefabPath = AssetDatabase.GetAssetPath(prefabObject); - if (string.IsNullOrEmpty(prefabPath)) - return null; - return PrefabUtility.LoadPrefabContents(prefabPath); - } - - public static void UnloadPrefabContents(GameObject prefabObject, GameObject prefabContents, bool saveChanges = true) - { - if (!prefabContents) - return; - if (saveChanges) - { - string prefabPath = AssetDatabase.GetAssetPath(prefabObject); - if (string.IsNullOrEmpty(prefabPath)) - return; - PrefabUtility.SaveAsPrefabAsset(prefabContents, prefabPath); - } - PrefabUtility.UnloadPrefabContents(prefabContents); - if (prefabContents) - { - Debug.Log("Destroying prefab contents..."); - GameObject.DestroyImmediate(prefabContents); - } - } - - public static GameObject GetCorrespongingPrefabOfVariant(GameObject variant) - { - GameObject result = variant; - PrefabAssetType prefabType = PrefabUtility.GetPrefabAssetType(result); - if (prefabType == PrefabAssetType.Variant) - { - if (PrefabUtility.IsPartOfNonAssetPrefabInstance(result)) - result = GetOutermostPrefabAssetRoot(result); - - prefabType = PrefabUtility.GetPrefabAssetType(result); - if (prefabType == PrefabAssetType.Variant) - result = GetOutermostPrefabAssetRoot(result); - } - return result; - } - - public static GameObject GetOutermostPrefabAssetRoot(GameObject prefabInstance) - { - GameObject result = prefabInstance; - GameObject newPrefabObject = PrefabUtility.GetCorrespondingObjectFromSource(result); - if (newPrefabObject != null) - { - while (newPrefabObject.transform.parent != null) - newPrefabObject = newPrefabObject.transform.parent.gameObject; - result = newPrefabObject; - } - return result; - } - - public static List GetCorrespondingPrefabAssetsOfGameObjects(GameObject[] gameObjects) - { - List result = new List(); - PrefabAssetType prefabType; - GameObject prefabRoot; - foreach (GameObject go in gameObjects) - { - prefabRoot = null; - if (go != PrefabUtility.GetOutermostPrefabInstanceRoot(go)) - continue; - prefabType = PrefabUtility.GetPrefabAssetType(go); - if (prefabType == PrefabAssetType.Regular) - prefabRoot = PrefabUtility.GetCorrespondingObjectFromSource(go); - else if (prefabType == PrefabAssetType.Variant) - prefabRoot = GetCorrespongingPrefabOfVariant(go); - - if (prefabRoot != null) - result.Add(prefabRoot); - } - - return result; - } -#endif -#endregion Prefab System - - #region Version Control - public static void VersionControlCheckout(UnityEngine.Object assetObject) - { -#if UNITY_EDITOR - if (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive) - { - VersionControlCheckout(AssetDatabase.GetAssetPath(assetObject)); - } -#endif - } - - public static void VersionControlCheckout(string path) - { -#if UNITY_EDITOR - if (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive) - { - UnityEditor.VersionControl.Asset asset = UnityEditor.VersionControl.Provider.GetAssetByPath(path); - if (asset == null) - return; - - if (UnityEditor.VersionControl.Provider.hasCheckoutSupport) - { - UnityEditor.VersionControl.Task checkOutTask = UnityEditor.VersionControl.Provider.Checkout(asset, UnityEditor.VersionControl.CheckoutMode.Both); - checkOutTask.Wait(); - } - } -#endif - } - #endregion Version Control - - #region Platform Dependent - - public static void SetPlatformDependentVariables() - { - GPUIPlatform platform = DeterminePlatform(); - matrixHandlingType = GPUInstancerConstants.gpuiSettings.GetMatrixHandlingType(platform); - - GPUIComputeThreadCount computeThreadCount = GPUInstancerConstants.gpuiSettings.GetComputeThreadCount(platform); - switch (computeThreadCount) - { - case GPUIComputeThreadCount.x64: - GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT = 64; - GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT_2D = 8; - break; - case GPUIComputeThreadCount.x128: - GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT = 128; - GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT_2D = 8; - break; - case GPUIComputeThreadCount.x256: - GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT = 256; - GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT_2D = 16; - break; - case GPUIComputeThreadCount.x512: - GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT = 512; - GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT_2D = 16; - break; - case GPUIComputeThreadCount.x1024: - GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT = 1024; - GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT_2D = 32; - break; - default: - GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT = 512; - GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT_2D = 16; - break; - } - } - - public static GPUIPlatform DeterminePlatform() - { - switch (SystemInfo.graphicsDeviceType) - { - case GraphicsDeviceType.OpenGLCore: - return GPUIPlatform.OpenGLCore; - case GraphicsDeviceType.Metal: - return GPUIPlatform.Metal; - case GraphicsDeviceType.OpenGLES3: - return GPUIPlatform.GLES31; - case GraphicsDeviceType.Vulkan: - return GPUIPlatform.Vulkan; - case GraphicsDeviceType.PlayStation4: - return GPUIPlatform.PS4; - case GraphicsDeviceType.XboxOne: - return GPUIPlatform.XBoxOne; - default: - return GPUIPlatform.Default; - } - } - - public static void UpdatePlatformDependentFiles() - { -#if UNITY_EDITOR - SetPlatformDependentVariables(); - - // PlatformDefines.compute rewrite - string computePlatformDefinesPath = AssetDatabase.GUIDToAssetPath(GPUInstancerConstants.GUID_COMPUTE_PLATFORM_DEFINES); - if (!string.IsNullOrEmpty(computePlatformDefinesPath)) - { - //TextAsset platformDefines = AssetDatabase.LoadAssetAtPath(computePlatformDefinesPath); - string computePlatformDefinesText = "#ifndef __platformDefines_hlsl_\n#define __platformDefines_hlsl_\n\n"; - if (!GPUInstancerConstants.gpuiSettings.hasCustomRenderingSettings) - { - computePlatformDefinesText += "#if SHADER_API_METAL\n #define GPUI_THREADS 256\n #define GPUI_THREADS_2D 16\n#elif SHADER_API_GLES3\n #define GPUI_THREADS 128\n #define GPUI_THREADS_2D 8\n#elif SHADER_API_VULKAN\n #define GPUI_THREADS 128\n #define GPUI_THREADS_2D 8\n#elif SHADER_API_GLCORE\n #define GPUI_THREADS 256\n #define GPUI_THREADS_2D 16\n#elif SHADER_API_PS4\n #define GPUI_THREADS 512\n #define GPUI_THREADS_2D 16\n#else\n #define GPUI_THREADS 512\n #define GPUI_THREADS_2D 16\n#endif"; - } - else - { - computePlatformDefinesText += "#define GPUI_THREADS " + GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT + "\n#define GPUI_THREADS_2D " + GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT_2D; - } - computePlatformDefinesText += "\n\n#endif"; - byte[] bytes = System.Text.Encoding.UTF8.GetBytes(computePlatformDefinesText); - VersionControlCheckout(computePlatformDefinesPath); - System.IO.FileStream fs = System.IO.File.Create(computePlatformDefinesPath); - fs.Write(bytes, 0, bytes.Length); - fs.Close(); - AssetDatabase.ImportAsset(computePlatformDefinesPath, ImportAssetOptions.ForceUpdate); - } - - // GPUIPlatformDependent.cginc rewrite - string cgincPlatformDependentPath = AssetDatabase.GUIDToAssetPath(GPUInstancerConstants.GUID_CGINC_PLATFORM_DEPENDENT); - if (!string.IsNullOrEmpty(cgincPlatformDependentPath)) - { - //TextAsset cgincPlatformDependent = AssetDatabase.LoadAssetAtPath(cgincPlatformDependentPath); - string cgincPlatformDependentText = "#ifndef GPU_INSTANCER_PLATFORM_DEPENDENT_INCLUDED\n#define GPU_INSTANCER_PLATFORM_DEPENDENT_INCLUDED\n\n"; - if (!GPUInstancerConstants.gpuiSettings.hasCustomRenderingSettings) - { - cgincPlatformDependentText += "#if SHADER_API_GLES3\n #define GPUI_MHT_COPY_TEXTURE 1\n#elif SHADER_API_VULKAN\n #define GPUI_MHT_COPY_TEXTURE 1\n#endif"; - } - else if (matrixHandlingType == GPUIMatrixHandlingType.MatrixAppend) - { - cgincPlatformDependentText += " #define GPUI_MHT_MATRIX_APPEND 1"; - } - else if (matrixHandlingType == GPUIMatrixHandlingType.CopyToTexture) - { - cgincPlatformDependentText += " #define GPUI_MHT_COPY_TEXTURE 1"; - } - else - { - cgincPlatformDependentText += " #define gpui_InstanceID gpuiTransformationMatrix[unity_InstanceID]"; - } - cgincPlatformDependentText += "\n\n#endif // GPU_INSTANCER_PLATFORM_DEPENDENT_INCLUDED"; - byte[] bytes = System.Text.Encoding.UTF8.GetBytes(cgincPlatformDependentText); - VersionControlCheckout(cgincPlatformDependentPath); - System.IO.FileStream fs = System.IO.File.Create(cgincPlatformDependentPath); - fs.Write(bytes, 0, bytes.Length); - fs.Close(); - AssetDatabase.ImportAsset(cgincPlatformDependentPath, ImportAssetOptions.ForceUpdate); - } - - AssetDatabase.Refresh(); -#endif - } - - #endregion Platform Dependent - } -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Static/GPUInstancerUtility.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Static/GPUInstancerUtility.cs.meta deleted file mode 100644 index 2fbb365..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Core/Static/GPUInstancerUtility.cs.meta +++ /dev/null @@ -1,3 +0,0 @@ -fileFormatVersion: 2 -guid: 2ff8fe2699b34ae6a3bd142a98ae15b9 -timeCreated: 1515751711 \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor.meta deleted file mode 100644 index 8a41fba..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 9632cba725685da4cabd55371849dd18 -folderAsset: yes -timeCreated: 1520570910 -licenseType: Store -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Extention.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Extention.meta deleted file mode 100644 index ac01cbc..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Extention.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 9cde7d9bc7e2f614fbc0bd82629a832e -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Extention/GPUInstancerBillboardExtention.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Extention/GPUInstancerBillboardExtention.cs deleted file mode 100644 index 0e6fa77..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Extention/GPUInstancerBillboardExtention.cs +++ /dev/null @@ -1,21 +0,0 @@ -using UnityEngine; - -namespace GPUInstancer.Extension -{ - public abstract class GPUInstancerBillboardExtension - { - public abstract string GetTitle(); - - public abstract string GetButtonText(); - - public abstract GameObject GenerateBillboard(GameObject gameObject); - - public abstract Mesh GetBillboardMesh(GameObject gameObject); - - public abstract Material GetBillboardMaterial(GameObject gameObject); - - public abstract bool IsInLODGroup(GameObject gameObject); - - public abstract bool IsBillboardAdded(GameObject gameObject); - } -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Extention/GPUInstancerBillboardExtention.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Extention/GPUInstancerBillboardExtention.cs.meta deleted file mode 100644 index 1ad55d2..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Extention/GPUInstancerBillboardExtention.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: adc6e9fde90eb3c4e8014f239c280122 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancer.Editor.asmdef b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancer.Editor.asmdef deleted file mode 100644 index d3d1323..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancer.Editor.asmdef +++ /dev/null @@ -1,30 +0,0 @@ -{ - "name": "GPUInstancer.Editor", - "references": [ - "GUID:74b7ab95492e74e49804395faecc2951", - "GUID:15fc0a57446b3144c949da3e2b9737a9", - "GUID:2665a8d13d1b3f18800f46e256720795" - ], - "includePlatforms": [ - "Editor" - ], - "excludePlatforms": [], - "allowUnsafeCode": false, - "overrideReferences": false, - "precompiledReferences": [], - "autoReferenced": true, - "defineConstraints": [], - "versionDefines": [ - { - "name": "com.unity.render-pipelines.universal", - "expression": "7.0.0", - "define": "GPUI_URP" - }, - { - "name": "com.unity.burst", - "expression": "1.0.0", - "define": "GPUI_BURST" - } - ], - "noEngineReferences": false -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancer.Editor.asmdef.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancer.Editor.asmdef.meta deleted file mode 100644 index 8495017..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancer.Editor.asmdef.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 30b93351ef1e189409a61706fd816588 -AssemblyDefinitionImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerDefines.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerDefines.cs deleted file mode 100644 index ac20f8d..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerDefines.cs +++ /dev/null @@ -1,324 +0,0 @@ -using GPUInstancer.Extension; -using System; -using System.Collections.Generic; -using System.IO; -using System.Linq; -using System.Reflection; -using UnityEditor; -using UnityEngine; - -namespace GPUInstancer -{ - [InitializeOnLoad] - public class GPUInstancerDefines - { - private static readonly string DEFINE_GPU_INSTANCER = "GPU_INSTANCER"; - private static readonly string[] AUTO_PACKAGE_IMPORTER_GUIDS = { "e134ae9cb2828d147a6ec91b020fcb63", "87dd7798fac1eed45bd360e61b272470" }; - - // billboard extensions - private static Type _billboardExtensionType; - private static Assembly _billboardExtensionAssebly; - public static List billboardExtensions; - public static GPUInstancerPreviewCache previewCache; - -#if UNITY_2018_1_OR_NEWER - public static UnityEditor.PackageManager.Requests.ListRequest _packageListRequest; -#endif - - static GPUInstancerDefines() - { - if (EditorUserBuildSettings.selectedBuildTargetGroup == BuildTargetGroup.Unknown) - return; - List defineList = new List(PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup).Split(';')); - if (!defineList.Contains(DEFINE_GPU_INSTANCER)) - { - defineList.Add(DEFINE_GPU_INSTANCER); - string defines = string.Join(";", defineList.ToArray()); - PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, defines); - } - - GetBillboardExtensions(); - - EditorApplication.update -= GenerateSettings; - EditorApplication.update += GenerateSettings; - - if (previewCache == null) - previewCache = new GPUInstancerPreviewCache(); - } - - static void GenerateSettings() - { - if (EditorApplication.isCompiling || EditorApplication.isUpdating) - return; - - SetVersionNo(); - - EditorApplication.update -= GenerateSettings; - } - - static void GetBillboardExtensions() - { - try - { - if (billboardExtensions == null) - billboardExtensions = new List(); - - if (_billboardExtensionType == null) - _billboardExtensionType = typeof(GPUInstancerBillboardExtension); - - if (_billboardExtensionAssebly == null) - _billboardExtensionAssebly = Assembly.GetAssembly(_billboardExtensionType); - - IEnumerable types = _billboardExtensionAssebly.GetTypes() - .Where(p => _billboardExtensionType.IsAssignableFrom(p) && p != _billboardExtensionType); - - foreach (Type type in types) - { - try - { - ConstructorInfo ci = type.GetConstructor(new Type[] { }); - GPUInstancerBillboardExtension billboardExtension = (GPUInstancerBillboardExtension)ci.Invoke(new object[] { }); - billboardExtensions.Add(billboardExtension); - } - catch (Exception) { } - } - - } - catch (Exception) { } - } - - static void SetVersionNo() - { -#if UNITY_2018_1_OR_NEWER - bool forcePackageLoad = false; -#endif - if (GPUInstancerConstants.gpuiSettings.versionNo != GPUInstancerEditorConstants.GPUI_VERSION_NO) - { - float previousVerisonNo = GPUInstancerConstants.gpuiSettings.versionNo; - UpdateVersion(previousVerisonNo, GPUInstancerEditorConstants.GPUI_VERSION_NO); - GPUInstancerConstants.gpuiSettings.versionNo = GPUInstancerEditorConstants.GPUI_VERSION_NO; - EditorUtility.SetDirty(GPUInstancerConstants.gpuiSettings); -#if UNITY_2018_1_OR_NEWER - forcePackageLoad = true; -#endif - ImportPackages(previousVerisonNo == 0); - } - -#if UNITY_2018_1_OR_NEWER - LoadPackageDefinitions(forcePackageLoad); -#endif - } - - public static void ImportPackages(bool forceReimport) - { - GPUIPackageImporter.ImportPackages(AUTO_PACKAGE_IMPORTER_GUIDS, forceReimport); - } - - public static bool IsVersionUpdateRequired(float previousVersion, float newVersion) - { - if (previousVersion < 1 && newVersion >= 1) - { - Shader standardShader = Shader.Find(GPUInstancerConstants.SHADER_GPUI_STANDARD); - if (standardShader != null) - { - string standardShaderPath = AssetDatabase.GetAssetPath(standardShader); - if (!string.IsNullOrEmpty(standardShaderPath)) - return standardShaderPath.Contains("GPUInstancer/Resources/Shaders"); - } - } - return false; - } - - public static void UpdateVersion(float previousVersion, float newVersion) - { - // v1.0.0 Update - if (previousVersion < 1 && newVersion >= 1) - { - Shader standardShader = Shader.Find(GPUInstancerConstants.SHADER_GPUI_STANDARD); - if (standardShader != null) - { - string standardShaderPath = AssetDatabase.GetAssetPath(standardShader); - if (!string.IsNullOrEmpty(standardShaderPath)) - { - if (standardShaderPath.Contains("GPUInstancer/Resources/Shaders")) - { - EditorUtility.DisplayDialog(GPUInstancerEditorConstants.GPUI_VERSION + " Auto Update", GPUInstancerEditorConstants.HELPTEXT_Version100Update, "Proceed with the Update"); - - string gpuiPath = standardShaderPath.Substring(0, standardShaderPath.IndexOf("GPUInstancer")) + "GPUInstancer/"; - string[] files = null; - if (Directory.Exists(gpuiPath + "Shaders/")) - { - Directory.Move(gpuiPath + "Shaders/", gpuiPath + "Shaders_moved/"); - File.Delete(gpuiPath + "Shaders.meta"); - files = Directory.GetFiles(gpuiPath + "Shaders_moved/"); - } - - // Update Shaders folder path - FileUtil.MoveFileOrDirectory(gpuiPath + "Resources/Shaders", gpuiPath + "Shaders"); - FileUtil.MoveFileOrDirectory(gpuiPath + "Resources/Shaders.meta", gpuiPath + "Shaders.meta"); - // delete ShaderVariants folder - FileUtil.DeleteFileOrDirectory(gpuiPath + "Resources/ShaderVariants"); - FileUtil.DeleteFileOrDirectory(gpuiPath + "Resources/ShaderVariants.meta"); - - if (files != null) - { - foreach (string file in files) - { - File.Move(file, file.Replace("Shaders_moved", "Shaders")); - } - Directory.Delete(gpuiPath + "Shaders_moved/"); - } - - AssetDatabase.SaveAssets(); - AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport); - - EditorApplication.update -= RegenerateShaders; - EditorApplication.update += RegenerateShaders; - } - } - } - } - // v1.5.2 Update - else if (previousVersion < 1.53f && newVersion >= 1.53f) - { - if (GPUInstancerConstants.gpuiSettings.isHDRP) - { - GPUInstancerShaderBindings shaderBindings = GetGPUInstancerShaderBindings(); - if (shaderBindings != null && shaderBindings.shaderInstances != null && shaderBindings.shaderInstances.Count > 0) - { - foreach (ShaderInstance si in shaderBindings.shaderInstances) - { - if (si != null) - si.Regenerate(); - } - EditorUtility.SetDirty(shaderBindings); - } - } - } - // v1.7.2 Update - else if (previousVersion < 1.72f && newVersion >= 1.72f) - { - if (GPUInstancerConstants.gpuiSettings.isURP) - { - GPUInstancerShaderBindings shaderBindings = GetGPUInstancerShaderBindings(); - if (shaderBindings != null && shaderBindings.shaderInstances != null && shaderBindings.shaderInstances.Count > 0) - { - foreach (ShaderInstance si in shaderBindings.shaderInstances) - { - if (si != null) - si.Regenerate(); - } - EditorUtility.SetDirty(shaderBindings); - } - } - } - // v1.7.5 Update - else if (previousVersion < 1.75f && newVersion >= 1.75f) - { - string computeIncludePath = GPUInstancerConstants.GetDefaultPath() + "Resources/Compute/Include/"; - string[] computeIncludeFiles = Directory.GetFiles(computeIncludePath); - foreach (string computeIncludeFile in computeIncludeFiles) - { - if (computeIncludeFile.EndsWith(".compute") || computeIncludeFile.EndsWith(".compute.meta")) - File.Delete(computeIncludeFile); - } - AssetDatabase.Refresh(); - } - } - - private static void RegenerateShaders() - { - try - { - if (GPUInstancerConstants.gpuiSettings != null && GPUInstancerConstants.gpuiSettings.shaderBindings != null) - { - if (GPUInstancerConstants.gpuiSettings.shaderBindings.shaderInstances != null && GPUInstancerConstants.gpuiSettings.shaderBindings.shaderInstances.Count > 0) - { - foreach (ShaderInstance si in GPUInstancerConstants.gpuiSettings.shaderBindings.shaderInstances) - { - si.Regenerate(); - } - if (GPUInstancerConstants.gpuiSettings.shaderBindings != null) - EditorUtility.SetDirty(GPUInstancerConstants.gpuiSettings.shaderBindings); - } - } - } - catch (Exception) { } - EditorApplication.update -= RegenerateShaders; - } - -#if UNITY_2018_1_OR_NEWER - public static void LoadPackageDefinitions(bool forceNew = false) - { - if (forceNew || !GPUInstancerConstants.gpuiSettings.packagesLoaded) - { - _packageListRequest = UnityEditor.PackageManager.Client.List(true); - GPUInstancerConstants.gpuiSettings.isHDRP = false; - GPUInstancerConstants.gpuiSettings.isLWRP = false; - GPUInstancerConstants.gpuiSettings.isShaderGraphPresent = false; - EditorApplication.update -= PackageListRequestHandler; - EditorApplication.update += PackageListRequestHandler; - } - } - - private static void PackageListRequestHandler() - { - try - { - if (_packageListRequest != null) - { - if (!_packageListRequest.IsCompleted) - return; - if (_packageListRequest.Result != null) - { - foreach (var item in _packageListRequest.Result) - { - if (item.name.Contains("com.unity.render-pipelines.high-definition")) - { - GPUInstancerConstants.gpuiSettings.isHDRP = true; - Debug.Log("GPUI detected HD Render Pipeline."); - } - else if (item.name.Contains("com.unity.render-pipelines.lightweight")) - { - GPUInstancerConstants.gpuiSettings.isLWRP = true; - Debug.Log("GPUI detected LW Render Pipeline."); - } - else if (item.name.Contains("com.unity.render-pipelines.universal")) - { - GPUInstancerConstants.gpuiSettings.isURP = true; - Debug.Log("GPUI detected Universal Render Pipeline."); - } - else if (item.name.Contains("com.unity.shadergraph")) - { - GPUInstancerConstants.gpuiSettings.isShaderGraphPresent = true; - Debug.Log("GPUI detected ShaderGraph package."); - } - } - if (GPUInstancerConstants.gpuiSettings.IsStandardRenderPipeline()) - Debug.Log("GPUI detected Standard Render Pipeline."); - EditorUtility.SetDirty(GPUInstancerConstants.gpuiSettings); - } - } - } - catch (Exception) { } - _packageListRequest = null; - GPUInstancerConstants.gpuiSettings.packagesLoaded = true; - EditorApplication.update -= PackageListRequestHandler; - } -#endif - - public static GPUInstancerShaderBindings GetGPUInstancerShaderBindings() - { - if (GPUInstancerConstants.gpuiSettings.shaderBindings == null) - GPUInstancerConstants.gpuiSettings.shaderBindings = GPUInstancerSettings.GetDefaultGPUInstancerShaderBindings(); - return GPUInstancerConstants.gpuiSettings.shaderBindings; - } - - public static ShaderVariantCollection GetShaderVariantCollection() - { - if (GPUInstancerConstants.gpuiSettings.shaderVariantCollection == null) - GPUInstancerConstants.gpuiSettings.shaderVariantCollection = GPUInstancerSettings.GetDefaultShaderVariantCollection(); - return GPUInstancerConstants.gpuiSettings.shaderVariantCollection; - } - } -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerDefines.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerDefines.cs.meta deleted file mode 100644 index 7d74f70..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerDefines.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 7eab225b0fc8e5247a8cd68290cb3185 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerDetailManagerEditor.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerDetailManagerEditor.cs deleted file mode 100644 index e094046..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerDetailManagerEditor.cs +++ /dev/null @@ -1,964 +0,0 @@ -using System.Collections.Generic; -using UnityEditor; -using UnityEngine; -using UnityEngine.Events; - -namespace GPUInstancer -{ - [CustomEditor(typeof(GPUInstancerDetailManager))] - [CanEditMultipleObjects] - public class GPUInstancerDetailManagerEditor : GPUInstancerManagerEditor - { - protected SerializedProperty prop_runInThreads; - - private GPUInstancerDetailManager _detailManager; - - protected override void OnEnable() - { - base.OnEnable(); - - wikiHash = "#The_Detail_Manager"; - - prop_runInThreads = serializedObject.FindProperty("runInThreads"); - - _detailManager = (target as GPUInstancerDetailManager); - if (!Application.isPlaying && _detailManager.gpuiSimulator == null) - _detailManager.gpuiSimulator = new GPUInstancerEditorSimulator(_detailManager); - } - - protected override void OnDisable() - { - base.OnDisable(); - - if (!Application.isPlaying && _detailManager.gpuiSimulator != null && _detailManager.gpuiSimulator.simulateAtEditor && !_detailManager.keepSimulationLive) - _detailManager.gpuiSimulator.StopSimulation(); - } - - public override void OnInspectorGUI() - { - serializedObject.Update(); - - base.OnInspectorGUI(); - - if (_detailManager.terrain == null) - { - if (!Application.isPlaying && Event.current.type == EventType.ExecuteCommand && pickerControlID > 0 && Event.current.commandName == "ObjectSelectorClosed") - { - if (EditorGUIUtility.GetObjectPickerControlID() == pickerControlID) - AddTerrainPickerObject(EditorGUIUtility.GetObjectPickerObject()); - pickerControlID = -1; - } - - EditorGUI.BeginDisabledGroup(Application.isPlaying); - DrawDetailTerrainAddButton(); - EditorGUI.EndDisabledGroup(); - return; - } - else if (_detailManager.terrainSettings == null) - _detailManager.SetupManagerWithTerrain(_detailManager.terrain); - - DrawSceneSettingsBox(); - - if (_detailManager.terrainSettings != null) - { - DrawDebugBox(_detailManager.gpuiSimulator); - - DrawGlobalValuesBox(); - - if (Application.isPlaying) - DrawRegisteredPrefabsBox(); - - DrawGPUInstancerPrototypesBox(); - } - - HandlePickerObjectSelection(); - - serializedObject.ApplyModifiedProperties(); - - base.InspectorGUIEnd(); - } - - public override void ShowObjectPicker() - { - base.ShowObjectPicker(); - - GenericMenu menu = new GenericMenu(); - - menu.AddItem(new GUIContent("Texture"), false, () => { EditorGUIUtility.ShowObjectPicker(null, false, "", pickerControlID); }); - menu.AddItem(new GUIContent("Prefab (Grass)"), false, () => { pickerMode = 0; EditorGUIUtility.ShowObjectPicker(null, false, "t:prefab", pickerControlID); }); - menu.AddItem(new GUIContent("Prefab (Other)"), false, () => { pickerMode = 1; EditorGUIUtility.ShowObjectPicker(null, false, "t:prefab", pickerControlID); }); - - // display the menu - menu.ShowAsContext(); - } - - public override void AddPickerObject(UnityEngine.Object pickerObject, GPUInstancerPrototype overridePrototype = null) - { - base.AddPickerObject(pickerObject, overridePrototype); - - if (pickerObject == null) - return; - - Undo.RecordObject(this, "Add prototype"); - - if (_detailManager.terrainSettings != null && _detailManager.terrain != null && _detailManager.terrain.terrainData != null) - { - List newDetailPrototypes = new List(_detailManager.terrain.terrainData.detailPrototypes); - - if (pickerObject is Texture2D) - { - if (overridePrototype != null) - { - int prototypeIndex = prototypeList.IndexOf(overridePrototype); - if (prototypeIndex >= 0 && prototypeIndex < _detailManager.terrain.terrainData.detailPrototypes.Length) - { - DetailPrototype[] detailPrototypes = _detailManager.terrain.terrainData.detailPrototypes; - detailPrototypes[prototypeIndex].prototype = null; - detailPrototypes[prototypeIndex].prototypeTexture = (Texture2D)pickerObject; - detailPrototypes[prototypeIndex].renderMode = DetailRenderMode.GrassBillboard; - detailPrototypes[prototypeIndex].usePrototypeMesh = false; - overridePrototype.prefabObject = null; - ((GPUInstancerDetailPrototype)overridePrototype).prototypeTexture = (Texture2D)pickerObject; - ((GPUInstancerDetailPrototype)overridePrototype).detailRenderMode = DetailRenderMode.GrassBillboard; - ((GPUInstancerDetailPrototype)overridePrototype).usePrototypeMesh = false; - _detailManager.terrain.terrainData.detailPrototypes = detailPrototypes; - _detailManager.terrain.terrainData.RefreshPrototypes(); - } - } - else - { - newDetailPrototypes.Add(new DetailPrototype() - { - usePrototypeMesh = false, - prototypeTexture = (Texture2D)pickerObject, - renderMode = DetailRenderMode.GrassBillboard - }); - - _detailManager.terrain.terrainData.detailPrototypes = newDetailPrototypes.ToArray(); - _detailManager.terrain.terrainData.RefreshPrototypes(); - _detailManager.GeneratePrototypes(); - } - } - else if (pickerObject is GameObject) - { - if (((GameObject)pickerObject).GetComponentInChildren() == null) - return; - - // Determine terrainDetailPrototype color to get a similar look on Unity Terrain - Color dryColor = Color.white; - Color healthyColor = Color.white; - - MeshRenderer pickerObjectRenderer = ((GameObject)pickerObject).GetComponentInChildren(); - - if (pickerObjectRenderer == null || pickerObjectRenderer.sharedMaterial == null) - { - Debug.LogError("Cannot add prefab to the Detail Manager: Mesh Renderer does not have any materials"); - return; - } - - - if (pickerObjectRenderer.sharedMaterial.shader.name == GPUInstancerConstants.SHADER_GPUI_FOLIAGE || - pickerObjectRenderer.sharedMaterial.shader.name == GPUInstancerConstants.SHADER_GPUI_FOLIAGE_LWRP) - { - dryColor = pickerObjectRenderer.sharedMaterial.GetColor("_DryColor"); - healthyColor = pickerObjectRenderer.sharedMaterial.GetColor("_HealthyColor"); - } - else - { - if (pickerObjectRenderer.sharedMaterial.HasProperty("_Color")) - { - healthyColor = pickerObjectRenderer.sharedMaterial.color; - dryColor = pickerObjectRenderer.sharedMaterial.color; - } - } - - if (overridePrototype != null) - { - int prototypeIndex = prototypeList.IndexOf(overridePrototype); - if (prototypeIndex >= 0 && prototypeIndex < _detailManager.terrain.terrainData.detailPrototypes.Length) - { - DetailPrototype[] detailPrototypes = _detailManager.terrain.terrainData.detailPrototypes; - detailPrototypes[prototypeIndex].prototype = (GameObject)pickerObject; - detailPrototypes[prototypeIndex].prototypeTexture = null; - detailPrototypes[prototypeIndex].renderMode = pickerMode == 0 ? DetailRenderMode.Grass : DetailRenderMode.VertexLit; - detailPrototypes[prototypeIndex].usePrototypeMesh = true; - overridePrototype.prefabObject = (GameObject)pickerObject; - ((GPUInstancerDetailPrototype)overridePrototype).prototypeTexture = null; - ((GPUInstancerDetailPrototype)overridePrototype).detailRenderMode = pickerMode == 0 ? DetailRenderMode.Grass : DetailRenderMode.VertexLit; - ((GPUInstancerDetailPrototype)overridePrototype).usePrototypeMesh = true; - _detailManager.terrain.terrainData.detailPrototypes = detailPrototypes; - _detailManager.terrain.terrainData.RefreshPrototypes(); - } - } - else - { - DetailPrototype terrainDetailPrototype = new DetailPrototype() - { - usePrototypeMesh = true, - prototype = ((GameObject)pickerObject).GetComponentInChildren().gameObject, - renderMode = pickerMode == 0 ? DetailRenderMode.Grass : DetailRenderMode.VertexLit, - healthyColor = healthyColor, - dryColor = dryColor - }; - newDetailPrototypes.Add(terrainDetailPrototype); - - _detailManager.terrain.terrainData.detailPrototypes = newDetailPrototypes.ToArray(); - _detailManager.terrain.terrainData.RefreshPrototypes(); - GPUInstancerUtility.AddDetailInstancePrototypeFromTerrainPrototype(_detailManager.gameObject, prototypeList, terrainDetailPrototype, newDetailPrototypes.Count - 1, 1, - _detailManager.terrainSettings, (GameObject)pickerObject); - } - } - } - } - - public void ShowTerrainPicker() - { - EditorGUIUtility.ShowObjectPicker(null, true, null, pickerControlID); - } - - public void AddTerrainPickerObject(UnityEngine.Object pickerObject) - { - if (pickerObject == null) - return; - - if (pickerObject is GameObject) - { - GameObject go = (GameObject)pickerObject; - if (go.GetComponent() != null) - { - _detailManager.SetupManagerWithTerrain(go.GetComponent()); - } - } - } - - public override void ApplyEditorDataChanges() - { - base.ApplyEditorDataChanges(); - - if (_detailManager.terrain.terrainData.detailPrototypes.Length != prototypeList.Count) - return; - - // set detail prototypes - DetailPrototype[] detailPrototypes = _detailManager.terrain.terrainData.detailPrototypes; - for (int i = 0; i < prototypeList.Count; i++) - { - GPUInstancerDetailPrototype prototype = (GPUInstancerDetailPrototype)prototypeList[i]; - GameObject prefab = null; - if (prototype.prefabObject != null) - { - prefab = ((GameObject)prototype.prefabObject).GetComponentInChildren().gameObject; - } - - DetailPrototype dp = detailPrototypes[i]; - - dp.renderMode = prototype.detailRenderMode; - dp.usePrototypeMesh = prototype.usePrototypeMesh; - dp.prototype = prefab; - dp.prototypeTexture = prototype.prototypeTexture; - dp.noiseSpread = prototype.noiseSpread; - dp.minWidth = prototype.detailScale.x; - dp.maxWidth = prototype.detailScale.y; - dp.minHeight = prototype.detailScale.z; - dp.maxHeight = prototype.detailScale.w; - dp.healthyColor = prototype.detailHealthyColor; - dp.dryColor = prototype.detailDryColor; - - // Update terrainDetailPrototype color form prototype material to get a similar look on Unity Terrain for Mesh type prototypes. - if (prototype.usePrototypeMesh) - { - if (prototype.prefabObject.GetComponentInChildren().sharedMaterial.shader.name == GPUInstancerConstants.SHADER_GPUI_FOLIAGE || - prototype.prefabObject.GetComponentInChildren().sharedMaterial.shader.name == GPUInstancerConstants.SHADER_GPUI_FOLIAGE_LWRP) - { - dp.healthyColor = prototype.prefabObject.GetComponentInChildren().sharedMaterial.GetColor("_HealthyColor"); - dp.dryColor = prototype.prefabObject.GetComponentInChildren().sharedMaterial.GetColor("_DryColor"); - } - else - { - if (prototype.prefabObject.GetComponentInChildren().sharedMaterial.HasProperty("_Color")) - { - dp.healthyColor = prototype.prefabObject.GetComponentInChildren().sharedMaterial.color; - dp.dryColor = prototype.prefabObject.GetComponentInChildren().sharedMaterial.color; - } - } - } - - if (prototype.useCustomMaterialForTextureDetail && prototype.textureDetailCustomMaterial != null) - { - if (prototype.prefabObject.GetComponentInChildren().sharedMaterial.HasProperty("_Color")) - { - dp.healthyColor = prototype.prefabObject.GetComponentInChildren().sharedMaterial.color; - dp.dryColor = prototype.prefabObject.GetComponentInChildren().sharedMaterial.color; - } - } - } - - _detailManager.terrain.terrainData.detailPrototypes = detailPrototypes; - editorDataChanged = false; - } - - public override void DrawSettingContents() - { - EditorGUI.BeginDisabledGroup(Application.isPlaying); - //EditorGUILayout.PropertyField(prop_settings); - - EditorGUI.BeginDisabledGroup(true); - EditorGUILayout.ObjectField(GPUInstancerEditorConstants.TEXT_terrain, _detailManager.terrain, typeof(Terrain), true); - EditorGUI.EndDisabledGroup(); - - - EditorGUILayout.BeginHorizontal(); - GPUInstancerEditorConstants.DrawColoredButton(GPUInstancerEditorConstants.Contents.paintOnTerrain, GPUInstancerEditorConstants.Colors.green, Color.white, FontStyle.Bold, Rect.zero, - () => - { - if (_detailManager.terrain != null) - { - GPUInstancerTerrainProxy proxy = _detailManager.AddProxyToTerrain(); - Selection.activeGameObject = _detailManager.terrain.gameObject; - - proxy.terrainSelectedToolIndex = 5; - } - }); - GPUInstancerEditorConstants.DrawColoredButton(GPUInstancerEditorConstants.Contents.removeTerrain, Color.red, Color.white, FontStyle.Bold, Rect.zero, - () => - { - if (EditorUtility.DisplayDialog(GPUInstancerEditorConstants.TEXT_removeTerrainConfirmation, GPUInstancerEditorConstants.TEXT_removeTerrainAreYouSure, GPUInstancerEditorConstants.TEXT_unset, GPUInstancerEditorConstants.TEXT_cancel)) - { - _detailManager.SetupManagerWithTerrain(null); - } - GUIUtility.ExitGUI(); - }); - EditorGUILayout.EndHorizontal(); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_terrain); - - EditorGUILayout.Space(); - - EditorGUI.EndDisabledGroup(); - - DrawCameraDataFields(); - - DrawCullingSettings(_detailManager.prototypeList); - - DrawFloatingOriginFields(); - - DrawLayerMaskFields(); - } - - public void DrawDetailTerrainAddButton() - { - GUILayout.Space(10); - Rect buttonRect = GUILayoutUtility.GetRect(100, 40, GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(false)); - - GPUInstancerEditorConstants.DrawColoredButton(GPUInstancerEditorConstants.Contents.setTerrain, GPUInstancerEditorConstants.Colors.lightBlue, Color.white, FontStyle.Bold, buttonRect, - () => - { - pickerControlID = EditorGUIUtility.GetControlID(FocusType.Passive) + 100; - ShowTerrainPicker(); - }, - true, true, - (o) => - { - AddTerrainPickerObject(o); - }); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_setTerrain, true); - GUILayout.Space(10); - } - - public override void DrawGlobalValuesContents() - { - EditorGUI.BeginDisabledGroup(Application.isPlaying); - EditorGUI.BeginChangeCheck(); - - EditorGUI.BeginDisabledGroup(true); - EditorGUILayout.ObjectField(GPUInstancerEditorConstants.TEXT_terrainSettingsSO, _detailManager.terrainSettings, typeof(GPUInstancerTerrainSettings), false); - EditorGUI.EndDisabledGroup(); - - float newMaxDetailDistance = EditorGUILayout.Slider(GPUInstancerEditorConstants.TEXT_maxDetailDistance, _detailManager.terrainSettings.maxDetailDistance, 0, - GPUInstancerConstants.gpuiSettings.MAX_DETAIL_DISTANCE); - if (_detailManager.terrainSettings.maxDetailDistance != newMaxDetailDistance) - { - foreach (GPUInstancerDetailPrototype p in _detailManager.prototypeList) - { - if (p.maxDistance == _detailManager.terrainSettings.maxDetailDistance || p.maxDistance > newMaxDetailDistance) - { - p.maxDistance = newMaxDetailDistance; - EditorUtility.SetDirty(p); - } - } - _detailManager.terrainSettings.maxDetailDistance = newMaxDetailDistance; - } - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_maxDetailDistance); - EditorGUILayout.Space(); - - float newDetailDensity = EditorGUILayout.Slider(GPUInstancerEditorConstants.TEXT_detailDensity, _detailManager.terrainSettings.detailDensity, 0.0f, 1.0f); - if (_detailManager.terrainSettings.detailDensity != newDetailDensity) - { - foreach (GPUInstancerDetailPrototype p in _detailManager.prototypeList) - { - if (p.detailDensity == _detailManager.terrainSettings.detailDensity || p.detailDensity > newDetailDensity) - { - p.detailDensity = newDetailDensity; - EditorUtility.SetDirty(p); - } - } - _detailManager.terrainSettings.detailDensity = newDetailDensity; - } - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_detailDensity); - EditorGUILayout.Space(); - - _detailManager.detailLayer = EditorGUILayout.LayerField(GPUInstancerEditorConstants.TEXT_detailLayer, _detailManager.detailLayer); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_detailLayer); - EditorGUILayout.Space(); - - _detailManager.terrainSettings.windVector = EditorGUILayout.Vector2Field(GPUInstancerEditorConstants.TEXT_windVector, _detailManager.terrainSettings.windVector); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_windVector); - EditorGUILayout.Space(); - - _detailManager.terrainSettings.healthyDryNoiseTexture = (Texture2D)EditorGUILayout.ObjectField(GPUInstancerEditorConstants.TEXT_healthyDryNoiseTexture, _detailManager.terrainSettings.healthyDryNoiseTexture, typeof(Texture2D), false); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_healthyDryNoiseTexture); - if (_detailManager.terrainSettings.healthyDryNoiseTexture == null) - _detailManager.terrainSettings.healthyDryNoiseTexture = Resources.Load(GPUInstancerConstants.NOISE_TEXTURES_PATH + GPUInstancerConstants.DEFAULT_HEALTHY_DRY_NOISE); - - _detailManager.terrainSettings.windWaveNormalTexture = (Texture2D)EditorGUILayout.ObjectField(GPUInstancerEditorConstants.TEXT_windWaveNormalTexture, _detailManager.terrainSettings.windWaveNormalTexture, typeof(Texture2D), false); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_windWaveNormalTexture); - if (_detailManager.terrainSettings.windWaveNormalTexture == null) - _detailManager.terrainSettings.windWaveNormalTexture = Resources.Load(GPUInstancerConstants.NOISE_TEXTURES_PATH + GPUInstancerConstants.DEFAULT_WIND_WAVE_NOISE); - - _detailManager.terrainSettings.autoSPCellSize = EditorGUILayout.Toggle(GPUInstancerEditorConstants.TEXT_autoSPCellSize, _detailManager.terrainSettings.autoSPCellSize); - if (!_detailManager.terrainSettings.autoSPCellSize) - _detailManager.terrainSettings.preferedSPCellSize = EditorGUILayout.IntSlider(GPUInstancerEditorConstants.TEXT_preferedSPCellSize, _detailManager.terrainSettings.preferedSPCellSize, 25, 500); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_spatialPartitioningCellSize); - - EditorGUILayout.PropertyField(prop_runInThreads, GPUInstancerEditorConstants.Contents.runInThreads); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_runInThreads); - - if (EditorGUI.EndChangeCheck()) - { - Undo.RecordObject(_detailManager, "Editor data changed."); - OnEditorDataChanged(); - EditorUtility.SetDirty(_detailManager.terrainSettings); - } - - EditorGUI.EndDisabledGroup(); - } - - public override string GetGlobalValuesTitle() - { - return GPUInstancerEditorConstants.TEXT_detailGlobal; - } - - public override void DrawAddPrototypeHelpText() - { - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_addprototypedetail); - } - - public override void DrawPrototypeBoxButtons() - { - if (!string.IsNullOrEmpty(_detailManager.terrainSettings.warningText)) - EditorGUILayout.HelpBox(_detailManager.terrainSettings.warningText, MessageType.Error); - - if (!Application.isPlaying) - { - GPUInstancerEditorConstants.DrawColoredButton(GPUInstancerEditorConstants.Contents.generatePrototypes, GPUInstancerEditorConstants.Colors.darkBlue, Color.white, FontStyle.Bold, Rect.zero, - () => - { - if (EditorUtility.DisplayDialog(GPUInstancerEditorConstants.TEXT_generatePrototypesConfirmation, GPUInstancerEditorConstants.TEXT_generatePrototypeAreYouSure, GPUInstancerEditorConstants.TEXT_generatePrototypes, GPUInstancerEditorConstants.TEXT_cancel)) - { - _detailManager.GeneratePrototypes(true); - } - GUIUtility.ExitGUI(); - }); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_generatePrototypesDetail); - } - } - - public override bool DrawGPUInstancerPrototypeInfo(List selectedPrototypeList) - { - return DrawGPUInstancerPrototypeInfo(selectedPrototypeList, (string t) => { DrawHelpText(t); }, _detailManager, OnEditorDataChanged, - _detailManager.gpuiSimulator, _detailManager.terrainSettings, _detailManager.detailLayer); - } - - public static bool DrawGPUInstancerPrototypeInfo(List selectedPrototypeList, UnityAction DrawHelpText, UnityEngine.Object component, UnityAction OnEditorDataChanged, - GPUInstancerEditorSimulator simulator, GPUInstancerTerrainSettings terrainSettings, int detailLayer) - { - GPUInstancerDetailPrototype prototype0 = (GPUInstancerDetailPrototype)selectedPrototypeList[0]; - #region Determine Multiple Values - bool hasChanged = false; - bool detailDensityMixed = false; - float detailDensity = prototype0.detailDensity; - bool detailScaleMixed = false; - Vector4 detailScale = prototype0.detailScale; - bool noiseSpreadMixed = false; - float noiseSpread = prototype0.noiseSpread; - bool usePrototypeMeshMixed = false; - bool usePrototypeMesh = prototype0.usePrototypeMesh; - bool isBillboardMixed = false; - bool isBillboard = prototype0.isBillboard; - bool useCrossQuadsMixed = false; - bool useCrossQuads = prototype0.useCrossQuads; - bool quadCountMixed = false; - int quadCount = prototype0.quadCount; - bool useCustomMaterialForTextureDetailMixed = false; - bool useCustomMaterialForTextureDetail = prototype0.useCustomMaterialForTextureDetail; - bool billboardDistanceMixed = false; - float billboardDistance = prototype0.billboardDistance; - bool billboardFaceCamPosMixed = false; - bool billboardFaceCamPos = prototype0.billboardFaceCamPos; - bool detailHealthyColorMixed = false; - Color detailHealthyColor = prototype0.detailHealthyColor; - bool detailDryColorMixed = false; - Color detailDryColor = prototype0.detailDryColor; - bool ambientOcclusionMixed = false; - float ambientOcclusion = prototype0.ambientOcclusion; - bool gradientPowerMixed = false; - float gradientPower = prototype0.gradientPower; - bool windIdleSwayMixed = false; - float windIdleSway = prototype0.windIdleSway; - bool windWavesOnMixed = false; - bool windWavesOn = prototype0.windWavesOn; - bool windWaveTintColorMixed = false; - Color windWaveTintColor = prototype0.windWaveTintColor; - bool windWaveSizeMixed = false; - float windWaveSize = prototype0.windWaveSize; - bool windWaveTintMixed = false; - float windWaveTint = prototype0.windWaveTint; - bool windWaveSwayMixed = false; - float windWaveSway = prototype0.windWaveSway; - for (int i = 1; i < selectedPrototypeList.Count; i++) - { - GPUInstancerDetailPrototype prototypeI = (GPUInstancerDetailPrototype)selectedPrototypeList[i]; - if (!detailDensityMixed && detailDensity != prototypeI.detailDensity) - detailDensityMixed = true; - if (!detailScaleMixed && detailScale != prototypeI.detailScale) - detailScaleMixed = true; - if (!noiseSpreadMixed && noiseSpread != prototypeI.noiseSpread) - noiseSpreadMixed = true; - if (!usePrototypeMeshMixed && usePrototypeMesh != prototypeI.usePrototypeMesh) - usePrototypeMeshMixed = true; - if (!isBillboardMixed && isBillboard != prototypeI.isBillboard) - isBillboardMixed = true; - if (!useCrossQuadsMixed && useCrossQuads != prototypeI.useCrossQuads) - useCrossQuadsMixed = true; - if (!quadCountMixed && quadCount != prototypeI.quadCount) - quadCountMixed = true; - if (!useCustomMaterialForTextureDetailMixed && useCustomMaterialForTextureDetail != prototypeI.useCustomMaterialForTextureDetail) - useCustomMaterialForTextureDetailMixed = true; - if (!billboardDistanceMixed && billboardDistance != prototypeI.billboardDistance) - billboardDistanceMixed = true; - if (!billboardFaceCamPosMixed && billboardFaceCamPos != prototypeI.billboardFaceCamPos) - billboardFaceCamPosMixed = true; - if (!detailHealthyColorMixed && detailHealthyColor != prototypeI.detailHealthyColor) - detailHealthyColorMixed = true; - if (!detailDryColorMixed && detailDryColor != prototypeI.detailDryColor) - detailDryColorMixed = true; - if (!ambientOcclusionMixed && ambientOcclusion != prototypeI.ambientOcclusion) - ambientOcclusionMixed = true; - if (!gradientPowerMixed && gradientPower != prototypeI.gradientPower) - gradientPowerMixed = true; - if (!windIdleSwayMixed && windIdleSway != prototypeI.windIdleSway) - windIdleSwayMixed = true; - if (!windWavesOnMixed && windWavesOn != prototypeI.windWavesOn) - windWavesOnMixed = true; - if (!windWaveTintColorMixed && windWaveTintColor != prototypeI.windWaveTintColor) - windWaveTintColorMixed = true; - if (!windWaveSizeMixed && windWaveSize != prototypeI.windWaveSize) - windWaveSizeMixed = true; - if (!windWaveTintMixed && windWaveTint != prototypeI.windWaveTint) - windWaveTintMixed = true; - if (!windWaveSwayMixed && windWaveSway != prototypeI.windWaveSway) - windWaveSwayMixed = true; - } - #endregion Determine Multiple Values - - EditorGUILayout.BeginVertical(GPUInstancerEditorConstants.Styles.box); - GPUInstancerEditorConstants.DrawCustomLabel(GPUInstancerEditorConstants.TEXT_detailProperties, GPUInstancerEditorConstants.Styles.boldLabel); - - hasChanged |= MultiSlider(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_detailDensity, detailDensity, 0.0f, terrainSettings.detailDensity, detailDensityMixed, (p, v) => ((GPUInstancerDetailPrototype)p).detailDensity = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_detailDensity); - hasChanged |= MultiVector4(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_detailScale, detailScale, detailScaleMixed, (p, v) => ((GPUInstancerDetailPrototype)p).detailScale = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_detailScale); - - hasChanged |= MultiFloat(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_noiseSpread, noiseSpread, noiseSpreadMixed, (p, v) => ((GPUInstancerDetailPrototype)p).noiseSpread = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_noiseSpread); - - EditorGUILayout.EndVertical(); - - if (!usePrototypeMeshMixed && !usePrototypeMesh && !isBillboardMixed && !isBillboard) - { - EditorGUILayout.BeginVertical(GPUInstancerEditorConstants.Styles.box); - GPUInstancerEditorConstants.DrawCustomLabel(GPUInstancerEditorConstants.TEXT_crossQuads, GPUInstancerEditorConstants.Styles.boldLabel); - - hasChanged |= MultiToggle(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_crossQuads, useCrossQuads, useCrossQuadsMixed, (p, v) => ((GPUInstancerDetailPrototype)p).useCrossQuads = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_crossQuads); - - if (!useCrossQuadsMixed && useCrossQuads) - { - hasChanged |= MultiIntSlider(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_quadCount, quadCount, 2, 4, quadCountMixed, (p, v) => ((GPUInstancerDetailPrototype)p).quadCount = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_quadCount); - - if (!useCustomMaterialForTextureDetailMixed && !useCustomMaterialForTextureDetail) - { - hasChanged |= MultiSlider(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_billboardDistance, billboardDistance, 0.5f, 1f, billboardDistanceMixed, (p, v) => ((GPUInstancerDetailPrototype)p).billboardDistance = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_billboardDistance); - hasChanged |= MultiToggle(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_CQBillboardFaceCamPos, billboardFaceCamPos, billboardFaceCamPosMixed, (p, v) => ((GPUInstancerDetailPrototype)p).billboardFaceCamPos = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_CQBillboardFaceCamPos); - } - } - else if (!useCrossQuadsMixed && !useCrossQuads) - { - for (int i = 1; i < selectedPrototypeList.Count; i++) - { - ((GPUInstancerDetailPrototype)selectedPrototypeList[i]).quadCount = 1; - } - } - - EditorGUILayout.EndVertical(); - } - else - { - for (int i = 1; i < selectedPrototypeList.Count; i++) - { - GPUInstancerDetailPrototype prototypeI = (GPUInstancerDetailPrototype)selectedPrototypeList[i]; - if (prototypeI.usePrototypeMesh || prototypeI.isBillboard) - prototypeI.useCrossQuads = false; - } - } - - if (!usePrototypeMeshMixed && !usePrototypeMesh && !useCustomMaterialForTextureDetailMixed && !useCustomMaterialForTextureDetail) - { - EditorGUILayout.BeginVertical(GPUInstancerEditorConstants.Styles.box); - GPUInstancerEditorConstants.DrawCustomLabel(GPUInstancerEditorConstants.TEXT_foliageShaderProperties, GPUInstancerEditorConstants.Styles.boldLabel); - - EditorGUI.BeginChangeCheck(); - hasChanged |= MultiToggle(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_isBillboard, isBillboard, isBillboardMixed, (p, v) => ((GPUInstancerDetailPrototype)p).isBillboard = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_isBillboard); - - if (!isBillboardMixed && isBillboard) - { - hasChanged |= MultiToggle(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_billboardFaceCamPos, billboardFaceCamPos, billboardFaceCamPosMixed, (p, v) => ((GPUInstancerDetailPrototype)p).billboardFaceCamPos = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_billboardFaceCamPos); - } - - if (EditorGUI.EndChangeCheck()) - { - if (simulator != null && simulator.simulateAtEditor && !simulator.initializingInstances) - { - GPUInstancerUtility.UpdateDetailInstanceRuntimeDataList(simulator.gpuiManager.runtimeDataList, terrainSettings, false, detailLayer); - } - } - - EditorGUI.BeginChangeCheck(); - - hasChanged |= MultiColor(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_detailHealthyColor, detailHealthyColor, detailHealthyColorMixed, (p, v) => ((GPUInstancerDetailPrototype)p).detailHealthyColor = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_detailHealthyColor); - hasChanged |= MultiColor(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_detailDryColor, detailDryColor, detailDryColorMixed, (p, v) => ((GPUInstancerDetailPrototype)p).detailDryColor = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_detailDryColor); - - if (EditorGUI.EndChangeCheck()) - { - Undo.RecordObject(component, "Editor data changed."); - if (OnEditorDataChanged != null) - OnEditorDataChanged(); - if (simulator != null && simulator.simulateAtEditor && !simulator.initializingInstances) - { - GPUInstancerUtility.UpdateDetailInstanceRuntimeDataList(simulator.gpuiManager.runtimeDataList, terrainSettings, false, detailLayer); - } - } - - EditorGUI.BeginChangeCheck(); - - hasChanged |= MultiSlider(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_ambientOcclusion, ambientOcclusion, 0.0f, 1f, ambientOcclusionMixed, (p, v) => ((GPUInstancerDetailPrototype)p).ambientOcclusion = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_ambientOcclusion); - hasChanged |= MultiSlider(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_gradientPower, gradientPower, 0.0f, 1f, gradientPowerMixed, (p, v) => ((GPUInstancerDetailPrototype)p).gradientPower = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_gradientPower); - - GPUInstancerEditorConstants.DrawCustomLabel(GPUInstancerEditorConstants.TEXT_windSettings, GPUInstancerEditorConstants.Styles.boldLabel); - - hasChanged |= MultiSlider(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_windIdleSway, windIdleSway, 0.0f, 1f, windIdleSwayMixed, (p, v) => ((GPUInstancerDetailPrototype)p).windIdleSway = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_windIdleSway); - hasChanged |= MultiToggle(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_windWavesOn, windWavesOn, windWavesOnMixed, (p, v) => ((GPUInstancerDetailPrototype)p).windWavesOn = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_windWavesOn); - EditorGUI.BeginDisabledGroup(windWavesOnMixed || !windWavesOn); - hasChanged |= MultiColor(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_windWaveTintColor, windWaveTintColor, windWaveTintColorMixed, (p, v) => ((GPUInstancerDetailPrototype)p).windWaveTintColor = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_windWaveTintColor); - hasChanged |= MultiSlider(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_windWaveSize, windWaveSize, 0.0f, 1f, windWaveSizeMixed, (p, v) => ((GPUInstancerDetailPrototype)p).windWaveSize = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_windWaveSize); - hasChanged |= MultiSlider(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_windWaveTint, windWaveTint, 0.0f, 1f, windWaveTintMixed, (p, v) => ((GPUInstancerDetailPrototype)p).windWaveTint = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_windWaveTint); - hasChanged |= MultiSlider(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_windWaveSway, windWaveSway, 0.0f, 1f, windWaveSwayMixed, (p, v) => ((GPUInstancerDetailPrototype)p).windWaveSway = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_windWaveSway); - EditorGUI.EndDisabledGroup(); - if (EditorGUI.EndChangeCheck()) - { - if (simulator != null && simulator.simulateAtEditor && !simulator.initializingInstances) - { - GPUInstancerUtility.UpdateDetailInstanceRuntimeDataList(simulator.gpuiManager.runtimeDataList, terrainSettings, false, detailLayer); - } - } - EditorGUILayout.EndVertical(); - } - - return hasChanged; - } - - public override void DrawGPUInstancerPrototypeInfo(GPUInstancerPrototype selectedPrototype) - { - DrawGPUInstancerPrototypeInfo(selectedPrototype, (string t) => { DrawHelpText(t); }, _detailManager, OnEditorDataChanged, - _detailManager.gpuiSimulator, _detailManager.terrainSettings, _detailManager.detailLayer); - } - - public static void DrawGPUInstancerPrototypeInfo(GPUInstancerPrototype selectedPrototype, UnityAction DrawHelpText, UnityEngine.Object component, UnityAction OnEditorDataChanged, - GPUInstancerEditorSimulator simulator, GPUInstancerTerrainSettings terrainSettings, int detailLayer) - { - GPUInstancerDetailPrototype prototype = (GPUInstancerDetailPrototype)selectedPrototype; - - EditorGUILayout.BeginVertical(GPUInstancerEditorConstants.Styles.box); - GPUInstancerEditorConstants.DrawCustomLabel(GPUInstancerEditorConstants.TEXT_detailProperties, GPUInstancerEditorConstants.Styles.boldLabel); - - EditorGUI.BeginChangeCheck(); - - prototype.detailDensity = EditorGUILayout.Slider(GPUInstancerEditorConstants.TEXT_detailDensity, prototype.detailDensity, 0.0f, terrainSettings.detailDensity); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_detailDensity); - prototype.detailScale = EditorGUILayout.Vector4Field(GPUInstancerEditorConstants.TEXT_detailScale, prototype.detailScale); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_detailScale); - - prototype.noiseSpread = EditorGUILayout.FloatField(GPUInstancerEditorConstants.TEXT_noiseSpread, prototype.noiseSpread); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_noiseSpread); - - prototype.useCustomHealthyDryNoiseTexture = EditorGUILayout.Toggle(GPUInstancerEditorConstants.TEXT_useCustomHealthyDryNoiseTexture, prototype.useCustomHealthyDryNoiseTexture); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_useCustomHealthyDryNoiseTexture); - if (prototype.useCustomHealthyDryNoiseTexture) - { - prototype.healthyDryNoiseTexture = (Texture2D)EditorGUILayout.ObjectField(GPUInstancerEditorConstants.TEXT_healthyDryNoiseTexture, prototype.healthyDryNoiseTexture, typeof(Texture2D), false); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_healthyDryNoiseTexture); - } - - prototype.terrainNormalEffect = EditorGUILayout.Slider(GPUInstancerEditorConstants.TEXT_terrainNormalEffect, prototype.terrainNormalEffect, 0.0f, 1.0f); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_terrainNormalEffect); - - if (EditorGUI.EndChangeCheck()) - { - Undo.RecordObject(component, "Editor data changed."); - if (OnEditorDataChanged != null) - OnEditorDataChanged(); - EditorUtility.SetDirty(prototype); - } - - EditorGUI.BeginChangeCheck(); - if (!prototype.usePrototypeMesh) - { - prototype.useCustomMaterialForTextureDetail = EditorGUILayout.Toggle(GPUInstancerEditorConstants.TEXT_useCustomMaterialForTextureDetail, prototype.useCustomMaterialForTextureDetail); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_useCustomMaterialForTextureDetail); - if (prototype.useCustomMaterialForTextureDetail) - { - prototype.textureDetailCustomMaterial = (Material)EditorGUILayout.ObjectField(GPUInstancerEditorConstants.TEXT_textureDetailCustomMaterial, prototype.textureDetailCustomMaterial, typeof(Material), false); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_textureDetailCustomMaterial); - prototype.isBillboard = false; - } - else - { - prototype.textureDetailCustomMaterial = null; - } - } - - EditorGUILayout.EndVertical(); - - if (!prototype.usePrototypeMesh && !prototype.isBillboard) - { - EditorGUILayout.BeginVertical(GPUInstancerEditorConstants.Styles.box); - GPUInstancerEditorConstants.DrawCustomLabel(GPUInstancerEditorConstants.TEXT_crossQuads, GPUInstancerEditorConstants.Styles.boldLabel); - - prototype.useCrossQuads = EditorGUILayout.Toggle(GPUInstancerEditorConstants.TEXT_crossQuads, prototype.useCrossQuads); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_crossQuads); - - if (prototype.useCrossQuads) - { - prototype.quadCount = EditorGUILayout.IntSlider(GPUInstancerEditorConstants.TEXT_quadCount, prototype.quadCount, 2, 4); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_quadCount); - - if (!prototype.useCustomMaterialForTextureDetail) - { - prototype.billboardDistance = EditorGUILayout.Slider(GPUInstancerEditorConstants.TEXT_billboardDistance, prototype.billboardDistance, 0.5f, 1f); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_billboardDistance); - prototype.billboardDistanceDebug = EditorGUILayout.Toggle(GPUInstancerEditorConstants.TEXT_billboardDistanceDebug, prototype.billboardDistanceDebug); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_billboardDistanceDebug); - if (prototype.billboardDistanceDebug) - { - prototype.billboardDistanceDebugColor = EditorGUILayout.ColorField(GPUInstancerEditorConstants.TEXT_billboardDistanceDebugColor, prototype.billboardDistanceDebugColor); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_billboardDistanceDebugColor); - } - prototype.billboardFaceCamPos = EditorGUILayout.Toggle(GPUInstancerEditorConstants.TEXT_CQBillboardFaceCamPos, prototype.billboardFaceCamPos); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_CQBillboardFaceCamPos); - } - - } - else - { - prototype.quadCount = 1; - } - - EditorGUILayout.EndVertical(); - } - else - { - prototype.useCrossQuads = false; - } - - if (EditorGUI.EndChangeCheck()) - { - if (!prototype.usePrototypeMesh && prototype.useCustomMaterialForTextureDetail && prototype.textureDetailCustomMaterial != null) - { - if (!GPUInstancerConstants.gpuiSettings.shaderBindings.IsShadersInstancedVersionExists(prototype.textureDetailCustomMaterial.shader.name)) - { - Shader instancedShader; - if (GPUInstancerUtility.IsShaderInstanced(prototype.textureDetailCustomMaterial.shader)) - instancedShader = prototype.textureDetailCustomMaterial.shader; - else - instancedShader = GPUInstancerUtility.CreateInstancedShader(prototype.textureDetailCustomMaterial.shader); - - if (instancedShader != null) - GPUInstancerConstants.gpuiSettings.shaderBindings.AddShaderInstance(prototype.textureDetailCustomMaterial.shader.name, instancedShader); - else - Debug.LogWarning("Can not create instanced version for shader: " + prototype.textureDetailCustomMaterial.shader.name + ". Standard Shader will be used instead."); - } - } - EditorUtility.SetDirty(prototype); - } - - if (!prototype.usePrototypeMesh && !prototype.useCustomMaterialForTextureDetail) - { - EditorGUILayout.BeginVertical(GPUInstancerEditorConstants.Styles.box); - GPUInstancerEditorConstants.DrawCustomLabel(GPUInstancerEditorConstants.TEXT_foliageShaderProperties, GPUInstancerEditorConstants.Styles.boldLabel); - - EditorGUI.BeginChangeCheck(); - prototype.isBillboard = EditorGUILayout.Toggle(GPUInstancerEditorConstants.TEXT_isBillboard, prototype.isBillboard); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_isBillboard); - - if (prototype.isBillboard) - { - prototype.billboardFaceCamPos = EditorGUILayout.Toggle(GPUInstancerEditorConstants.TEXT_billboardFaceCamPos, prototype.billboardFaceCamPos); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_billboardFaceCamPos); - } - - if (EditorGUI.EndChangeCheck()) - { - EditorUtility.SetDirty(prototype); - if (simulator != null && simulator.simulateAtEditor && !simulator.initializingInstances) - { - GPUInstancerUtility.UpdateDetailInstanceRuntimeDataList(simulator.gpuiManager.runtimeDataList, terrainSettings, false, detailLayer); - } - } - - EditorGUI.BeginChangeCheck(); - - prototype.detailHealthyColor = EditorGUILayout.ColorField(GPUInstancerEditorConstants.TEXT_detailHealthyColor, prototype.detailHealthyColor); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_detailHealthyColor); - prototype.detailDryColor = EditorGUILayout.ColorField(GPUInstancerEditorConstants.TEXT_detailDryColor, prototype.detailDryColor); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_detailDryColor); - - if (EditorGUI.EndChangeCheck()) - { - Undo.RecordObject(component, "Editor data changed."); - if (OnEditorDataChanged != null) - OnEditorDataChanged(); - if (simulator != null && simulator.simulateAtEditor && !simulator.initializingInstances) - { - GPUInstancerUtility.UpdateDetailInstanceRuntimeDataList(simulator.gpuiManager.runtimeDataList, terrainSettings, false, detailLayer); - } - EditorUtility.SetDirty(prototype); - } - - EditorGUI.BeginChangeCheck(); - - prototype.ambientOcclusion = EditorGUILayout.Slider(GPUInstancerEditorConstants.TEXT_ambientOcclusion, prototype.ambientOcclusion, 0f, 1f); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_ambientOcclusion); - prototype.gradientPower = EditorGUILayout.Slider(GPUInstancerEditorConstants.TEXT_gradientPower, prototype.gradientPower, 0f, 1f); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_gradientPower); - - GPUInstancerEditorConstants.DrawCustomLabel(GPUInstancerEditorConstants.TEXT_windSettings, GPUInstancerEditorConstants.Styles.boldLabel); - - prototype.windIdleSway = EditorGUILayout.Slider(GPUInstancerEditorConstants.TEXT_windIdleSway, prototype.windIdleSway, 0f, 1f); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_windIdleSway); - prototype.windWavesOn = EditorGUILayout.Toggle(GPUInstancerEditorConstants.TEXT_windWavesOn, prototype.windWavesOn); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_windWavesOn); - EditorGUI.BeginDisabledGroup(!prototype.windWavesOn); - prototype.windWaveTintColor = EditorGUILayout.ColorField(GPUInstancerEditorConstants.TEXT_windWaveTintColor, prototype.windWaveTintColor); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_windWaveTintColor); - prototype.windWaveSize = EditorGUILayout.Slider(GPUInstancerEditorConstants.TEXT_windWaveSize, prototype.windWaveSize, 0f, 1f); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_windWaveSize); - prototype.windWaveTint = EditorGUILayout.Slider(GPUInstancerEditorConstants.TEXT_windWaveTint, prototype.windWaveTint, 0f, 1f); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_windWaveTint); - prototype.windWaveSway = EditorGUILayout.Slider(GPUInstancerEditorConstants.TEXT_windWaveSway, prototype.windWaveSway, 0f, 1f); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_windWaveSway); - EditorGUI.EndDisabledGroup(); - if (EditorGUI.EndChangeCheck()) - { - EditorUtility.SetDirty(prototype); - if (simulator != null && simulator.simulateAtEditor && !simulator.initializingInstances) - { - GPUInstancerUtility.UpdateDetailInstanceRuntimeDataList(simulator.gpuiManager.runtimeDataList, terrainSettings, false, detailLayer); - } - } - EditorGUILayout.EndVertical(); - } - } - - public override void DrawGPUInstancerPrototypeActions() - { - if (Application.isPlaying) - return; - GUILayout.Space(10); - //GPUInstancerEditorConstants.DrawCustomLabel(GPUInstancerEditorConstants.TEXT_actions, GPUInstancerEditorConstants.Styles.boldLabel, false); - - if (!editorDataChanged) - EditorGUI.BeginDisabledGroup(true); - GPUInstancerEditorConstants.DrawColoredButton(GPUInstancerEditorConstants.Contents.applyChangesToTerrain, GPUInstancerEditorConstants.Colors.green, Color.white, FontStyle.Bold, Rect.zero, - () => - { - ApplyEditorDataChanges(); - }); - if (!editorDataChanged) - EditorGUI.EndDisabledGroup(); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_applyChangesToTerrain); - - DrawDeleteButton(true); - } - - public override float GetMaxDistance(GPUInstancerPrototype selectedPrototype) - { - return _detailManager.terrainSettings != null ? _detailManager.terrainSettings.maxDetailDistance : GPUInstancerConstants.gpuiSettings.MAX_DETAIL_DISTANCE; - } - - public override void DrawPrefabField(GPUInstancerPrototype selectedPrototype) - { - EditorGUILayout.BeginHorizontal(); - if (selectedPrototype.prefabObject != null) - base.DrawPrefabField(selectedPrototype); - else - { - GPUInstancerDetailPrototype detailPrototype = (GPUInstancerDetailPrototype)selectedPrototype; - EditorGUI.BeginDisabledGroup(true); - EditorGUILayout.ObjectField(GPUInstancerEditorConstants.TEXT_prototypeTexture, detailPrototype.prototypeTexture, typeof(GameObject), false); - EditorGUI.EndDisabledGroup(); - } - - if (!Application.isPlaying) - { - Rect prototypeRect = GUILayoutUtility.GetRect(120, 20, GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(false)); - GPUInstancerEditorConstants.DrawColoredButton(GPUInstancerEditorConstants.Contents.editPrefab, GPUInstancerEditorConstants.Colors.green, Color.white, FontStyle.Bold, prototypeRect, - () => - { - _pickerOverride = selectedPrototype; - pickerControlID = EditorGUIUtility.GetControlID(FocusType.Passive) + 100; - ShowObjectPicker(); - }, - true, true, - (o) => - { - AddPickerObject(o, selectedPrototype); - prototypeContents = null; - }); - } - EditorGUILayout.EndHorizontal(); - } - } -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerDetailManagerEditor.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerDetailManagerEditor.cs.meta deleted file mode 100644 index c1a7cc2..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerDetailManagerEditor.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: 9fa751ad4d8d0d647a3539a4dbd8cc05 -timeCreated: 1520571030 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerEditor.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerEditor.cs deleted file mode 100644 index 543ab9d..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerEditor.cs +++ /dev/null @@ -1,1570 +0,0 @@ -using System; -using System.Collections.Generic; -using UnityEditor; -using UnityEngine; -using UnityEngine.Events; -using UnityEngine.Rendering; - -namespace GPUInstancer -{ - public abstract class GPUInstancerEditor : Editor - { - public static readonly float PROTOTYPE_RECT_SIZE = 80; - public static readonly float PROTOTYPE_RECT_PADDING = 5; - public static readonly Vector2 PROTOTYPE_RECT_PADDING_VECTOR = new Vector2(PROTOTYPE_RECT_PADDING, PROTOTYPE_RECT_PADDING); - public static readonly Vector2 PROTOTYPE_RECT_SIZE_VECTOR = new Vector2(PROTOTYPE_RECT_SIZE - PROTOTYPE_RECT_PADDING * 2, PROTOTYPE_RECT_SIZE - PROTOTYPE_RECT_PADDING * 2); - - public static readonly float PROTOTYPE_TEXT_RECT_SIZE_X = 200; - public static readonly float PROTOTYPE_TEXT_RECT_SIZE_Y = 30; - public static readonly Vector2 PROTOTYPE_TEXT_RECT_SIZE_VECTOR = new Vector2(PROTOTYPE_TEXT_RECT_SIZE_X - PROTOTYPE_RECT_PADDING * 2, PROTOTYPE_TEXT_RECT_SIZE_Y - PROTOTYPE_RECT_PADDING * 2); - - //protected SerializedProperty prop_settings; - protected SerializedProperty prop_autoSelectCamera; - protected SerializedProperty prop_mainCamera; - protected SerializedProperty prop_renderOnlySelectedCamera; - protected SerializedProperty prop_isManagerFrustumCulling; - protected SerializedProperty prop_isManagerOcclusionCulling; - protected SerializedProperty prop_minCullingDistance; - - protected bool showSceneSettingsBox = true; - protected bool showPrototypeBox = true; - protected bool showAdvancedBox = false; - protected bool showHelpText = false; - protected bool showDebugBox = true; - protected bool showGlobalValuesBox = true; - protected bool showRegisteredPrefabsBox = true; - protected bool showPrototypesBox = true; - - protected Texture2D helpIcon; - protected Texture2D helpIconActive; - protected Texture2D previewBoxIcon; - - protected GUIContent[] prototypeContents = null; - - protected List prototypeList; - protected Dictionary prototypeSelection; - - protected string wikiHash; - protected string versionNo; - - protected bool useCustomPreviewBackgroundColor = false; - protected Color previewBackgroundColor; - - protected bool isTextMode = false; - - private GameObject _redirectObject; - - // Previews - private GPUInstancerPreviewDrawer _previewDrawer; - - protected virtual void OnEnable() - { - GPUInstancerConstants.gpuiSettings.SetDefultBindings(); - - prototypeContents = null; - - helpIcon = Resources.Load(GPUInstancerConstants.EDITOR_TEXTURES_PATH + GPUInstancerEditorConstants.HELP_ICON); - helpIconActive = Resources.Load(GPUInstancerConstants.EDITOR_TEXTURES_PATH + GPUInstancerEditorConstants.HELP_ICON_ACTIVE); - previewBoxIcon = Resources.Load(GPUInstancerConstants.EDITOR_TEXTURES_PATH + GPUInstancerEditorConstants.PREVIEW_BOX_ICON); - - prop_autoSelectCamera = serializedObject.FindProperty("autoSelectCamera"); - prop_mainCamera = serializedObject.FindProperty("cameraData").FindPropertyRelative("mainCamera"); - prop_renderOnlySelectedCamera = serializedObject.FindProperty("cameraData").FindPropertyRelative("renderOnlySelectedCamera"); - prop_isManagerFrustumCulling = serializedObject.FindProperty("isFrustumCulling"); - prop_isManagerOcclusionCulling = serializedObject.FindProperty("isOcclusionCulling"); - prop_minCullingDistance = serializedObject.FindProperty("minCullingDistance"); - - GPUInstancerDefines.previewCache.ClearEmptyPreviews(); - } - - protected virtual void OnDisable() - { - EditorApplication.update -= GeneratePrototypeContentTextures; - prototypeContents = null; - - if (_previewDrawer != null) - _previewDrawer.Cleanup(); - _previewDrawer = null; - } - - public override void OnInspectorGUI() - { - if (prototypeContents == null || prototypeList.Count != prototypeContents.Length) - GeneratePrototypeContents(); - - GPUInstancerEditorConstants.Styles.foldout.fontStyle = FontStyle.Bold; - GPUInstancerEditorConstants.Styles.richLabel.richText = true; - - EditorGUILayout.BeginHorizontal(GPUInstancerEditorConstants.Styles.box); - EditorGUILayout.LabelField(string.IsNullOrEmpty(versionNo) ? GPUInstancerEditorConstants.GPUI_VERSION : versionNo, GPUInstancerEditorConstants.Styles.boldLabel); - GUILayout.FlexibleSpace(); - DrawWikiButton(GUILayoutUtility.GetRect(40, 20), wikiHash); - GUILayout.Space(10); - DrawHelpButton(GUILayoutUtility.GetRect(20, 20), showHelpText); - EditorGUILayout.EndHorizontal(); - } - - public virtual void InspectorGUIEnd() - { - if (_redirectObject != null) - { - Selection.activeGameObject = _redirectObject; - _redirectObject = null; - } - } - - public virtual void FillPrototypeList() { } - - public void GeneratePrototypeContents() - { - FillPrototypeList(); - prototypeContents = new GUIContent[prototypeList.Count]; - if (prototypeList == null || prototypeList.Count == 0) - return; - for (int i = 0; i < prototypeList.Count; i++) - { - prototypeContents[i] = new GUIContent(GPUInstancerDefines.previewCache.GetPreview(prototypeList[i]), prototypeList[i].ToString()); - } - - EditorApplication.update -= GeneratePrototypeContentTextures; - EditorApplication.update += GeneratePrototypeContentTextures; - } - - public void GeneratePrototypeContentTextures() - { - if (isTextMode) - return; - - if (prototypeContents == null || prototypeContents.Length == 0 || prototypeList == null) - return; - - for (int i = 0; i < prototypeContents.Length && i < prototypeList.Count; i++) - { - if (prototypeContents[i].image == null) - { - if (_previewDrawer == null) - _previewDrawer = new GPUInstancerPreviewDrawer(previewBoxIcon); - - prototypeContents[i].image = GPUInstancerDefines.previewCache.GetPreview(prototypeList[i]); - - if (prototypeContents[i].image == null) - { - Texture2D texture = GetPreviewTexture(prototypeList[i]); - prototypeContents[i].image = texture; - GPUInstancerDefines.previewCache.AddPreview(prototypeList[i], texture); - if (!GPUInstancerConstants.gpuiSettings.IsStandardRenderPipeline()) - return; - } - } - } - - if (_previewDrawer != null) - _previewDrawer.Cleanup(); - _previewDrawer = null; - EditorApplication.update -= GeneratePrototypeContentTextures; - } - - public Texture2D GetPreviewTexture(GPUInstancerPrototype prototype) - { - try - { - if (prototype.prefabObject == null) - { - if (prototype.GetPreviewTexture() != null) - { - _previewDrawer.SetAdditionalTexture(prototype.GetPreviewTexture()); - Texture2D result = _previewDrawer.GetPreviewForGameObject(null, new Rect(0, 0, PROTOTYPE_RECT_SIZE - 10, PROTOTYPE_RECT_SIZE - 10), - useCustomPreviewBackgroundColor ? previewBackgroundColor : Color.clear); - _previewDrawer.SetAdditionalTexture(null); - return result; - } - } - else - { - if (prototype.prefabObject.GetComponentInChildren() == null && prototype.prefabObject.GetComponentInChildren() == null) - return null; - - return _previewDrawer.GetPreviewForGameObject(prototype.prefabObject, new Rect(0, 0, PROTOTYPE_RECT_SIZE - 10, PROTOTYPE_RECT_SIZE - 10), - useCustomPreviewBackgroundColor ? previewBackgroundColor : Color.clear); - } - - if (Application.isPlaying && GPUInstancerManager.activeManagerList != null) - { - for (int i = 0; i < GPUInstancerManager.activeManagerList.Count; i++) - { - GPUInstancerManager manager = GPUInstancerManager.activeManagerList[i]; - if (manager != null && manager.isInitialized) - { - GPUInstancerRuntimeData runtimeData = manager.GetRuntimeData(prototype); - if (runtimeData != null && runtimeData.instanceLODs != null && runtimeData.instanceLODs.Count > 0) - { - return _previewDrawer.GetPreviewForGameObject(null, new Rect(0, 0, PROTOTYPE_RECT_SIZE - 10, PROTOTYPE_RECT_SIZE - 10), - useCustomPreviewBackgroundColor ? previewBackgroundColor : Color.clear, runtimeData); - } - } - } - } - } - catch (Exception e) - { - Debug.LogError(e); - } - return null; - } - - public Texture2D GetPreviewTextureFromTexture2D(Texture2D texture) - { - if (!texture) - return null; - try - { - // Create a temporary RenderTexture of the same size as the texture - RenderTexture tempRT = RenderTexture.GetTemporary( - texture.width, - texture.height, - 0, - RenderTextureFormat.Default, - RenderTextureReadWrite.Linear); - - // Blit the pixels on texture to the RenderTexture - Graphics.Blit(texture, tempRT); - // Backup the currently set RenderTexture - RenderTexture previous = RenderTexture.active; - // Set the current RenderTexture to the temporary one we created - RenderTexture.active = tempRT; - // Create a new readable Texture2D to copy the pixels to it -#if UNITY_2017_1_OR_NEWER - Texture2D myTexture2D = new Texture2D(texture.width, texture.height, TextureFormat.RGBAFloat, true, false); -#else - Texture2D myTexture2D = new Texture2D(texture.width, texture.height); -#endif - // Copy the pixels from the RenderTexture to the new Texture - myTexture2D.ReadPixels(new Rect(0, 0, tempRT.width, tempRT.height), 0, 0); - myTexture2D.Apply(); - // Reset the active RenderTexture - RenderTexture.active = previous; - // Release the temporary RenderTexture - RenderTexture.ReleaseTemporary(tempRT); - - return myTexture2D; - } - catch (Exception) { } - return null; - } - - public void DrawCameraDataFields() - { - EditorGUILayout.PropertyField(prop_autoSelectCamera); - if (!prop_autoSelectCamera.boolValue) - EditorGUILayout.PropertyField(prop_mainCamera, GPUInstancerEditorConstants.Contents.useCamera); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_camera); - EditorGUILayout.PropertyField(prop_renderOnlySelectedCamera, GPUInstancerEditorConstants.Contents.renderOnlySelectedCamera); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_renderOnlySelectedCamera); - } - - public virtual void DrawFloatingOriginFields() - { - - } - - public virtual void DrawLayerMaskFields() - { - - } - - public void DrawCullingSettings(List protoypeList) - { - EditorGUILayout.PropertyField(prop_isManagerFrustumCulling, GPUInstancerEditorConstants.Contents.useManagerFrustumCulling); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_managerFrustumCulling); - EditorGUILayout.PropertyField(prop_isManagerOcclusionCulling, GPUInstancerEditorConstants.Contents.useManagerOcclusionCulling); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_managerOcclusionCulling); - -#if GPUI_URP - if (prop_isManagerOcclusionCulling.boolValue - && QualitySettings.renderPipeline is UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset urpAsset - && urpAsset != null) - { - if (!urpAsset.supportsCameraDepthTexture) - EditorGUILayout.HelpBox("The Occlusion Culling feature requires the Depth Texture option to be enabled in the URP pipeline settings. It is currently disabled.", MessageType.Warning); - if (!urpAsset.supportsHDR) - EditorGUILayout.HelpBox("The Occlusion Culling feature requires the HDR option to be enabled in the URP pipeline settings. It is currently disabled.", MessageType.Warning); - } -#endif - - // Min Culling Distance - EditorGUI.BeginChangeCheck(); - float newCullingDistanceValue = EditorGUILayout.Slider(GPUInstancerEditorConstants.Contents.minManagerCullingDistance, prop_minCullingDistance.floatValue, 0, 100); - - if (EditorGUI.EndChangeCheck()) - { - if (protoypeList != null) - { - foreach (GPUInstancerPrototype prototype in protoypeList) - { - if (prototype.minCullingDistance == prop_minCullingDistance.floatValue) - { - prototype.minCullingDistance = newCullingDistanceValue; - EditorUtility.SetDirty(prototype); - } - } - } - prop_minCullingDistance.floatValue = newCullingDistanceValue; - } - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_minCullingDistance); - - if (protoypeList != null) - { - foreach (GPUInstancerPrototype prototype in protoypeList) - { - if (prototype.minCullingDistance < newCullingDistanceValue) - { - prototype.minCullingDistance = newCullingDistanceValue; - EditorUtility.SetDirty(prototype); - } - } - } - } - - public void DrawSceneSettingsBox() - { - EditorGUILayout.BeginVertical(GPUInstancerEditorConstants.Styles.box); - - Rect foldoutRect = GUILayoutUtility.GetRect(0, 20, GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(false)); - foldoutRect.x += 12; - showSceneSettingsBox = EditorGUI.Foldout(foldoutRect, showSceneSettingsBox, GPUInstancerEditorConstants.TEXT_sceneSettings, true, GPUInstancerEditorConstants.Styles.foldout); - - if (showSceneSettingsBox) - { - DrawSettingContents(); - } - EditorGUILayout.EndVertical(); - } - - public abstract void DrawSettingContents(); - - public virtual void DrawGPUInstancerPrototypeButton(GPUInstancerPrototype prototype, GUIContent prototypeContent, bool isSelected, UnityAction handleSelect, bool isTextMode = false) - { - if (isTextMode) - { - DrawGPUInstancerPrototypeButtonTextMode(prototype, prototypeContent, isSelected, handleSelect); - return; - } - - if (prototypeContent.image == null) - { - prototypeContent = new GUIContent(prototypeContent.text, prototypeContent.tooltip); - } - - Rect prototypeRect = GUILayoutUtility.GetRect(PROTOTYPE_RECT_SIZE, PROTOTYPE_RECT_SIZE, GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(false)); - - Rect iconRect = new Rect(prototypeRect.position + PROTOTYPE_RECT_PADDING_VECTOR, PROTOTYPE_RECT_SIZE_VECTOR); - - GUI.SetNextControlName(prototypeContent.tooltip); - Color prototypeColor; - if (isSelected) - prototypeColor = string.IsNullOrEmpty(prototype.warningText) ? GPUInstancerEditorConstants.Colors.lightGreen : GPUInstancerEditorConstants.Colors.lightred; - else - prototypeColor = string.IsNullOrEmpty(prototype.warningText) ? GUI.backgroundColor : GPUInstancerEditorConstants.Colors.darkred; - - GPUInstancerEditorConstants.DrawColoredButton(prototypeContent, prototypeColor, GPUInstancerEditorConstants.Styles.label.normal.textColor, FontStyle.Normal, iconRect, - () => - { - if (handleSelect != null) - handleSelect(); - }); - } - - public virtual void DrawGPUInstancerPrototypeButtonTextMode(GPUInstancerPrototype prototype, GUIContent prototypeContent, bool isSelected, UnityAction handleSelect) - { - Rect prototypeRect = GUILayoutUtility.GetRect(PROTOTYPE_TEXT_RECT_SIZE_X, PROTOTYPE_TEXT_RECT_SIZE_Y, GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(false)); - - Rect iconRect = new Rect(prototypeRect.position + PROTOTYPE_RECT_PADDING_VECTOR, PROTOTYPE_TEXT_RECT_SIZE_VECTOR); - - GUI.SetNextControlName(prototypeContent.tooltip); - Color prototypeColor; - if (isSelected) - prototypeColor = string.IsNullOrEmpty(prototype.warningText) ? GPUInstancerEditorConstants.Colors.lightGreen : GPUInstancerEditorConstants.Colors.lightred; - else - prototypeColor = string.IsNullOrEmpty(prototype.warningText) ? GUI.backgroundColor : GPUInstancerEditorConstants.Colors.darkred; - - prototypeContent = new GUIContent(prototypeContent.tooltip); - GPUInstancerEditorConstants.DrawColoredButton(prototypeContent, prototypeColor, GPUInstancerEditorConstants.Styles.label.normal.textColor, FontStyle.Normal, iconRect, - () => - { - if (handleSelect != null) - handleSelect(); - }); - } - - public virtual void DrawGPUInstancerPrototypeBox(List selectedPrototypeList, bool isManagerFrustumCulling, bool isManagerOcclusionCulling) - { - if (selectedPrototypeList == null || selectedPrototypeList.Count == 0) - return; - - if (selectedPrototypeList.Count == 1) - { - DrawGPUInstancerPrototypeBox(selectedPrototypeList[0], isManagerFrustumCulling, isManagerOcclusionCulling); - return; - } - - EditorGUILayout.BeginVertical(GPUInstancerEditorConstants.Styles.box); - // title - Rect foldoutRect = GUILayoutUtility.GetRect(0, 20, GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(false)); - foldoutRect.x += 12; - showPrototypeBox = EditorGUI.Foldout(foldoutRect, showPrototypeBox, "Multiple Selection", true, GPUInstancerEditorConstants.Styles.foldout); - - if (showPrototypeBox) - { - GPUInstancerPrototype prototype0 = selectedPrototypeList[0]; - #region Determine Multiple Values - bool hasChanged = false; - bool isShadowCastingMixed = false; - bool isShadowCasting = prototype0.isShadowCasting; - bool useOriginalShaderForShadowMixed = false; - bool useOriginalShaderForShadow = prototype0.useOriginalShaderForShadow; - bool useCustomShadowDistanceMixed = false; - bool useCustomShadowDistance = prototype0.useCustomShadowDistance; - bool shadowDistanceMixed = false; - float shadowDistance = prototype0.shadowDistance; - bool cullShadowsMixed = false; - bool cullShadows = prototype0.cullShadows; - bool minDistanceMixed = false; - float minDistance = prototype0.minDistance; - bool maxDistanceMixed = false; - float maxDistance = prototype0.maxDistance; - bool isFrustumCullingMixed = false; - bool isFrustumCulling = prototype0.isFrustumCulling; - bool frustumOffsetMixed = false; - float frustumOffset = prototype0.frustumOffset; - bool isOcclusionCullingMixed = false; - bool isOcclusionCulling = prototype0.isOcclusionCulling; - bool occlusionOffsetMixed = false; - float occlusionOffset = prototype0.occlusionOffset; - bool occlusionAccuracyMixed = false; - int occlusionAccuracy = prototype0.occlusionAccuracy; - bool minCullingDistanceMixed = false; - float minCullingDistance = prototype0.minCullingDistance; - bool boundsOffsetMixed = false; - Vector3 boundsOffset = prototype0.boundsOffset; - - bool isLODCrossFadeMixed = false; - bool isLODCrossFade = prototype0.isLODCrossFade; - bool isLODCrossFadeAnimateMixed = false; - bool isLODCrossFadeAnimate = prototype0.isLODCrossFadeAnimate; - bool lodFadeTransitionWidthMixed = false; - float lodFadeTransitionWidth = prototype0.lodFadeTransitionWidth; - bool lodBiasAdjustmentMixed = false; - float lodBiasAdjustment = prototype0.lodBiasAdjustment; - - for (int i = 1; i < selectedPrototypeList.Count; i++) - { - if (!isShadowCastingMixed && isShadowCasting != selectedPrototypeList[i].isShadowCasting) - isShadowCastingMixed = true; - if (!useOriginalShaderForShadowMixed && useOriginalShaderForShadow != selectedPrototypeList[i].useOriginalShaderForShadow) - useOriginalShaderForShadowMixed = true; - if (!useCustomShadowDistanceMixed && useCustomShadowDistance != selectedPrototypeList[i].useCustomShadowDistance) - useCustomShadowDistanceMixed = true; - if (!shadowDistanceMixed && shadowDistance != selectedPrototypeList[i].shadowDistance) - shadowDistanceMixed = true; - if (!cullShadowsMixed && cullShadows != selectedPrototypeList[i].cullShadows) - cullShadowsMixed = true; - if (!minDistanceMixed && minDistance != selectedPrototypeList[i].minDistance) - minDistanceMixed = true; - if (!maxDistanceMixed && maxDistance != selectedPrototypeList[i].maxDistance) - maxDistanceMixed = true; - if (!isFrustumCullingMixed && isFrustumCulling != selectedPrototypeList[i].isFrustumCulling) - isFrustumCullingMixed = true; - if (!frustumOffsetMixed && frustumOffset != selectedPrototypeList[i].frustumOffset) - frustumOffsetMixed = true; - if (!isOcclusionCullingMixed && isOcclusionCulling != selectedPrototypeList[i].isOcclusionCulling) - isOcclusionCullingMixed = true; - if (!occlusionOffsetMixed && occlusionOffset != selectedPrototypeList[i].occlusionOffset) - occlusionOffsetMixed = true; - if (!occlusionAccuracyMixed && occlusionAccuracy != selectedPrototypeList[i].occlusionAccuracy) - occlusionAccuracyMixed = true; - if (!minCullingDistanceMixed && minCullingDistance != selectedPrototypeList[i].minCullingDistance) - minCullingDistanceMixed = true; - if (!boundsOffsetMixed && boundsOffset != selectedPrototypeList[i].boundsOffset) - boundsOffsetMixed = true; - - if (!isLODCrossFadeMixed && isLODCrossFade != selectedPrototypeList[i].isLODCrossFade) - isLODCrossFadeMixed = true; - if (!isLODCrossFadeAnimateMixed && isLODCrossFadeAnimate != selectedPrototypeList[i].isLODCrossFadeAnimate) - isLODCrossFadeAnimateMixed = true; - if (!lodFadeTransitionWidthMixed && lodFadeTransitionWidth != selectedPrototypeList[i].lodFadeTransitionWidth) - lodFadeTransitionWidthMixed = true; - if (!lodBiasAdjustmentMixed && lodBiasAdjustment != selectedPrototypeList[i].lodBiasAdjustment) - lodBiasAdjustmentMixed = true; - } - #endregion Determine Multiple Values - - hasChanged |= DrawGPUInstancerPrototypeBeginningInfo(selectedPrototypeList); - - #region Shadows - EditorGUILayout.BeginVertical(GPUInstancerEditorConstants.Styles.box); - GPUInstancerEditorConstants.DrawCustomLabel(GPUInstancerEditorConstants.TEXT_shadows, GPUInstancerEditorConstants.Styles.boldLabel); - - EditorGUI.BeginDisabledGroup(Application.isPlaying); - hasChanged |= MultiToggle(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_isShadowCasting, isShadowCasting, isShadowCastingMixed, (p, v) => p.isShadowCasting = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_isShadowCasting); - if (!isShadowCastingMixed && isShadowCasting && GPUInstancerConstants.gpuiSettings.IsStandardRenderPipeline()) - { - if (prototype0 is GPUInstancerPrefabPrototype) - { - hasChanged |= MultiToggle(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_useOriginalShaderForShadow, useOriginalShaderForShadow, useOriginalShaderForShadowMixed, (p, v) => p.useOriginalShaderForShadow = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_useOriginalShaderForShadow); - } - } - EditorGUI.EndDisabledGroup(); - - if (!(prototype0 is GPUInstancerDetailPrototype)) - { - if (!isShadowCastingMixed && isShadowCasting) - { - hasChanged |= MultiToggle(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_useCustomShadowDistance, useCustomShadowDistance, useCustomShadowDistanceMixed, (p, v) => p.useCustomShadowDistance = v); - if (!useCustomShadowDistanceMixed && useCustomShadowDistance) - { - hasChanged |= MultiSlider(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_shadowDistance, shadowDistance, 0.0f, GPUInstancerConstants.gpuiSettings.MAX_PREFAB_DISTANCE, shadowDistanceMixed, (p, v) => p.shadowDistance = v); - } - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_useCustomShadowDistance); - - hasChanged |= MultiToggle(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_cullShadows, cullShadows, cullShadowsMixed, (p, v) => p.cullShadows = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_cullShadows); - } - } - - EditorGUILayout.EndVertical(); - #endregion Shadows - - #region Culling - EditorGUILayout.BeginVertical(GPUInstancerEditorConstants.Styles.box); - GPUInstancerEditorConstants.DrawCustomLabel(GPUInstancerEditorConstants.TEXT_culling, GPUInstancerEditorConstants.Styles.boldLabel); - - hasChanged |= MultiMinMaxSlider(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_maxDistance, minDistance, maxDistance, 0.0f, GetMaxDistance(prototype0), minDistanceMixed || maxDistanceMixed, (p, vMin, vMax) => { p.minDistance = vMin; p.maxDistance = vMax; }); - EditorGUILayout.BeginHorizontal(); - hasChanged |= MultiFloat(selectedPrototypeList, " ", minDistance, minDistanceMixed, (p, v) => p.minDistance = v); - hasChanged |= MultiFloat(selectedPrototypeList, null, maxDistance, minDistanceMixed, (p, v) => p.maxDistance = v); - EditorGUILayout.EndHorizontal(); - DrawHelpText(prototype0 is GPUInstancerDetailPrototype ? GPUInstancerEditorConstants.HELPTEXT_maxDistanceDetail : GPUInstancerEditorConstants.HELPTEXT_maxDistance); - if (isManagerFrustumCulling) - { - hasChanged |= MultiToggle(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_isFrustumCulling, isFrustumCulling, isFrustumCullingMixed, (p, v) => p.isFrustumCulling = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_isFrustumCulling); - - hasChanged |= MultiSlider(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_frustumOffset, frustumOffset, 0.0f, 0.5f, frustumOffsetMixed, (p, v) => p.frustumOffset = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_frustumOffset); - } - - if (isManagerOcclusionCulling) - { - hasChanged |= MultiToggle(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_isOcclusionCulling, isOcclusionCulling, isOcclusionCullingMixed, (p, v) => p.isOcclusionCulling = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_isOcclusionCulling); - - hasChanged |= MultiSlider(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_occlusionOffset, occlusionOffset, 0.0f, 0.1f, occlusionOffsetMixed, (p, v) => p.occlusionOffset = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_occlusionOffset); - - hasChanged |= MultiIntSlider(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_occlusionAccuracy, occlusionAccuracy, 1, 3, occlusionAccuracyMixed, (p, v) => p.occlusionAccuracy = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_occlusionAccuracy); - } - - if (isManagerFrustumCulling || isManagerOcclusionCulling) - { - hasChanged |= MultiSlider(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_minCullingDistance, minCullingDistance, 0, 100, minCullingDistanceMixed, (p, v) => p.minCullingDistance = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_minCullingDistance); - } - hasChanged |= MultiVector3(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_boundsOffset, boundsOffset, boundsOffsetMixed, false, (p, v) => p.boundsOffset = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_boundsOffset); - - EditorGUILayout.EndVertical(); - #endregion Culling - - EditorGUI.BeginDisabledGroup(Application.isPlaying); - #region LOD - bool isAnyLOD = false; - foreach (GPUInstancerPrototype p in selectedPrototypeList) - { - if (p.prefabObject != null && (p.prefabObject.GetComponent() != null || p.useGeneratedBillboard)) - { - isAnyLOD = true; - break; - } - else if (p.isLODCrossFade) - { - p.isLODCrossFade = false; - hasChanged = true; - } - } - if (isAnyLOD) - { - EditorGUILayout.BeginVertical(GPUInstancerEditorConstants.Styles.box); - GPUInstancerEditorConstants.DrawCustomLabel(GPUInstancerEditorConstants.TEXT_LOD, GPUInstancerEditorConstants.Styles.boldLabel); - - if (GPUInstancerConstants.gpuiSettings.IsLODCrossFadeSupported()) - { - hasChanged |= MultiToggle(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_isLODCrossFade, isLODCrossFade, isLODCrossFadeMixed, (p, v) => p.isLODCrossFade = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_isLODCrossFade); - - if (isLODCrossFade && !isLODCrossFadeMixed) - { - hasChanged |= MultiToggle(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_isLODCrossFadeAnimate, isLODCrossFadeAnimate, isLODCrossFadeAnimateMixed, (p, v) => p.isLODCrossFadeAnimate = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_isLODCrossFadeAnimate); - - if (!isLODCrossFadeAnimate && !isLODCrossFadeAnimateMixed) - { - hasChanged |= MultiSlider(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_lodFadeTransitionWidth, lodFadeTransitionWidth, 0.0f, 1.0f, lodFadeTransitionWidthMixed, (p, v) => p.lodFadeTransitionWidth = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_lodFadeTransitionWidth); - } - } - } - else - { - foreach (GPUInstancerPrototype p in selectedPrototypeList) - { - if (p.isLODCrossFade) - { - p.isLODCrossFade = false; - hasChanged = true; - } - } - } - - hasChanged |= MultiFloat(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_lodBiasAdjustment, lodBiasAdjustment, lodBiasAdjustmentMixed, (p, v) => p.lodBiasAdjustment = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_lodBiasAdjustment); - - EditorGUILayout.EndVertical(); - } - #endregion LOD - - hasChanged |= DrawGPUInstancerPrototypeInfo(selectedPrototypeList); - hasChanged |= DrawGPUInstancerPrototypeBillboardSettings(selectedPrototypeList); - DrawGPUInstancerPrototypeActions(); - DrawGPUInstancerPrototypeAdvancedActions(); - EditorGUI.EndDisabledGroup(); - - if (hasChanged) - { - for (int i = 0; i < selectedPrototypeList.Count; i++) - { - EditorUtility.SetDirty(selectedPrototypeList[i]); - } - } - } - - EditorGUILayout.EndVertical(); - } - - public virtual void DrawGPUInstancerPrototypeBox(GPUInstancerPrototype selectedPrototype, bool isFrustumCulling, bool isOcclusionCulling) - { - if (selectedPrototype == null) - return; - - EditorGUILayout.BeginVertical(GPUInstancerEditorConstants.Styles.box); - // title - Rect foldoutRect = GUILayoutUtility.GetRect(0, 20, GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(false)); - foldoutRect.x += 12; - showPrototypeBox = EditorGUI.Foldout(foldoutRect, showPrototypeBox, selectedPrototype.ToString(), true, GPUInstancerEditorConstants.Styles.foldout); - - if (!showPrototypeBox) - { - EditorGUILayout.EndVertical(); - return; - } - - if (!string.IsNullOrEmpty(selectedPrototype.warningText)) - { - EditorGUILayout.HelpBox(selectedPrototype.warningText, MessageType.Error); - EditorGUILayout.BeginHorizontal(); - if (selectedPrototype.warningText.StartsWith("Can not create instanced version for shader")) - { - GPUInstancerEditorConstants.DrawColoredButton(new GUIContent("Go to Unity Archive"), - GPUInstancerEditorConstants.Colors.darkred, Color.white, FontStyle.Bold, Rect.zero, - () => - { - Application.OpenURL("https://unity3d.com/get-unity/download/archive"); - }); - } - else if (selectedPrototype.warningText.StartsWith("ShaderGraph shader does not contain")) - { - GPUInstancerEditorConstants.DrawColoredButton(new GUIContent("Go to Shader Setup Documentation"), - GPUInstancerEditorConstants.Colors.darkred, Color.white, FontStyle.Bold, Rect.zero, - () => - { - Application.OpenURL("https://wiki.gurbu.com/index.php?title=GPU_Instancer:FAQ#ShaderGraph_Setup"); - }); - } - else if (selectedPrototype.warningText.StartsWith("Better Shaders")) - { - GPUInstancerEditorConstants.DrawColoredButton(new GUIContent("Go to Shader Setup Documentation"), - GPUInstancerEditorConstants.Colors.darkred, Color.white, FontStyle.Bold, Rect.zero, - () => - { - Application.OpenURL("https://wiki.gurbu.com/index.php?title=GPU_Instancer:FAQ#Better_Shaders_Setup"); - }); - } - if (selectedPrototype.warningShader != null) - { - GUILayout.Space(10); - GPUInstancerEditorConstants.DrawColoredButton(new GUIContent("Select Shader"), - GPUInstancerEditorConstants.Colors.lightBlue, Color.white, FontStyle.Bold, Rect.zero, - () => - { - Selection.activeObject = selectedPrototype.warningShader; - }); - } - EditorGUILayout.EndHorizontal(); - GUILayout.Space(10); - - } - - - DrawPrefabField(selectedPrototype); - EditorGUI.BeginDisabledGroup(true); - EditorGUILayout.ObjectField(GPUInstancerEditorConstants.TEXT_prototypeSO, selectedPrototype, typeof(GPUInstancerPrototype), false); - EditorGUI.EndDisabledGroup(); - - EditorGUI.BeginChangeCheck(); - - DrawGPUInstancerPrototypeBeginningInfo(selectedPrototype); - - #region Shadows - EditorGUILayout.BeginVertical(GPUInstancerEditorConstants.Styles.box); - GPUInstancerEditorConstants.DrawCustomLabel(GPUInstancerEditorConstants.TEXT_shadows, GPUInstancerEditorConstants.Styles.boldLabel); - - EditorGUI.BeginDisabledGroup(Application.isPlaying); - selectedPrototype.isShadowCasting = EditorGUILayout.Toggle(GPUInstancerEditorConstants.TEXT_isShadowCasting, selectedPrototype.isShadowCasting); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_isShadowCasting); - EditorGUI.EndDisabledGroup(); - if (selectedPrototype.isShadowCasting) - { - if (selectedPrototype.shadowLODMap == null || selectedPrototype.shadowLODMap.Length != 16) - { - selectedPrototype.shadowLODMap = new float[] { - 0, 4, 0, 0, - 1, 5, 0, 0, - 2, 6, 0, 0, - 3, 7, 0, 0}; - } - if (selectedPrototype is GPUInstancerPrefabPrototype && GPUInstancerConstants.gpuiSettings.IsStandardRenderPipeline()) - { - EditorGUI.BeginDisabledGroup(Application.isPlaying); - selectedPrototype.useOriginalShaderForShadow = EditorGUILayout.Toggle(GPUInstancerEditorConstants.TEXT_useOriginalShaderForShadow, selectedPrototype.useOriginalShaderForShadow); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_useOriginalShaderForShadow); - EditorGUI.EndDisabledGroup(); - } - - if (!(selectedPrototype is GPUInstancerDetailPrototype)) - { - selectedPrototype.useCustomShadowDistance = EditorGUILayout.Toggle(GPUInstancerEditorConstants.TEXT_useCustomShadowDistance, selectedPrototype.useCustomShadowDistance); - if (selectedPrototype.useCustomShadowDistance) - { - selectedPrototype.shadowDistance = EditorGUILayout.Slider(GPUInstancerEditorConstants.TEXT_shadowDistance, selectedPrototype.shadowDistance, 0.0f, GPUInstancerConstants.gpuiSettings.MAX_PREFAB_DISTANCE); - } - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_useCustomShadowDistance); - if (selectedPrototype.prefabObject != null && selectedPrototype.prefabObject.GetComponent() != null) - { - LODGroup lodGroup = selectedPrototype.prefabObject.GetComponent(); - List optionsList = GPUInstancerEditorConstants.Contents.LODs.GetRange(0, lodGroup.lodCount); - optionsList.Add(GPUInstancerEditorConstants.Contents.LODs[8]); - GUIContent[] options = optionsList.ToArray(); - int index = 0; - for (int i = 0; i < lodGroup.lodCount; i++) - { - index = i * 4; - if (i >= 4) - index = (i - 4) * 4 + 1; - int lodIndex = (int)selectedPrototype.shadowLODMap[index]; - selectedPrototype.shadowLODMap[index] = EditorGUILayout.Popup(GPUInstancerEditorConstants.Contents.shadowLODs[i], - lodIndex >= options.Length ? options.Length - 1 : lodIndex, options); - if (selectedPrototype.shadowLODMap[index] == options.Length - 1) - selectedPrototype.shadowLODMap[index] = 7; - } - } - - selectedPrototype.cullShadows = EditorGUILayout.Toggle(GPUInstancerEditorConstants.TEXT_cullShadows, selectedPrototype.cullShadows); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_cullShadows); - } - } - - EditorGUILayout.EndVertical(); - #endregion Shadows - - #region Culling - EditorGUILayout.BeginVertical(GPUInstancerEditorConstants.Styles.box); - GPUInstancerEditorConstants.DrawCustomLabel(GPUInstancerEditorConstants.TEXT_culling, GPUInstancerEditorConstants.Styles.boldLabel); - - EditorGUILayout.MinMaxSlider(GPUInstancerEditorConstants.TEXT_maxDistance, ref selectedPrototype.minDistance, ref selectedPrototype.maxDistance, 0.0f, GetMaxDistance(selectedPrototype)); - EditorGUILayout.BeginHorizontal(); - selectedPrototype.minDistance = EditorGUILayout.FloatField(" ", selectedPrototype.minDistance); - selectedPrototype.maxDistance = EditorGUILayout.FloatField(selectedPrototype.maxDistance); - EditorGUILayout.EndHorizontal(); - DrawHelpText(selectedPrototype is GPUInstancerDetailPrototype ? GPUInstancerEditorConstants.HELPTEXT_maxDistanceDetail : GPUInstancerEditorConstants.HELPTEXT_maxDistance); - - if (isFrustumCulling) - { - selectedPrototype.isFrustumCulling = EditorGUILayout.Toggle(GPUInstancerEditorConstants.TEXT_isFrustumCulling, selectedPrototype.isFrustumCulling); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_isFrustumCulling); - if (selectedPrototype.isFrustumCulling) - { - selectedPrototype.frustumOffset = EditorGUILayout.Slider(GPUInstancerEditorConstants.TEXT_frustumOffset, selectedPrototype.frustumOffset, 0.0f, 0.5f); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_frustumOffset); - } - } - - if (isOcclusionCulling) - { - selectedPrototype.isOcclusionCulling = EditorGUILayout.Toggle(GPUInstancerEditorConstants.TEXT_isOcclusionCulling, selectedPrototype.isOcclusionCulling); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_isOcclusionCulling); - if (selectedPrototype.isOcclusionCulling) - { - selectedPrototype.occlusionOffset = EditorGUILayout.Slider(GPUInstancerEditorConstants.TEXT_occlusionOffset, selectedPrototype.occlusionOffset, 0.0f, 0.1f); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_occlusionOffset); - selectedPrototype.occlusionAccuracy = EditorGUILayout.IntSlider(GPUInstancerEditorConstants.TEXT_occlusionAccuracy, selectedPrototype.occlusionAccuracy, 1, 3); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_occlusionAccuracy); - } - } - - if (isFrustumCulling || isOcclusionCulling) - { - selectedPrototype.minCullingDistance = EditorGUILayout.Slider(GPUInstancerEditorConstants.TEXT_minCullingDistance, selectedPrototype.minCullingDistance, 0, 100); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_minCullingDistance); - } - EditorGUI.BeginDisabledGroup(Application.isPlaying); - selectedPrototype.boundsOffset = EditorGUILayout.Vector3Field(GPUInstancerEditorConstants.TEXT_boundsOffset, selectedPrototype.boundsOffset); - EditorGUI.EndDisabledGroup(); - if (selectedPrototype.boundsOffset.x < 0) - selectedPrototype.boundsOffset.x = 0; - if (selectedPrototype.boundsOffset.y < 0) - selectedPrototype.boundsOffset.y = 0; - if (selectedPrototype.boundsOffset.z < 0) - selectedPrototype.boundsOffset.z = 0; - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_boundsOffset); - - EditorGUILayout.EndVertical(); - #endregion Culling - - #region LOD - if (selectedPrototype.prefabObject != null && (selectedPrototype.prefabObject.GetComponent() != null || selectedPrototype.useGeneratedBillboard)) - { - EditorGUILayout.BeginVertical(GPUInstancerEditorConstants.Styles.box); - GPUInstancerEditorConstants.DrawCustomLabel(GPUInstancerEditorConstants.TEXT_LOD, GPUInstancerEditorConstants.Styles.boldLabel); - - EditorGUI.BeginDisabledGroup(Application.isPlaying); - if (GPUInstancerConstants.gpuiSettings.IsLODCrossFadeSupported()) - { - selectedPrototype.isLODCrossFade = EditorGUILayout.Toggle(GPUInstancerEditorConstants.TEXT_isLODCrossFade, selectedPrototype.isLODCrossFade); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_isLODCrossFade); - - if (selectedPrototype.isLODCrossFade) - { - selectedPrototype.isLODCrossFadeAnimate = EditorGUILayout.Toggle(GPUInstancerEditorConstants.TEXT_isLODCrossFadeAnimate, selectedPrototype.isLODCrossFadeAnimate); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_isLODCrossFadeAnimate); - - if (!selectedPrototype.isLODCrossFadeAnimate) - { - selectedPrototype.lodFadeTransitionWidth = EditorGUILayout.Slider(GPUInstancerEditorConstants.TEXT_lodFadeTransitionWidth, selectedPrototype.lodFadeTransitionWidth, 0.0f, 1.0f); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_lodFadeTransitionWidth); - } - - if (GPUInstancerConstants.gpuiSettings.isURP) - { - EditorGUILayout.HelpBox("URP shaders require to be compatible with LOD cross-fading by using the LODDitheringTransition method (e.g. SpeedTree8 shader). Custom cross-fading implementations will not work out of the box with GPUI.", MessageType.Warning); - } - } - } - else if (selectedPrototype.isLODCrossFade) - selectedPrototype.isLODCrossFade = false; - - selectedPrototype.lodBiasAdjustment = EditorGUILayout.FloatField(GPUInstancerEditorConstants.TEXT_lodBiasAdjustment, selectedPrototype.lodBiasAdjustment); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_lodBiasAdjustment); - EditorGUI.EndDisabledGroup(); - - EditorGUILayout.EndVertical(); - } - else if (selectedPrototype.isLODCrossFade) - selectedPrototype.isLODCrossFade = false; - #endregion LOD - - EditorGUI.BeginDisabledGroup(Application.isPlaying); - DrawGPUInstancerPrototypeInfo(selectedPrototype); - - DrawGPUInstancerPrototypeBillboardSettings(selectedPrototype); - - if (EditorGUI.EndChangeCheck()) - { - if (selectedPrototype != null) - EditorUtility.SetDirty(selectedPrototype); - } - - DrawGPUInstancerPrototypeActions(); - DrawGPUInstancerPrototypeAdvancedActions(); - - EditorGUI.EndDisabledGroup(); - EditorGUILayout.EndVertical(); - } - - public virtual void DrawGPUInstancerPrototypeBillboardSettings(GPUInstancerPrototype selectedPrototype) - { - if (selectedPrototype.isBillboardDisabled || (selectedPrototype is GPUInstancerDetailPrototype && !((GPUInstancerDetailPrototype)selectedPrototype).usePrototypeMesh)) - { - if (selectedPrototype.useGeneratedBillboard) - selectedPrototype.useGeneratedBillboard = false; - if (selectedPrototype.billboard != null) - selectedPrototype.billboard = null; - return; - } - - if (Event.current.type == EventType.Repaint && !selectedPrototype.checkedForBillboardExtensions) - { - selectedPrototype.checkedForBillboardExtensions = true; - if (CheckForBillboardExtensions(selectedPrototype)) - return; - } - - EditorGUILayout.BeginVertical(GPUInstancerEditorConstants.Styles.box); - - GPUInstancerEditorConstants.DrawCustomLabel(GPUInstancerEditorConstants.TEXT_billboardSettings, GPUInstancerEditorConstants.Styles.boldLabel); - - // This is for the special case of importing a prototype with a billboard generated in the Standard Pipeline into an SRP project. - if (!GPUInstancerConstants.gpuiSettings.IsBillboardsSupported() && selectedPrototype.useGeneratedBillboard && !selectedPrototype.billboard.useCustomBillboard) - selectedPrototype.useGeneratedBillboard = false; - - bool previousUseGeneratedBillboard = selectedPrototype.useGeneratedBillboard; - selectedPrototype.useGeneratedBillboard = EditorGUILayout.Toggle(GPUInstancerEditorConstants.TEXT_useGeneratedBillboard, selectedPrototype.useGeneratedBillboard); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_useGeneratedBillboard); - - if (previousUseGeneratedBillboard && !selectedPrototype.useGeneratedBillboard) - { - GPUInstancerConstants.gpuiSettings.billboardAtlasBindings.DeleteBillboardTextures(selectedPrototype); - } - - if (selectedPrototype.useGeneratedBillboard && selectedPrototype.billboard == null) - selectedPrototype.billboard = new GPUInstancerBillboard(); - else if (!selectedPrototype.useGeneratedBillboard && selectedPrototype.billboard != null) - { - if (selectedPrototype.billboard != null && !selectedPrototype.billboard.useCustomBillboard) - selectedPrototype.billboard = null; - } - - if (selectedPrototype.useGeneratedBillboard) - { - if (!GPUInstancerConstants.gpuiSettings.IsBillboardsSupported()) - selectedPrototype.billboard.useCustomBillboard = true; - - if (selectedPrototype.treeType != GPUInstancerTreeType.SpeedTree && selectedPrototype.treeType != GPUInstancerTreeType.SpeedTree8 - && selectedPrototype.treeType != GPUInstancerTreeType.TreeCreatorTree && selectedPrototype.treeType != GPUInstancerTreeType.SoftOcclusionTree - && !selectedPrototype.billboard.useCustomBillboard) - EditorGUILayout.HelpBox(GPUInstancerEditorConstants.HELPTEXT_unsupportedBillboardWarning, MessageType.Warning); - - if (selectedPrototype.treeType == GPUInstancerTreeType.SpeedTree8) - EditorGUILayout.HelpBox(GPUInstancerEditorConstants.HELPTEXT_speedtree8BillboardReplacementInfo, MessageType.Info); - - bool previousUseCustomBillboard = selectedPrototype.billboard.useCustomBillboard; - - if (!GPUInstancerConstants.gpuiSettings.IsBillboardsSupported()) - EditorGUILayout.HelpBox("Generated billboards are not supported in SRP versions prior to 10.x. You can assign a custom billboard material and mesh to use as the final LOD for your prototype below.", MessageType.Warning); - else - { - selectedPrototype.billboard.useCustomBillboard = EditorGUILayout.Toggle(GPUInstancerEditorConstants.TEXT_useCustomBillboard, selectedPrototype.billboard.useCustomBillboard); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_useCustomBillboard); - } - - - if (selectedPrototype.billboard.useCustomBillboard) - { - selectedPrototype.billboard.customBillboardMesh = (Mesh)EditorGUILayout.ObjectField(GPUInstancerEditorConstants.TEXT_customBillboardMesh, - selectedPrototype.billboard.customBillboardMesh, typeof(Mesh), false); - selectedPrototype.billboard.customBillboardMaterial = (Material)EditorGUILayout.ObjectField(GPUInstancerEditorConstants.TEXT_customBillboardMaterial, - selectedPrototype.billboard.customBillboardMaterial, typeof(Material), false); - selectedPrototype.billboard.isBillboardShadowCasting = EditorGUILayout.Toggle(GPUInstancerEditorConstants.TEXT_isBillboardShadowCasting, - selectedPrototype.billboard.isBillboardShadowCasting); - - if (!previousUseCustomBillboard && selectedPrototype.billboard.albedoAtlasTexture != null) - GPUInstancerConstants.gpuiSettings.billboardAtlasBindings.DeleteBillboardTextures(selectedPrototype); - - - if (GPUInstancerConstants.gpuiSettings != null && GPUInstancerConstants.gpuiSettings.shaderBindings != null && selectedPrototype.billboard.customBillboardMaterial != null) - { - if (!GPUInstancerConstants.gpuiSettings.shaderBindings.IsShadersInstancedVersionExists(selectedPrototype.billboard.customBillboardMaterial.shader.name)) - { - Shader instancedShader = GPUInstancerUtility.CreateInstancedShader(selectedPrototype.billboard.customBillboardMaterial.shader); - if (instancedShader != null) - GPUInstancerConstants.gpuiSettings.shaderBindings.AddShaderInstance(selectedPrototype.billboard.customBillboardMaterial.shader.name, instancedShader); - } - } - } - else - { - if (selectedPrototype.billboard.customBillboardInLODGroup) - selectedPrototype.billboard.customBillboardInLODGroup = false; - - selectedPrototype.billboard.billboardQuality = (BillboardQuality)EditorGUILayout.Popup(GPUInstancerEditorConstants.TEXT_billboardQuality, - (int)selectedPrototype.billboard.billboardQuality, GPUInstancerEditorConstants.TEXT_BillboardQualityOptions); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_billboardQuality); - - switch (selectedPrototype.billboard.billboardQuality) - { - case BillboardQuality.Low: - selectedPrototype.billboard.atlasResolution = 1024; - break; - case BillboardQuality.Mid: - selectedPrototype.billboard.atlasResolution = 2048; - break; - case BillboardQuality.High: - selectedPrototype.billboard.atlasResolution = 4096; - break; - case BillboardQuality.VeryHigh: - selectedPrototype.billboard.atlasResolution = 8192; - break; - } - - selectedPrototype.billboard.frameCount = EditorGUILayout.IntSlider(GPUInstancerEditorConstants.TEXT_billboardFrameCount, selectedPrototype.billboard.frameCount, 8, 32); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_billboardFrameCount); - selectedPrototype.billboard.frameCount = Mathf.NextPowerOfTwo(selectedPrototype.billboard.frameCount); - - selectedPrototype.billboard.billboardBrightness = EditorGUILayout.Slider(GPUInstancerEditorConstants.TEXT_billboardBrightness, selectedPrototype.billboard.billboardBrightness, 0.0f, 1.0f); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_billboardBrightness); - - selectedPrototype.billboard.isOverridingOriginalCutoff = EditorGUILayout.Toggle(GPUInstancerEditorConstants.TEXT_overrideOriginalCutoff, selectedPrototype.billboard.isOverridingOriginalCutoff); - if (selectedPrototype.billboard.isOverridingOriginalCutoff) - selectedPrototype.billboard.cutoffOverride = EditorGUILayout.Slider(GPUInstancerEditorConstants.TEXT_overrideCutoffAmount, selectedPrototype.billboard.cutoffOverride, 0.01f, 1.0f); - else - selectedPrototype.billboard.cutoffOverride = -1f; - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_overrideOriginalCutoff); - } - - if (!selectedPrototype.billboard.customBillboardInLODGroup) - { - bool hasLODGroup = selectedPrototype.prefabObject != null && selectedPrototype.prefabObject.GetComponent() != null; - bool speedTreeBillboard = (selectedPrototype.treeType == GPUInstancerTreeType.SpeedTree || selectedPrototype.treeType == GPUInstancerTreeType.SpeedTree8) && hasLODGroup - && (selectedPrototype.treeType == GPUInstancerTreeType.SpeedTree8 || selectedPrototype.prefabObject.GetComponentInChildren() != null); - if (hasLODGroup && !speedTreeBillboard) - { - selectedPrototype.billboard.replaceLODCullWithBillboard = EditorGUILayout.Toggle(GPUInstancerEditorConstants.TEXT_replaceLODCull, selectedPrototype.billboard.replaceLODCullWithBillboard); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_replaceLODCull); - } - if ((!hasLODGroup || !selectedPrototype.billboard.replaceLODCullWithBillboard) && !speedTreeBillboard) - { - selectedPrototype.billboard.billboardDistance = EditorGUILayout.Slider(GPUInstancerEditorConstants.TEXT_generatedBillboardDistance, selectedPrototype.billboard.billboardDistance, 0.01f, 1f); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_generatedBillboardDistance); - } - } - - if (!selectedPrototype.billboard.useCustomBillboard) - { - selectedPrototype.billboard.billboardFaceCamPos = EditorGUILayout.Toggle(GPUInstancerEditorConstants.TEXT_billboardFaceCamPos, selectedPrototype.billboard.billboardFaceCamPos); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_billboardFaceCamPos); - - if (!GPUInstancerConstants.gpuiSettings.IsStandardRenderPipeline()) - { - selectedPrototype.billboard.normalStrength = EditorGUILayout.Slider(GPUInstancerEditorConstants.TEXT_billboardNormalStrength, selectedPrototype.billboard.normalStrength, 0.0f, 8.0f); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_billboardNormalStrength); - } - - if (selectedPrototype.billboard.albedoAtlasTexture == null) - GPUInstancerUtility.AssignBillboardBinding(selectedPrototype); - - EditorGUI.BeginDisabledGroup(true); - EditorGUILayout.ObjectField(GPUInstancerEditorConstants.TEXT_billboardAlbedo, selectedPrototype.billboard.albedoAtlasTexture, typeof(GameObject), false); - EditorGUILayout.ObjectField(GPUInstancerEditorConstants.TEXT_billboardNormal, selectedPrototype.billboard.normalAtlasTexture, typeof(GameObject), false); - EditorGUI.EndDisabledGroup(); - } - - GUILayout.Space(10); - - EditorGUILayout.BeginHorizontal(); - - if (!selectedPrototype.billboard.useCustomBillboard) - { - GPUInstancerEditorConstants.DrawColoredButton(selectedPrototype.billboard.albedoAtlasTexture == null ? - GPUInstancerEditorConstants.Contents.generateBillboard : GPUInstancerEditorConstants.Contents.regenerateBillboard, - GPUInstancerEditorConstants.Colors.green, Color.white, FontStyle.Bold, Rect.zero, - () => - { - GPUInstancerUtility.GeneratePrototypeBillboard(selectedPrototype, selectedPrototype.billboard.albedoAtlasTexture != null); - GUIUtility.ExitGUI(); - }); - } - - if ((!selectedPrototype.billboard.useCustomBillboard && selectedPrototype.billboard.albedoAtlasTexture != null) - || (selectedPrototype.billboard.useCustomBillboard - && selectedPrototype.billboard.customBillboardMesh != null - && selectedPrototype.billboard.customBillboardMaterial != null)) - { - GPUInstancerEditorConstants.DrawColoredButton(GPUInstancerEditorConstants.Contents.showBillboard, GPUInstancerEditorConstants.Colors.lightBlue, Color.white, FontStyle.Bold, Rect.zero, - () => - { - GPUInstancerUtility.ShowBillboardQuad(selectedPrototype, Vector3.zero); - }); - } - - EditorGUILayout.EndHorizontal(); - - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_regenerateBillboard); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_showBillboard); - } - - if (selectedPrototype.prefabObject != null && selectedPrototype.useGeneratedBillboard && selectedPrototype.billboard != null && selectedPrototype.billboard.useCustomBillboard && GPUInstancerDefines.billboardExtensions != null && GPUInstancerDefines.billboardExtensions.Count > 0) - { - GUILayout.Space(10); - - EditorGUILayout.BeginVertical(GPUInstancerEditorConstants.Styles.box); - - GPUInstancerEditorConstants.DrawCustomLabel("External Billboard Generators", GPUInstancerEditorConstants.Styles.boldLabel); - - GUILayout.Space(5); - - foreach (Extension.GPUInstancerBillboardExtension billboardExtension in GPUInstancerDefines.billboardExtensions) - { - try - { - EditorGUILayout.BeginHorizontal(); - GUILayout.Label(billboardExtension.GetTitle(), GPUInstancerEditorConstants.Styles.label); - - GPUInstancerEditorConstants.DrawColoredButton(new GUIContent(billboardExtension.GetButtonText()), GPUInstancerEditorConstants.Colors.green, Color.white, FontStyle.Bold, Rect.zero, - () => - { - _redirectObject = billboardExtension.GenerateBillboard(selectedPrototype.prefabObject); - selectedPrototype.checkedForBillboardExtensions = false; - }); - EditorGUILayout.EndHorizontal(); - - GUILayout.Space(5); - } - catch (System.Exception e) - { - EditorUtility.ClearProgressBar(); - Debug.LogError("Error generating billboard: " + e.Message + " StackTrace:" + e.StackTrace); - } - } - - EditorGUILayout.EndVertical(); - } - - EditorGUILayout.EndVertical(); - } - - public virtual bool DrawGPUInstancerPrototypeBillboardSettings(List selectedPrototypeList) - { - foreach (var selectedPrototype in selectedPrototypeList) - { - if (selectedPrototype.isBillboardDisabled || (selectedPrototype is GPUInstancerDetailPrototype && !((GPUInstancerDetailPrototype)selectedPrototype).usePrototypeMesh)) - { - if (selectedPrototype.useGeneratedBillboard) - selectedPrototype.useGeneratedBillboard = false; - if (selectedPrototype.billboard != null) - selectedPrototype.billboard = null; - - // This is for the special case of importing a prototype with a billboard generated in the Standard Pipeline into an SRP project. - if (!GPUInstancerConstants.gpuiSettings.IsBillboardsSupported() && selectedPrototype.useGeneratedBillboard && !selectedPrototype.billboard.useCustomBillboard) - selectedPrototype.useGeneratedBillboard = false; - } - - if (Event.current.type == EventType.Repaint && !selectedPrototype.checkedForBillboardExtensions) - { - selectedPrototype.checkedForBillboardExtensions = true; - CheckForBillboardExtensions(selectedPrototype); - } - - if (selectedPrototype.useGeneratedBillboard && selectedPrototype.billboard == null) - selectedPrototype.billboard = new GPUInstancerBillboard(); - else if (!selectedPrototype.useGeneratedBillboard && selectedPrototype.billboard != null) - { - if (selectedPrototype.billboard != null && !selectedPrototype.billboard.useCustomBillboard) - selectedPrototype.billboard = null; - } - - if (selectedPrototype.billboard != null) - { - switch (selectedPrototype.billboard.billboardQuality) - { - case BillboardQuality.Low: - selectedPrototype.billboard.atlasResolution = 1024; - break; - case BillboardQuality.Mid: - selectedPrototype.billboard.atlasResolution = 2048; - break; - case BillboardQuality.High: - selectedPrototype.billboard.atlasResolution = 4096; - break; - case BillboardQuality.VeryHigh: - selectedPrototype.billboard.atlasResolution = 8192; - break; - } - - if (selectedPrototype.billboard.albedoAtlasTexture == null) - GPUInstancerUtility.AssignBillboardBinding(selectedPrototype); - } - } - - GPUInstancerPrototype prototype0 = selectedPrototypeList[0]; - bool hasChanged = false; - bool isUseGeneratedBillboardMixed = false; - bool isUseGeneratedBillboard = prototype0.useGeneratedBillboard; - for (int i = 1; i < selectedPrototypeList.Count; i++) - { - if (!isUseGeneratedBillboardMixed && isUseGeneratedBillboard != selectedPrototypeList[i].useGeneratedBillboard) - isUseGeneratedBillboardMixed = true; - } - - EditorGUILayout.BeginVertical(GPUInstancerEditorConstants.Styles.box); - - GPUInstancerEditorConstants.DrawCustomLabel(GPUInstancerEditorConstants.TEXT_billboardSettings, GPUInstancerEditorConstants.Styles.boldLabel); - - hasChanged |= MultiToggle(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_useGeneratedBillboard, isUseGeneratedBillboard, isUseGeneratedBillboardMixed, (p, v) => p.useGeneratedBillboard = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_useGeneratedBillboard); - - if (!isUseGeneratedBillboardMixed && isUseGeneratedBillboard && prototype0.billboard != null) - { - bool isUseCustomBillboardMixed = false; - bool isUseCustomBillboard = prototype0.billboard.useCustomBillboard; - bool isBillboardQualityMixed = false; - BillboardQuality billboardQuality = prototype0.billboard.billboardQuality; - bool isFrameCountMixed = false; - int frameCount = prototype0.billboard.frameCount; - bool isBillboardBrightnessMixed = false; - float billboardBrightness = prototype0.billboard.billboardBrightness; - bool isReplaceLODCullWithBillboardMixed = false; - bool replaceLODCullWithBillboard = prototype0.billboard.replaceLODCullWithBillboard; - bool isBillboardDistanceMixed = false; - float billboardDistance = prototype0.billboard.billboardDistance; - bool isBillboardFaceCamPosMixed = false; - bool billboardFaceCamPos = prototype0.billboard.billboardFaceCamPos; - bool isNormalStrengthMixed = false; - float normalStrength = prototype0.billboard.normalStrength; - for (int i = 1; i < selectedPrototypeList.Count; i++) - { - if (!isUseCustomBillboardMixed && isUseCustomBillboard != selectedPrototypeList[i].billboard.useCustomBillboard) - isUseCustomBillboardMixed = true; - if (!isBillboardQualityMixed && billboardQuality != selectedPrototypeList[i].billboard.billboardQuality) - isBillboardQualityMixed = true; - if (!isFrameCountMixed && frameCount != selectedPrototypeList[i].billboard.frameCount) - isFrameCountMixed = true; - if (!isBillboardBrightnessMixed && billboardBrightness != selectedPrototypeList[i].billboard.billboardBrightness) - isBillboardBrightnessMixed = true; - if (!isReplaceLODCullWithBillboardMixed && replaceLODCullWithBillboard != selectedPrototypeList[i].billboard.replaceLODCullWithBillboard) - isReplaceLODCullWithBillboardMixed = true; - if (!isBillboardDistanceMixed && billboardDistance != selectedPrototypeList[i].billboard.billboardDistance) - isBillboardDistanceMixed = true; - if (!isBillboardFaceCamPosMixed && billboardFaceCamPos != selectedPrototypeList[i].billboard.billboardFaceCamPos) - isBillboardFaceCamPosMixed = true; - if (!isNormalStrengthMixed && normalStrength != selectedPrototypeList[i].billboard.normalStrength) - isNormalStrengthMixed = true; - } - - hasChanged |= MultiToggle(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_useCustomBillboard, isUseCustomBillboard, isUseCustomBillboardMixed, (p, v) => p.billboard.useCustomBillboard = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_useCustomBillboard); - - if (!isUseCustomBillboardMixed && !isUseCustomBillboard) - { - hasChanged |= MultiPopup(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_billboardQuality, (int)billboardQuality, GPUInstancerEditorConstants.TEXT_BillboardQualityOptions, isBillboardQualityMixed, (p, v) => p.billboard.billboardQuality = (BillboardQuality)v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_billboardQuality); - - hasChanged |= MultiIntSlider(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_billboardFrameCount, frameCount, 8, 32, isFrameCountMixed, (p, v) => p.billboard.frameCount = Mathf.NextPowerOfTwo(v)); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_billboardFrameCount); - - hasChanged |= MultiSlider(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_billboardBrightness, billboardBrightness, 0.0f, 1.0f, isBillboardBrightnessMixed, (p, v) => p.billboard.billboardBrightness = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_billboardBrightness); - - if (prototype0.prefabObject != null && prototype0.prefabObject.GetComponent() != null) - { - hasChanged |= MultiToggle(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_replaceLODCull, replaceLODCullWithBillboard, isReplaceLODCullWithBillboardMixed, (p, v) => p.billboard.replaceLODCullWithBillboard = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_replaceLODCull); - } - - hasChanged |= MultiSlider(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_generatedBillboardDistance, billboardDistance, 0.01f, 1f, isBillboardDistanceMixed, (p, v) => p.billboard.billboardDistance = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_generatedBillboardDistance); - - hasChanged |= MultiToggle(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_billboardFaceCamPos, billboardFaceCamPos, isBillboardFaceCamPosMixed, (p, v) => p.billboard.billboardFaceCamPos = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_billboardFaceCamPos); - - if (!GPUInstancerConstants.gpuiSettings.IsStandardRenderPipeline()) - { - hasChanged |= MultiSlider(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_billboardNormalStrength, normalStrength, 0.0f, 8.0f, isNormalStrengthMixed, (p, v) => p.billboard.normalStrength = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_billboardNormalStrength); - } - } - } - - EditorGUILayout.EndVertical(); - - return hasChanged; - } - - public void DrawHelpText(string text, bool forceShow = false) - { - if (showHelpText || forceShow) - { - EditorGUILayout.HelpBox(text, MessageType.Info); - } - } - - public static void DrawWikiButton(Rect buttonRect, string hash) - { - DrawWikiButton(buttonRect, "GPU_Instancer:GettingStarted", hash, "Wiki", GPUInstancerEditorConstants.Colors.lightBlue); - } - - public static void DrawWikiButton(Rect buttonRect, string title, string hash, string buttonText, Color buttonColor) - { - GPUInstancerEditorConstants.DrawColoredButton(new GUIContent(buttonText), - buttonColor, Color.white, FontStyle.Bold, buttonRect, - () => { Application.OpenURL("https://wiki.gurbu.com/index.php?title=" + title + hash); } - ); - } - - public void DrawHelpButton(Rect buttonRect, bool showingHelp) - { - if (GUI.Button(buttonRect, new GUIContent(showHelpText ? helpIconActive : helpIcon, - showHelpText ? GPUInstancerEditorConstants.TEXT_hideHelpTooltip : GPUInstancerEditorConstants.TEXT_showHelpTooltip), showHelpText ? GPUInstancerEditorConstants.Styles.helpButtonSelected : GPUInstancerEditorConstants.Styles.helpButton)) - { - showHelpText = !showHelpText; - } - } - - public abstract bool DrawGPUInstancerPrototypeInfo(List selectedPrototypeList); - public abstract void DrawGPUInstancerPrototypeInfo(GPUInstancerPrototype selectedPrototype); - public virtual bool DrawGPUInstancerPrototypeBeginningInfo(List selectedPrototypeList) { return false; } - public virtual void DrawGPUInstancerPrototypeBeginningInfo(GPUInstancerPrototype selectedPrototype) { } - public abstract void DrawGPUInstancerPrototypeActions(); - public virtual void DrawGPUInstancerPrototypeAdvancedActions() { } - public abstract float GetMaxDistance(GPUInstancerPrototype selectedPrototype); - - public static bool CheckForBillboardExtensions(GPUInstancerPrototype selectedPrototype) - { - bool hasExtensionBillboard = false; - if (GPUInstancerDefines.billboardExtensions != null && GPUInstancerDefines.billboardExtensions.Count > 0) - { - foreach (Extension.GPUInstancerBillboardExtension billboardExtension in GPUInstancerDefines.billboardExtensions) - { - try - { - if (billboardExtension.IsBillboardAdded(selectedPrototype.prefabObject)) - { - Mesh generatedMesh = billboardExtension.GetBillboardMesh(selectedPrototype.prefabObject); - Material generatedMaterial = billboardExtension.GetBillboardMaterial(selectedPrototype.prefabObject); - bool isInLODGroup = billboardExtension.IsInLODGroup(selectedPrototype.prefabObject); - if (generatedMesh != null && generatedMaterial != null) - { - if (selectedPrototype.billboard == null) - selectedPrototype.billboard = new GPUInstancerBillboard(); - - selectedPrototype.useGeneratedBillboard = true; - selectedPrototype.billboard.useCustomBillboard = true; - selectedPrototype.billboard.customBillboardInLODGroup = isInLODGroup; - selectedPrototype.billboard.customBillboardMesh = generatedMesh; - selectedPrototype.billboard.customBillboardMaterial = generatedMaterial; - - hasExtensionBillboard = true; - break; - } - } - } - catch (System.Exception e) - { - EditorUtility.ClearProgressBar(); - Debug.LogError("Error generating billboard: " + e.Message + " StackTrace:" + e.StackTrace); - } - } - } - return hasExtensionBillboard; - } - - public virtual void DrawPrefabField(GPUInstancerPrototype selectedPrototype) - { - EditorGUI.BeginDisabledGroup(true); - EditorGUILayout.ObjectField(GPUInstancerEditorConstants.TEXT_prefabObject, selectedPrototype.prefabObject, typeof(GameObject), false); - EditorGUI.EndDisabledGroup(); - } - - public static bool MultiToggle(List selectedPrototypeList, string text, bool value, bool isMixed, UnityAction prototypeAction) - { - bool hasChanged = false; - EditorGUI.showMixedValue = isMixed; - - EditorGUI.BeginChangeCheck(); - value = EditorGUILayout.Toggle(text, value); - if (EditorGUI.EndChangeCheck()) - { - for (int i = 0; i < selectedPrototypeList.Count; i++) - { - prototypeAction(selectedPrototypeList[i], value); - } - hasChanged = true; - } - EditorGUI.showMixedValue = false; - - return hasChanged; - } - - public static bool MultiSlider(List selectedPrototypeList, string text, float value, float leftValue, float rightValue, bool isMixed, UnityAction prototypeAction) - { - bool hasChanged = false; - EditorGUI.showMixedValue = isMixed; - - EditorGUI.BeginChangeCheck(); - value = EditorGUILayout.Slider(text, value, leftValue, rightValue); - if (EditorGUI.EndChangeCheck()) - { - for (int i = 0; i < selectedPrototypeList.Count; i++) - { - prototypeAction(selectedPrototypeList[i], value); - } - hasChanged = true; - } - EditorGUI.showMixedValue = false; - - return hasChanged; - } - - public static bool MultiMinMaxSlider(List selectedPrototypeList, string text, float minValue, float maxValue, float minLimit, float maxLimit, bool isMixed, UnityAction prototypeAction) - { - bool hasChanged = false; - EditorGUI.showMixedValue = isMixed; - - EditorGUI.BeginChangeCheck(); - EditorGUILayout.MinMaxSlider(text, ref minValue, ref maxValue, minLimit, maxLimit); - if (EditorGUI.EndChangeCheck()) - { - for (int i = 0; i < selectedPrototypeList.Count; i++) - { - prototypeAction(selectedPrototypeList[i], minValue, maxValue); - } - hasChanged = true; - } - EditorGUI.showMixedValue = false; - - return hasChanged; - } - - public static bool MultiIntSlider(List selectedPrototypeList, string text, int value, int leftValue, int rightValue, bool isMixed, UnityAction prototypeAction) - { - bool hasChanged = false; - EditorGUI.showMixedValue = isMixed; - - EditorGUI.BeginChangeCheck(); - value = EditorGUILayout.IntSlider(text, value, leftValue, rightValue); - if (EditorGUI.EndChangeCheck()) - { - for (int i = 0; i < selectedPrototypeList.Count; i++) - { - prototypeAction(selectedPrototypeList[i], value); - } - hasChanged = true; - } - EditorGUI.showMixedValue = false; - - return hasChanged; - } - - public static bool MultiVector4(List selectedPrototypeList, string text, Vector4 value, bool isMixed, UnityAction prototypeAction) - { - bool hasChanged = false; - EditorGUI.showMixedValue = isMixed; - - EditorGUI.BeginChangeCheck(); - value = EditorGUILayout.Vector4Field(text, value); - if (EditorGUI.EndChangeCheck()) - { - for (int i = 0; i < selectedPrototypeList.Count; i++) - { - prototypeAction(selectedPrototypeList[i], value); - } - hasChanged = true; - } - EditorGUI.showMixedValue = false; - - return hasChanged; - } - - public static bool MultiFloat(List selectedPrototypeList, string text, float value, bool isMixed, UnityAction prototypeAction) - { - bool hasChanged = false; - EditorGUI.showMixedValue = isMixed; - - EditorGUI.BeginChangeCheck(); - if (text == null) - value = EditorGUILayout.FloatField(value); - else - value = EditorGUILayout.FloatField(text, value); - if (EditorGUI.EndChangeCheck()) - { - for (int i = 0; i < selectedPrototypeList.Count; i++) - { - prototypeAction(selectedPrototypeList[i], value); - } - hasChanged = true; - } - EditorGUI.showMixedValue = false; - - return hasChanged; - } - - public static bool MultiColor(List selectedPrototypeList, string text, Color value, bool isMixed, UnityAction prototypeAction) - { - bool hasChanged = false; - EditorGUI.showMixedValue = isMixed; - - EditorGUI.BeginChangeCheck(); - value = EditorGUILayout.ColorField(text, value); - if (EditorGUI.EndChangeCheck()) - { - for (int i = 0; i < selectedPrototypeList.Count; i++) - { - prototypeAction(selectedPrototypeList[i], value); - } - hasChanged = true; - } - EditorGUI.showMixedValue = false; - - return hasChanged; - } - - public static bool MultiVector3(List selectedPrototypeList, string text, Vector3 value, bool isMixed, bool acceptNegative, UnityAction prototypeAction) - { - bool hasChanged = false; - EditorGUI.showMixedValue = isMixed; - - EditorGUI.BeginChangeCheck(); - value = EditorGUILayout.Vector3Field(text, value); - if (!acceptNegative) - { - if (value.x < 0) - value.x = 0; - if (value.y < 0) - value.y = 0; - if (value.z < 0) - value.z = 0; - } - if (EditorGUI.EndChangeCheck()) - { - for (int i = 0; i < selectedPrototypeList.Count; i++) - { - prototypeAction(selectedPrototypeList[i], value); - } - hasChanged = true; - } - EditorGUI.showMixedValue = false; - - return hasChanged; - } - - public static bool MultiPopup(List selectedPrototypeList, string text, int value, string[] options, bool isMixed, UnityAction prototypeAction) - { - bool hasChanged = false; - EditorGUI.showMixedValue = isMixed; - - EditorGUI.BeginChangeCheck(); - value = EditorGUILayout.Popup(text, value, options); - if (EditorGUI.EndChangeCheck()) - { - for (int i = 0; i < selectedPrototypeList.Count; i++) - { - prototypeAction(selectedPrototypeList[i], value); - } - hasChanged = true; - } - EditorGUI.showMixedValue = false; - - return hasChanged; - } - } -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerEditor.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerEditor.cs.meta deleted file mode 100644 index b2d3036..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerEditor.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 74565dd89fc5b0e4592fb77401ededd0 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerEditorConstants.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerEditorConstants.cs deleted file mode 100644 index 8aab368..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerEditorConstants.cs +++ /dev/null @@ -1,1233 +0,0 @@ -using System.Collections.Generic; -using System.IO; -using UnityEditor; -using UnityEngine; -using UnityEngine.Events; - -namespace GPUInstancer -{ - public static class GPUInstancerEditorConstants - { - public static readonly string GPUI_VERSION = "GPU Instancer v1.8.0"; - public static readonly float GPUI_VERSION_NO = 1.80f; - - public static readonly string PUBLISHER_NAME = "GurBu Technologies"; - public static readonly string PACKAGE_NAME = "GPU Instancer"; - - // Editor Text - public static readonly string TEXT_maxDetailDistance = "Max Detail Distance"; - public static readonly string TEXT_maxTreeDistance = "Max Tree Distance"; - public static readonly string TEXT_detailDensity = "Detail Density"; - public static readonly string TEXT_terrainNormalEffect = "Terrain Normal Effect"; - public static readonly string TEXT_detailLayer = "Detail Texture Layer"; - public static readonly string TEXT_windVector = "Wind Vector"; - public static readonly string TEXT_healthyDryNoiseTexture = "Healthy/Dry Noise Texture"; - public static readonly string TEXT_windWaveNormalTexture = "Wind Wave Normal Texture"; - public static readonly string TEXT_autoSPCellSize = "Auto SP Cell Size"; - public static readonly string TEXT_preferedSPCellSize = "Preferred SP Cell Size"; - public static readonly string TEXT_storeDetailInstanceData = "Store Detail Instance Data"; - public static readonly string TEXT_showGPUInstancingInfo = "Show GPU Instancing Info"; - public static readonly string TEXT_showRenderedAmount = "Show Rendered Amount"; - public static readonly string TEXT_simulateAtEditor = "Simulate At Scene Camera"; - public static readonly string TEXT_simulateAtEditorPrep = "Preparing Simulation"; - public static readonly string TEXT_simulateAtEditorStop = "Stop Simulation"; - public static readonly string TEXT_generatePrototypes = "Generate Prototypes"; - public static readonly string TEXT_prototypes = "Prototypes"; - public static readonly string TEXT_add = "Add\nClick / Drop"; - public static readonly string TEXT_addTextMode = "Add Prototype"; - public static readonly string TEXT_addMulti = "Multi. Add"; - public static readonly string TEXT_addMultiTextMode = "Add Multiple"; - public static readonly string TEXT_isShadowCasting = "Is Shadow Casting"; - public static readonly string TEXT_isFrustumCulling = "Is Frustum Culling"; - public static readonly string TEXT_isOcclusionCulling = "Is Occlusion Culling"; - public static readonly string TEXT_frustumOffset = "Frustum Offset"; - public static readonly string TEXT_occlusionOffset = "Occlusion Cull Offset"; - public static readonly string TEXT_occlusionAccuracy = "Occlusion Cull Accuracy"; - public static readonly string TEXT_minCullingDistance = "Min. Culling Distance"; - public static readonly string TEXT_maxDistance = "Min-Max Distance"; - public static readonly string TEXT_boundsOffset = "Bounds Size Offset"; - public static readonly string TEXT_actions = "Actions"; - public static readonly string TEXT_advancedActions = "Advanced Actions"; - public static readonly string TEXT_delete = "Delete"; - public static readonly string TEXT_removeFromList = "Remove From List"; - public static readonly string TEXT_remove = "Remove"; - public static readonly string TEXT_keepPrototypeDefinition = "Keep Prototype Definition"; - public static readonly string TEXT_crossQuads = "Cross Quads"; - public static readonly string TEXT_quadCount = "Quad Count"; - public static readonly string TEXT_isBillboard = "Billboard"; - public static readonly string TEXT_billboardFaceCamPos = "Billboard Face Cam. Pos."; - public static readonly string TEXT_billboardNormalStrength = "Normal Strength"; - public static readonly string TEXT_CQBillboardFaceCamPos = "CQ Billboard Face Cam. Pos."; - public static readonly string TEXT_billboardDistance = "CQ Billboard Distance"; - public static readonly string TEXT_billboardDistanceDebug = "CQ Distance Debug"; - public static readonly string TEXT_billboardDistanceDebugColor = "Debug Color"; - public static readonly string TEXT_detailScale = "Detail Scale"; - public static readonly string TEXT_useCustomMaterialForTextureDetail = "Custom Material"; - public static readonly string TEXT_useCustomHealthyDryNoiseTexture = "Custom Noise Texture"; - public static readonly string TEXT_textureDetailCustomMaterial = "Custom Material"; - public static readonly string TEXT_detailHealthyColor = "Detail Healthy Color"; - public static readonly string TEXT_detailDryColor = "Detail Dry Color"; - public static readonly string TEXT_noiseSpread = "Noise Spread"; - public static readonly string TEXT_ambientOcclusion = "Ambient Occlusion"; - public static readonly string TEXT_gradientPower = "Gradient Power"; - public static readonly string TEXT_windCounterSway = "Wind Counter Sway"; - public static readonly string TEXT_windIdleSway = "Wind Idle Sway"; - public static readonly string TEXT_windWavesOn = "Wind Waves"; - public static readonly string TEXT_windWaveTintColor = "Wind Wave Tint Color"; - public static readonly string TEXT_windWaveSize = "Wind Wave Size"; - public static readonly string TEXT_windWaveTint = "Wind Wave Tint"; - public static readonly string TEXT_windWaveSway = "Wind Wave Sway"; - public static readonly string TEXT_deleteConfirmation = "Delete Confirmation"; - public static readonly string TEXT_deleteAreYouSure = "Are you sure you want to remove the prototype from prototype list?"; - public static readonly string TEXT_deletePrototypeAreYouSure = "Do you wish to remove the prototype from prototype list and delete the prototype settings?"; - public static readonly string TEXT_close = "Close"; - public static readonly string TEXT_cancel = "Cancel"; - public static readonly string TEXT_paintOnTerrain = "Paint On Terrain"; - public static readonly string TEXT_enableRuntimeModifications = "Enable Runtime Modifications"; - public static readonly string TEXT_addRemoveInstancesAtRuntime = "Add/Remove Instances At Runtime"; - public static readonly string TEXT_extraBufferSize = "Extra Buffer Size"; - public static readonly string TEXT_addRuntimeHandlerScript = "Auto. Add/Remove Instances"; - public static readonly string TEXT_autoUpdateTransformData = "Auto. Update Transform Data"; - public static readonly string TEXT_startWithRigidBody = "Start With RigidBody"; - public static readonly string TEXT_registerPrefabsInScene = "Register Instances in Scene"; - public static readonly string TEXT_registeredPrefabs = "Registered Instances"; - public static readonly string TEXT_applyChangesToTerrain = "Apply Changes To Terrain"; - public static readonly string TEXT_generatePrototypesConfirmation = "Generate Prototypes Confirmation"; - public static readonly string TEXT_generatePrototypeAreYouSure = "Are you sure you want to generate prototypes from terrain?"; - public static readonly string TEXT_debug = "Debug"; - public static readonly string TEXT_detailGlobal = "Global Detail Values"; - public static readonly string TEXT_treeGlobal = "Global Tree Values"; - public static readonly string TEXT_prefabGlobal = "Global Prefab Values"; - public static readonly string TEXT_sceneSettings = "Scene Settings"; - public static readonly string TEXT_autoSelectCamera = "Auto Select Camera"; - public static readonly string TEXT_useCamera = "Use Camera"; - public static readonly string TEXT_renderOnlySelectedCamera = "Use Selected Camera Only"; - public static readonly string TEXT_useManagerFrustumCulling = "Use Frustum Culling"; - public static readonly string TEXT_useManagerOcclusionCulling = "Use Occlusion Culling"; - public static readonly string TEXT_useOriginalShaderForShadow = "Shadow with Original Shader"; - public static readonly string TEXT_isLODCrossFade = "LOD Cross Fade"; - public static readonly string TEXT_isLODCrossFadeAnimate = "Animate Cross-Fading"; - public static readonly string TEXT_lodFadeTransitionWidth = "LOD Fade Transition Width"; - public static readonly string TEXT_lodBiasAdjustment = "LOD Bias Adjustment"; - public static readonly string TEXT_info = "Info"; - public static readonly string TEXT_noPrefabInstanceFound = "There are no prefab instances found in the scene."; - public static readonly string TEXT_noPrefabInstanceSelected = "Please select at least one prefab instance to import to Prefab Manager."; - public static readonly string TEXT_continue = "Continue"; - public static readonly string TEXT_confirmBillboardGeneration = "Unsupported Billboard Warning"; - public static readonly string TEXT_regenerateBillboardsConfirmation = "Regenerate Billboards Confirmation"; - public static readonly string TEXT_regenerateBillboardsAreYouSure = "Are you sure you want to regenerate all of the billboard textures for the prototypes defined on this manager?"; - - public static readonly string TEXT_terrain = "Terrain"; - public static readonly string TEXT_prefabObject = "Prefab Object"; - public static readonly string TEXT_prototypeTexture = "Prototype Texture"; - public static readonly string TEXT_prototypeSO = "Prototype SO"; - public static readonly string TEXT_terrainSettingsSO = "Terrain Settings SO"; - public static readonly string TEXT_setTerrain = "Set Terrain\nClick / Drop"; - public static readonly string TEXT_removeTerrain = "Unset Terrain"; - public static readonly string TEXT_removeTerrainConfirmation = "Unset Terrain"; - public static readonly string TEXT_removeTerrainAreYouSure = "Are you sure you want to unset Terrain Instancing Data?"; - public static readonly string TEXT_unset = "Unset"; - public static readonly string TEXT_goToGPUInstancerDetail = "Go To GPUI Detail Manager"; - public static readonly string TEXT_goToGPUInstancerTree = "Go To GPUI Tree Manager"; - public static readonly string TEXT_showHelpTooltip = "Show Help"; - public static readonly string TEXT_hideHelpTooltip = "Hide Help"; - public static readonly string TEXT_foliageShaderProperties = "Foliage Shader Properties"; - public static readonly string TEXT_windSettings = "Wind Settings"; - public static readonly string TEXT_renderSettings = "Render Settings"; - public static readonly string TEXT_detailProperties = "Detail Properties"; - public static readonly string TEXT_prefabRuntimeSettings = "Runtime Settings"; - public static readonly string TEXT_treeSettings = "Tree Settings"; - public static readonly string TEXT_billboardAlbedo = "Billboard Albedo Texture"; - public static readonly string TEXT_billboardNormal = "Billboard Normal Texture"; - public static readonly string TEXT_customBillboardMesh = "Billboard Mesh"; - public static readonly string TEXT_customBillboardMaterial = "Billboard Material"; - public static readonly string TEXT_isBillboardShadowCasting = "Is Shadow Casting"; - public static readonly string TEXT_useRandomTreeRotation = "Use Random Rotation"; - public static readonly string TEXT_usePrefabScale = "Use Prefab Scale"; - public static readonly string TEXT_useTerrainHeight = "Use Random Height"; - - public static readonly string TEXT_billboardSettings = "Billboard Settings"; - public static readonly string TEXT_useGeneratedBillboard = "Generate Billboard"; - public static readonly string TEXT_billboardFrameCount = "Billboard Frame Count"; - public static readonly string TEXT_billboardQuality = "Billboard Quality"; - public static readonly string TEXT_generateBillboard = "Generate Billboard"; - public static readonly string TEXT_regenerateBillboard = "Regenerate Billboard"; - public static readonly string TEXT_showBillboard = "Show Billboard"; - public static readonly string TEXT_billboardBrightness = "Billboard Brightness"; - public static readonly string TEXT_overrideOriginalCutoff = "Override Original Cutoff"; - public static readonly string TEXT_overrideCutoffAmount = "Override Cutoff Amount"; - public static readonly string TEXT_generatedBillboardDistance = "Billboard Distance"; - public static readonly string TEXT_replaceLODCull = "Replace LOD Culled With Billboard"; - public static readonly string TEXT_regenerateBillboards = "Regenerate Billboards"; - public static readonly string TEXT_useCustomBillboard = "Use Custom Billboard"; - - public static readonly string[] TEXT_BillboardQualityOptions = { "Low (1024)", "Mid (2048)", "High (4096)", "Very High (8192)" }; - - - public static readonly string TEXT_mapMagicSet = "Set Map Magic"; - public static readonly string TEXT_mapMagicImporter = "Map Magic Importer"; - public static readonly string TEXT_mapMagicImportDetails = "Import Grass"; - public static readonly string TEXT_mapMagicImportTrees = "Import Trees"; - public static readonly string TEXT_mapMagicImportObjects = "Import Objects"; - public static readonly string TEXT_mapMagicObjectsList = "Map Magic Objects List"; - public static readonly string TEXT_mapMagicImport = "Import"; - public static readonly string TEXT_mapMagicDetailPrototypes = "Detail Prototypes"; - public static readonly string TEXT_mapMagicTreePrototypes = "Tree Prototypes"; - public static readonly string TEXT_mapMagicPrefabPrototypes = "Prefab Prototypes"; - - public static readonly string TEXT_prefabInstancingActive = "Instancing active with ID: "; - public static readonly string TEXT_prefabInstancingDisabled = "Instancing disabled for ID: "; - public static readonly string TEXT_prefabInstancingNone = "Instancing has not been initialized"; - - public static readonly string TEXT_importSelectedPrefabs = "Import Selected Prefabs"; - - public static readonly string TEXT_shadows = "Shadows"; - public static readonly string TEXT_useCustomShadowDistance = "Use Custom Shadow Distance"; - public static readonly string TEXT_shadowDistance = "Shadow Distance"; - public static readonly string TEXT_culling = "Culling"; - public static readonly string TEXT_LOD = "LOD"; - public static readonly string TEXT_cullShadows = "Use Culling For Shadows"; - - public static readonly string TEXT_disableMeshRenderers = "Disable Mesh Renderers"; - public static readonly string TEXT_disableMeshRenderersSimulation = "Simulate Disabled Mesh Renderers"; - public static readonly string TEXT_disableMeshRenderersAreYouSure = "This action will disable all the Mesh Renderers / LOD Groups / Rigidbodies in this prefab.\n\nThis will speed up initialization operations on the Prefab Manager, since GPUI will not loop through prefab instances to disable these components at runtime.\n\nHowever, these objects will be visible only during play mode and while the Prefab Manager is active and running. You will be able to use this button again to enable the Mesh Renderers, but it is recommended to do this after you finished your scene design.\n\nAfter you do this, you should not manually enable/disable these components on the prefab or its instances.\n\nAre you sure you wish to Disable Mesh Renderers?"; - - public static readonly string TEXT_prefabInstanceSerialization = "Prefab Instance Serialization"; - public static readonly string TEXT_prefabInstanceSerializationAreYouSure = "WARNING: Make sure to backup your scene before using this method.\n\nThis action will remove the registered prefab instances from the scene and save their transform data into a TextAsset.\n\nThis is helpful to save memory and speed up initialization by getting rid of unnecessary GameObjects.\n\nHowever, these objects will be visible only during play mode or editor simulation and while the Prefab Manager is active and running. You will be able to use this button again to recreate the GameObjects with the same transform data, but it is recommended to do this after you finished your scene design.\n\n Are you sure you wish to Serialize Registered Instances?"; - public static readonly string TEXT_prefabInstanceSerializationYes = "Yes, I made a backup."; - - public static readonly string TEXT_settingAutoGenerateBillboards = "Auto Generate Billboards"; - public static readonly string TEXT_settingAutoShaderConversion = "Auto Shader Conversion"; - public static readonly string TEXT_settingUseOriginalMaterial = "Use Original Material When Instanced"; - public static readonly string TEXT_settingAutoShaderVariantHandling = "Auto Shader Variant Handling"; - public static readonly string TEXT_settingGenerateShaderVariant = "Generate Shader Variant Collection"; - public static readonly string TEXT_settingDisableICWarning = "Disable Instance Count Warnings"; - public static readonly string TEXT_settingMaxDetailDist = "Max Detail Distance"; - public static readonly string TEXT_settingMaxTreeDist = "Max Tree Distance"; - public static readonly string TEXT_settingMaxPrefabDist = "Max Prefab Distance"; - public static readonly string TEXT_settingMaxPrefabBuff = "Max Prefab Extra Buffer Size"; - public static readonly string TEXT_settingCustomPrevBG = "Custom Preview BG Color"; - public static readonly string TEXT_settingPrevBGColor = "Preview BG Color"; - public static readonly string TEXT_settingInstancingBoundsSize = "Instancing Bounds Size"; - public static readonly string TEXT_settingTestBothEyesForVROcclusion = "Test Both Eyes for VR Occ. Culling"; - public static readonly string TEXT_settingVRRenderingMode = "VR Rendering Mode"; - - public static readonly string TEXT_settingHasCustomRenderingSettings = "Use Custom Rendering Settings"; - public static readonly string TEXT_settingComputeThread = "Max. Compute Thread Count"; - public static readonly string TEXT_settingMatrixHandlingType = "Max. Compute Buffers"; - public static readonly string TEXT_settingOcclusionCullingType = "Occlusion Culling Type"; - - // Editor HelpText - public static readonly string HELPTEXT_camera = "The camera to use for GPU Instancing. When \"Auto Select Camera\" checkbox is active, GPU Instancer will use the first camera with the \"MainCamera\" tag at startup. If the checkbox is inactive, the desired camera can be set manually. GPU Instancer uses this camera for various calculations including culling operations."; - public static readonly string HELPTEXT_renderOnlySelectedCamera = "If \"Use Selected Camera Only\" is enabled, instances will only be rendered with the selected camera. They will not be rendered in other active cameras (including the Scene View camera). This may improve performance if there are other cameras in the scene that are mainly used for camera effects, weather/water effects, reflections, etc. Using this option will make them ignore GPUI, increasing performance. Please note that the scene view during play mode will no longer show GPUI instances if this is selected."; - public static readonly string HELPTEXT_managerFrustumCulling = "\"Use Frustum Culling\" toggles frustum culling globally for all the prototypes in this manager. By turning frustum culling off, you can view GPUI prototypes in all active cameras since they will not be culled. However, please note that turning frustum culling off may result in a lower FPS than having it on. If turned on, you can still turn frustum culling off for individual prototypes."; - public static readonly string HELPTEXT_managerOcclusionCulling = "\"Use Occlusion Culling\" toggles occlusion culling globally for all the prototypes in this manager. By using occlusion culling, the prototypes that are not actually visible at runtime will not be rendered. This will increase rendering performance depending on the amount of occluded geometry. Please note that occlusion culling may lag if the FPS falls to extremely low levels. If this is a possibility, it could be better to turn it off."; - public static readonly string HELPTEXT_terrain = "The \"Paint On Terrain\" button is used to navigate to the Unity terrain component that this manager is referencing. Details should be painted on the terrain using Unity's native tools as usual. Detail data on the terrain will be automatically detected by GPU Instancer.\n\nThe \"Unset Terrain\" button is used to disable GPU Instancing on the terrain. It can later be enabled again by using the \"Set Terrain\" button."; - public static readonly string HELPTEXT_simulator = "The \"Simulate At Scene Camera\" button can be used to render the terrain details on the scene camera using the current GPU Instancer setup. This simulation is designed to provide a fast sneak peak of the GPU Instanced terrain details without having to enter play mode."; - 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. This setting also provides the upper limit for the maximum view distance of each detail prototype."; - public static readonly string HELPTEXT_maxTreeDistance = "\"Max Tree Distance\" defines the maximum distance from the camera within which the terrain trees will be rendered. Trees that are farther than the specified distance will not be visible. This setting also provides the upper limit for the maximum view distance of each tree prototype."; - public static readonly string HELPTEXT_detailDensity = "\"Detail Density\" goes from 0.0 to 1.0, with 1.0 being the original density, and lower numbers resulting in less detail objects being rendered."; - public static readonly string HELPTEXT_terrainNormalEffect = "\"Terrain Normal Effect\" goes from 0.0 to 1.0, with 1.0 the details will be aligned with the terrain normals, and lower numbers resulting in less rotation being applied."; - public static readonly string HELPTEXT_detailLayer = "\"Detail Texture Layer\" defines the Layer that the Texture Terrain details will be in. The terrain details that use prefabs will get the Layer value from the prefab object."; - public static readonly string HELPTEXT_windVector = "The \"Wind Vector\" specifies the [X, Z] vector (world axis) of the wind for all the prototypes (in this terrain) that use the \"GPUInstancer/Foliage\" shader (which is also the default shader for the texture type grass details). This vector supplies both direction and magnitude information for wind."; - public static readonly string HELPTEXT_healthyDryNoiseTexture = "The \"Healthy/Dry Noise Texture\" can be used to specify the Healthy Color / Dry Color variation for all the prototypes that use the \"GPUInstancer/Foliage\" shader in this terrain (which is also the default shader for the texture type grass details). Texture type detail prototypes are also scaled by this noise. This image must be a grayscale noise texture."; - public static readonly string HELPTEXT_windWaveNormalTexture = "The \"Wind Wave Normal Texture\" can be used to specify the vectors of all wind animations and coloring for all the prototypes that use the \"GPUInstancer/Foliage\" shader in this terrain (which is also the default shader for the texture type grass details). This image must be a normal map noise texture."; - public static readonly string HELPTEXT_spatialPartitioningCellSize = "Detail Manager uses spatial partitioning for loading and unloading detail instances from GPU memory according to camera position. Detail instances are grouped in cells with a calculated size. By selecting \"Auto SP Cell Size\", you can let the manager decide which cell size to use. If you deselect \"Auto SP Cell Size\", you can determine a \"Preferred SP Cell Size\"."; - public static readonly string HELPTEXT_generatePrototypesDetail = "The \"Generate Prototypes\" button can be used to synchronize the detail prototypes on the Unity terrain and GPU Instancer. It will reset the detail prototype properties with those from the Unity terrain, and use default values for properties that don't exist on the Unity terrain."; - public static readonly string HELPTEXT_generatePrototypesTree = "The \"Generate Prototypes\" button can be used to synchronize the tree prototypes on the Unity terrain and GPU Instancer. It will reset the tree prototype properties with those from the Unity terrain, and use default values for properties that don't exist on the Unity terrain."; - public static readonly string HELPTEXT_prototypes = "\"Prototypes\" show the list of objects that will be used in GPU Instancer. To modify a prototype, click on its icon or text. Use the \"Text Mode\" or \"Icon Mode\" button to switch between preview modes."; - public static readonly string HELPTEXT_addprototypeprefab = "Click on \"Add\" button and select a prefab to add a prefab prototype to the manager. Note that prefab manager only accepts user created prefabs. It will not accept prefabs that are generated when importing your 3D model assets."; - public static readonly string HELPTEXT_addprototypedetail = "Click on \"Add\" button and select a texture or prefab to add a detail prototype to the manager."; - public static readonly string HELPTEXT_addprototypetree = "Click on \"Add\" button and a prefab to add a tree prototype to the manager."; - public static readonly string HELPTEXT_registerPrefabsInScene = "The \"Register Prefabs In Scene\" button can be used to register the prefab instances that are currently in the scene, so that they can be used by GPU Instancer. For adding new instances at runtime check API documentation."; - public static readonly string HELPTEXT_setTerrain = "Detail Manager requires a Unity terrain to render detail instances. You can specify a Unity terrain to use with GPU Instancer by either clicking on the \"Set Terrain\" button and choosing a Unity terrain, or dragging and dropping a Unity terrain on it."; - public static readonly string HELPTEXT_setTerrainTree = "Tree Manager requires a Unity terrain to render tree instances. You can specify a Unity terrain to use with GPU Instancer by either clicking on the \"Set Terrain\" button and choosing a Unity terrain, or dragging and dropping a Unity terrain on it."; - public static readonly string HELPTEXT_useOriginalShaderForShadow = "When \"Shadow with Original Shader\" is enabled, GPU Instancer will use the original shader on your prototype's materials for the shadows of the objects that fall outside the camera's view frustum. If this option is turned off, a default shadow casting shader will be used instead. Use this option if your shader does vertex operations on the mesh or supports alpha transparency. This is not the default behavior since some shaders might have complex operations on them which might be unnecessary to run for objects outside the view frustum."; - - public static readonly string HELPTEXT_isLODCrossFade = "\"LOD Cross-Fade\" enables cross-fade style blending between the LOD levels of this prototype. This can have a minor impact on performance since during cross-fading, both LOD levels will be rendering."; - public static readonly string HELPTEXT_isLODCrossFadeAnimate = "\"Animate Cross-Fading\" animates cross-fading instead of it being distance based. The animation starts with the first occurrence of the changed LOD. During the animation, both LOD levels will be rendered."; - public static readonly string HELPTEXT_lodFadeTransitionWidth = "You can use the \"LOD Fade Transition Width\" value to define the cross-fading zone between LOD Levels. This zone is the distance in which the prototype LODs are cross faded. Higher numbers result in wider transition zones. In the transition zone, both LOD levels will be rendered."; - public static readonly string HELPTEXT_lodBiasAdjustment = "The \"LOD Bias Adjustment\" value effects the LOD level distances per prototype. When it is set to a value less than 1, it favors less detail. A value of more than 1 favors greater detail."; - - public static readonly string HELPTEXT_isShadowCasting = "\"Is Shadow Casting\" 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 = "\"Is Frustum Culling\" 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_isOcclusionCulling = "\"Is Occlusion Culling\" specifies whether the objects that are occluded by other objects will be rendered or not. If enabled, GPU Instancer will not render the objects that are behind others and would normally not be visible. This will increase performance. It is recommended to turn occlusion 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 in the frustum), and if the camera is moving very fast at the same time, rendering can lag behind the 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 with the camera movement in those cases."; - public static readonly string HELPTEXT_occlusionOffset = "\"Occlusion Cull Offset\" defines the depth value (ranged between 0 to 1) that the differences will be discarded while calculating culled objects from the depth texture. Higher offset values will result in less culling."; - public static readonly string HELPTEXT_occlusionAccuracy = "\"Occlusion Cull Accuracy\" defines the accuracy of the occlusion culling. Higher values will result in more accurate culling with higher number of texture samples. \n1 => 5 samples (middle point and corner points)\n2 => 9 samples (adds 1/4 points)\n3 => 17 samples (adds 1/8 and 3/8 points)"; - public static readonly string HELPTEXT_minCullingDistance = "\"Min. Culling Distance\" defines the minimum distance that any kind of culling will occur. If it is a value higher than 0, the instances with a distance less than the specified value to the Camera will not be culled."; - public static readonly string HELPTEXT_maxDistanceDetail = "\"Min-Max Distance\" defines the minimum and maximum distance from the selected camera within which this prototype will be rendered. This value is limited by the general \"Max Detail Distance\" above."; - public static readonly string HELPTEXT_maxDistance = "\"Min-Max Distance\" defines the minimum and maximum distance from the selected camera within which this prototype will be rendered."; - public static readonly string HELPTEXT_boundsOffset = "\"Bounds Size Offset\" can be used to increase the bounding box size of the prototype. This will effect the culling and LOD calculations. It is useful for prototypes with shaders that modify vertex positions."; - 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 = "\"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_isBillboard = "If \"Is 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_billboardFaceCamPos = "If \"Billboard Face Cam. Pos.\" is enabled, the billboards for this prototype will ignore the camera view matrix rotations and will always face the camera position. This is ideal for VR platforms."; - public static readonly string HELPTEXT_billboardNormalStrength = "Values lower than 1 will reduce and higher values will amplify the effect of the normals texture."; - public static readonly string HELPTEXT_CQBillboardFaceCamPos = "If \"CQ Billboard Face Cam. Pos.\" is enabled, the billboard LODs of this cross quad will ignore the camera view matrix rotations and will always face the camera position. This is ideal for VR platforms."; - 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 because 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_billboardDistanceDebug = "When Cross Quads is enabled, \"Cross Quad Billboard Distance Debug\" can be used to test the Cross Quad billboarding distance."; - public static readonly string HELPTEXT_billboardDistanceDebugColor = "\"Billboard Distance Debug Color\" can be used to override the billboarded prototypes' colors while testing billboarding distance when using Cross Quads."; - 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\" above. 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_useCustomMaterialForTextureDetail = "\"Custom Material\" can be used to specify that a custom material will be used for a detail prototype instead of the default generated material that uses the \"GPUInstancer/Foliage\" shader. Note that Cross Quads are available for custom materials as well, but their ability to billboard at a distance will not be available since GPU Instancer handles billboarding in the \"GPUInstancer/Foliage\" shader."; - public static readonly string HELPTEXT_useCustomHealthyDryNoiseTexture = "\"Custom Noise Texture\" can be used to specify that a custom Healthy/Dry Noise Texture will be used for a detail prototype instead of the default."; - public static readonly string HELPTEXT_textureDetailCustomMaterial = "\"Custom Material\" can be used to specify the custom material to use for a detail prototype instead of the default \"GPUInstancer/Foliage\" shader. The shader that this material uses will be automatically set up for use with GPU Instancer. This process creates a copy of the original shader (in the same folder) that has the necessary lines of code. Note that this process will NOT modify the material."; - public static readonly string HELPTEXT_detailHealthyColor = "\"Healthy\" color of the Healthy/Dry noise variation for the prototypes that use the \"GPUInstancer/Foliage\" shader. This corresponds to the \"Healthy 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 above."; - public static readonly string HELPTEXT_detailDryColor = "\"Dry\" color of 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 above."; - 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\" property of the detail prototypes in the Unity terrain. A higher number results in smaller patches. The Healthy/Dry noise texture can be changed globally for all detail prototypes that use the \"GPUInstancer/Foliage\" shader from the \"Healthy/Dry Noise Texture\" property above."; - 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 completely 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 = "\"Wind Waves On\" 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 above."; - 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 (which is also the default shader for the texture type grass details)."; - 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_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_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_enableRuntimeModifications = "If \"Enable Runtime Modifications\" is enabled, transform data (position, rotation, scale) for the prefab instances can be modified at runtime with API calls."; - public static readonly string HELPTEXT_addRemoveInstancesAtRuntime = "If \"Add/Remove Instances At Runtime\" is enabled, new prefab instances can be added or existing ones can be removed at runtime with API calls or by enabling \"Automatically Add/Remove Instances\""; - public static readonly string HELPTEXT_extraBufferSize = "\"Extra Buffer Size\" specifies the amount of prefab instances that can be added without reinitializing compute buffers at runtime. Instances can be added at runtime with API calls or by enabling \"Automatically Add/Remove Instances\"."; - public static readonly string HELPTEXT_addRuntimeHandlerScript = "If \"Auto. Add/Remove Instances\" is enabled, new prefab instances will be added or existing ones will be removed automatically at runtime without API calls."; - public static readonly string HELPTEXT_autoUpdateTransformData = "If \"Auto. Update Transform Data\" is enabled, transform updates on prefab instances will be made automatically at runtime without API calls."; - public static readonly string HELPTEXT_startWithRigidBody = "If \"Start With RigidBody\" is enabled, prefab instances that have a RigidBody component will start with an active RigidBody and it will be active until they go to Sleep state (stop moving)."; - - public static readonly string HELPTEXT_unsupportedBillboardWarning = "The prefab for this prototype does not use any of the default Unity tree shaders. Please note that GPU Instancer's billboard system is mainly designed for terrain trees. Using billboard for this prefab might result in undesired billboards."; - public static readonly string HELPTEXT_speedtree8BillboardReplacementInfo = "This generated (or custom) billboard will be used instead of the original SpeedTree8 Billboard. If you wish to use the original SpeedTree8 billboard, disable this feature."; - public static readonly string HELPTEXT_useGeneratedBillboard = "If \"Generate Billboard\" is enabled, GPU Instancer will automatically generate a camera facing billboard of this prototype to use as its final LOD level. This billboard is made of a single quad mesh, and as such it can increase the performance for distant instances greatly."; - public static readonly string HELPTEXT_billboardQuality = "\"Billboard Quality\" defines the resolution of the billboard textures. Higher resolutions result in better looking billboards, but use more memory. Texture atlases are not square for 2D billboards; so for example \"2048\" option results in a 2048x256 texture resolution."; - public static readonly string HELPTEXT_billboardBrightness = "You can use \"Billboard Brightness\" to adjust the brightness of the billboard textures. A zero value is fully black whereas one is lighter."; - public static readonly string HELPTEXT_overrideOriginalCutoff = "You can use the \"Override Original Cutoff\" option to override the alpha cutoff value of the original materials for the billboard textures. This is normally necessary if you use the alpha value as some other data (e.g. metallic, etc.) in the textures of the material for the prefab of this prototype."; - public static readonly string HELPTEXT_billboardFrameCount = "\"Billboard Frame Count\" defines the total amount of snapshots that are taken from different angles for this billboard. Higher frame counts result in more accurate view differences in different view angles, but result in lower resolution frames since they are all packed in the same atlas."; - public static readonly string HELPTEXT_replaceLODCull = "If the \"Replace LOD Cull with Billboard\" option is selected, GPU Instancer will use the generated billboard instead of the \"Culled\" distance defined in this prototype's LOD Group. Deselect this option if you want to use a custom billboard distance."; - public static readonly string HELPTEXT_generatedBillboardDistance = "\"Billboard Distance\" defines the distance to the camera in which the prototype will render as the billboard. Increase this if you want the prototypes to switch to billboards further away from the camera."; - public static readonly string HELPTEXT_regenerateBillboard = "The \"Regenerate Billboard\" button regenerates the billboard atlases for this prototype and updates the current textures with the changed settings."; - public static readonly string HELPTEXT_showBillboard = "The \"Show Billboard\" button instantiates a quad mesh at (0,0,0) position and shows the generated billboard on it. You can use this to inspect how the billboards will look like at runtime."; - public static readonly string HELPTEXT_regenerateBillboards = "The \"Regenerate Billboards\" button regenerates the billboard atlases for all of the prototypes and updates textures with the chosen settings."; - public static readonly string HELPTEXT_useCustomBillboard = "If \"Use Custom Billboard\" is enabled, GPU Instancer will use the given mesh and the material as final LOD level for this prototype."; - - public static readonly string HELPTEXT_useRandomTreeRotation = "If selected, the Tree Manager will use random rotation for terrain trees."; - public static readonly string HELPTEXT_usePrefabScale = "If selected, the Tree Manager will use prefab's scale for terrain trees."; - public static readonly string HELPTEXT_useTerrainHeight = "If selected, the Tree Manager will take heights of instances on the terrain into consideration for terrain trees."; - - public static readonly string HELPTEXT_prefabImporterIntro = "The Scene Prefab Importer is designed to easily define prefabs from the existing prefab instances in your scenes to the GPUI Prefab Manager as prototypes. Press the \"?\" button on the top right corner to see more information."; - public static readonly string HELPTEXT_prefabImporterImportCancel = "The \"Import Selected Prefabs\" button creates a new GPUI Prefab Manager with the selected prefabs defined as prototypes on it. The \"Cancel\" button closes this window."; - public static readonly string HELPTEXT_prefabImporterSelectAllNone = "The \"Select All\" button selects all the prefabs in the \"Prefab Instances\" section. The \"Select None\" button deselects all the prefabs."; - public static readonly string HELPTEXT_prefabImporterSelectOverCount = "You can choose an instance count and press the \"Select Min. Instance Count\" button to select the prefabs with the instance counts over the designated number."; - public static readonly string HELPTEXT_prefabImporterInstanceList = "The \"Prefab Instances\" section shows the list of all the prefab instances that are in the current scene. You can select the ones you wish to import into GPUI Prefab Manager."; - - public static readonly string HELPTEXT_prefabReplacerIntro = "The Prefab Replacer is designed to easily replace GameObjects in your scene hierarchy with prefab instances. Press the \"?\" button on the top right corner to see more information."; - public static readonly string HELPTEXT_prefabReplacerReplaceCancel = "The \"Replace Selection With Prefab\" button replaces the selected GameObjects with the prefab's instances. The \"Cancel\" button closes this window."; - public static readonly string HELPTEXT_prefabReplacerPrefab = "The \"Prefab\" will be used to create instances that will replace the selected GameObjects."; - public static readonly string HELPTEXT_prefabReplacerSelectedObjects = "The \"Selected GameObjects\" section shows the list of selected GameObjects that will be replaced with prefab instances."; - public static readonly string HELPTEXT_prefabReplacerReplaceNames = "If \"Replace Names\" option is enabled, new instances will use the prefab name. If disabled, instances will have the same names with the GameObjects that are being replaced."; - - public static readonly string HELPTEXT_settingsIntro = "GPU Instancer Settings can be used to personalize the GPUI Manager editors according to your needs. Press the \"?\" button on the top right corner to see more information."; - - public static readonly string HELPTEXT_applyChangesToTerrain = "The \"Apply Changes To Terrain\" button can be used to modify the Unity terrain component with the changes that are made in Detail Manager."; - public static readonly string HELPTEXT_removeFromList = "The \"Remove From List\" button removes the prototype from this manager but keeps the settings data related to this prototype."; - public static readonly string HELPTEXT_delete = "The \"Delete\" button deletes this prototype and removes all related data."; - public static readonly string HELPTEXT_terrainProxyWarning = "Adding and removing detail and tree prototypes should be done only from the GPU Instancer Managers. Unity terrain component can be used to paint detail and tree prototypes on the terrain."; - - public static readonly string HELPTEXT_setMapMagic = "Click on this button after you set up your Map Magic component in your scene."; - public static readonly string HELPTEXT_useCustomShadowDistance = "If enabled, you can set a custom shadow distance for this prototype. By default GPU Instancer does not render shadows of the objects that are farther than the shadow distance value in the Quality settings for performance reasons. You can use this setting to set a higher value to have shadows for far away objects. It can also be used to have a shorter distance than the Quality setting for performance."; - public static readonly string HELPTEXT_cullShadows = "If enabled, culling results will also be applied to the prototype shadows. This will result in more performance, but might also lead to less consistency in shadows."; - - public static readonly string HELPTEXT_runInThreads = "If enabled, makes the initialization calculations for spatial partitioning in Threads. Significantly reduces FPS drops caused by initialization, however it might take longer for the initialization to finish."; - public static readonly string HELPTEXT_initializeWithCoroutine = "If enabled, makes the initialization calculations for tree instances in a Coroutine. Significantly reduces FPS drops caused by initialization, however it might take longer for the initialization to finish."; - - public static readonly string HELPTEXT_disableMeshRenderers = "The \"Disable Mesh Renderers\" button will disable all the Mesh Renderers / LOD Groups / Rigidbodies in this prefab.\n\nThis will speed up initialization operations on the Prefab Manager, since GPUI will not loop through prefab instances to disable these components at runtime.\n\nHowever, these objects will be visible only during play mode and while the Prefab Manager is active and running. You will be able to use this button again to enable the Mesh Renderers, but it is recommended to do this after you finished your scene design.\n\nAfter you do this, you should not manually enable/disable these components on the prefab or its instances."; - public static readonly string HELPTEXT_advancedActions = "These actions require advanced knowledge of GPU Instancer operations. If you are not experienced with using GPU Instancer or do not understand how it operates, it is not recommended to use these options."; - public static readonly string HELPTEXT_prefabInstanceSerialization = "This action will remove the registered prefab instances from the scene and save their transform data into a TextAsset.\n\nThis is helpful to save memory and speed up initialization by getting rid of unnecessary GameObjects.\n\nHowever, these objects will be visible only during play mode or editor simulation and while the Prefab Manager is active and running. You will be able to use this button again to recreate the GameObjects with the same transform data, but it is recommended to do this after you finished your scene design."; - - public static readonly string HELPTEXT_Version100Update = "With the new GPU Instancer v1.0.0, there has been some changes in the folder structure to decrease the amount of shaders that are included in the builds. These changes will be available in fresh downloads, however when upgrading it is required to move the folders in the existing project and update the generated shaders."; - - public static readonly string HELPTEXT_customRenderingSettingsApply = "Apply changes"; - public static readonly string HELPTEXT_customRenderingSettingsRevert = "Revert to saved settings"; - - public static readonly string ERRORTEXT_cameraNotFound = "Main Camera cannot be found. GPU Instancer needs either an existing camera with the \"Main Camera\" tag on the scene to autoselect it, or a manually specified camera. If you add your camera at runtime, please use the \"GPUInstancerAPI.SetCamera(camera)\" API function."; - - public static readonly string HELPTEXT_autoGenerateBillboards = "If enabled, billboard textures will be automatically generated for known tree types when they are added to the GPUI Managers."; - public static readonly string HELPTEXT_autoShaderConversion = "If enabled, shaders of the prefabs that are added to the GPUI Managers will be automatically converted to support GPU Instancer."; - public static readonly string HELPTEXT_settingUseOriginalMaterial = "If enabled, GPUI will not create a copy of the materials that uses shaders that are setup for GPUI."; - public static readonly string HELPTEXT_autoShaderVariantHandling = "If enabled, shaders variants of the prefabs that are added to the GPUI Managers will be automatically added to a ShaderVariantCollection to be included in builds."; - public static readonly string HELPTEXT_generateShaderVariantCollection = "If enabled, a ShaderVariantCollection with reference to shaders that are used in GPUI Managers will be generated automatically inside Resources folder. This will add the GPUI shader variants automatically to your builds. These shader variants are required for GPUI to work in your builds."; - public static readonly string HELPTEXT_disableInstanceCountWarnings = "If enabled, Prefab Manager will not show warnings for prototypes with low instance counts."; - public static readonly string HELPTEXT_customPreviewBG = "If enabled, custom background color can be used for preview icons of the prototypes."; - public static readonly string HELPTEXT_settingInstancingBoundsSize = "Defines the bounds parameter's size for the instanced rendering draw call."; - public static readonly string HELPTEXT_settingTestBothEyesForVROcclusion = "If disabled, GPUI will run occlusion test calculations for the left VR eye only. When enabled, both eyes will be tested. Testing both eyes can put more load on the GPU in some cases, but culling results will always be more accurate."; - public static readonly string HELPTEXT_settingVRRenderingMode = "You can set which VR rendering mode you are using in your project here. Setting this will allow GPUI to use the correct rendering mode for VR operations such as occlusion culling. Please note that in Unity versions 2018.3 and above, this is automatically detected by GPUI."; - - public static readonly string HELPTEXT_settingHasCustomRenderingSettings = "Use Custom Rendering Settings"; - public static readonly string HELPTEXT_settingComputeThread = "Max. Compute Thread Count"; - public static readonly string HELPTEXT_settingMatrixHandlingType = "Max. Compute Buffers"; - public static readonly string HELPTEXT_settingOcclusionCullingType = "Occlusion Culling Type"; - - public static readonly string HELPTEXT_floatingOriginTerrain = "If enabled, positions of the instances will automatically change when terrain position is modified."; - public static readonly string HELPTEXT_floatingOriginPrefab = "If enabled, positions of the instances will automatically change when the position of the given transform is modified. If \"Apply Rotation and Scale\" option is enabled, rotation and scale changes of the transform will be also applied."; - - public static readonly string HELPTEXT_disableLightProbes = "While using Indirect GPU Instancing by default all the instances share the same probe value. You can disable light probe usage by enabling this option."; - - public static readonly string HELPTEXT_layerMask = "Can be used to discard specific Mesh Renderers of the prototypes. When a Layer is not rendered by GPUI, it will be rendered by the Unity Mesh Renderer component. GPUI will also not enable/disable the Mesh Renderers of the discarded Layer when using Prefab Manager. This allows you to disable GPUI for a specific child Mesh Renderer of a prefab."; - public static readonly string HELPTEXT_enableMROnManagerDisable = "If enabled, Prefab Manager will automatically re-enable the Mesh Renderers of the instances when the manager is disabled."; - - public static readonly string WARNINGTEXT_instanceCounts = "When using the Prefab Manager in your scene, the best practice is to add the distinctively repeating prefabs in the scene to the manager as prototypes. Using GPUI for prototypes with very low instance counts is not recommended."; - - public static readonly string HELP_ICON = "help_gpui"; - public static readonly string HELP_ICON_ACTIVE = "help_gpui_active"; - public static readonly string DROP_ICON = "drop"; - public static readonly string DROP_ICON_PRO = "dropPro"; - public static readonly string PREVIEW_BOX_ICON = "previewBox"; - - public static class Contents - { - public static GUIContent removeTerrain = new GUIContent(TEXT_removeTerrain); - public static GUIContent setTerrain = new GUIContent(TEXT_setTerrain); - public static GUIContent generatePrototypes = new GUIContent(TEXT_generatePrototypes); - public static GUIContent paintOnTerrain = new GUIContent(TEXT_paintOnTerrain); - public static GUIContent applyChangesToTerrain = new GUIContent(TEXT_applyChangesToTerrain); - public static GUIContent generateBillboard = new GUIContent(TEXT_generateBillboard); - public static GUIContent regenerateBillboard = new GUIContent(TEXT_regenerateBillboard); - public static GUIContent showBillboard = new GUIContent(TEXT_showBillboard); - public static GUIContent removeFromList = new GUIContent(TEXT_removeFromList); - public static GUIContent delete = new GUIContent(TEXT_delete); - public static GUIContent registerPrefabsInScene = new GUIContent(TEXT_registerPrefabsInScene); - public static GUIContent goToGPUInstancerDetail = new GUIContent(TEXT_goToGPUInstancerDetail); - public static GUIContent goToGPUInstancerTree = new GUIContent(TEXT_goToGPUInstancerTree); - public static GUIContent add = new GUIContent(TEXT_add); - public static GUIContent addTextMode = new GUIContent(TEXT_addTextMode); - public static GUIContent addMulti = new GUIContent(TEXT_addMulti); - public static GUIContent addMultiTextMode = new GUIContent(TEXT_addMultiTextMode); - public static GUIContent useCamera = new GUIContent(TEXT_useCamera); - public static GUIContent renderOnlySelectedCamera = new GUIContent(TEXT_renderOnlySelectedCamera, TEXT_renderOnlySelectedCamera); - public static GUIContent useManagerFrustumCulling = new GUIContent(TEXT_useManagerFrustumCulling); - public static GUIContent useManagerOcclusionCulling = new GUIContent(TEXT_useManagerOcclusionCulling); - public static GUIContent minManagerCullingDistance = new GUIContent(TEXT_minCullingDistance); - public static GUIContent simulateAtEditor = new GUIContent(TEXT_simulateAtEditor); - public static GUIContent simulateAtEditorStop = new GUIContent(TEXT_simulateAtEditorStop); - public static GUIContent simulateAtEditorPrep = new GUIContent(TEXT_simulateAtEditorPrep); - - public static GUIContent mapMagicSet = new GUIContent(TEXT_mapMagicSet); - public static GUIContent mapMagicImport = new GUIContent(TEXT_mapMagicImport); - - public static GUIContent importSelectedPrefabs = new GUIContent(TEXT_importSelectedPrefabs); - public static GUIContent cancel = new GUIContent(TEXT_cancel); - - public static GUIContent regenerateBillboards = new GUIContent(TEXT_regenerateBillboards); - - public static List shadowLODs = new List { - new GUIContent("LOD 0 Shadow"), new GUIContent("LOD 1 Shadow"), new GUIContent("LOD 2 Shadow"), new GUIContent("LOD 3 Shadow"), - new GUIContent("LOD 4 Shadow"), new GUIContent("LOD 5 Shadow"), new GUIContent("LOD 6 Shadow"), new GUIContent("LOD 7 Shadow") - }; - - public static List LODs = new List { - new GUIContent("LOD 0"), new GUIContent("LOD 1"), new GUIContent("LOD 2"), new GUIContent("LOD 3"), - new GUIContent("LOD 4"), new GUIContent("LOD 5"), new GUIContent("LOD 6"), new GUIContent("LOD 7"), new GUIContent("None") - }; - - public static GUIContent runInThreads = new GUIContent("Initialize In Threads"); - public static GUIContent initializeWithCoroutine = new GUIContent("Initialize With Coroutine"); - public static GUIContent useSinglePrefabManager = new GUIContent("Use Single Prefab Manager"); - public static GUIContent disableMeshRenderers = new GUIContent("Disable Mesh Renderers"); - public static GUIContent enableMeshRenderers = new GUIContent("Enable Mesh Renderers"); - public static GUIContent serializeRegisteredInstances = new GUIContent("Serialize Registered Instances"); - public static GUIContent deserializeRegisteredInstances = new GUIContent("Deserialize Registered Instances"); - - public static GUIContent prototypeSO = new GUIContent(TEXT_prototypeSO); - - public static GUIContent apply = new GUIContent("Apply"); - public static GUIContent revert = new GUIContent("Revert"); - public static GUIContent editPrefab = new GUIContent("Edit (Click / Drop)"); - - public static GUIContent settingAutoGenerateBillboards = new GUIContent(TEXT_settingAutoGenerateBillboards, HELPTEXT_autoGenerateBillboards); - public static GUIContent settingAutoShaderConversion = new GUIContent(TEXT_settingAutoShaderConversion, HELPTEXT_autoShaderConversion); - public static GUIContent settingUseOriginalMaterial = new GUIContent(TEXT_settingUseOriginalMaterial, HELPTEXT_settingUseOriginalMaterial); - public static GUIContent settingAutoShaderVariantHandling = new GUIContent(TEXT_settingAutoShaderVariantHandling, HELPTEXT_autoShaderVariantHandling); - public static GUIContent settingGenerateShaderVariant = new GUIContent(TEXT_settingGenerateShaderVariant, HELPTEXT_generateShaderVariantCollection); - public static GUIContent settingDisableICWarning = new GUIContent(TEXT_settingDisableICWarning, HELPTEXT_disableInstanceCountWarnings); - public static GUIContent settingMaxDetailDist = new GUIContent(TEXT_settingMaxDetailDist, HELPTEXT_maxDetailDistance); - public static GUIContent settingMaxTreeDist = new GUIContent(TEXT_settingMaxTreeDist, HELPTEXT_maxTreeDistance); - public static GUIContent settingMaxPrefabDist = new GUIContent(TEXT_settingMaxPrefabDist, HELPTEXT_maxDistance); - public static GUIContent settingMaxPrefabBuff = new GUIContent(TEXT_settingMaxPrefabBuff, HELPTEXT_extraBufferSize); - public static GUIContent settingCustomPrevBG = new GUIContent(TEXT_settingCustomPrevBG, HELPTEXT_customPreviewBG); - public static GUIContent settingPrevBGColor = new GUIContent(TEXT_settingPrevBGColor, HELPTEXT_customPreviewBG); - public static GUIContent settingInstancingBoundsSize = new GUIContent(TEXT_settingInstancingBoundsSize, HELPTEXT_settingInstancingBoundsSize); - public static GUIContent settingTestBothEyesForVROcclusion = new GUIContent(TEXT_settingTestBothEyesForVROcclusion, HELPTEXT_settingTestBothEyesForVROcclusion); - public static GUIContent settingVRRenderingMode = new GUIContent(TEXT_settingVRRenderingMode, HELPTEXT_settingVRRenderingMode); - public static GUIContent[] settingVRRenderingModeOptions = new GUIContent[] { new GUIContent("Single Pass"), new GUIContent("Multi Pass") }; - public static GUIContent settingHasCustomRenderingSettings = new GUIContent(TEXT_settingHasCustomRenderingSettings, HELPTEXT_settingHasCustomRenderingSettings); - public static GUIContent settingComputeThread = new GUIContent(TEXT_settingComputeThread, HELPTEXT_settingComputeThread); - public static GUIContent[] settingComputeThreadOptions = new GUIContent[] { new GUIContent("64"), new GUIContent("128"), new GUIContent("256"), new GUIContent("512"), new GUIContent("1024") }; - public static GUIContent settingMatrixHandlingType = new GUIContent(TEXT_settingMatrixHandlingType, HELPTEXT_settingMatrixHandlingType); - public static GUIContent[] settingMatrixHandlingTypeOptions = new GUIContent[] { new GUIContent("Unlimited"), new GUIContent("1 Compute Buffer"), new GUIContent("None") }; - public static GUIContent settingOcclusionCullingType = new GUIContent(TEXT_settingOcclusionCullingType, HELPTEXT_settingOcclusionCullingType); - public static GUIContent[] settingOcclusionCullingTypeOptions = new GUIContent[] { new GUIContent("Graphics.Blit"), new GUIContent("Compute Shader") }; - - public static GUIContent useFloatingOriginHandler = new GUIContent("Use Floating Origin"); - public static GUIContent floatingOriginTransform = new GUIContent("Transform of Floating Origin"); - public static GUIContent applyFloatingOriginRotationAndScale = new GUIContent("Apply Rotation and Scale of Floating Origin"); - - public static GUIContent disableLightProbes = new GUIContent("Disable Light Probes"); - - public static GUIContent layerMask = new GUIContent("Layer Mask"); - public static GUIContent enableMROnManagerDisable = new GUIContent("Enable MR on Disable", "Enable Mesh Renderers when Manager is Disabled"); - } - - public static class Styles - { - public static GUIStyle label = new GUIStyle("Label"); - public static GUIStyle boldLabel = new GUIStyle("BoldLabel"); - public static GUIStyle button = new GUIStyle("Button"); - public static GUIStyle foldout = new GUIStyle("Foldout"); - public static GUIStyle box = new GUIStyle("Box"); - public static GUIStyle richLabel = new GUIStyle("Label"); - public static GUIStyle helpButton = new GUIStyle("Button") - { - padding = new RectOffset(2, 2, 2, 2) - }; - public static GUIStyle helpButtonSelected = new GUIStyle("Button") - { - padding = new RectOffset(2, 2, 2, 2), - normal = helpButton.active - }; - } - - public static class Colors - { - public static Color lightBlue = new Color(0.5f, 0.6f, 0.8f, 1); - public static Color darkBlue = new Color(0.07f, 0.27f, 0.35f, 1); - public static Color lightGreen = new Color(0.2f, 1f, 0.2f, 1); - public static Color green = new Color(0, 0.4f, 0, 1); - public static Color lightred = new Color(0.4f, 0, 0, 1); - public static Color darkred = new Color(0.8f, 0.2f, 0.2f, 1); - public static Color gainsboro = new Color(220 / 255f, 220 / 255f, 220 / 255f); - public static Color dimgray = new Color(105 / 255f, 105 / 255f, 105 / 255f); - public static Color darkyellow = new Color(153 / 255f, 153 / 255f, 0); - } - - public static void DrawCustomLabel(string text, GUIStyle style, bool center = true) - { - if (center) - { - EditorGUILayout.BeginHorizontal(); - GUILayout.FlexibleSpace(); - } - - GUILayout.Label(text, style); - - if (center) - { - GUILayout.FlexibleSpace(); - EditorGUILayout.EndHorizontal(); - } - } - - public static void DrawColoredButton(GUIContent guiContent, Color backgroundColor, Color textColor, FontStyle fontStyle, Rect buttonRect, UnityAction clickAction, - bool isRichText = false, bool dragDropEnabled = false, UnityAction dropAction = null, GUIStyle style = null) - { - Color oldBGColor = GUI.backgroundColor; - GUI.backgroundColor = backgroundColor; - if (style == null) - style = new GUIStyle("button"); - style.normal.textColor = textColor; - style.active.textColor = textColor; - style.hover.textColor = textColor; - style.focused.textColor = textColor; - style.fontStyle = fontStyle; - style.richText = isRichText; - - if (buttonRect == Rect.zero) - { - if (GUILayout.Button(guiContent, style)) - { - if (clickAction != null) - clickAction.Invoke(); - } - } - else - { - if (GUI.Button(buttonRect, guiContent, style)) - { - if (clickAction != null) - clickAction.Invoke(); - } - } - - GUI.backgroundColor = oldBGColor; - - if (dragDropEnabled && dropAction != null) - { - Event evt = Event.current; - switch (evt.type) - { - case EventType.DragUpdated: - case EventType.DragPerform: - if (!buttonRect.Contains(evt.mousePosition)) - return; - - DragAndDrop.visualMode = DragAndDropVisualMode.Copy; - - if (evt.type == EventType.DragPerform) - { - DragAndDrop.AcceptDrag(); - - foreach (Object dragged_object in DragAndDrop.objectReferences) - { - dropAction(dragged_object); - } - } - break; - } - } - } - - // Toolbar buttons - [MenuItem("Tools/GPU Instancer/Add Prefab Manager", validate = false, priority = 111)] - public static void ToolbarAddPrefabManager() - { - GameObject go = new GameObject("GPUI Prefab Manager"); - go.AddComponent(); - - Selection.activeGameObject = go; - Undo.RegisterCreatedObjectUndo(go, "Add GPUI Prefab Manager"); - } - - [MenuItem("Tools/GPU Instancer/Add Detail Manager For Terrains/Add as Separate GameObjects", validate = false, priority = 121)] - public static void ToolbarAddDetailManagerDefault() - { - Terrain[] terrains = Terrain.activeTerrains; - GameObject go = null; - if (terrains != null && terrains.Length > 0) - { - foreach (Terrain terrain in terrains) - { - if (terrain.GetComponent() == null || terrain.GetComponent().detailManager == null) - { - go = new GameObject("GPUI Detail Manager (" + terrain.terrainData.name + ")"); - GPUInstancerDetailManager detailManager = go.AddComponent(); - detailManager.SetupManagerWithTerrain(terrain); - } - else - { - go = terrain.GetComponent().detailManager.gameObject; - } - } - - Selection.activeGameObject = go; - Undo.RegisterCreatedObjectUndo(go, "Add GPUI Detail Manager"); - } - else - { - EditorUtility.DisplayDialog("GPU Instancer", "Detail Manager requires a terrain added to the scene.", "OK"); - } - } - - [MenuItem("Tools/GPU Instancer/Add Detail Manager For Terrains/Add Under Terrain GameObjects", validate = false, priority = 122)] - public static void ToolbarAddDetailManagerToTerrains() - { - Terrain[] terrains = Terrain.activeTerrains; - GameObject go = null; - if (terrains != null && terrains.Length > 0) - { - foreach (Terrain terrain in terrains) - { - if (terrain.GetComponent() == null || terrain.GetComponent().detailManager == null) - { - go = new GameObject("GPUI Detail Manager (" + terrain.terrainData.name + ")"); - GPUInstancerDetailManager detailManager = go.AddComponent(); - detailManager.SetupManagerWithTerrain(terrain); - go.transform.parent = terrain.transform; - } - else - { - go = terrain.GetComponent().detailManager.gameObject; - } - } - - Selection.activeGameObject = go; - Undo.RegisterCreatedObjectUndo(go, "Add GPUI Detail Manager"); - } - else - { - EditorUtility.DisplayDialog("GPU Instancer", "Detail Manager requires a terrain added to the scene.", "OK"); - } - } - - [MenuItem("Tools/GPU Instancer/Add Detail Manager For Terrains/Add as Separate GameObjects", validate = true)] - public static bool ValidateToolbarAddDetailManagerDefault() - { - Terrain[] terrains = Terrain.activeTerrains; - return terrains != null && terrains.Length > 0; - } - - [MenuItem("Tools/GPU Instancer/Add Detail Manager For Terrains/Add Under Terrain GameObjects", validate = true)] - public static bool ValidateToolbarAddDetailManagerToTerrains() - { - Terrain[] terrains = Terrain.activeTerrains; - return terrains != null && terrains.Length > 0; - } - - [MenuItem("Tools/GPU Instancer/Add Tree Manager For Terrains", validate = false, priority = 131)] - public static void ToolbarAddTreeManager() - { - Terrain[] terrains = Terrain.activeTerrains; - GameObject go = null; - if (terrains != null && terrains.Length > 0) - { - List treeManagers = new List(); - foreach (Terrain terrain in terrains) - { - if (terrain.GetComponent() == null || terrain.GetComponent().treeManager == null) - { - bool addedToManager = false; - foreach (GPUInstancerTreeManager tm in treeManagers) - { - TreePrototype[] managerTreePrototypes = tm.terrain.terrainData.treePrototypes; - TreePrototype[] terrainTreePrototypes = terrain.terrainData.treePrototypes; - bool hasSamePrototypes = true; - if (managerTreePrototypes.Length == terrainTreePrototypes.Length) - { - for (int i = 0; i < managerTreePrototypes.Length; i++) - { - if (managerTreePrototypes[i].prefab != terrainTreePrototypes[i].prefab) - { - hasSamePrototypes = false; - break; - } - } - } - else - hasSamePrototypes = false; - if (hasSamePrototypes) - { - if (tm.additionalTerrains == null) - tm.additionalTerrains = new List(); - tm.additionalTerrains.Add(terrain); - addedToManager = true; - break; - } - } - if (!addedToManager) - { - go = new GameObject("GPUI Tree Manager (" + terrain.terrainData.name + ")"); - GPUInstancerTreeManager treeManager = go.AddComponent(); - treeManagers.Add(treeManager); - treeManager.SetupManagerWithTerrain(terrain); - } - } - else - { - go = terrain.GetComponent().treeManager.gameObject; - } - } - - Selection.activeGameObject = go; - Undo.RegisterCreatedObjectUndo(go, "Add GPUI Tree Manager"); - } - else - { - EditorUtility.DisplayDialog("GPU Instancer", "Tree Manager requires a terrain added to the scene.", "OK"); - } - } - - [MenuItem("Tools/GPU Instancer/Add Tree Manager For Terrains", validate = true)] - public static bool ValidateToolbarAddTreeManager() - { - Terrain[] terrains = Terrain.activeTerrains; - return terrains != null && terrains.Length > 0; - } - - [MenuItem("Tools/GPU Instancer/Show Scene Prefab Importer", validate = false, priority = 201)] - public static void ToolbarShowPrefabImporter() - { - GameObject[] prefabInstances = (GameObject[])GameObject.FindObjectsOfType(typeof(GameObject)); - List prefabList = new List(); - foreach (GameObject go in prefabInstances) - { -#if UNITY_2018_3_OR_NEWER - AddPrefabObjectsToList(go, prefabList); -#else - if (PrefabUtility.GetPrefabType(go) == PrefabType.PrefabInstance) - { -#if UNITY_2018_2_OR_NEWER - GameObject prefab = (GameObject)PrefabUtility.GetCorrespondingObjectFromSource(go); -#else - GameObject prefab = (GameObject)PrefabUtility.GetPrefabParent(go); -#endif - if (prefab.transform.parent == null && !prefabList.Contains(prefab)) - prefabList.Add(prefab); - } -#endif - } - GPUInstancerPrefabImporterWindow.ShowWindow(prefabList); - } - -#if UNITY_2018_3_OR_NEWER - private static void AddPrefabObjectsToList(GameObject go, List prefabList) - { - PrefabAssetType prefabType = PrefabUtility.GetPrefabAssetType(go); - if (prefabType == PrefabAssetType.Regular || prefabType == PrefabAssetType.Variant) - { - GameObject prefab = (GameObject)PrefabUtility.GetCorrespondingObjectFromSource(go); - if (prefabType == PrefabAssetType.Variant) - { - GameObject newPrefabObject = (GameObject)PrefabUtility.GetCorrespondingObjectFromSource(prefab); - if (newPrefabObject != null) - { - while (newPrefabObject.transform.parent != null) - newPrefabObject = newPrefabObject.transform.parent.gameObject; - prefab = newPrefabObject; - } - } - if (prefab != null && prefab.transform.parent == null && !prefabList.Contains(prefab)) - { - prefabList.Add(prefab); - GameObject prefabContents = GPUInstancerUtility.LoadPrefabContents(prefab); - List childTransforms = new List(prefabContents.GetComponentsInChildren()); - childTransforms.Remove(prefabContents.transform); - foreach (Transform childTransform in childTransforms) - { - AddPrefabObjectsToList(childTransform.gameObject, prefabList); - } - GPUInstancerUtility.UnloadPrefabContents(prefab, prefabContents, false); - } - } - } -#endif - - [MenuItem("Tools/GPU Instancer/Show Prefab Replacer", validate = false, priority = 202)] - public static void ToolbarShowPrefabReplacer() - { - GPUInstancerPrefabReplacerWindow.ShowWindow(); - } - - [MenuItem("Tools/GPU Instancer/Shaders/Clear Shader Bindings", validate = false, priority = 311)] - public static void ClearShaderBindings() - { - GPUInstancerShaderBindings shaderBindings = GPUInstancerDefines.GetGPUInstancerShaderBindings(); - if (shaderBindings != null && shaderBindings.shaderInstances != null && shaderBindings.shaderInstances.Count > 0) - { - if (EditorUtility.DisplayDialog("Clear Shader bindings", "This operation will clear references for GPUI compatible shaders and they will be recreated when needed.\n\nDo you wish to continue?", - "Yes", "No")) - { - - if (EditorUtility.DisplayDialog("Delete GPUI Shaders", "Do you want to delete the auto generated GPUI shaders? They will be recreated when needed.", - "Yes", "No")) - { - foreach (ShaderInstance si in shaderBindings.shaderInstances) - { - if (!si.isOriginalInstanced) - AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(si.instancedShader)); - } - } - shaderBindings.shaderInstances.Clear(); - EditorUtility.SetDirty(shaderBindings); - AssetDatabase.SaveAssets(); - AssetDatabase.Refresh(); - } - } - } - - [MenuItem("Tools/GPU Instancer/Shaders/Regenerate GPUI Shaders", validate = false, priority = 312)] - public static void RegenrateGPUIShaders() - { - GPUInstancerShaderBindings shaderBindings = GPUInstancerDefines.GetGPUInstancerShaderBindings(); - if (shaderBindings != null && shaderBindings.shaderInstances != null && shaderBindings.shaderInstances.Count > 0) - { - if (EditorUtility.DisplayDialog("Regenerate GPUI Shaders", "This operation will update all shaders that is generated by GPU Instancer.\n\nDo you wish to continue?", - "Yes", "No")) - { - foreach (ShaderInstance si in shaderBindings.shaderInstances) - { - si.Regenerate(); - } - EditorUtility.SetDirty(shaderBindings); - } - } - } - - [MenuItem("Tools/GPU Instancer/Shaders/Clear Shader Variants", validate = false, priority = 411)] - public static void ClearShaderVariants() - { - ShaderVariantCollection shaderVariantCollection = GPUInstancerDefines.GetShaderVariantCollection(); - if (shaderVariantCollection != null && shaderVariantCollection.shaderCount > 0) - { - if (EditorUtility.DisplayDialog("Clear Shader Variants", "This operation will clear shader variant references for GPUI compatible shaders and they will be recreated when needed.\n\nDo you wish to continue?", - "Yes", "No")) - { - shaderVariantCollection.Clear(); - EditorUtility.SetDirty(shaderVariantCollection); - AssetDatabase.SaveAssets(); - AssetDatabase.Refresh(); - } - } - } - - [MenuItem("Tools/GPU Instancer/Shaders/Edit Shader Variants", validate = false, priority = 412)] - public static void EditShaderVariants() - { - ShaderVariantCollection shaderVariantCollection = GPUInstancerDefines.GetShaderVariantCollection(); - if (shaderVariantCollection != null) - Selection.activeObject = shaderVariantCollection; - } - - [MenuItem("Tools/GPU Instancer/Reimport Packages", validate = false, priority = 501)] - public static void ReimportPackages() - { - GPUInstancerDefines.ImportPackages(true); - } - - [MenuItem("Tools/GPU Instancer/Help/Getting Started", validate = false, priority = 801)] - public static void OpenGettingStarted() - { - Application.OpenURL("https://wiki.gurbu.com/index.php?title=GPU_Instancer:GettingStarted"); - } - - [MenuItem("Tools/GPU Instancer/Help/Best Practices", validate = false, priority = 802)] - public static void OpenBestPractices() - { - Application.OpenURL("https://wiki.gurbu.com/index.php?title=GPU_Instancer:BestPractices"); - } - - [MenuItem("Tools/GPU Instancer/Help/Terminology", validate = false, priority = 803)] - public static void OpenTerminology() - { - Application.OpenURL("https://wiki.gurbu.com/index.php?title=GPU_Instancer:Terminology"); - } - - [MenuItem("Tools/GPU Instancer/Help/Change Log", validate = false, priority = 811)] - public static void OpenChangeLog() - { - Application.OpenURL("https://gurbu.com/changelog"); - } - - [MenuItem("Tools/GPU Instancer/Help/Troubleshooting", validate = false, priority = 901)] - public static void OpenTroubleshooting() - { - Application.OpenURL("https://wiki.gurbu.com/index.php?title=GPU_Instancer:FAQ#Troubleshooting"); - } - - [MenuItem("Tools/GPU Instancer/Help/Support Request", validate = false, priority = 902)] - public static void RequestSupport() - { - Application.OpenURL("https://wiki.gurbu.com/index.php?title=GPU_Instancer:FAQ#How_can_I_make_a_Support_Request.3F"); - } - -#if UNITY_2021_2_8 || UNITY_2021_2_9 || UNITY_2021_2_10 || UNITY_2021_2_11 - [MenuItem("Tools/GPU Instancer/Help/Unity 2021.2.8-11 Shader Bug Fix", validate = false, priority = 991)] - public static void ModifyGeneratedShaders() - { - if (EditorUtility.DisplayDialog("Temp Unity 2021.2.8-11 Bug Fix", "This operation will modify GPUI auto generated shaders to compensate for the Unity 2021.2.8 Shader Bug.\n\nDo you wish to continue?", - "Yes", "No")) - { - foreach (ShaderInstance si in GPUInstancerConstants.gpuiSettings.shaderBindings.shaderInstances) - { - if (!si.isOriginalInstanced) - { - string originalAssetPath = AssetDatabase.GetAssetPath(si.instancedShader); - string shaderText = File.ReadAllText(originalAssetPath); - string newShaderText = shaderText.Replace("#pragma multi_compile _ PROCEDURAL_INSTANCING_ON", "").Replace("HLSLPROGRAM", "HLSLPROGRAM\n#pragma multi_compile _ PROCEDURAL_INSTANCING_ON").Replace("#pragma multi_compile_instancing", ""); - byte[] bytes = System.Text.Encoding.UTF8.GetBytes(newShaderText); - - FileStream fs = File.Create(originalAssetPath); - fs.Write(bytes, 0, bytes.Length); - fs.Close(); - AssetDatabase.ImportAsset(originalAssetPath, ImportAssetOptions.ForceUpdate); - } - } - } - } -#endif - - static Dictionary extensionEditors; -#if UNITY_2019_1_OR_NEWER - [SettingsProvider] - public static SettingsProvider PreferencesGPUInstancerGUI() - { - var provider = new SettingsProvider("Preferences/GPU Instancer", SettingsScope.User) - { - label = "GPU Instancer", - guiHandler = (searchContext) => - { - DrawGPUISettings(); - }, - keywords = new HashSet(new[] { "GPU", "Instancer", "GPUI" }) - }; - - return provider; - } -#else - [PreferenceItem("GPU Instancer")] - public static void PreferencesGPUInstancerGUI() - { - float previousLabelWidth = EditorGUIUtility.labelWidth; - EditorGUIUtility.labelWidth = 210; - - DrawGPUISettings(); - - EditorGUIUtility.labelWidth = previousLabelWidth; - } -#endif - - [MenuItem("Assets/GPU Instancer/Setup Shaders and Materials for GPUI", validate = false, priority = 2001)] - public static void SetupShaderForGPUIMenuItem() - { - Shader[] shaders = Selection.GetFiltered(SelectionMode.Assets); - if (shaders != null) - { - for (int i = 0; i < shaders.Length; i++) - { - GPUInstancerAPI.SetupShaderForGPUI(shaders[i]); - } - } - - Material[] materials = Selection.GetFiltered(SelectionMode.Assets); - if (materials != null) - { - for (int i = 0; i < materials.Length; i++) - { - Material mat = materials[i]; - if (!GPUInstancerConstants.gpuiSettings.shaderBindings.IsShadersInstancedVersionExists(mat.shader.name)) - { - GPUInstancerAPI.SetupShaderForGPUI(mat.shader); - } - if (GPUInstancerConstants.gpuiSettings.shaderBindings.IsShadersInstancedVersionExists(mat.shader.name)) - { - GPUInstancerAPI.AddShaderVariantToCollection(mat); - Debug.Log(mat.name + " material has been successfully added to Shader Variant Collection.", mat); - } - } - } - } - - [MenuItem("Assets/GPU Instancer/Setup Shaders and Materials for GPUI", validate = true, priority = 2001)] - public static bool SetupShaderForGPUIMenuItemValidate() - { - Shader[] shaders = Selection.GetFiltered(SelectionMode.Assets); - Material[] materials = Selection.GetFiltered(SelectionMode.Assets); - return (shaders != null && shaders.Length > 0) || (materials != null && materials.Length > 0); - } - - private static bool _loadedSettings; - private static bool _hasCustomRenderingSettings; - private static int _threadCountSelection; - private static int _matrixHandlingTypeSelection; - private static bool _customRenderingSettingsChanged; - - public static void DrawGPUISettings() - { - GPUInstancerSettings gPUInstancerSettings = GPUInstancerConstants.gpuiSettings; - - if (!gPUInstancerSettings) - return; - if (!_loadedSettings) - { - _hasCustomRenderingSettings = gPUInstancerSettings.hasCustomRenderingSettings; - if (gPUInstancerSettings.customRenderingSettings != null) - { - _threadCountSelection = (int)gPUInstancerSettings.customRenderingSettings.computeThreadCount; - _matrixHandlingTypeSelection = (int)gPUInstancerSettings.customRenderingSettings.matrixHandlingType; - } - _loadedSettings = true; - _customRenderingSettingsChanged = false; - } - - float previousLabelWight = EditorGUIUtility.labelWidth; - EditorGUIUtility.labelWidth = previousLabelWight + 75f; - EditorGUI.BeginChangeCheck(); - - EditorGUILayout.BeginVertical(Styles.box); - DrawCustomLabel("Constants", Styles.boldLabel); - GUILayout.Space(5); - - gPUInstancerSettings.MAX_DETAIL_DISTANCE = EditorGUILayout.IntField(Contents.settingMaxDetailDist, (int)gPUInstancerSettings.MAX_DETAIL_DISTANCE); - gPUInstancerSettings.MAX_TREE_DISTANCE = EditorGUILayout.IntField(Contents.settingMaxTreeDist, (int)gPUInstancerSettings.MAX_TREE_DISTANCE); - gPUInstancerSettings.MAX_PREFAB_DISTANCE = EditorGUILayout.IntField(Contents.settingMaxPrefabDist, (int)gPUInstancerSettings.MAX_PREFAB_DISTANCE); - gPUInstancerSettings.MAX_PREFAB_EXTRA_BUFFER_SIZE = EditorGUILayout.IntField(Contents.settingMaxPrefabBuff, gPUInstancerSettings.MAX_PREFAB_EXTRA_BUFFER_SIZE); - gPUInstancerSettings.instancingBoundsSize = EditorGUILayout.IntSlider(Contents.settingInstancingBoundsSize, gPUInstancerSettings.instancingBoundsSize, 1, 10000); - - GUILayout.Space(5); - EditorGUILayout.EndVertical(); - - EditorGUILayout.BeginVertical(Styles.box); - GUILayout.Space(5); - DrawCustomLabel("Behaviour", Styles.boldLabel); - - gPUInstancerSettings.disableAutoGenerateBillboards = !EditorGUILayout.Toggle(Contents.settingAutoGenerateBillboards, !gPUInstancerSettings.disableAutoGenerateBillboards); - gPUInstancerSettings.disableAutoShaderConversion = !EditorGUILayout.Toggle(Contents.settingAutoShaderConversion, !gPUInstancerSettings.disableAutoShaderConversion); - gPUInstancerSettings.useOriginalMaterialWhenInstanced = EditorGUILayout.Toggle(Contents.settingUseOriginalMaterial, gPUInstancerSettings.useOriginalMaterialWhenInstanced); - gPUInstancerSettings.disableAutoVariantHandling = !EditorGUILayout.Toggle(Contents.settingAutoShaderVariantHandling, !gPUInstancerSettings.disableAutoVariantHandling); - gPUInstancerSettings.disableShaderVariantCollection = !EditorGUILayout.Toggle(Contents.settingGenerateShaderVariant, !gPUInstancerSettings.disableShaderVariantCollection); - gPUInstancerSettings.disableInstanceCountWarning = EditorGUILayout.Toggle(Contents.settingDisableICWarning, gPUInstancerSettings.disableInstanceCountWarning); - - GUILayout.Space(5); - EditorGUILayout.EndVertical(); - - EditorGUILayout.BeginVertical(Styles.box); - GUILayout.Space(5); - DrawCustomLabel("VR", Styles.boldLabel); - gPUInstancerSettings.testBothEyesForVROcclusion = EditorGUILayout.Toggle(Contents.settingTestBothEyesForVROcclusion, gPUInstancerSettings.testBothEyesForVROcclusion); - GUILayout.Space(5); - EditorGUILayout.EndVertical(); - - EditorGUILayout.BeginVertical(Styles.box); - GUILayout.Space(5); - DrawCustomLabel("Theme", Styles.boldLabel); - - EditorGUI.BeginChangeCheck(); - gPUInstancerSettings.useCustomPreviewBackgroundColor = EditorGUILayout.Toggle(Contents.settingCustomPrevBG, gPUInstancerSettings.useCustomPreviewBackgroundColor); - EditorGUI.BeginDisabledGroup(!gPUInstancerSettings.useCustomPreviewBackgroundColor); - gPUInstancerSettings.previewBackgroundColor = EditorGUILayout.ColorField(Contents.settingPrevBGColor, gPUInstancerSettings.previewBackgroundColor); - EditorGUI.EndDisabledGroup(); - if (EditorGUI.EndChangeCheck()) - { - if (Selection.activeGameObject != null && Selection.activeGameObject.GetComponent() != null) - Selection.activeGameObject = null; - GPUInstancerDefines.previewCache.ClearPreviews(); - } - - GUILayout.Space(5); - EditorGUILayout.EndVertical(); - - EditorGUILayout.BeginVertical(Styles.box); - GUILayout.Space(5); - DrawCustomLabel("Rendering Settings [ADVANCED]", Styles.boldLabel); - - EditorGUI.BeginChangeCheck(); - _hasCustomRenderingSettings = EditorGUILayout.Toggle(Contents.settingHasCustomRenderingSettings, _hasCustomRenderingSettings); - if (_hasCustomRenderingSettings) - { - _threadCountSelection = EditorGUILayout.Popup(Contents.settingComputeThread, _threadCountSelection, Contents.settingComputeThreadOptions); - _matrixHandlingTypeSelection = EditorGUILayout.Popup(Contents.settingMatrixHandlingType, _matrixHandlingTypeSelection, Contents.settingMatrixHandlingTypeOptions); - } - if (EditorGUI.EndChangeCheck()) - { - _customRenderingSettingsChanged = true; - } - - if (_customRenderingSettingsChanged) - { - EditorGUILayout.BeginHorizontal(); - DrawColoredButton(new GUIContent("Apply", HELPTEXT_customRenderingSettingsApply), Colors.green, Color.white, FontStyle.Bold, Rect.zero, - () => - { - if (_hasCustomRenderingSettings) - { - gPUInstancerSettings.hasCustomRenderingSettings = true; - gPUInstancerSettings.customRenderingSettings = new GPUInstancerSettings.GPUIRenderingSettings(); - gPUInstancerSettings.customRenderingSettings.platform = GPUIPlatform.Default; - gPUInstancerSettings.customRenderingSettings.computeThreadCount = (GPUIComputeThreadCount)_threadCountSelection; - gPUInstancerSettings.customRenderingSettings.matrixHandlingType = (GPUIMatrixHandlingType)_matrixHandlingTypeSelection; - } - else - { - gPUInstancerSettings.hasCustomRenderingSettings = false; - gPUInstancerSettings.customRenderingSettings = null; - } - _customRenderingSettingsChanged = false; - - GPUInstancerUtility.UpdatePlatformDependentFiles(); - }); - - DrawColoredButton(new GUIContent("Revert", HELPTEXT_customRenderingSettingsRevert), Colors.lightred, Color.white, FontStyle.Bold, Rect.zero, - () => - { - _hasCustomRenderingSettings = gPUInstancerSettings.hasCustomRenderingSettings; - if (gPUInstancerSettings.customRenderingSettings != null) - { - _threadCountSelection = (int)gPUInstancerSettings.customRenderingSettings.computeThreadCount; - _matrixHandlingTypeSelection = (int)gPUInstancerSettings.customRenderingSettings.matrixHandlingType; - } - _customRenderingSettingsChanged = false; - }); - EditorGUILayout.EndHorizontal(); - - EditorGUILayout.Space(); - } - - GUILayout.Space(5); - EditorGUILayout.EndVertical(); - - if (EditorGUI.EndChangeCheck()) - { - EditorUtility.SetDirty(gPUInstancerSettings); - } - - bool updateExists = false; - - EditorGUILayout.BeginVertical(Styles.box); - GUILayout.Space(5); - DrawCustomLabel("Update Jobs", Styles.boldLabel); - - if (GPUInstancerDefines.IsVersionUpdateRequired(0.99f, 1.0f)) - { - updateExists = true; - - DrawColoredButton(new GUIContent("Apply GPU Instancer v1.0.0 Auto Update", HELPTEXT_Version100Update), Colors.green, Color.white, FontStyle.Bold, Rect.zero, - () => - { - GPUInstancerDefines.UpdateVersion(0.99f, 1.0f); - }); - } - - if (!updateExists) - EditorGUILayout.HelpBox("No actions required for the current version.", MessageType.Info); - - GUILayout.Space(5); - EditorGUILayout.EndVertical(); - -#if UNITY_2018_1_OR_NEWER - EditorGUILayout.BeginVertical(Styles.box); - GUILayout.Space(5); - DrawCustomLabel("Package Definitions", Styles.boldLabel); - - EditorGUI.BeginDisabledGroup(true); - EditorGUILayout.Toggle("HDRP Loaded", gPUInstancerSettings.isHDRP); - EditorGUILayout.Toggle("LWRP Loaded", gPUInstancerSettings.isLWRP); - EditorGUILayout.Toggle("URP Loaded", gPUInstancerSettings.isURP); - EditorGUILayout.Toggle("ShaderGraph Loaded", gPUInstancerSettings.isShaderGraphPresent); - EditorGUI.EndDisabledGroup(); - - DrawColoredButton(new GUIContent("Reload Packages"), Colors.green, Color.white, FontStyle.Bold, Rect.zero, - () => - { - gPUInstancerSettings.packagesLoaded = false; - GPUInstancerDefines.LoadPackageDefinitions(); - }); - - GUILayout.Space(5); - EditorGUILayout.EndVertical(); -#endif - -#region Extensions - if (gPUInstancerSettings.extensionSettings != null && gPUInstancerSettings.extensionSettings.Count > 0) - { - if (extensionEditors == null) - extensionEditors = new Dictionary(); - EditorGUILayout.BeginVertical(Styles.box); - GUILayout.Space(5); - DrawCustomLabel("Extension Settings", Styles.boldLabel); - - Editor extensionEditor; - gPUInstancerSettings.extensionSettings.RemoveAll(s => s == null); - foreach (GPUInstancerSettingsExtension extensionSettings in gPUInstancerSettings.extensionSettings) - { - if (!extensionEditors.ContainsKey(extensionSettings)) - { - extensionEditor = Editor.CreateEditor(extensionSettings); - extensionEditors.Add(extensionSettings, extensionEditor); - } - else - extensionEditor = extensionEditors[extensionSettings]; - if (extensionEditor != null) - extensionEditor.OnInspectorGUI(); - } - - GUILayout.Space(5); - EditorGUILayout.EndVertical(); - } -#endregion - - EditorGUIUtility.labelWidth = previousLabelWight; - } - } -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerEditorConstants.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerEditorConstants.cs.meta deleted file mode 100644 index 081de83..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerEditorConstants.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: 0f135a57925fecf459834db8b2452629 -timeCreated: 1522234518 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerManagerEditor.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerManagerEditor.cs deleted file mode 100644 index 423e3cd..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerManagerEditor.cs +++ /dev/null @@ -1,568 +0,0 @@ -using System; -using System.Collections.Generic; -using UnityEditor; -using UnityEngine; - -namespace GPUInstancer -{ - public abstract class GPUInstancerManagerEditor : GPUInstancerEditor - { - private GPUInstancerManager _manager; - protected GPUInstancerPrototype _pickerOverride; - - protected SerializedProperty prop_useFloatingOriginHandler; - protected SerializedProperty prop_applyFloatingOriginRotationAndScale; - protected SerializedProperty prop_floatingOriginTransform; - - protected SerializedProperty prop_layerMask; - protected SerializedProperty prop_disableLightProbes; - protected SerializedProperty prop_keepSimulationLive; - protected SerializedProperty prop_updateSimulation; - - protected int pickerControlID = -1; - protected bool editorDataChanged = false; - protected int pickerMode = 0; - -#if !UNITY_2017_1_OR_NEWER - private PreviewRenderUtility _previewRenderUtility; -#endif - - protected override void OnEnable() - { - base.OnEnable(); - - prototypeContents = null; - _pickerOverride = null; - - _manager = (target as GPUInstancerManager); - FillPrototypeList(); - - prop_useFloatingOriginHandler = serializedObject.FindProperty("useFloatingOriginHandler"); - prop_applyFloatingOriginRotationAndScale = serializedObject.FindProperty("applyFloatingOriginRotationAndScale"); - prop_floatingOriginTransform = serializedObject.FindProperty("floatingOriginTransform"); - - prop_layerMask = serializedObject.FindProperty("layerMask"); - prop_disableLightProbes = serializedObject.FindProperty("lightProbeDisabled"); - - prop_keepSimulationLive = serializedObject.FindProperty("keepSimulationLive"); - prop_updateSimulation = serializedObject.FindProperty("updateSimulation"); - - showSceneSettingsBox = _manager.showSceneSettingsBox; - showPrototypeBox = _manager.showPrototypeBox; - showAdvancedBox = _manager.showAdvancedBox; - showHelpText = _manager.showHelpText; - showDebugBox = _manager.showDebugBox; - showGlobalValuesBox = _manager.showGlobalValuesBox; - showRegisteredPrefabsBox = _manager.showRegisteredPrefabsBox; - showPrototypesBox = _manager.showPrototypesBox; - } - - public override void FillPrototypeList() - { - prototypeList = _manager.prototypeList; - - UpdatePrototypeSelection(); - } - - public virtual void UpdatePrototypeSelection() - { - if (prototypeSelection == null) - prototypeSelection = new Dictionary(); - prototypeSelection.Clear(); - - if (_manager.selectedPrototypeList == null) - _manager.selectedPrototypeList = new List(); - - foreach (GPUInstancerPrototype prototype in prototypeList) - { - prototypeSelection.Add(prototype, _manager.selectedPrototypeList.Contains(prototype)); - } - } - - public override void OnInspectorGUI() - { - if (GPUInstancerConstants.gpuiSettings != null) - { - useCustomPreviewBackgroundColor = GPUInstancerConstants.gpuiSettings.useCustomPreviewBackgroundColor; - previewBackgroundColor = GPUInstancerConstants.gpuiSettings.previewBackgroundColor; - } - - isTextMode = _manager.isPrototypeTextMode; - - base.OnInspectorGUI(); - - if (Application.isPlaying && _manager.cameraData != null && _manager.cameraData.mainCamera == null) - EditorGUILayout.HelpBox(GPUInstancerEditorConstants.ERRORTEXT_cameraNotFound, MessageType.Error); - } - - public override void InspectorGUIEnd() - { - _manager.showSceneSettingsBox = showSceneSettingsBox; - _manager.showPrototypeBox = showPrototypeBox; - _manager.showAdvancedBox = showAdvancedBox; - _manager.showHelpText = showHelpText; - _manager.showDebugBox = showDebugBox; - _manager.showGlobalValuesBox = showGlobalValuesBox; - _manager.showRegisteredPrefabsBox = showRegisteredPrefabsBox; - _manager.showPrototypesBox = showPrototypesBox; - base.InspectorGUIEnd(); - } - - public virtual void ShowObjectPicker() - { - - } - - public virtual void AddPickerObject(UnityEngine.Object pickerObject, GPUInstancerPrototype overridePrototype = null) - { - if (overridePrototype != null && GPUInstancerDefines.previewCache != null) - { - GPUInstancerDefines.previewCache.RemovePreview(overridePrototype); - } - } - - public virtual void OnEditorDataChanged() - { - editorDataChanged = true; - } - - public virtual void ApplyEditorDataChanges() - { - - } - - public bool HandlePickerObjectSelection() - { - if (!Application.isPlaying && Event.current.type == EventType.ExecuteCommand && pickerControlID > 0 && Event.current.commandName == "ObjectSelectorClosed") - { - if (EditorGUIUtility.GetObjectPickerControlID() == pickerControlID) - { - AddPickerObject(EditorGUIUtility.GetObjectPickerObject(), _pickerOverride); - prototypeContents = null; - } - pickerControlID = -1; - return true; - } - return false; - } - - public override void DrawFloatingOriginFields() - { - EditorGUILayout.PropertyField(prop_useFloatingOriginHandler, GPUInstancerEditorConstants.Contents.useFloatingOriginHandler); - if (_manager is GPUInstancerTerrainManager) - { - if (prop_useFloatingOriginHandler.boolValue) - { - prop_applyFloatingOriginRotationAndScale.boolValue = false; - GPUInstancerTerrainManager terrainManager = (GPUInstancerTerrainManager)_manager; - if (terrainManager.terrain != null && terrainManager.terrain.transform != _manager.floatingOriginTransform) - { - Undo.RecordObject(this, "Floating Origin Transform Set"); - _manager.floatingOriginTransform = terrainManager.terrain.transform; - } - } - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_floatingOriginTerrain); - } - else - { - if (prop_useFloatingOriginHandler.boolValue) - { - EditorGUILayout.PropertyField(prop_floatingOriginTransform, GPUInstancerEditorConstants.Contents.floatingOriginTransform); - EditorGUILayout.PropertyField(prop_applyFloatingOriginRotationAndScale, GPUInstancerEditorConstants.Contents.applyFloatingOriginRotationAndScale); - } - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_floatingOriginPrefab); - } - } - - public override void DrawLayerMaskFields() - { - EditorGUILayout.PropertyField(prop_disableLightProbes, GPUInstancerEditorConstants.Contents.disableLightProbes); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_disableLightProbes); - EditorGUI.BeginDisabledGroup(Application.isPlaying); - EditorGUILayout.PropertyField(prop_layerMask, GPUInstancerEditorConstants.Contents.layerMask); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_layerMask); - EditorGUI.EndDisabledGroup(); - } - - public void DrawDebugBox(GPUInstancerEditorSimulator simulator = null) - { - if (!Application.isPlaying) - { - EditorGUILayout.BeginVertical(GPUInstancerEditorConstants.Styles.box); - - Rect foldoutRect = GUILayoutUtility.GetRect(0, 20, GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(false)); - foldoutRect.x += 12; - showDebugBox = EditorGUI.Foldout(foldoutRect, showDebugBox, GPUInstancerEditorConstants.TEXT_debug, true, GPUInstancerEditorConstants.Styles.foldout); - - if (showDebugBox) - { - if (simulator != null) - { - if (simulator.simulateAtEditor) - { - if (simulator.initializingInstances) - { - EditorGUI.BeginDisabledGroup(true); - GPUInstancerEditorConstants.DrawColoredButton(GPUInstancerEditorConstants.Contents.simulateAtEditorPrep, GPUInstancerEditorConstants.Colors.darkBlue, Color.white, - FontStyle.Bold, Rect.zero, null); - EditorGUI.EndDisabledGroup(); - } - else - { - GPUInstancerEditorConstants.DrawColoredButton(GPUInstancerEditorConstants.Contents.simulateAtEditorStop, Color.red, Color.white, - FontStyle.Bold, Rect.zero, () => - { - simulator.StopSimulation(); - _manager.keepSimulationLive = false; - }); - } - } - else - { - GPUInstancerEditorConstants.DrawColoredButton(GPUInstancerEditorConstants.Contents.simulateAtEditor, GPUInstancerEditorConstants.Colors.green, Color.white, - FontStyle.Bold, Rect.zero, () => - { - simulator.StartSimulation(); - }); - } - } - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_simulator); - - prop_keepSimulationLive.boolValue = EditorGUILayout.Toggle("Keep Simulation Live", prop_keepSimulationLive.boolValue); - - if (prop_keepSimulationLive.boolValue) - { - prop_updateSimulation.boolValue = EditorGUILayout.Toggle(new GUIContent("Update Simulation On Change", "Update Simulation On Change"), prop_updateSimulation.boolValue); - - EditorGUILayout.HelpBox("Simulation is kept alive. The simulation might not show every change on terrain details. Changing some prototype settings during the simulation can also cause errors. Please stop and start the simulation again to solve these issues.", MessageType.Warning); - } - } - - EditorGUILayout.EndVertical(); - } - } - - public virtual void DrawGlobalValuesBox() - { - EditorGUILayout.BeginVertical(GPUInstancerEditorConstants.Styles.box); - - Rect foldoutRect = GUILayoutUtility.GetRect(0, 20, GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(false)); - foldoutRect.x += 12; - showGlobalValuesBox = EditorGUI.Foldout(foldoutRect, showGlobalValuesBox, GetGlobalValuesTitle(), true, GPUInstancerEditorConstants.Styles.foldout); - - if (showGlobalValuesBox) - { - DrawGlobalValuesContents(); - } - EditorGUILayout.EndVertical(); - } - - public virtual void DrawGlobalValuesContents() - { - } - - public virtual string GetGlobalValuesTitle() - { - return GPUInstancerEditorConstants.TEXT_prefabGlobal; - } - - public virtual void DrawRegisteredPrefabsBox() - { - EditorGUI.BeginDisabledGroup(Application.isPlaying); - EditorGUILayout.BeginVertical(GPUInstancerEditorConstants.Styles.box); - - Rect foldoutRect = GUILayoutUtility.GetRect(0, 20, GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(false)); - foldoutRect.x += 12; - showRegisteredPrefabsBox = EditorGUI.Foldout(foldoutRect, showRegisteredPrefabsBox, GPUInstancerEditorConstants.TEXT_registeredPrefabs, true, GPUInstancerEditorConstants.Styles.foldout); - - if (showRegisteredPrefabsBox) - { - DrawRegisteredPrefabsBoxButtons(); - - DrawRegisteredPrefabsBoxList(); - - _manager.selectedPrototypeList.Clear(); - foreach (GPUInstancerPrototype prototype in _manager.prototypeList) - { - if (prototypeSelection[prototype]) - _manager.selectedPrototypeList.Add(prototype); - } - } - - EditorGUILayout.EndVertical(); - EditorGUI.EndDisabledGroup(); - } - - public virtual void DrawRegisteredPrefabsBoxButtons() - { - - } - - public virtual void DrawRegisteredPrefabsBoxList() - { - if ((Application.isPlaying || _manager.isInitialized) && _manager.runtimeDataList != null && _manager.runtimeDataList.Count > 0) - { - int totalInsanceCount = 0; - int totalDrawCallCount = 0; - int totalShadowDrawCall = 0; - foreach (GPUInstancerRuntimeData runtimeData in _manager.runtimeDataList) - { - if (runtimeData == null) - continue; - - int drawCallCount = 0; - int shadowDrawCallCount = 0; - if (runtimeData.transformationMatrixVisibilityBuffer != null && runtimeData.instanceLODs != null && runtimeData.bufferSize > 0 && runtimeData.instanceCount > 0) - { - for (int i = 0; i < runtimeData.instanceLODs.Count; i++) - { - for (int j = 0; j < runtimeData.instanceLODs[i].renderers.Count; j++) - { - GPUInstancerRenderer gpuiRenderer = runtimeData.instanceLODs[i].renderers[j]; - if (!GPUInstancerUtility.IsInLayer(prop_layerMask.intValue, gpuiRenderer.layer)) - continue; - drawCallCount += gpuiRenderer.materials.Count; - if (runtimeData.prototype.isShadowCasting && gpuiRenderer.castShadows && runtimeData.IsLODShadowCasting(i)) - shadowDrawCallCount += gpuiRenderer.materials.Count * QualitySettings.shadowCascades; - } - } - } - string prototypeName = runtimeData.prototype.ToString(); - GUILayout.Label(prototypeName + " Instance Count: " + String.Format("{0:n0}", runtimeData.instanceCount) + - //"\n" + prototypeName + " Buffer Size: " + String.Format("{0:n0}", runtimeData.bufferSize) + - "\n" + prototypeName + " Geometry Draw Call Count: " + drawCallCount + - (shadowDrawCallCount > 0 ? "\n" + prototypeName + " Shadow Draw Call Count: " + shadowDrawCallCount : ""), GPUInstancerEditorConstants.Styles.label); - - totalInsanceCount += runtimeData.instanceCount; - totalDrawCallCount += drawCallCount; - totalShadowDrawCall += shadowDrawCallCount; - } - - GUILayout.Label("\nTotal Instance Count: " + String.Format("{0:n0}", totalInsanceCount) + - "\n\n" + "Total Geometry Draw Call Count: " + totalDrawCallCount + - "\n" + "Total Shadow Draw Call Count: " + totalShadowDrawCall + " (" + QualitySettings.shadowCascades + " Cascades)" + - "\n\n" + "Total Draw Call Count: " + (totalDrawCallCount + totalShadowDrawCall) - , GPUInstancerEditorConstants.Styles.boldLabel); - } - else - GPUInstancerEditorConstants.DrawCustomLabel("No registered prefabs.", GPUInstancerEditorConstants.Styles.label, false); - } - - public virtual void DrawGPUInstancerPrototypesBox() - { - EditorGUILayout.BeginVertical(GPUInstancerEditorConstants.Styles.box); - - EditorGUILayout.BeginHorizontal(); - Rect foldoutRect = GUILayoutUtility.GetRect(0, 20, GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(false)); - foldoutRect.x += 12; - showPrototypesBox = EditorGUI.Foldout(foldoutRect, showPrototypesBox, GPUInstancerEditorConstants.TEXT_prototypes, true, GPUInstancerEditorConstants.Styles.foldout); - - - Rect switchRect = GUILayoutUtility.GetRect(80, 20, GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(false)); - GPUInstancerEditorConstants.DrawColoredButton(new GUIContent(_manager.isPrototypeTextMode ? "Icon Mode" : "Text Mode"), GPUInstancerEditorConstants.Colors.green, Color.white, - FontStyle.Bold, switchRect, () => _manager.isPrototypeTextMode = !_manager.isPrototypeTextMode); - EditorGUILayout.EndHorizontal(); - - if (showPrototypesBox) - { - int prototypeRowCount = Mathf.Max(Mathf.FloorToInt((EditorGUIUtility.currentViewWidth - 30f) / (_manager.isPrototypeTextMode ? PROTOTYPE_TEXT_RECT_SIZE_X : PROTOTYPE_RECT_SIZE)), 1); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_prototypes); - - DrawPrototypeBoxButtons(); - - if (prototypeContents == null || prototypeContents.Length != _manager.prototypeList.Count) - GeneratePrototypeContents(); - - int i = 0; - EditorGUILayout.BeginHorizontal(); - foreach (GPUInstancerPrototype prototype in _manager.prototypeList) - { - if (i != 0 && i % prototypeRowCount == 0) - { - EditorGUILayout.EndHorizontal(); - EditorGUILayout.BeginHorizontal(); - } - - if (prototype == null) - continue; - - DrawGPUInstancerPrototypeButton(prototype, prototypeContents[i]); - i++; - } - - if (i != 0 && i % prototypeRowCount == 0) - { - EditorGUILayout.EndHorizontal(); - EditorGUILayout.BeginHorizontal(); - } - if (!Application.isPlaying) - { - if (_manager.isPrototypeTextMode) - { - DrawGPUInstancerPrototypeAddButtonTextMode(); - i++; - if (i != 0 && i % prototypeRowCount == 0) - { - EditorGUILayout.EndHorizontal(); - EditorGUILayout.BeginHorizontal(); - } - DrawGPUInstancerPrototypeAddMultiButtonTextMode(); - } - else - DrawGPUInstancerPrototypeAddButton(); - } - - EditorGUILayout.EndHorizontal(); - DrawAddPrototypeHelpText(); - - GPUInstancerEditorConstants.DrawCustomLabel("*Ctrl+Click to select multiple, Shift+Click to select adjacent items.", - GPUInstancerEditorConstants.Styles.richLabel, false); - - DrawGPUInstancerPrototypeBox(_manager.selectedPrototypeList, _manager.isFrustumCulling, _manager.isOcclusionCulling); - } - EditorGUILayout.EndVertical(); - } - - public virtual void DrawPrototypeBoxButtons() - { - } - - public virtual void DrawAddPrototypeHelpText() - { - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_addprototypedetail); - } - - public void DrawGPUInstancerPrototypeButton(GPUInstancerPrototype prototype, GUIContent prototypeContent) - { - base.DrawGPUInstancerPrototypeButton(prototype, prototypeContent, _manager.selectedPrototypeList.Contains(prototype), () => - { - if (_manager.selectedPrototypeList.Count == 1 && Event.current.shift) - { - int oldIndex = prototypeList.IndexOf(_manager.selectedPrototypeList[0]); - int newIndex = prototypeList.IndexOf(prototype); - for (int i = (oldIndex < newIndex ? oldIndex : newIndex); i <= (oldIndex < newIndex ? newIndex : oldIndex); i++) - { - if (!_manager.selectedPrototypeList.Contains(prototypeList[i])) - _manager.selectedPrototypeList.Add(prototypeList[i]); - } - } - else if (Event.current.control) - { - if (_manager.selectedPrototypeList.Contains(prototype)) - _manager.selectedPrototypeList.Remove(prototype); - else - _manager.selectedPrototypeList.Add(prototype); - } - else - { - _manager.selectedPrototypeList.Clear(); - _manager.selectedPrototypeList.Add(prototype); - } - - UpdatePrototypeSelection(); - GUI.FocusControl(prototypeContent.tooltip); - }, _manager.isPrototypeTextMode); - } - - public void DrawGPUInstancerPrototypeAddButton() - { - Rect prototypeRect = GUILayoutUtility.GetRect(PROTOTYPE_RECT_SIZE, PROTOTYPE_RECT_SIZE, GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(false)); - - Rect iconRect = new Rect(prototypeRect.position + PROTOTYPE_RECT_PADDING_VECTOR, PROTOTYPE_RECT_SIZE_VECTOR); - iconRect.height -= 22; - - GPUInstancerEditorConstants.DrawColoredButton(GPUInstancerEditorConstants.Contents.add, GPUInstancerEditorConstants.Colors.lightBlue, Color.white, FontStyle.Bold, iconRect, - () => - { - _pickerOverride = null; - pickerControlID = EditorGUIUtility.GetControlID(FocusType.Passive) + 100; - ShowObjectPicker(); - }, - true, true, - (o) => - { - AddPickerObject(o); - }); - - iconRect.y += iconRect.height; - iconRect.height = 22; - - GPUInstancerEditorConstants.DrawColoredButton(GPUInstancerEditorConstants.Contents.addMulti, GPUInstancerEditorConstants.Colors.darkBlue, Color.white, FontStyle.Bold, iconRect, - () => - { - GPUInstancerMultiAddWindow.ShowWindow(GUIUtility.GUIToScreenPoint(iconRect.position), this); - }, - true, true, - (o) => - { - AddPickerObject(o); - }); - } - - public void DrawGPUInstancerPrototypeAddButtonTextMode() - { - Rect prototypeRect = GUILayoutUtility.GetRect(PROTOTYPE_TEXT_RECT_SIZE_X, PROTOTYPE_TEXT_RECT_SIZE_Y, GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(false)); - - Rect iconRect = new Rect(prototypeRect.position + PROTOTYPE_RECT_PADDING_VECTOR, PROTOTYPE_TEXT_RECT_SIZE_VECTOR); - - GPUInstancerEditorConstants.DrawColoredButton(GPUInstancerEditorConstants.Contents.addTextMode, GPUInstancerEditorConstants.Colors.lightBlue, Color.white, FontStyle.Bold, iconRect, - () => - { - _pickerOverride = null; - pickerControlID = EditorGUIUtility.GetControlID(FocusType.Passive) + 100; - ShowObjectPicker(); - }, - true, true, - (o) => - { - AddPickerObject(o); - }); - } - - public void DrawGPUInstancerPrototypeAddMultiButtonTextMode() - { - Rect prototypeRect = GUILayoutUtility.GetRect(PROTOTYPE_TEXT_RECT_SIZE_X, PROTOTYPE_TEXT_RECT_SIZE_Y, GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(false)); - - Rect iconRect = new Rect(prototypeRect.position + PROTOTYPE_RECT_PADDING_VECTOR, PROTOTYPE_TEXT_RECT_SIZE_VECTOR); - - GPUInstancerEditorConstants.DrawColoredButton(GPUInstancerEditorConstants.Contents.addMultiTextMode, GPUInstancerEditorConstants.Colors.darkBlue, Color.white, FontStyle.Bold, iconRect, - () => - { - GPUInstancerMultiAddWindow.ShowWindow(GUIUtility.GUIToScreenPoint(iconRect.position), this); - }, - true, true, - (o) => - { - AddPickerObject(o); - }); - } - - public virtual void DrawDeleteButton(bool removeSO) - { - GPUInstancerEditorConstants.DrawColoredButton((removeSO ? GPUInstancerEditorConstants.Contents.delete : GPUInstancerEditorConstants.Contents.removeFromList), removeSO ? Color.red : GPUInstancerEditorConstants.Colors.darkyellow, Color.white, FontStyle.Bold, Rect.zero, - () => - { - string selectedPrototypesText = ""; - foreach (GPUInstancerPrototype prototype in _manager.selectedPrototypeList) - { - selectedPrototypesText += "\n\"" + prototype.ToString() + "\""; - } - if (EditorUtility.DisplayDialog(GPUInstancerEditorConstants.TEXT_deleteConfirmation, (removeSO ? GPUInstancerEditorConstants.TEXT_deletePrototypeAreYouSure : GPUInstancerEditorConstants.TEXT_deleteAreYouSure) + selectedPrototypesText, (removeSO ? GPUInstancerEditorConstants.TEXT_delete : GPUInstancerEditorConstants.TEXT_removeFromList), GPUInstancerEditorConstants.TEXT_cancel)) - { - foreach (GPUInstancerPrototype prototype in _manager.selectedPrototypeList) - { - _manager.DeletePrototype(prototype, removeSO); - } - _manager.selectedPrototypeList.Clear(); - } - GUIUtility.ExitGUI(); - }); - DrawHelpText(removeSO ? GPUInstancerEditorConstants.HELPTEXT_delete : GPUInstancerEditorConstants.HELPTEXT_removeFromList); - } - - public GPUInstancerManager GetManager() - { - return _manager; - } - } -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerManagerEditor.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerManagerEditor.cs.meta deleted file mode 100644 index c0bb87b..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerManagerEditor.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: 61cacc83174206847b4970fa019afce1 -timeCreated: 1522234518 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerPathLocator.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerPathLocator.cs deleted file mode 100644 index 73cbf71..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerPathLocator.cs +++ /dev/null @@ -1,30 +0,0 @@ -using UnityEditor; -using UnityEngine; - -namespace GPUInstancer -{ - //[CreateAssetMenu(menuName = "GPU Instancer/Path Locator")] - public class GPUInstancerPathLocator : ScriptableObject - { - } - - [CustomEditor(typeof(GPUInstancerPathLocator))] - public class GPUInstancerPathLocatorEditor : Editor - { - public override void OnInspectorGUI() - { - GUIStyle style = new GUIStyle(); - style.richText = true; - style.wordWrap = true; - GUILayout.Label("Do not delete or edit this file.\n\nThis file will be used to locate the GPUInstancer folder where your settings and prototype information will be kept.", style); - - string path = AssetDatabase.GetAssetPath(target); - string currentGuid = AssetDatabase.AssetPathToGUID(path); - if (GPUInstancerConstants.DEFAULT_PATH_GUID != currentGuid) - { - GUILayout.Label("\n\nFile GUID does not match the expected GUID!", style); - GUILayout.Label("\n" + GPUInstancerConstants.DEFAULT_PATH_GUID + " [Expected GUID]\n" + currentGuid + " [Current GUID]", style); - } - } - } -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerPathLocator.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerPathLocator.cs.meta deleted file mode 100644 index ad22fef..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerPathLocator.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 09157569b9f9c4e43bbae746f0e77c9e -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerPrefabEditor.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerPrefabEditor.cs deleted file mode 100644 index c67c9ca..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerPrefabEditor.cs +++ /dev/null @@ -1,148 +0,0 @@ -using UnityEditor; -using UnityEngine; - -namespace GPUInstancer -{ - [CustomEditor(typeof(GPUInstancerPrefab)), CanEditMultipleObjects] - public class GPUInstancerPrefabEditor : Editor - { - private GPUInstancerPrefab[] _prefabScripts; - - protected void OnEnable() - { - Object[] monoObjects = targets; - _prefabScripts = new GPUInstancerPrefab[monoObjects.Length]; - for (int i = 0; i < monoObjects.Length; i++) - { - _prefabScripts[i] = monoObjects[i] as GPUInstancerPrefab; - } - } - - public override void OnInspectorGUI() - { - if(_prefabScripts != null) - { - - if (_prefabScripts.Length >= 1 && _prefabScripts[0] != null && _prefabScripts[0].prefabPrototype != null) - { - bool isPrefab = _prefabScripts[0].prefabPrototype.prefabObject == _prefabScripts[0].gameObject; - - if (_prefabScripts.Length == 1) - { - EditorGUI.BeginDisabledGroup(true); - EditorGUILayout.ObjectField(GPUInstancerEditorConstants.TEXT_prototypeSO, _prefabScripts[0].prefabPrototype, typeof(GPUInstancerPrefabPrototype), false); - EditorGUI.EndDisabledGroup(); - - if (!isPrefab) - { - if (Application.isPlaying) - { - if (_prefabScripts[0].state == PrefabInstancingState.Instanced) - GPUInstancerEditorConstants.DrawCustomLabel(GPUInstancerEditorConstants.TEXT_prefabInstancingActive + _prefabScripts[0].gpuInstancerID, GPUInstancerEditorConstants.Styles.boldLabel); - else if (_prefabScripts[0].state == PrefabInstancingState.Disabled) - GPUInstancerEditorConstants.DrawCustomLabel(GPUInstancerEditorConstants.TEXT_prefabInstancingDisabled + _prefabScripts[0].gpuInstancerID, GPUInstancerEditorConstants.Styles.boldLabel); - else - GPUInstancerEditorConstants.DrawCustomLabel(GPUInstancerEditorConstants.TEXT_prefabInstancingNone, GPUInstancerEditorConstants.Styles.boldLabel); - } - } - } - - if (isPrefab && !Application.isPlaying) - { - foreach (GPUInstancerPrefab prefabScript in _prefabScripts) - { - if (prefabScript != null && prefabScript.prefabPrototype != null) - { - GPUInstancerPrefabManagerEditor.CheckPrefabRigidbodies(prefabScript.prefabPrototype); - } - } - - EditorGUILayout.BeginHorizontal(); - if (_prefabScripts[0].prefabPrototype.meshRenderersDisabled) - { - GPUInstancerEditorConstants.DrawColoredButton(GPUInstancerEditorConstants.Contents.enableMeshRenderers, GPUInstancerEditorConstants.Colors.green, Color.white, FontStyle.Bold, Rect.zero, - () => - { - foreach (GPUInstancerPrefab prefabScript in _prefabScripts) - { - if (prefabScript != null && prefabScript.prefabPrototype != null) - { - GPUInstancerPrefabManagerEditor.SetRenderersEnabled(prefabScript.prefabPrototype, true); - } - } - }); - //_prefabScripts[0].prefabPrototype.meshRenderersDisabledSimulation = EditorGUILayout.Toggle(GPUInstancerEditorConstants.TEXT_disableMeshRenderersSimulation, _prefabScripts[0].prefabPrototype.meshRenderersDisabledSimulation); - } - //if (!_prefabScripts[0].prefabPrototype.meshRenderersDisabled) - //{ - // GPUInstancerEditorConstants.DrawColoredButton(GPUInstancerEditorConstants.Contents.disableMeshRenderers, Color.red, Color.white, FontStyle.Bold, Rect.zero, - // () => - // { - // if (EditorUtility.DisplayDialog(GPUInstancerEditorConstants.TEXT_disableMeshRenderers, GPUInstancerEditorConstants.TEXT_disableMeshRenderersAreYouSure, "Yes", "No")) - // { - // foreach (GPUInstancerPrefab prefabScript in _prefabScripts) - // { - // if (prefabScript != null && prefabScript.prefabPrototype != null) - // { - // GPUInstancerPrefabManagerEditor.SetRenderersEnabled(prefabScript.prefabPrototype, false); - // } - // } - // } - // }); - //} - EditorGUILayout.EndHorizontal(); - } - } - } - } - - //[DrawGizmo(GizmoType.NotInSelectionHierarchy | GizmoType.InSelectionHierarchy)] - //private static void DrawGizmo(GPUInstancerPrefab instance, GizmoType gizmoType) - //{ - // if (EditorApplication.isPlaying || !instance.enabled || instance.prefabPrototype == null || !instance.prefabPrototype.meshRenderersDisabled) - // return; - - // if (instance.prefabPrototype.meshRenderersDisabledSimulation) - // { - // if (instance.GetComponent()) - // { - // foreach (Renderer r in instance.GetComponent().GetLODs()[0].renderers) - // { - // if(r is MeshRenderer) - // { - // DrawMesh((MeshRenderer)r); - // } - // } - // } - // else - // { - // MeshRenderer[] renderers = instance.GetComponentsInChildren(); - // for (int i = 0; i != renderers.Length; ++i) - // { - // DrawMesh(renderers[i]); - // } - // } - // } - //} - - //private static void DrawMesh(MeshRenderer renderer) - //{ - // Matrix4x4 matrix = renderer.transform.localToWorldMatrix; - // MeshFilter meshFilter = renderer.GetComponent(); - // Material mat; - // for (int m = 0; m < renderer.sharedMaterials.Length; m++) - // { - // mat = renderer.sharedMaterials[m]; - // //Graphics.DrawMesh(meshFilter.sharedMesh, matrix, renderer.sharedMaterials[m], renderer.gameObject.layer, null, m); - // for (int p = 0; p < mat.passCount; p++) - // { - // if(mat.GetShaderPassEnabled(mat.GetPassName(p))) - // { - // renderer.sharedMaterials[m].SetPass(p); - // Graphics.DrawMeshNow(meshFilter.sharedMesh, matrix, m); - // } - // } - // } - //} - } -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerPrefabEditor.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerPrefabEditor.cs.meta deleted file mode 100644 index 8f9d579..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerPrefabEditor.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: d9c57d83d3cbf8149b3b07863b51047a -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerPrefabManagerEditor.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerPrefabManagerEditor.cs deleted file mode 100644 index fecab9c..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerPrefabManagerEditor.cs +++ /dev/null @@ -1,983 +0,0 @@ -using System; -using System.Collections.Generic; -using UnityEditor; -using UnityEngine; -using UnityEngine.Events; - -namespace GPUInstancer -{ - [CustomEditor(typeof(GPUInstancerPrefabManager))] - [CanEditMultipleObjects] - public class GPUInstancerPrefabManagerEditor : GPUInstancerManagerEditor - { - private GPUInstancerPrefabManager _prefabManager; - - protected SerializedProperty prop_enableMROnManagerDisable; - - protected override void OnEnable() - { - base.OnEnable(); - - wikiHash = "#The_Prefab_Manager"; - - _prefabManager = (target as GPUInstancerPrefabManager); - - prop_enableMROnManagerDisable = serializedObject.FindProperty("enableMROnManagerDisable"); - } - - protected override void OnDisable() - { - base.OnDisable(); - //if (!Application.isPlaying && _prefabManager.gpuiSimulator != null && _prefabManager.gpuiSimulator.simulateAtEditor) - // _prefabManager.gpuiSimulator.StopSimulation(); - } - - public override void OnInspectorGUI() - { - serializedObject.Update(); - - base.OnInspectorGUI(); - - DrawSceneSettingsBox(); - - DrawPrefabGlobalInfoBox(); - - DrawRegisteredPrefabsBox(); - foreach (GPUInstancerPrefabPrototype prototype in _prefabManager.prototypeList) - { - if (prototype == null) - continue; - - CheckPrefabRigidbodies(prototype); - } - - DrawGPUInstancerPrototypesBox(); - - HandlePickerObjectSelection(); - - serializedObject.ApplyModifiedProperties(); - - base.InspectorGUIEnd(); - } - - public override void ShowObjectPicker() - { - base.ShowObjectPicker(); - - EditorGUIUtility.ShowObjectPicker(null, false, "t:prefab", pickerControlID); - } - - public override void AddPickerObject(UnityEngine.Object pickerObject, GPUInstancerPrototype overridePrototype = null) - { - base.AddPickerObject(pickerObject, overridePrototype); - - AddPickerObject(_prefabManager, pickerObject, overridePrototype); - } - - public static GPUInstancerPrefabPrototype AddPickerObject(GPUInstancerPrefabManager _prefabManager, UnityEngine.Object pickerObject, GPUInstancerPrototype overridePrototype = null) - { - if (pickerObject == null) - return null; - - if (pickerObject is GPUInstancerPrefabPrototype) - { - GPUInstancerPrefabPrototype prefabPrototype = (GPUInstancerPrefabPrototype)pickerObject; - if (prefabPrototype.prefabObject != null) - { - pickerObject = prefabPrototype.prefabObject; - } - } - - if (!(pickerObject is GameObject)) - { -#if UNITY_2018_3_OR_NEWER - if (PrefabUtility.GetPrefabAssetType(pickerObject) == PrefabAssetType.Model) -#else - if (PrefabUtility.GetPrefabType(pickerObject) == PrefabType.ModelPrefab) -#endif - EditorUtility.DisplayDialog(GPUInstancerConstants.TEXT_PREFAB_TYPE_WARNING_TITLE, GPUInstancerConstants.TEXT_PREFAB_TYPE_WARNING_3D, GPUInstancerConstants.TEXT_OK); - else - EditorUtility.DisplayDialog(GPUInstancerConstants.TEXT_PREFAB_TYPE_WARNING_TITLE, GPUInstancerConstants.TEXT_PREFAB_TYPE_WARNING, GPUInstancerConstants.TEXT_OK); - return null; - } - - GameObject prefabObject = (GameObject)pickerObject; - -#if UNITY_2018_3_OR_NEWER - PrefabAssetType prefabType = PrefabUtility.GetPrefabAssetType(pickerObject); - - if (prefabType == PrefabAssetType.Regular || prefabType == PrefabAssetType.Variant) - { - if (PrefabUtility.IsPartOfNonAssetPrefabInstance(prefabObject)) - prefabObject = GPUInstancerUtility.GetOutermostPrefabAssetRoot(prefabObject); - } - else - { - if (prefabType == PrefabAssetType.Model) - EditorUtility.DisplayDialog(GPUInstancerConstants.TEXT_PREFAB_TYPE_WARNING_TITLE, GPUInstancerConstants.TEXT_PREFAB_TYPE_WARNING_3D, GPUInstancerConstants.TEXT_OK); - else - EditorUtility.DisplayDialog(GPUInstancerConstants.TEXT_PREFAB_TYPE_WARNING_TITLE, GPUInstancerConstants.TEXT_PREFAB_TYPE_WARNING, GPUInstancerConstants.TEXT_OK); - return null; - } - if (prefabType == PrefabAssetType.Variant) - { - GameObject correspondingPrefab = GPUInstancerUtility.GetCorrespongingPrefabOfVariant(prefabObject); - PrefabAssetType correspondingPrefabType = PrefabUtility.GetPrefabAssetType(correspondingPrefab); - if (correspondingPrefabType != PrefabAssetType.Model - && prefabObject.GetComponent() == null - && !EditorUtility.DisplayDialog("Variant Prefab Warning", - "Prefab is a Variant. Do you wish to add the Variant as a prototype or the corresponding Prefab?" + - "\n\nIt is recommended to add the Prefab, if you do not have different renderers for the Variant.", - "Add Variant", - "Add Prefab")) - { - prefabObject = GPUInstancerUtility.GetCorrespongingPrefabOfVariant(prefabObject); - } - } -#else - PrefabType prefabType = PrefabUtility.GetPrefabType(pickerObject); - - if (prefabType != PrefabType.Prefab) - { - bool instanceFound = false; - if (prefabType == PrefabType.PrefabInstance) - { -#if UNITY_2018_2_OR_NEWER - GameObject newPrefabObject = (GameObject)PrefabUtility.GetCorrespondingObjectFromSource(prefabObject); -#else - GameObject newPrefabObject = (GameObject)PrefabUtility.GetPrefabParent(prefabObject); -#endif - if (PrefabUtility.GetPrefabType(newPrefabObject) == PrefabType.Prefab) - { - while (newPrefabObject.transform.parent != null) - newPrefabObject = newPrefabObject.transform.parent.gameObject; - prefabObject = newPrefabObject; - instanceFound = true; - } - } - if (!instanceFound) - { - if (prefabType == PrefabType.ModelPrefab) - EditorUtility.DisplayDialog(GPUInstancerConstants.TEXT_PREFAB_TYPE_WARNING_TITLE, GPUInstancerConstants.TEXT_PREFAB_TYPE_WARNING_3D, GPUInstancerConstants.TEXT_OK); - else - EditorUtility.DisplayDialog(GPUInstancerConstants.TEXT_PREFAB_TYPE_WARNING_TITLE, GPUInstancerConstants.TEXT_PREFAB_TYPE_WARNING, GPUInstancerConstants.TEXT_OK); - return null; - } - } -#endif - - if (_prefabManager.prefabList.Contains(prefabObject)) - { - return prefabObject.GetComponent().prefabPrototype; - } - - GPUInstancerPrefab prefabScript = prefabObject.GetComponent(); - if(prefabScript != null && prefabScript.prefabPrototype != null && prefabScript.prefabPrototype.prefabObject != prefabObject) - { -#if UNITY_2018_3_OR_NEWER - GPUInstancerUtility.RemoveComponentFromPrefab(prefabObject); -#else - DestroyImmediate(prefabScript, true); -#endif - prefabScript = null; - } - - if (prefabScript == null) - { -#if UNITY_2018_3_OR_NEWER - prefabScript = GPUInstancerUtility.AddComponentToPrefab(prefabObject); -#else - prefabScript = prefabObject.AddComponent(); -#endif - } - if (prefabScript == null) - return null; - - if (prefabScript.prefabPrototype != null && _prefabManager.prototypeList.Contains(prefabScript.prefabPrototype)) - { - return prefabScript.prefabPrototype; - } - - Undo.RecordObject(_prefabManager, "Add prototype"); - - if (!_prefabManager.prefabList.Contains(prefabObject)) - { - _prefabManager.prefabList.Add(prefabObject); - _prefabManager.GeneratePrototypes(); - } - - if (prefabScript.prefabPrototype != null) - { - if (_prefabManager.registeredPrefabs == null) - _prefabManager.registeredPrefabs = new List(); - - RegisteredPrefabsData data = _prefabManager.registeredPrefabs.Find(d => d.prefabPrototype == prefabScript.prefabPrototype); - if (data == null) - { - data = new RegisteredPrefabsData(prefabScript.prefabPrototype); - _prefabManager.registeredPrefabs.Add(data); - } - - GPUInstancerPrefab[] scenePrefabInstances = FindObjectsOfType(); - foreach (GPUInstancerPrefab prefabInstance in scenePrefabInstances) - if (prefabInstance.prefabPrototype == prefabScript.prefabPrototype) - data.registeredPrefabs.Add(prefabInstance); - } - return prefabScript.prefabPrototype; - } - - public override void DrawSettingContents() - { - EditorGUILayout.Space(); - - DrawCameraDataFields(); - - DrawCullingSettings(_prefabManager.prototypeList); - - DrawFloatingOriginFields(); - - DrawLayerMaskFields(); - } - - public override void DrawLayerMaskFields() - { - base.DrawLayerMaskFields(); - EditorGUI.BeginDisabledGroup(Application.isPlaying); - EditorGUILayout.PropertyField(prop_enableMROnManagerDisable, GPUInstancerEditorConstants.Contents.enableMROnManagerDisable); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_enableMROnManagerDisable); - EditorGUI.EndDisabledGroup(); - } - - public void DrawPrefabGlobalInfoBox() - { - //if (_prefabManager.prefabList == null) - // return; - - //EditorGUI.BeginDisabledGroup(Application.isPlaying); - //EditorGUILayout.BeginVertical(GPUInstancerEditorConstants.Styles.box); - //GPUInstancerEditorConstants.DrawCustomLabel(GPUInstancerEditorConstants.TEXT_prefabGlobal, GPUInstancerEditorConstants.Styles.boldLabel); - - //EditorGUILayout.EndVertical(); - //EditorGUI.EndDisabledGroup(); - } - - public static void SetRenderersEnabled(GPUInstancerPrefabPrototype prefabPrototype, bool enabled) - { -#if UNITY_2018_3_OR_NEWER - GameObject prefabContents = GPUInstancerUtility.LoadPrefabContents(prefabPrototype.prefabObject); -#else - GameObject prefabContents = prefabPrototype.prefabObject; -#endif - MeshRenderer[] meshRenderers = prefabContents.GetComponentsInChildren(true); - if (meshRenderers != null && meshRenderers.Length > 0) - for (int mr = 0; mr < meshRenderers.Length; mr++) - meshRenderers[mr].enabled = enabled; - - BillboardRenderer[] billboardRenderers = prefabContents.GetComponentsInChildren(true); - if (billboardRenderers != null && billboardRenderers.Length > 0) - for (int mr = 0; mr < billboardRenderers.Length; mr++) - billboardRenderers[mr].enabled = enabled; - - LODGroup lodGroup = prefabContents.GetComponent(); - if (lodGroup != null) - lodGroup.enabled = enabled; - - if (prefabPrototype.hasRigidBody) - { - Rigidbody rigidbody = prefabContents.GetComponent(); - - if (enabled || prefabPrototype.autoUpdateTransformData) - { - if (rigidbody == null) - { - GPUInstancerPrefabPrototype.RigidbodyData rigidbodyData = prefabPrototype.rigidbodyData; - if (rigidbodyData != null) - { - rigidbody = prefabPrototype.prefabObject.AddComponent(); - rigidbody.useGravity = rigidbodyData.useGravity; - rigidbody.angularDrag = rigidbodyData.angularDrag; - rigidbody.mass = rigidbodyData.mass; - rigidbody.constraints = rigidbodyData.constraints; - rigidbody.detectCollisions = true; - rigidbody.drag = rigidbodyData.drag; - rigidbody.isKinematic = rigidbodyData.isKinematic; - rigidbody.interpolation = rigidbodyData.interpolation; - } - } - } - else if (rigidbody != null && !prefabPrototype.autoUpdateTransformData) - DestroyImmediate(rigidbody, true); - } - -#if UNITY_2018_3_OR_NEWER - GPUInstancerUtility.UnloadPrefabContents(prefabPrototype.prefabObject, prefabContents, true); -#endif - EditorUtility.SetDirty(prefabPrototype.prefabObject); - prefabPrototype.meshRenderersDisabled = !enabled; - EditorUtility.SetDirty(prefabPrototype); - } - -#if UNITY_2018_1_OR_NEWER - public void SerializeTransforms(GPUInstancerPrefabPrototype prefabPrototype) - { - if (_prefabManager == null || _prefabManager.registeredPrefabs == null) - return; - RegisteredPrefabsData registeredPrefabsData = _prefabManager.registeredPrefabs.Find(rpd => rpd.prefabPrototype == prefabPrototype); - if (registeredPrefabsData == null || registeredPrefabsData.registeredPrefabs == null || registeredPrefabsData.registeredPrefabs.Count == 0) - return; - string transformString = ""; - foreach (GPUInstancerPrefab prefabInstance in registeredPrefabsData.registeredPrefabs) - { - transformString += GPUInstancerUtility.Matrix4x4ToString(prefabInstance.transform.localToWorldMatrix) + "\n"; - } - transformString = transformString.Substring(0, transformString.Length - 2); - TextAsset textAsset = new TextAsset(transformString); - - string assetPath = GPUInstancerConstants.GetDefaultPath() + GPUInstancerConstants.PROTOTYPES_SERIALIZED_PATH + prefabPrototype.name + ".asset"; - if (!System.IO.Directory.Exists(GPUInstancerConstants.GetDefaultPath() + GPUInstancerConstants.PROTOTYPES_SERIALIZED_PATH)) - { - System.IO.Directory.CreateDirectory(GPUInstancerConstants.GetDefaultPath() + GPUInstancerConstants.PROTOTYPES_SERIALIZED_PATH); - } - AssetDatabase.CreateAsset(textAsset, assetPath); - AssetDatabase.SaveAssets(); - prefabPrototype.isTransformsSerialized = true; - prefabPrototype.serializedTransformData = textAsset; - prefabPrototype.serializedTransformDataCount = registeredPrefabsData.registeredPrefabs.Count; - - foreach (GPUInstancerPrefab prefabInstance in registeredPrefabsData.registeredPrefabs) - { - DestroyImmediate(prefabInstance.gameObject); - } - registeredPrefabsData.registeredPrefabs.Clear(); - } - - public void DeserializeTransforms(GPUInstancerPrefabPrototype prefabPrototype) - { - if (_prefabManager == null || _prefabManager.registeredPrefabs == null) - return; - RegisteredPrefabsData registeredPrefabsData = _prefabManager.registeredPrefabs.Find(rpd => rpd.prefabPrototype == prefabPrototype); - if (registeredPrefabsData == null || registeredPrefabsData.registeredPrefabs == null) - return; - - string matrixStr; - System.IO.StringReader strReader = new System.IO.StringReader(prefabPrototype.serializedTransformData.text); - Matrix4x4 matrix; - GameObject parent = new GameObject(prefabPrototype.prefabObject.name + " Instances"); - parent.transform.position = Vector3.zero; - parent.transform.rotation = Quaternion.identity; - parent.transform.localScale = Vector3.one; - while (true) - { - matrixStr = strReader.ReadLine(); - if (!string.IsNullOrEmpty(matrixStr)) - { - matrix = GPUInstancerUtility.Matrix4x4FromString(matrixStr); - GameObject prefabInstance = (GameObject)PrefabUtility.InstantiatePrefab(prefabPrototype.prefabObject); - prefabInstance.transform.SetMatrix4x4ToTransform(matrix); - registeredPrefabsData.registeredPrefabs.Add(prefabInstance.GetComponent()); - prefabInstance.transform.parent = parent.transform; - } - else - break; - } - - DestroyImmediate(prefabPrototype.serializedTransformData, true); - - prefabPrototype.isTransformsSerialized = false; - prefabPrototype.serializedTransformData = null; - prefabPrototype.serializedTransformDataCount = 0; - - AssetDatabase.Refresh(); - } - - - public void SerializeAdditionalTransforms() - { - if (_prefabManager == null || _prefabManager.registeredPrefabs == null) - return; - - foreach(GPUInstancerPrefabPrototype prefabPrototype in _prefabManager.prototypeList) - { - if (!prefabPrototype.isTransformsSerialized) - continue; - - RegisteredPrefabsData registeredPrefabsData = _prefabManager.registeredPrefabs.Find(rpd => rpd.prefabPrototype == prefabPrototype); - if (registeredPrefabsData == null || registeredPrefabsData.registeredPrefabs == null || registeredPrefabsData.registeredPrefabs.Count == 0) - continue; - string transformString = prefabPrototype.serializedTransformData.text + "\n"; - foreach (GPUInstancerPrefab prefabInstance in registeredPrefabsData.registeredPrefabs) - { - transformString += GPUInstancerUtility.Matrix4x4ToString(prefabInstance.transform.localToWorldMatrix) + "\n"; - } - transformString = transformString.Substring(0, transformString.Length - 2); - TextAsset textAsset = new TextAsset(transformString); - - string assetPath = GPUInstancerConstants.GetDefaultPath() + GPUInstancerConstants.PROTOTYPES_SERIALIZED_PATH + prefabPrototype.name + ".asset"; - if (!System.IO.Directory.Exists(GPUInstancerConstants.GetDefaultPath() + GPUInstancerConstants.PROTOTYPES_SERIALIZED_PATH)) - { - System.IO.Directory.CreateDirectory(GPUInstancerConstants.GetDefaultPath() + GPUInstancerConstants.PROTOTYPES_SERIALIZED_PATH); - } - AssetDatabase.CreateAsset(textAsset, assetPath); - AssetDatabase.SaveAssets(); - prefabPrototype.isTransformsSerialized = true; - prefabPrototype.serializedTransformData = textAsset; - prefabPrototype.serializedTransformDataCount += registeredPrefabsData.registeredPrefabs.Count; - - foreach (GPUInstancerPrefab prefabInstance in registeredPrefabsData.registeredPrefabs) - { - DestroyImmediate(prefabInstance.gameObject); - } - registeredPrefabsData.registeredPrefabs.Clear(); - } - } -#endif - - public override void DrawAddPrototypeHelpText() - { - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_addprototypeprefab); - } - - public static void CheckPrefabRigidbodies(GPUInstancerPrefabPrototype prototype) - { - if (prototype.prefabObject != null && !prototype.meshRenderersDisabled) - { - EditorGUI.BeginChangeCheck(); - Rigidbody rigidbody = prototype.prefabObject.GetComponent(); - if (rigidbody != null) - { - prototype.hasRigidBody = true; - if (prototype.rigidbodyData == null) - prototype.rigidbodyData = new GPUInstancerPrefabPrototype.RigidbodyData(); - prototype.rigidbodyData.useGravity = rigidbody.useGravity; - prototype.rigidbodyData.angularDrag = rigidbody.angularDrag; - prototype.rigidbodyData.mass = rigidbody.mass; - prototype.rigidbodyData.constraints = rigidbody.constraints; - prototype.rigidbodyData.drag = rigidbody.drag; - prototype.rigidbodyData.isKinematic = rigidbody.isKinematic; - prototype.rigidbodyData.interpolation = rigidbody.interpolation; - } - else - { - prototype.hasRigidBody = false; - } - if (EditorGUI.EndChangeCheck()) - { - EditorUtility.SetDirty(prototype); - } - } - } - - public override void DrawRegisteredPrefabsBoxButtons() - { - GPUInstancerEditorConstants.DrawColoredButton(GPUInstancerEditorConstants.Contents.registerPrefabsInScene, GPUInstancerEditorConstants.Colors.darkBlue, Color.white, FontStyle.Bold, Rect.zero, - () => - { - Undo.RecordObject(_prefabManager, "Register prefabs in scene"); - _prefabManager.RegisterPrefabsInScene(); -#if UNITY_2018_1_OR_NEWER - SerializeAdditionalTransforms(); -#endif - }); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_registerPrefabsInScene); - - if (!GPUInstancerConstants.gpuiSettings.disableInstanceCountWarning) - { - bool hasLowInstanceCounts = false; - if (!Application.isPlaying && _prefabManager.registeredPrefabs.Count > 0) - { - foreach (RegisteredPrefabsData rpd in _prefabManager.registeredPrefabs) - { - int count = rpd.prefabPrototype.isTransformsSerialized ? rpd.prefabPrototype.serializedTransformDataCount : rpd.registeredPrefabs.Count; - if (count > 0 && count < 10) - hasLowInstanceCounts = true; - } - } - - if (hasLowInstanceCounts) - { - GUILayout.Space(5); - EditorGUILayout.HelpBox(GPUInstancerEditorConstants.WARNINGTEXT_instanceCounts, MessageType.Warning); - DrawWikiButton(GUILayoutUtility.GetRect(40, 20), "GPU_Instancer:BestPractices", "#Instance_Counts", "More Information on Instance Counts", GPUInstancerEditorConstants.Colors.darkred); - GUILayout.Space(5); - } - } - } - - public override void DrawRegisteredPrefabsBoxList() - { - if (!Application.isPlaying && _prefabManager.registeredPrefabs.Count > 0) - { - Color defaultColor = GPUInstancerEditorConstants.Styles.label.normal.textColor; - foreach (RegisteredPrefabsData rpd in _prefabManager.registeredPrefabs) - { - int count = rpd.prefabPrototype.isTransformsSerialized ? rpd.prefabPrototype.serializedTransformDataCount : rpd.registeredPrefabs.Count; - if (count > 0 && count < 10) - GPUInstancerEditorConstants.Styles.label.normal.textColor = Color.red; - else - GPUInstancerEditorConstants.Styles.label.normal.textColor = defaultColor; - if (prototypeSelection.ContainsKey(rpd.prefabPrototype)) - prototypeSelection[rpd.prefabPrototype] = EditorGUILayout.ToggleLeft(rpd.prefabPrototype.ToString() + " Instance Count: " + - count, prototypeSelection[rpd.prefabPrototype], GPUInstancerEditorConstants.Styles.label); - } - - GPUInstancerEditorConstants.Styles.label.normal.textColor = defaultColor; - } - else - { - base.DrawRegisteredPrefabsBoxList(); - } - } - - public override bool DrawGPUInstancerPrototypeInfo(List selectedPrototypeList) - { - return DrawGPUInstancerPrototypeInfo(selectedPrototypeList, (string t) => { DrawHelpText(t); }); - } - - public static bool DrawGPUInstancerPrototypeInfo(List selectedPrototypeList, UnityAction DrawHelpText) - { - GPUInstancerPrefabPrototype prototype0 = (GPUInstancerPrefabPrototype)selectedPrototypeList[0]; - #region Determine Multiple Values - bool hasChanged = false; - bool enableRuntimeModificationsMixed = false; - bool enableRuntimeModifications = prototype0.enableRuntimeModifications; - bool hasRigidBodyMixed = false; - bool hasRigidBody = prototype0.hasRigidBody; - bool autoUpdateTransformDataMixed = false; - bool autoUpdateTransformData = prototype0.autoUpdateTransformData; - bool startWithRigidBodyMixed = false; - bool startWithRigidBody = prototype0.startWithRigidBody; - bool addRemoveInstancesAtRuntimeMixed = false; - bool addRemoveInstancesAtRuntime = prototype0.addRemoveInstancesAtRuntime; - bool extraBufferSizeMixed = false; - int extraBufferSize = prototype0.extraBufferSize; - bool addRuntimeHandlerScriptMixed = false; - bool addRuntimeHandlerScript = prototype0.addRuntimeHandlerScript; - bool meshRenderersDisabledMixed = false; - bool meshRenderersDisabled = prototype0.meshRenderersDisabled; - for (int i = 1; i < selectedPrototypeList.Count; i++) - { - GPUInstancerPrefabPrototype prototypeI = (GPUInstancerPrefabPrototype)selectedPrototypeList[i]; - if (!enableRuntimeModificationsMixed && enableRuntimeModifications != prototypeI.enableRuntimeModifications) - enableRuntimeModificationsMixed = true; - if (!hasRigidBodyMixed && hasRigidBody != prototypeI.hasRigidBody) - hasRigidBodyMixed = true; - if (!autoUpdateTransformDataMixed && autoUpdateTransformData != prototypeI.autoUpdateTransformData) - autoUpdateTransformDataMixed = true; - if (!startWithRigidBodyMixed && startWithRigidBody != prototypeI.startWithRigidBody) - startWithRigidBodyMixed = true; - if (!addRemoveInstancesAtRuntimeMixed && addRemoveInstancesAtRuntime != prototypeI.addRemoveInstancesAtRuntime) - addRemoveInstancesAtRuntimeMixed = true; - if (!extraBufferSizeMixed && extraBufferSize != prototypeI.extraBufferSize) - extraBufferSizeMixed = true; - if (!addRuntimeHandlerScriptMixed && addRuntimeHandlerScript != prototypeI.addRuntimeHandlerScript) - addRuntimeHandlerScriptMixed = true; - if (!meshRenderersDisabledMixed && meshRenderersDisabled != prototypeI.meshRenderersDisabled) - meshRenderersDisabledMixed = true; - } - #endregion Determine Multiple Values - - EditorGUILayout.BeginVertical(GPUInstancerEditorConstants.Styles.box); - GPUInstancerEditorConstants.DrawCustomLabel(GPUInstancerEditorConstants.TEXT_prefabRuntimeSettings, GPUInstancerEditorConstants.Styles.boldLabel); - - hasChanged |= MultiToggle(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_enableRuntimeModifications, enableRuntimeModifications, enableRuntimeModificationsMixed, (p, v) => ((GPUInstancerPrefabPrototype)p).enableRuntimeModifications = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_enableRuntimeModifications); - - EditorGUI.BeginDisabledGroup(enableRuntimeModificationsMixed || !enableRuntimeModifications); - - EditorGUI.BeginDisabledGroup(hasRigidBodyMixed || !hasRigidBody || autoUpdateTransformDataMixed || autoUpdateTransformData); - hasChanged |= MultiToggle(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_startWithRigidBody, startWithRigidBody, startWithRigidBodyMixed, (p, v) => ((GPUInstancerPrefabPrototype)p).startWithRigidBody = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_startWithRigidBody); - EditorGUI.EndDisabledGroup(); - - hasChanged |= MultiToggle(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_addRemoveInstancesAtRuntime, addRemoveInstancesAtRuntime, addRemoveInstancesAtRuntimeMixed, (p, v) => ((GPUInstancerPrefabPrototype)p).addRemoveInstancesAtRuntime = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_addRemoveInstancesAtRuntime); - - EditorGUI.BeginDisabledGroup(addRemoveInstancesAtRuntimeMixed || !addRemoveInstancesAtRuntime); - hasChanged |= MultiIntSlider(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_extraBufferSize, extraBufferSize, 0, GPUInstancerConstants.gpuiSettings.MAX_PREFAB_EXTRA_BUFFER_SIZE, extraBufferSizeMixed, (p, v) => ((GPUInstancerPrefabPrototype)p).extraBufferSize = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_extraBufferSize); - - hasChanged |= MultiToggle(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_addRuntimeHandlerScript, addRuntimeHandlerScript, addRuntimeHandlerScriptMixed, (p, v) => ((GPUInstancerPrefabPrototype)p).addRuntimeHandlerScript = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_addRuntimeHandlerScript); - - if (!addRemoveInstancesAtRuntimeMixed && addRemoveInstancesAtRuntime && !addRuntimeHandlerScriptMixed && !Application.isPlaying) - { - if (addRuntimeHandlerScript) - { - foreach (GPUInstancerPrefabPrototype prefabPrototype in selectedPrototypeList) - { - GPUInstancerPrefabRuntimeHandler prefabRuntimeHandler = prefabPrototype.prefabObject.GetComponent(); - if (prefabRuntimeHandler == null) - { -#if UNITY_2018_3_OR_NEWER - GPUInstancerUtility.AddComponentToPrefab(prefabPrototype.prefabObject); -#else - prefabPrototype.prefabObject.AddComponent(); -#endif - EditorUtility.SetDirty(prefabPrototype.prefabObject); - } - } - } - else - { - foreach (GPUInstancerPrefabPrototype prefabPrototype in selectedPrototypeList) - { - GPUInstancerPrefabRuntimeHandler prefabRuntimeHandler = prefabPrototype.prefabObject.GetComponent(); - if(prefabRuntimeHandler != null) - { -#if UNITY_2018_3_OR_NEWER - GPUInstancerUtility.RemoveComponentFromPrefab(prefabPrototype.prefabObject); -#else - DestroyImmediate(prefabRuntimeHandler, true); -#endif - } - } - } - } - EditorGUI.EndDisabledGroup(); - - if(!meshRenderersDisabledMixed && !meshRenderersDisabled) - { - hasChanged |= MultiToggle(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_autoUpdateTransformData, autoUpdateTransformData, autoUpdateTransformDataMixed, (p, v) => ((GPUInstancerPrefabPrototype)p).autoUpdateTransformData = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_autoUpdateTransformData); - } - EditorGUI.EndDisabledGroup(); - - if (!enableRuntimeModificationsMixed && !enableRuntimeModifications) - { - foreach (GPUInstancerPrefabPrototype prefabPrototype in selectedPrototypeList) - { - if (prefabPrototype.addRemoveInstancesAtRuntime) - prefabPrototype.addRemoveInstancesAtRuntime = false; - if (prefabPrototype.startWithRigidBody) - prefabPrototype.startWithRigidBody = false; - if (prefabPrototype.autoUpdateTransformData) - { - prefabPrototype.autoUpdateTransformData = false; - if (prefabPrototype.meshRenderersDisabled) - SetRenderersEnabled(prefabPrototype, !prefabPrototype.meshRenderersDisabled); - } - } - } - - foreach (GPUInstancerPrefabPrototype prefabPrototype in selectedPrototypeList) - { - if ((!prefabPrototype.enableRuntimeModifications || !prefabPrototype.addRemoveInstancesAtRuntime) && prefabPrototype.extraBufferSize > 0) - prefabPrototype.extraBufferSize = 0; - - if ((!prefabPrototype.enableRuntimeModifications || !prefabPrototype.addRemoveInstancesAtRuntime) && prefabPrototype.addRuntimeHandlerScript) - { - prefabPrototype.addRuntimeHandlerScript = false; - GPUInstancerPrefabRuntimeHandler prefabRuntimeHandler = prefabPrototype.prefabObject.GetComponent(); - if (prefabRuntimeHandler != null) - { -#if UNITY_2018_3_OR_NEWER - GPUInstancerUtility.RemoveComponentFromPrefab(prefabPrototype.prefabObject); -#else - DestroyImmediate(prefabRuntimeHandler, true); -#endif - EditorUtility.SetDirty(prefabPrototype.prefabObject); - } - } - } - - EditorGUILayout.EndVertical(); - - return hasChanged; - } - - public override void DrawGPUInstancerPrototypeInfo(GPUInstancerPrototype selectedPrototype) - { - DrawGPUInstancerPrototypeInfo(selectedPrototype, (string t) => { DrawHelpText(t); }); - } - - public static void DrawGPUInstancerPrototypeInfo(GPUInstancerPrototype selectedPrototype, UnityAction DrawHelpText) - { - EditorGUILayout.BeginVertical(GPUInstancerEditorConstants.Styles.box); - GPUInstancerEditorConstants.DrawCustomLabel(GPUInstancerEditorConstants.TEXT_prefabRuntimeSettings, GPUInstancerEditorConstants.Styles.boldLabel); - - GPUInstancerPrefabPrototype prototype = (GPUInstancerPrefabPrototype)selectedPrototype; - prototype.enableRuntimeModifications = EditorGUILayout.Toggle(GPUInstancerEditorConstants.TEXT_enableRuntimeModifications, prototype.enableRuntimeModifications); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_enableRuntimeModifications); - - EditorGUI.BeginDisabledGroup(!prototype.enableRuntimeModifications); - - EditorGUI.BeginDisabledGroup(!prototype.hasRigidBody || prototype.autoUpdateTransformData); - prototype.startWithRigidBody = EditorGUILayout.Toggle(GPUInstancerEditorConstants.TEXT_startWithRigidBody, prototype.startWithRigidBody); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_startWithRigidBody); - EditorGUI.EndDisabledGroup(); - - prototype.addRemoveInstancesAtRuntime = EditorGUILayout.Toggle(GPUInstancerEditorConstants.TEXT_addRemoveInstancesAtRuntime, prototype.addRemoveInstancesAtRuntime); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_addRemoveInstancesAtRuntime); - - EditorGUI.BeginDisabledGroup(!prototype.addRemoveInstancesAtRuntime); - prototype.extraBufferSize = EditorGUILayout.IntSlider(GPUInstancerEditorConstants.TEXT_extraBufferSize, prototype.extraBufferSize, 0, GPUInstancerConstants.gpuiSettings.MAX_PREFAB_EXTRA_BUFFER_SIZE); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_extraBufferSize); - - prototype.addRuntimeHandlerScript = EditorGUILayout.Toggle(GPUInstancerEditorConstants.TEXT_addRuntimeHandlerScript, prototype.addRuntimeHandlerScript); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_addRuntimeHandlerScript); - - if (prototype.addRemoveInstancesAtRuntime && !Application.isPlaying) - { - GPUInstancerPrefabRuntimeHandler prefabRuntimeHandler = prototype.prefabObject.GetComponent(); - if (prototype.addRuntimeHandlerScript && prefabRuntimeHandler == null) - { -#if UNITY_2018_3_OR_NEWER - GPUInstancerUtility.AddComponentToPrefab(prototype.prefabObject); -#else - prototype.prefabObject.AddComponent(); -#endif - EditorUtility.SetDirty(prototype.prefabObject); - } - else if (!prototype.addRuntimeHandlerScript && prefabRuntimeHandler != null) - { -#if UNITY_2018_3_OR_NEWER - GPUInstancerUtility.RemoveComponentFromPrefab(prototype.prefabObject); -#else - DestroyImmediate(prefabRuntimeHandler, true); -#endif - EditorUtility.SetDirty(prototype.prefabObject); - } - } - EditorGUI.EndDisabledGroup(); - - bool autoUpdateTransformData = prototype.autoUpdateTransformData; - prototype.autoUpdateTransformData = EditorGUILayout.Toggle(GPUInstancerEditorConstants.TEXT_autoUpdateTransformData, prototype.autoUpdateTransformData); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_autoUpdateTransformData); -#if !GPUI_BURST - if (prototype.autoUpdateTransformData) - EditorGUILayout.HelpBox("It is recommended to use the Burst Compiler with Auto Update Transform Data feature. You can download it from the Package Manager Window.", MessageType.Warning); -#endif - if (autoUpdateTransformData != prototype.autoUpdateTransformData && prototype.meshRenderersDisabled) - SetRenderersEnabled(prototype, !prototype.meshRenderersDisabled); - EditorGUI.EndDisabledGroup(); - - if (!prototype.enableRuntimeModifications) - { - if (prototype.addRemoveInstancesAtRuntime) - prototype.addRemoveInstancesAtRuntime = false; - if (prototype.startWithRigidBody) - prototype.startWithRigidBody = false; - if (prototype.autoUpdateTransformData) - { - prototype.autoUpdateTransformData = false; - if (prototype.meshRenderersDisabled) - SetRenderersEnabled(prototype, !prototype.meshRenderersDisabled); - } - } - - if ((!prototype.enableRuntimeModifications || !prototype.addRemoveInstancesAtRuntime) && prototype.extraBufferSize > 0) - prototype.extraBufferSize = 0; - - if ((!prototype.enableRuntimeModifications || !prototype.addRemoveInstancesAtRuntime) && prototype.addRuntimeHandlerScript) - { - prototype.addRuntimeHandlerScript = false; - GPUInstancerPrefabRuntimeHandler prefabRuntimeHandler = prototype.prefabObject.GetComponent(); - if (prefabRuntimeHandler != null) - { -#if UNITY_2018_3_OR_NEWER - GPUInstancerUtility.RemoveComponentFromPrefab(prototype.prefabObject); -#else - DestroyImmediate(prefabRuntimeHandler, true); -#endif - EditorUtility.SetDirty(prototype.prefabObject); - } - } - - EditorGUILayout.EndVertical(); - } - - public override void DrawGPUInstancerPrototypeActions() - { - if (Application.isPlaying) - return; - GUILayout.Space(10); - //GPUInstancerEditorConstants.DrawCustomLabel(GPUInstancerEditorConstants.TEXT_actions, GPUInstancerEditorConstants.Styles.boldLabel, false); - - DrawDeleteButton(false); - DrawDeleteButton(true); - } - - public override void DrawGPUInstancerPrototypeAdvancedActions() - { - if (Application.isPlaying) - return; - - GUILayout.Space(10); - - EditorGUILayout.BeginVertical(); - // title - Rect foldoutRect = GUILayoutUtility.GetRect(0, 20, GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(false)); - foldoutRect.x += 12; - showAdvancedBox = EditorGUI.Foldout(foldoutRect, showAdvancedBox, GPUInstancerEditorConstants.TEXT_advancedActions, true, GPUInstancerEditorConstants.Styles.foldout); - - //GUILayout.Space(10); - - if (showAdvancedBox) - { - bool showSimulator = false; - foreach (GPUInstancerPrefabPrototype prototype in _prefabManager.prototypeList) - { - if (prototype == null) - continue; - - if (prototype.isTransformsSerialized || prototype.meshRenderersDisabled) - showSimulator = true; - } - - EditorGUILayout.HelpBox(GPUInstancerEditorConstants.HELPTEXT_advancedActions, MessageType.Warning); - - if (_prefabManager.selectedPrototypeList != null && _prefabManager.selectedPrototypeList.Count > 0) - { - GPUInstancerPrefabPrototype prototype0 = (GPUInstancerPrefabPrototype)_prefabManager.selectedPrototypeList[0]; - - foreach (GPUInstancerPrefabPrototype prefabPrototype in _prefabManager.selectedPrototypeList) - { - if (prefabPrototype.isTransformsSerialized && prefabPrototype.serializedTransformData == null) - { - prefabPrototype.isTransformsSerialized = false; - } - } - - #region Determine Multiple Values - bool meshRenderersDisabledMixed = false; - bool meshRenderersDisabled = prototype0.meshRenderersDisabled; - //bool meshRenderersDisabledSimulationMixed = false; - //bool meshRenderersDisabledSimulation = prototype0.meshRenderersDisabledSimulation; - bool isTransformsSerializedMixed = false; - bool isTransformsSerialized = prototype0.isTransformsSerialized; - for (int i = 1; i < _prefabManager.selectedPrototypeList.Count; i++) - { - GPUInstancerPrefabPrototype prototypeI = (GPUInstancerPrefabPrototype)_prefabManager.selectedPrototypeList[i]; - if (!meshRenderersDisabledMixed && meshRenderersDisabled != prototypeI.meshRenderersDisabled) - meshRenderersDisabledMixed = true; - if (!isTransformsSerializedMixed && isTransformsSerialized != prototypeI.isTransformsSerialized) - isTransformsSerializedMixed = true; - } - #endregion Determine Multiple Values - - if (!meshRenderersDisabledMixed && meshRenderersDisabled) - { - GPUInstancerEditorConstants.DrawColoredButton(GPUInstancerEditorConstants.Contents.enableMeshRenderers, GPUInstancerEditorConstants.Colors.green, Color.white, FontStyle.Bold, Rect.zero, - () => - { - foreach (GPUInstancerPrefabPrototype prefabPrototype in _prefabManager.selectedPrototypeList) - { - SetRenderersEnabled(prefabPrototype, true); - } - GUIUtility.ExitGUI(); - }); - //MultiToggle(_prefabManager.selectedPrototypeList, GPUInstancerEditorConstants.TEXT_disableMeshRenderersSimulation, meshRenderersDisabledSimulation, meshRenderersDisabledSimulationMixed, (p, v) => ((GPUInstancerPrefabPrototype)p).meshRenderersDisabledSimulation = v); - } - else if (!meshRenderersDisabledMixed && !meshRenderersDisabled) - { - GPUInstancerEditorConstants.DrawColoredButton(GPUInstancerEditorConstants.Contents.disableMeshRenderers, GPUInstancerEditorConstants.Colors.lightBlue, Color.white, FontStyle.Bold, Rect.zero, - () => - { - if (EditorUtility.DisplayDialog(GPUInstancerEditorConstants.TEXT_disableMeshRenderers, GPUInstancerEditorConstants.TEXT_disableMeshRenderersAreYouSure, "Yes", "No")) - { - foreach (GPUInstancerPrefabPrototype prefabPrototype in _prefabManager.selectedPrototypeList) - { - SetRenderersEnabled(prefabPrototype, false); - } - } - GUIUtility.ExitGUI(); - }); - } - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_disableMeshRenderers); - -#if UNITY_2018_1_OR_NEWER - if (!isTransformsSerializedMixed && isTransformsSerialized) - { - GPUInstancerEditorConstants.DrawColoredButton(GPUInstancerEditorConstants.Contents.deserializeRegisteredInstances, GPUInstancerEditorConstants.Colors.green, Color.white, FontStyle.Bold, Rect.zero, - () => - { - Undo.RecordObject(_prefabManager, "DeserializeTransforms"); - EditorUtility.DisplayProgressBar(GPUInstancerEditorConstants.TEXT_prefabInstanceSerialization, "Deserializing instances...", 0.1f); - try - { - foreach (GPUInstancerPrefabPrototype prefabPrototype in _prefabManager.selectedPrototypeList) - { - DeserializeTransforms(prefabPrototype); - } - } - catch (Exception e) - { - Debug.LogError(e); - } - EditorUtility.ClearProgressBar(); - GUIUtility.ExitGUI(); - }); - } - else if (!isTransformsSerializedMixed && !isTransformsSerialized) - { - GPUInstancerEditorConstants.DrawColoredButton(GPUInstancerEditorConstants.Contents.serializeRegisteredInstances, GPUInstancerEditorConstants.Colors.lightBlue, Color.white, FontStyle.Bold, Rect.zero, - () => - { - if (EditorUtility.DisplayDialog(GPUInstancerEditorConstants.TEXT_prefabInstanceSerialization, GPUInstancerEditorConstants.TEXT_prefabInstanceSerializationAreYouSure, GPUInstancerEditorConstants.TEXT_prefabInstanceSerializationYes, "No")) - { - Undo.RecordObject(_prefabManager, "SerializeTransforms"); - EditorUtility.DisplayProgressBar(GPUInstancerEditorConstants.TEXT_prefabInstanceSerialization, "Serializing instances... This might take a while.", 0.1f); - try - { - foreach (GPUInstancerPrefabPrototype prefabPrototype in _prefabManager.selectedPrototypeList) - { - SerializeTransforms(prefabPrototype); - } - } - catch(Exception e) - { - Debug.LogError(e); - } - EditorUtility.ClearProgressBar(); - GUIUtility.ExitGUI(); - } - }); - } - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_prefabInstanceSerialization); -#endif - - if (showSimulator) - { - if (_prefabManager.gpuiSimulator != null) - { - if (_prefabManager.gpuiSimulator.simulateAtEditor) - { - if (_prefabManager.gpuiSimulator.initializingInstances) - { - EditorGUI.BeginDisabledGroup(true); - GPUInstancerEditorConstants.DrawColoredButton(GPUInstancerEditorConstants.Contents.simulateAtEditorPrep, GPUInstancerEditorConstants.Colors.darkBlue, Color.white, - FontStyle.Bold, Rect.zero, null); - EditorGUI.EndDisabledGroup(); - } - else - { - GPUInstancerEditorConstants.DrawColoredButton(GPUInstancerEditorConstants.Contents.simulateAtEditorStop, Color.red, Color.white, - FontStyle.Bold, Rect.zero, () => - { - _prefabManager.gpuiSimulator.StopSimulation(); - }); - } - } - else - { - GPUInstancerEditorConstants.DrawColoredButton(new GUIContent("Simulate at Scene Camera [Experimental]"), GPUInstancerEditorConstants.Colors.green, Color.white, - FontStyle.Bold, Rect.zero, () => - { - _prefabManager.gpuiSimulator.StartSimulation(); - }); - } - } - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_simulator); - } - } - } - - EditorGUILayout.EndVertical(); - } - - public override float GetMaxDistance(GPUInstancerPrototype selectedPrototype) - { - return GPUInstancerConstants.gpuiSettings.MAX_PREFAB_DISTANCE; - } - } -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerPrefabManagerEditor.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerPrefabManagerEditor.cs.meta deleted file mode 100644 index f863cd6..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerPrefabManagerEditor.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: 47c75ccbe1c9b0440b4e758e543d54d7 -timeCreated: 1520847369 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerPreviewDrawer.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerPreviewDrawer.cs deleted file mode 100644 index 46d9115..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerPreviewDrawer.cs +++ /dev/null @@ -1,378 +0,0 @@ -using System; -using System.Collections.Generic; -using UnityEditor; -using UnityEngine; -using UnityEngine.Rendering; -using Object = UnityEngine.Object; - -namespace GPUInstancer -{ - public class GPUInstancerPreviewCache - { - private readonly Dictionary _previewCache = new Dictionary(); - - public void AddPreview(GPUInstancerPrototype prototype, Texture2D preview) - { - if (_previewCache.ContainsKey(prototype)) - _previewCache[prototype] = preview; - else - _previewCache.Add(prototype, preview); - } - - public void RemovePreview(GPUInstancerPrototype prototype) - { - if (_previewCache.ContainsKey(prototype)) - _previewCache.Remove(prototype); - } - - public Texture2D GetPreview(GPUInstancerPrototype prototype) - { - if (_previewCache.ContainsKey(prototype)) - return _previewCache[prototype]; - return null; - } - - public void ClearEmptyPreviews() - { - GPUInstancerPrototype[] prototypes = new GPUInstancerPrototype[_previewCache.Count]; - _previewCache.Keys.CopyTo(prototypes, 0); - foreach (GPUInstancerPrototype prototype in prototypes) - { - if (!_previewCache[prototype]) - _previewCache.Remove(prototype); - } - } - - public void ClearPreviews() - { - foreach (GPUInstancerPrototype prototype in _previewCache.Keys) - { - if (_previewCache[prototype]) - Object.DestroyImmediate(_previewCache[prototype]); - } - _previewCache.Clear(); - } - } - - public class GPUInstancerPreviewDrawer - { - private Texture2D _defaultBackgroundTexture; - private Texture2D _additionalTexture; -#if UNITY_PRO_LICENSE - private Color _defaultColor = new Color(0.45f, 0.45f, 0.45f, 1.0f); -#else - private Color _defaultColor = new Color(0.7f, 0.7f, 0.7f, 1.0f); -#endif - private readonly Color _colorMultiplier = new Color(0.5f, 0.5f, 0.5f, 1.0f); - - private Camera _camera; - private readonly List _gameObjects = new List(); - private Light[] lights = new Light[2]; - private readonly int _sampleLayer = 31; - public bool isVertexBased = true; - - public GPUInstancerPreviewDrawer(Texture2D defaultBackgroundTexture) - { - _defaultBackgroundTexture = defaultBackgroundTexture; - InitializeCameraAndLights(); - } - - public void InitializeCameraAndLights() - { - var camGO = EditorUtility.CreateGameObjectWithHideFlags("Preview Scene Camera", HideFlags.HideAndDontSave, typeof(Camera)); - AddGameObject(camGO); - camGO.transform.rotation = Quaternion.Euler(30, -135, 0); - _camera = camGO.GetComponent(); - _camera.cameraType = CameraType.Preview; - _camera.enabled = false; - _camera.clearFlags = CameraClearFlags.Depth; - _camera.fieldOfView = 15; - _camera.farClipPlane = 100; - _camera.nearClipPlane = -100; - _camera.renderingPath = RenderingPath.Forward; - _camera.useOcclusionCulling = false; - _camera.orthographic = true; - _camera.backgroundColor = Color.clear; - _camera.cullingMask = 1 << _sampleLayer; - _camera.allowHDR = false; - - var l0 = CreateLight(); - AddGameObject(l0); - lights[0] = l0.GetComponent(); - - var l1 = CreateLight(); - AddGameObject(l1); - lights[1] = l1.GetComponent(); - - foreach (Light l in lights) - { - l.cullingMask = 1 << _sampleLayer; - } - - lights[0].color = new Color(1f, 0.9568627f, 0.8392157f, 0f); - lights[0].transform.rotation = Quaternion.Euler(30, -135, 0); - lights[0].intensity = 1f; - lights[1].color = new Color(.4f, .4f, .45f, 0f) * .7f; - lights[1].transform.rotation = Quaternion.identity; - lights[1].intensity = 0.5f; - - if (QualitySettings.activeColorSpace == ColorSpace.Linear) - { - _defaultColor = _defaultColor.linear; - lights[0].color = lights[0].color.linear; - lights[1].color = lights[1].color.linear; - } - } - - public void AddGameObject(GameObject go) - { - go.layer = _sampleLayer; - if (_gameObjects.Contains(go)) - return; - - _gameObjects.Add(go); - } - - public void SetAdditionalTexture(Texture2D additionalTexture) - { - _additionalTexture = additionalTexture; - } - - public void Cleanup() - { - foreach (var go in _gameObjects) - Object.DestroyImmediate(go); - - _gameObjects.Clear(); - lights = null; - } - - public Texture2D GetPreviewForGameObject(GameObject gameObject, Rect prevRect, Color backgroundColor, GPUInstancerRuntimeData runtimeData = null) - { -#if UNITY_2022_2_OR_NEWER - if (GPUInstancerConstants.gpuiSettings.isURP && gameObject != null) return AssetPreview.GetAssetPreview(gameObject); -#endif - if (!_camera || lights == null) - { - Cleanup(); - InitializeCameraAndLights(); - } - - #region Initialize - float scaleFac = GetScaleFactor(prevRect.width, prevRect.height); - - int rtWidth = (int)(prevRect.width * scaleFac); - int rtHeight = (int)(prevRect.height * scaleFac); - - RenderTexture _renderTexture = RenderTexture.GetTemporary(rtWidth, rtHeight, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default); - _renderTexture.Create(); - _camera.targetTexture = _renderTexture; - - RenderTexture previousRenderTexture = RenderTexture.active; - RenderTexture.active = _renderTexture; - GL.Clear(true, true, Color.clear); - - foreach (var light in lights) - light.enabled = true; - - - if (QualitySettings.activeColorSpace == ColorSpace.Linear) - { - if (backgroundColor != Color.clear) - backgroundColor = backgroundColor.linear; - } - - if (GPUInstancerConstants.gpuiSettings.isHDRP && gameObject != null) - { - _camera.backgroundColor = backgroundColor == Color.clear ? _defaultColor.gamma : backgroundColor.gamma; - } - else if (_defaultBackgroundTexture != null) - { - GL.PushMatrix(); - GL.LoadOrtho(); - GL.LoadPixelMatrix(0, _renderTexture.width, _renderTexture.height, 0); - Graphics.DrawTexture( - new Rect(0, 0, _renderTexture.width, _renderTexture.height), - _defaultBackgroundTexture, - new Rect(0, 0, 1, 1), - 1, 1, 1, 1, backgroundColor == Color.clear ? _defaultColor * _colorMultiplier : backgroundColor * _colorMultiplier); - GL.PopMatrix(); - } - - if (_additionalTexture != null) - { - GL.PushMatrix(); - GL.LoadOrtho(); - GL.LoadPixelMatrix(0, _renderTexture.width - 2, _renderTexture.height - 2, 0); - Graphics.DrawTexture( - new Rect(1, 1, _renderTexture.width - 1, _renderTexture.height - 1), - _additionalTexture, - new Rect(0, 0, 1, 1), - 1, 1, 1, 1); - GL.PopMatrix(); - } - #endregion Initialize - - if (gameObject != null) - { - Renderer[] renderers; - if (gameObject.GetComponent() != null) - { - renderers = gameObject.GetComponent().GetLODs()[0].renderers; - } - else - { - renderers = gameObject.GetComponentsInChildren(); - } - Bounds bounds = new Bounds(); - bool isBoundsInitialized = false; - foreach (Renderer renderer in renderers) - { - if (renderer == null) - continue; - Mesh mesh = null; - if (renderer.GetComponent()) - { - mesh = renderer.GetComponent().sharedMesh; - } - else if (renderer is SkinnedMeshRenderer) - { - mesh = ((SkinnedMeshRenderer)renderer).sharedMesh; - } - - if (mesh != null) - { - if (isVertexBased) - { - Vector3[] verts = mesh.vertices; - for (var v = 0; v < verts.Length; v++) - { - if (!isBoundsInitialized) - { - isBoundsInitialized = true; - bounds = new Bounds(renderer.transform.localToWorldMatrix.MultiplyPoint3x4(verts[v]), Vector3.zero); - } - else - bounds.Encapsulate(renderer.transform.localToWorldMatrix.MultiplyPoint3x4(verts[v])); - } - } - else - { - Bounds rendererBounds = renderer.bounds; - if (!isBoundsInitialized) - { - isBoundsInitialized = true; - bounds = new Bounds(rendererBounds.center, rendererBounds.size); - } - else - { - bounds.Encapsulate(rendererBounds); - } - } - } - } - - float maxBounds = Mathf.Max(Mathf.Max(bounds.extents.x, bounds.extents.y), bounds.extents.z); - - _camera.transform.position = bounds.center; - _camera.orthographicSize = maxBounds * 1.3f; - - UnityEditorInternal.InternalEditorUtility.SetCustomLighting(lights, Color.gray); - - foreach (Renderer renderer in renderers) - { - if (renderer == null) - continue; - Matrix4x4 matrix = renderer.transform.localToWorldMatrix; - Mesh mesh = null; - if (renderer.GetComponent()) - { - mesh = renderer.GetComponent().sharedMesh; - } - else if (renderer is SkinnedMeshRenderer) - { - mesh = ((SkinnedMeshRenderer)renderer).sharedMesh; - } - if (mesh != null && renderer.sharedMaterials != null) - { - int submeshIndex = 0; - foreach (Material mat in renderer.sharedMaterials) - { - Graphics.DrawMesh(mesh, matrix, mat, _sampleLayer, _camera, Math.Min(submeshIndex, mesh.subMeshCount - 1), - null, ShadowCastingMode.Off, false, null, false); - submeshIndex++; - } - } - } - - _camera.Render(); - UnityEditorInternal.InternalEditorUtility.RemoveCustomLighting(); - } - else if (runtimeData != null && runtimeData.instanceLODs != null && runtimeData.instanceLODs.Count > 0 && runtimeData.instanceLODs[0].renderers != null -#if UNITY_2022_2_OR_NEWER - && !GPUInstancerConstants.gpuiSettings.isURP -#endif - ) - { - float maxBounds = Mathf.Max(Mathf.Max(runtimeData.instanceBounds.extents.x, runtimeData.instanceBounds.extents.y), runtimeData.instanceBounds.extents.z); - _camera.transform.position = runtimeData.instanceBounds.center; - _camera.orthographicSize = maxBounds * 1.3f; - - UnityEditorInternal.InternalEditorUtility.SetCustomLighting(lights, Color.gray); - - for (int i = 0; i < runtimeData.instanceLODs[0].renderers.Count; i++) - { - GPUInstancerRenderer renderer = runtimeData.instanceLODs[0].renderers[i]; - if (renderer.materials != null) - { - int submeshIndex = 0; - foreach (Material mat in renderer.materials) - { - Graphics.DrawMesh(renderer.mesh, renderer.transformOffset, mat, _sampleLayer, _camera, Math.Min(submeshIndex, renderer.mesh.subMeshCount - 1), - null, ShadowCastingMode.Off, false, null, false); - submeshIndex++; - } - } - } - - _camera.Render(); - UnityEditorInternal.InternalEditorUtility.RemoveCustomLighting(); - } - - #region Generate Texture - Texture2D newTx = new Texture2D(_renderTexture.width, _renderTexture.height, TextureFormat.RGBA32, true); - newTx.ReadPixels(new Rect(0, 0, _renderTexture.width, _renderTexture.height), 0, 0); - newTx.Apply(); - #endregion Generate Texture - - #region End Preview - RenderTexture.active = previousRenderTexture; - - foreach (var light in lights) - light.enabled = false; - - RenderTexture.ReleaseTemporary(_renderTexture); - #endregion End Preview - - return newTx; - } - - public float GetScaleFactor(float width, float height) - { - float scaleFacX = Mathf.Max(Mathf.Min(width * 2, 1024), width) / width; - float scaleFacY = Mathf.Max(Mathf.Min(height * 2, 1024), height) / height; - float result = Mathf.Min(scaleFacX, scaleFacY) * EditorGUIUtility.pixelsPerPoint; - return result; - } - - protected static GameObject CreateLight() - { - GameObject lightGO = EditorUtility.CreateGameObjectWithHideFlags("PreRenderLight", HideFlags.HideAndDontSave, typeof(Light)); - var light = lightGO.GetComponent(); - light.type = LightType.Directional; - light.intensity = 1.0f; - light.enabled = false; - return lightGO; - } - } -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerPreviewDrawer.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerPreviewDrawer.cs.meta deleted file mode 100644 index 25466c9..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerPreviewDrawer.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 328887a56a9816c4ba6a95447487466b -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerTerrainProxyEditor.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerTerrainProxyEditor.cs deleted file mode 100644 index 2ca5f96..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerTerrainProxyEditor.cs +++ /dev/null @@ -1,78 +0,0 @@ -using System; -using System.Reflection; -using UnityEditor; -using UnityEngine; - -namespace GPUInstancer -{ - [CustomEditor(typeof(GPUInstancerTerrainProxy))] - public class GPUInstancerTerrainProxyEditor : Editor - { - private static Type terrainInspectorType; - private GPUInstancerTerrainProxy terrainProxy; - - public override void OnInspectorGUI() - { - terrainProxy = (GPUInstancerTerrainProxy)target; - - if (terrainProxy.detailManager != null) - { - GPUInstancerEditorConstants.DrawColoredButton(GPUInstancerEditorConstants.Contents.goToGPUInstancerDetail, GPUInstancerEditorConstants.Colors.green, Color.white, FontStyle.Bold, Rect.zero, - () => - { - if (terrainProxy.detailManager != null && terrainProxy.detailManager.gameObject != null) - Selection.activeGameObject = terrainProxy.detailManager.gameObject; - }); - } - if (terrainProxy.treeManager != null) - { - GPUInstancerEditorConstants.DrawColoredButton(GPUInstancerEditorConstants.Contents.goToGPUInstancerTree, GPUInstancerEditorConstants.Colors.green, Color.white, FontStyle.Bold, Rect.zero, - () => - { - if (terrainProxy.treeManager != null && terrainProxy.treeManager.gameObject != null) - Selection.activeGameObject = terrainProxy.treeManager.gameObject; - }); - } - EditorGUILayout.HelpBox(GPUInstancerEditorConstants.HELPTEXT_terrainProxyWarning, MessageType.Warning); - - // select terrain tool - //if(terrainProxy.terrainSelectedToolIndex > 0) - //{ - // try - // { - // if(terrainInspectorType == null) - // terrainInspectorType = Assembly.GetAssembly(typeof(Editor)).GetType("UnityEditor.TerrainInspector"); - // PropertyInfo selectedTool = terrainInspectorType.GetProperty("selectedTool", BindingFlags.NonPublic | BindingFlags.Instance); - - // UnityEngine.Object[] terrainInspectors = Resources.FindObjectsOfTypeAll(terrainInspectorType); - // foreach (UnityEngine.Object terrainInspector in terrainInspectors) - // { - // //Debug.Log(selectedTool.GetValue(terrainInspector, new object[0])); - // selectedTool.SetValue(terrainInspector, terrainProxy.terrainSelectedToolIndex, new object[0]); - // break; - // } - // } - // catch (Exception) { }; - - // terrainProxy.terrainSelectedToolIndex = -1; - //} - } - - //void OnSceneGUI() - //{ - // if (Event.current.type == EventType.MouseUp && Event.current.button == 0) - // { - // if (terrainProxy != null && terrainProxy.detailManager != null && terrainProxy.detailManager.gpuiSimulator != null && terrainProxy.detailManager.gpuiSimulator.simulateAtEditor - // && terrainProxy.detailManager.keepSimulationLive && terrainProxy.detailManager.updateSimulation) - // { - // if (terrainProxy.detailManager.isInitialized) - // { - // //Debug.Log("restarting simulation"); - // terrainProxy.detailManager.gpuiSimulator.StopSimulation(); - // terrainProxy.detailManager.gpuiSimulator.StartSimulation(); - // } - // } - // } - //} - } -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerTerrainProxyEditor.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerTerrainProxyEditor.cs.meta deleted file mode 100644 index 4477fed..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerTerrainProxyEditor.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: 5c6010bf25774c54987cb879c7ff2689 -timeCreated: 1520945901 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerTreeManagerEditor.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerTreeManagerEditor.cs deleted file mode 100644 index aaad506..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerTreeManagerEditor.cs +++ /dev/null @@ -1,501 +0,0 @@ -using System.Collections.Generic; -using UnityEditor; -using UnityEngine; -using UnityEngine.Events; - -namespace GPUInstancer -{ - [CustomEditor(typeof(GPUInstancerTreeManager))] - [CanEditMultipleObjects] - public class GPUInstancerTreeManagerEditor : GPUInstancerManagerEditor - { - protected SerializedProperty prop_initializeWithCoroutine; - protected SerializedProperty prop_additionalTerrains; - - private GPUInstancerTreeManager _treeManager; - - protected override void OnEnable() - { - base.OnEnable(); - - wikiHash = "#The_Tree_Manager"; - - prop_initializeWithCoroutine = serializedObject.FindProperty("initializeWithCoroutine"); - prop_additionalTerrains = serializedObject.FindProperty("additionalTerrains"); - - _treeManager = (target as GPUInstancerTreeManager); - } - - protected override void OnDisable() - { - base.OnDisable(); - } - - public override void OnInspectorGUI() - { - serializedObject.Update(); - - base.OnInspectorGUI(); - - if (_treeManager.terrain == null) - { - if (!Application.isPlaying && Event.current.type == EventType.ExecuteCommand && pickerControlID > 0 && Event.current.commandName == "ObjectSelectorClosed") - { - if (EditorGUIUtility.GetObjectPickerControlID() == pickerControlID) - AddTerrainPickerObject(EditorGUIUtility.GetObjectPickerObject()); - pickerControlID = -1; - } - - EditorGUI.BeginDisabledGroup(Application.isPlaying); - DrawTreeTerrainAddButton(); - EditorGUI.EndDisabledGroup(); - return; - } - else if (_treeManager.terrainSettings == null) - _treeManager.SetupManagerWithTerrain(_treeManager.terrain); - - DrawSceneSettingsBox(); - - if (_treeManager.terrainSettings != null) - { - DrawGlobalValuesBox(); - - if (Application.isPlaying) - DrawRegisteredPrefabsBox(); - - DrawGPUInstancerPrototypesBox(); - } - - HandlePickerObjectSelection(); - - serializedObject.ApplyModifiedProperties(); - - base.InspectorGUIEnd(); - } - - public override void ShowObjectPicker() - { - base.ShowObjectPicker(); - - EditorGUIUtility.ShowObjectPicker(null, false, "", pickerControlID); - } - - public override void AddPickerObject(UnityEngine.Object pickerObject, GPUInstancerPrototype overridePrototype = null) - { - base.AddPickerObject(pickerObject, overridePrototype); - - if (pickerObject == null) - return; - - if (!(pickerObject is GameObject)) - { - EditorUtility.DisplayDialog(GPUInstancerConstants.TEXT_PREFAB_TYPE_WARNING_TITLE, GPUInstancerConstants.TEXT_TREE_PREFAB_TYPE_WARNING, GPUInstancerConstants.TEXT_OK); - return; - } - - GameObject prefabObject = (GameObject)pickerObject; - -#if UNITY_2018_3_OR_NEWER - PrefabAssetType prefabType = PrefabUtility.GetPrefabAssetType(pickerObject); - - if (prefabType == PrefabAssetType.Regular || prefabType == PrefabAssetType.Variant || prefabType == PrefabAssetType.Model) - { - GameObject newPrefabObject = (GameObject)PrefabUtility.GetCorrespondingObjectFromSource(prefabObject); - if (newPrefabObject != null && PrefabUtility.GetPrefabInstanceStatus(prefabObject) == PrefabInstanceStatus.Connected) - { - while (newPrefabObject.transform.parent != null) - newPrefabObject = newPrefabObject.transform.parent.gameObject; - prefabObject = newPrefabObject; - } - } - else - { - EditorUtility.DisplayDialog(GPUInstancerConstants.TEXT_PREFAB_TYPE_WARNING_TITLE, GPUInstancerConstants.TEXT_TREE_PREFAB_TYPE_WARNING, GPUInstancerConstants.TEXT_OK); - return; - } -#else - PrefabType prefabType = PrefabUtility.GetPrefabType(pickerObject); - - if (prefabType != PrefabType.Prefab && prefabType != PrefabType.ModelPrefab) - { - bool instanceFound = false; - if (prefabType == PrefabType.PrefabInstance || prefabType == PrefabType.ModelPrefabInstance) - { -#if UNITY_2018_2_OR_NEWER - GameObject newPrefabObject = (GameObject)PrefabUtility.GetCorrespondingObjectFromSource(prefabObject); -#else - GameObject newPrefabObject = (GameObject)PrefabUtility.GetPrefabParent(prefabObject); -#endif - if (PrefabUtility.GetPrefabType(newPrefabObject) == PrefabType.Prefab || PrefabUtility.GetPrefabType(newPrefabObject) == PrefabType.ModelPrefab) - { - while (newPrefabObject.transform.parent != null) - newPrefabObject = newPrefabObject.transform.parent.gameObject; - prefabObject = newPrefabObject; - instanceFound = true; - } - } - if (!instanceFound) - { - EditorUtility.DisplayDialog(GPUInstancerConstants.TEXT_PREFAB_TYPE_WARNING_TITLE, GPUInstancerConstants.TEXT_TREE_PREFAB_TYPE_WARNING, GPUInstancerConstants.TEXT_OK); - return; - } - } -#endif - - Undo.RecordObject(this, "Add tree prototype"); - - if (_treeManager.terrainSettings != null && _treeManager.terrain != null && _treeManager.terrain.terrainData != null) - { - if (overridePrototype != null) - { - int prototypeIndex = prototypeList.IndexOf(overridePrototype); - if (prototypeIndex >= 0 && prototypeIndex < _treeManager.terrain.terrainData.treePrototypes.Length) - { - TreePrototype[] treePrototypes = _treeManager.terrain.terrainData.treePrototypes; - - treePrototypes[prototypeIndex].prefab = prefabObject; - overridePrototype.prefabObject = prefabObject; - _treeManager.terrain.terrainData.treePrototypes = treePrototypes; - _treeManager.terrain.terrainData.RefreshPrototypes(); - if (_treeManager.additionalTerrains != null) - { - foreach (Terrain terrain in _treeManager.additionalTerrains) - { - if (terrain != null) - { - terrain.terrainData.treePrototypes = treePrototypes; - terrain.terrainData.RefreshPrototypes(); - } - } - } - - GPUInstancerUtility.DetermineTreePrototypeType(overridePrototype); - - if (overridePrototype.billboard != null && overridePrototype.useGeneratedBillboard) - { - GPUInstancerUtility.GeneratePrototypeBillboard(overridePrototype, true); - } - } - } - else - { - List newTreePrototypes = new List(_treeManager.terrain.terrainData.treePrototypes); - - TreePrototype terrainTreePrototype = new TreePrototype() - { - prefab = prefabObject, - bendFactor = 0 - }; - newTreePrototypes.Add(terrainTreePrototype); - - _treeManager.terrain.terrainData.treePrototypes = newTreePrototypes.ToArray(); - _treeManager.terrain.terrainData.RefreshPrototypes(); - GPUInstancerUtility.AddTreeInstancePrototypeFromTerrainPrototype(_treeManager.gameObject, prototypeList, terrainTreePrototype, - newTreePrototypes.Count - 1, _treeManager.terrainSettings); - } - } - } - - public void ShowTerrainPicker() - { - EditorGUIUtility.ShowObjectPicker(null, true, null, pickerControlID); - } - - public void AddTerrainPickerObject(UnityEngine.Object pickerObject) - { - if (pickerObject == null) - return; - - if (pickerObject is GameObject) - { - GameObject go = (GameObject)pickerObject; - if (go.GetComponent() != null) - { - _treeManager.SetupManagerWithTerrain(go.GetComponent()); - } - } - } - - public override void DrawSettingContents() - { - EditorGUI.BeginDisabledGroup(Application.isPlaying); - //EditorGUILayout.PropertyField(prop_settings); - - if (Application.isPlaying) - { - int index = 1; - List terrains = _treeManager.GetTerrains(); - if (terrains != null) - { - foreach (Terrain terrain in terrains) - { - EditorGUILayout.ObjectField("Terrain " + index, terrain, typeof(Terrain), true); - index++; - } - } - } - else - { - EditorGUI.BeginDisabledGroup(true); - EditorGUILayout.ObjectField("Main " + GPUInstancerEditorConstants.TEXT_terrain, _treeManager.terrain, typeof(Terrain), true); - EditorGUI.EndDisabledGroup(); - - EditorGUI.indentLevel++; - EditorGUILayout.PropertyField(prop_additionalTerrains, true); - EditorGUI.indentLevel--; - - if (prop_additionalTerrains.arraySize > 0) - { - EditorGUILayout.HelpBox("When using Tree Manager with multiple Terrains, it requires every Terrain to have the same Tree prototypes defined on it. Adding Terrains with different tree prototypes might cause incorrect rendering and errors.", MessageType.Warning); - } - } - - EditorGUILayout.BeginHorizontal(); - GPUInstancerEditorConstants.DrawColoredButton(GPUInstancerEditorConstants.Contents.paintOnTerrain, GPUInstancerEditorConstants.Colors.green, Color.white, FontStyle.Bold, Rect.zero, - () => - { - if (_treeManager.terrain != null) - { - GPUInstancerTerrainProxy proxy = _treeManager.AddProxyToTerrain(); - Selection.activeGameObject = _treeManager.terrain.gameObject; - - proxy.terrainSelectedToolIndex = 4; - } - }); - GPUInstancerEditorConstants.DrawColoredButton(GPUInstancerEditorConstants.Contents.removeTerrain, Color.red, Color.white, FontStyle.Bold, Rect.zero, - () => - { - if (EditorUtility.DisplayDialog(GPUInstancerEditorConstants.TEXT_removeTerrainConfirmation, GPUInstancerEditorConstants.TEXT_removeTerrainAreYouSure, GPUInstancerEditorConstants.TEXT_unset, GPUInstancerEditorConstants.TEXT_cancel)) - { - _treeManager.SetupManagerWithTerrain(null); - } - GUIUtility.ExitGUI(); - }); - EditorGUILayout.EndHorizontal(); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_terrain); - - EditorGUILayout.Space(); - - EditorGUI.EndDisabledGroup(); - - DrawCameraDataFields(); - - DrawCullingSettings(_treeManager.prototypeList); - - DrawFloatingOriginFields(); - - DrawLayerMaskFields(); - } - - public void DrawTreeTerrainAddButton() - { - GUILayout.Space(10); - Rect buttonRect = GUILayoutUtility.GetRect(100, 40, GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(false)); - - GPUInstancerEditorConstants.DrawColoredButton(GPUInstancerEditorConstants.Contents.setTerrain, GPUInstancerEditorConstants.Colors.lightBlue, Color.white, FontStyle.Bold, buttonRect, - () => - { - pickerControlID = EditorGUIUtility.GetControlID(FocusType.Passive) + 100; - ShowTerrainPicker(); - }, - true, true, - (o) => - { - AddTerrainPickerObject(o); - }); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_setTerrainTree, true); - GUILayout.Space(10); - } - - public override void DrawGlobalValuesContents() - { - EditorGUI.BeginDisabledGroup(Application.isPlaying); - EditorGUI.BeginChangeCheck(); - - EditorGUI.BeginDisabledGroup(true); - EditorGUILayout.ObjectField(GPUInstancerEditorConstants.TEXT_terrainSettingsSO, _treeManager.terrainSettings, typeof(GPUInstancerTerrainSettings), false); - EditorGUI.EndDisabledGroup(); - - float newMaxTreeDistance = EditorGUILayout.Slider(GPUInstancerEditorConstants.TEXT_maxTreeDistance, _treeManager.terrainSettings.maxTreeDistance, 0, - GPUInstancerConstants.gpuiSettings.MAX_TREE_DISTANCE); - if (_treeManager.terrainSettings.maxTreeDistance != newMaxTreeDistance) - { - foreach (GPUInstancerPrototype p in _treeManager.prototypeList) - { - if (p.maxDistance == _treeManager.terrainSettings.maxTreeDistance || p.maxDistance > newMaxTreeDistance) - { - p.maxDistance = newMaxTreeDistance; - EditorUtility.SetDirty(p); - } - } - _treeManager.terrainSettings.maxTreeDistance = newMaxTreeDistance; - } - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_maxTreeDistance); - - if (EditorGUI.EndChangeCheck()) - { - Undo.RecordObject(_treeManager, "Editor data changed."); - OnEditorDataChanged(); - EditorUtility.SetDirty(_treeManager.terrainSettings); - } - - EditorGUILayout.PropertyField(prop_initializeWithCoroutine, GPUInstancerEditorConstants.Contents.initializeWithCoroutine); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_initializeWithCoroutine); - - EditorGUI.EndDisabledGroup(); - } - - public override string GetGlobalValuesTitle() - { - return GPUInstancerEditorConstants.TEXT_treeGlobal; - } - - public override void DrawAddPrototypeHelpText() - { - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_addprototypetree); - } - - public override void DrawPrototypeBoxButtons() - { - if (!Application.isPlaying) - { - GPUInstancerEditorConstants.DrawColoredButton(GPUInstancerEditorConstants.Contents.generatePrototypes, GPUInstancerEditorConstants.Colors.darkBlue, Color.white, FontStyle.Bold, Rect.zero, - () => - { - if (EditorUtility.DisplayDialog(GPUInstancerEditorConstants.TEXT_generatePrototypesConfirmation, GPUInstancerEditorConstants.TEXT_generatePrototypeAreYouSure, GPUInstancerEditorConstants.TEXT_generatePrototypes, GPUInstancerEditorConstants.TEXT_cancel)) - { - _treeManager.GeneratePrototypes(true); - } - GUIUtility.ExitGUI(); - }); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_generatePrototypesTree); - - GPUInstancerEditorConstants.DrawColoredButton(GPUInstancerEditorConstants.Contents.regenerateBillboards, GPUInstancerEditorConstants.Colors.darkBlue, Color.white, FontStyle.Bold, Rect.zero, - () => - { - if (EditorUtility.DisplayDialog(GPUInstancerEditorConstants.TEXT_regenerateBillboardsConfirmation, GPUInstancerEditorConstants.TEXT_regenerateBillboardsAreYouSure, GPUInstancerEditorConstants.TEXT_regenerateBillboards, GPUInstancerEditorConstants.TEXT_cancel)) - { - foreach (GPUInstancerPrototype prototype in _treeManager.prototypeList) - { - if (prototype.useGeneratedBillboard) - { - GPUInstancerUtility.GeneratePrototypeBillboard(prototype, true); - } - } - } - GUIUtility.ExitGUI(); - }); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_regenerateBillboards); - } - } - - public override bool DrawGPUInstancerPrototypeInfo(List selectedPrototypeList) - { - return DrawGPUInstancerPrototypeInfo(selectedPrototypeList, (string t) => { DrawHelpText(t); }, _treeManager, null, null, _treeManager.terrainSettings); - } - - public static bool DrawGPUInstancerPrototypeInfo(List selectedPrototypeList, UnityAction DrawHelpText, Object component, UnityAction OnEditorDataChanged, - GPUInstancerEditorSimulator simulator, GPUInstancerTerrainSettings terrainSettings) - { - GPUInstancerTreePrototype prototype0 = (GPUInstancerTreePrototype)selectedPrototypeList[0]; - #region Determine Multiple Values - bool hasChanged = false; - bool isApplyRotationMixed = false; - bool isApplyRotation = prototype0.isApplyRotation; - bool isApplyPrefabScaleMixed = false; - bool isApplyPrefabScale = prototype0.isApplyPrefabScale; - bool isApplyTerrainHeightMixed = false; - bool isApplyTerrainHeight = prototype0.isApplyTerrainHeight; - for (int i = 1; i < selectedPrototypeList.Count; i++) - { - GPUInstancerTreePrototype prototypeI = (GPUInstancerTreePrototype)selectedPrototypeList[i]; - if (!isApplyRotationMixed && isApplyRotation != prototypeI.isApplyRotation) - isApplyRotationMixed = true; - if (!isApplyPrefabScaleMixed && isApplyPrefabScale != prototypeI.isApplyPrefabScale) - isApplyPrefabScaleMixed = true; - if (!isApplyTerrainHeightMixed && isApplyTerrainHeight != prototypeI.isApplyTerrainHeight) - isApplyTerrainHeightMixed = true; - } - #endregion Determine Multiple Values - - EditorGUILayout.BeginVertical(GPUInstancerEditorConstants.Styles.box); - GPUInstancerEditorConstants.DrawCustomLabel(GPUInstancerEditorConstants.TEXT_treeSettings, GPUInstancerEditorConstants.Styles.boldLabel); - - hasChanged |= MultiToggle(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_useRandomTreeRotation, isApplyRotation, isApplyRotationMixed, (p, v) => ((GPUInstancerTreePrototype)p).isApplyRotation = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_useRandomTreeRotation); - - hasChanged |= MultiToggle(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_useTerrainHeight, isApplyTerrainHeight, isApplyTerrainHeightMixed, (p, v) => ((GPUInstancerTreePrototype)p).isApplyTerrainHeight = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_useTerrainHeight); - - hasChanged |= MultiToggle(selectedPrototypeList, GPUInstancerEditorConstants.TEXT_usePrefabScale, isApplyPrefabScale, isApplyPrefabScaleMixed, (p, v) => ((GPUInstancerTreePrototype)p).isApplyPrefabScale = v); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_usePrefabScale); - - EditorGUILayout.EndVertical(); - - return hasChanged; - } - - public override void DrawGPUInstancerPrototypeInfo(GPUInstancerPrototype selectedPrototype) - { - DrawGPUInstancerPrototypeInfo(selectedPrototype, (string t) => { DrawHelpText(t); }, _treeManager, null, null, _treeManager.terrainSettings); - } - - public static void DrawGPUInstancerPrototypeInfo(GPUInstancerPrototype selectedPrototype, UnityAction DrawHelpText, Object component, UnityAction OnEditorDataChanged, - GPUInstancerEditorSimulator simulator, GPUInstancerTerrainSettings terrainSettings) - { - GPUInstancerTreePrototype treePrototype = (GPUInstancerTreePrototype)selectedPrototype; - EditorGUILayout.BeginVertical(GPUInstancerEditorConstants.Styles.box); - GPUInstancerEditorConstants.DrawCustomLabel(GPUInstancerEditorConstants.TEXT_treeSettings, GPUInstancerEditorConstants.Styles.boldLabel); - - treePrototype.isApplyRotation = EditorGUILayout.Toggle(GPUInstancerEditorConstants.TEXT_useRandomTreeRotation, treePrototype.isApplyRotation); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_useRandomTreeRotation); - - treePrototype.isApplyTerrainHeight = EditorGUILayout.Toggle(GPUInstancerEditorConstants.TEXT_useTerrainHeight, treePrototype.isApplyTerrainHeight); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_useTerrainHeight); - - treePrototype.isApplyPrefabScale = EditorGUILayout.Toggle(GPUInstancerEditorConstants.TEXT_usePrefabScale, treePrototype.isApplyPrefabScale); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_usePrefabScale); - - EditorGUILayout.EndVertical(); - } - - public override void DrawGPUInstancerPrototypeActions() - { - if (Application.isPlaying) - return; - GUILayout.Space(10); - //GPUInstancerEditorConstants.DrawCustomLabel(GPUInstancerEditorConstants.TEXT_actions, GPUInstancerEditorConstants.Styles.boldLabel, false); - - DrawDeleteButton(true); - } - - public override float GetMaxDistance(GPUInstancerPrototype selectedPrototype) - { - return _treeManager.terrainSettings != null ? _treeManager.terrainSettings.maxTreeDistance : GPUInstancerConstants.gpuiSettings.MAX_TREE_DISTANCE; - } - - public override void DrawPrefabField(GPUInstancerPrototype selectedPrototype) - { - EditorGUILayout.BeginHorizontal(); - base.DrawPrefabField(selectedPrototype); - if (!Application.isPlaying) - { - Rect prototypeRect = GUILayoutUtility.GetRect(120, 20, GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(false)); - GPUInstancerEditorConstants.DrawColoredButton(GPUInstancerEditorConstants.Contents.editPrefab, GPUInstancerEditorConstants.Colors.green, Color.white, FontStyle.Bold, prototypeRect, - () => - { - _pickerOverride = selectedPrototype; - pickerControlID = EditorGUIUtility.GetControlID(FocusType.Passive) + 100; - ShowObjectPicker(); - }, - true, true, - (o) => - { - AddPickerObject(o, selectedPrototype); - prototypeContents = null; - }); - } - EditorGUILayout.EndHorizontal(); - } - } -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerTreeManagerEditor.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerTreeManagerEditor.cs.meta deleted file mode 100644 index 4d0a3ab..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/GPUInstancerTreeManagerEditor.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: c3f56710c7bdd1f47814225155f1c12f -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Integration.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Integration.meta deleted file mode 100644 index a2213ea..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Integration.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 16f8ff62384abe145bff85df4eae0d87 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Integration/GPUInstancerGaiaExtension.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Integration/GPUInstancerGaiaExtension.cs deleted file mode 100644 index 2e0f780..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Integration/GPUInstancerGaiaExtension.cs +++ /dev/null @@ -1,65 +0,0 @@ -#if GAIA_PRESENT && UNITY_EDITOR -using UnityEngine; -using GPUInstancer; -using UnityEditor; -using System.Collections.Generic; - -namespace Gaia.GX.GurBuTechnologies -{ - /// - /// Automatically exported GAIA extensions. This file contains support for Resources and Spawners. - /// Methods exposed by Gaia as buttons must be prefixed with GX_. General format is GX_SectionName_ButtonName. - /// Leaving section name out will place the button at the top level eg GX_ButtonName. - /// - public class GPUInstancerGaiaExtension : MonoBehaviour - { -#region Generic informational methods - - public static void GX_About() - { - EditorUtility.DisplayDialog("About GPU Instancer", "GPU Instancer is an out of the box solution to display extreme numbers of objects on screen with high performance.", "OK"); - } - - /// - /// Returns the publisher name if provided. - /// This will override the publisher name in the namespace ie Gaia.GX.PublisherName - /// - /// Publisher name - public static string GetPublisherName() - { - return GPUInstancerEditorConstants.PUBLISHER_NAME; - } - - /// - /// Returns the package name if provided - /// This will override the package name in the class name ie public class PackageName. - /// - /// Package name - public static string GetPackageName() - { - return GPUInstancerEditorConstants.PACKAGE_NAME; - } - -#endregion - -#region GX Buttons - - public static void GX_ImportToPrefabManager() - { - GPUInstancerEditorConstants.ToolbarShowPrefabImporter(); - } - - public static void GX_ImportToTreeManager() - { - GPUInstancerEditorConstants.ToolbarAddTreeManager(); - } - - public static void GX_ImportToDetailManager() - { - GPUInstancerEditorConstants.ToolbarAddDetailManager(); - } - -#endregion GX Buttons - } -} -#endif \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Integration/GPUInstancerGaiaExtension.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Integration/GPUInstancerGaiaExtension.cs.meta deleted file mode 100644 index b30f9c3..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Integration/GPUInstancerGaiaExtension.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 6b5b7652e9a54fa45b571ff18fddfbed -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/PackageImporter.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/PackageImporter.meta deleted file mode 100644 index 549c2bb..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/PackageImporter.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 262d0cf606f3d53418ebd2e94068f599 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/PackageImporter/GPUIPackageImporter.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/PackageImporter/GPUIPackageImporter.cs deleted file mode 100644 index 98472a7..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/PackageImporter/GPUIPackageImporter.cs +++ /dev/null @@ -1,211 +0,0 @@ -using System; -using System.Collections.Generic; -using System.Linq; -using UnityEditor; -using UnityEditor.PackageManager.Requests; -using UnityEngine; -using static GPUInstancer.GPUIPackageImporterData; -using PackageInfo = UnityEditor.PackageManager.PackageInfo; - -namespace GPUInstancer -{ - public static class GPUIPackageImporter - { - private static List _installedPackageInfos; - private static string[] _scriptDefines; - - private static ListRequest _packageListRequest; - private static bool _importPackagesAfterLoad; - private static Queue _packageImporterDataQueue; - public static bool _isPackagesLoading; - - public static void ImportPackages(string[] guids, bool forceReimport) - { - if (guids != null) - { - foreach (string guid in guids) - { - if (!string.IsNullOrEmpty(guid)) - { - string path = AssetDatabase.GUIDToAssetPath(guid); - if (!string.IsNullOrEmpty(path)) - { - GPUIPackageImporterData packageImporterData = AssetDatabase.LoadAssetAtPath(path); - if (packageImporterData != null) - { - packageImporterData.forceReimport = forceReimport; - ImportPackages(packageImporterData); - } - } - } - } - } - } - - private static void InitializeData() - { - if (_scriptDefines == null) - _scriptDefines = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup).Split(';'); - - if (_installedPackageInfos == null || _installedPackageInfos.Count == 0) - { - LoadInstalledPackages(); - } - } - - private static void LoadInstalledPackages() - { - if (_isPackagesLoading) - return; - _isPackagesLoading = true; - _packageListRequest = UnityEditor.PackageManager.Client.List(true, true); - EditorApplication.update -= PackageListRequestHandler; - EditorApplication.update += PackageListRequestHandler; - } - - private static void PackageListRequestHandler() - { - try - { - if (_packageListRequest != null) - { - if (!_packageListRequest.IsCompleted) - return; - if (_packageListRequest.Result != null) - { - _installedPackageInfos = _packageListRequest.Result.ToList(); - } - } - } - catch (Exception e) - { - Debug.LogError("Could not load package list. " + e.Message); - _importPackagesAfterLoad = false; - } - _isPackagesLoading = false; - EditorApplication.update -= PackageListRequestHandler; - if (_importPackagesAfterLoad && _packageImporterDataQueue != null) - { - while (_packageImporterDataQueue.Count > 0) - { - ImportPackages(_packageImporterDataQueue.Dequeue()); - } - } - } - - public static bool ImportPackages(GPUIPackageImporterData packageImporterData) - { - if (packageImporterData == null || !packageImporterData.Validate()) - return false; - - if (_scriptDefines == null || _installedPackageInfos == null || _installedPackageInfos.Count == 0) - { - if (_packageImporterDataQueue == null) - _packageImporterDataQueue = new Queue(); - if (!_packageImporterDataQueue.Contains(packageImporterData)) - { - _importPackagesAfterLoad = true; - _packageImporterDataQueue.Enqueue(packageImporterData); - InitializeData(); - } - return false; - } - - int numPackagesImported = 0; - // Do the imports - for (int d = 0; d < packageImporterData.packageDefinitions.Length; d++) - { - PackageDefinition packageDefinition = packageImporterData.packageDefinitions[d]; - string packageURL = packageImporterData.domain + "." + packageDefinition.packageName; - - if (!packageImporterData.forceReimport) - { - ImportedPackageInfo importedPackageInfo = packageImporterData.GetImportedPackageInfos().Find(pi => pi.packageURL.Equals(packageURL)); - if (!string.IsNullOrEmpty(importedPackageInfo.importedVersion) && CheckVersion(0, packageDefinition.packageToImportVersion, importedPackageInfo.importedVersion)) - continue; - } - - bool isSuccessfull = true; - for (int c = 0; c < packageDefinition.packageConditions.Length; c++) - { - PackageCondition packageCondition = packageDefinition.packageConditions[c]; - - if (packageCondition.conditionType == PackageConditionType.ScriptDefine) - { - if (!_scriptDefines.Contains(packageCondition.dependentPackageName)) - { - isSuccessfull = false; - break; - } - continue; - } - - PackageInfo installedPackageInfo = _installedPackageInfos.Find(pi => pi.name.Equals(packageCondition.dependentPackageName)); - - if (installedPackageInfo == null) - { - if (packageCondition.dependentPackageExpression == 4) - continue; - else - { - isSuccessfull = false; - break; - } - } - - if (packageCondition.dependentPackageExpression == 3) - continue; - - if (!CheckVersion(packageCondition.dependentPackageExpression, packageCondition.dependentPackageVersion, installedPackageInfo.version)) - { - isSuccessfull = false; - break; - } - } - - if (isSuccessfull) - { - Debug.Log("Importing package: " + packageDefinition.packageName + " v"+ packageDefinition.packageToImportVersion, packageDefinition.packageToImport); - AssetDatabase.ImportPackage(AssetDatabase.GetAssetPath(packageDefinition.packageToImport), false); - packageImporterData.GetImportedPackageInfos().RemoveAll(ip => ip.packageURL.Equals(packageURL)); - packageImporterData.GetImportedPackageInfos().Add(new ImportedPackageInfo - { - packageURL = packageURL, - importedVersion = packageDefinition.packageToImportVersion - }); - - numPackagesImported++; - } - } - - packageImporterData.forceReimport = false; - if (numPackagesImported > 0) - { - EditorUtility.SetDirty(packageImporterData); - packageImporterData.SaveImportedPackageInfos(); - Debug.Log("Package import completed for domain: " + packageImporterData.domain + ". " + numPackagesImported + " new packages imported."); - } - return true; - } - - private static bool CheckVersion(int expressionIndex, string versionText, string installedPackageVersionText) - { - if (Version.TryParse(installedPackageVersionText.Split('-')[0], out Version installedVersion) && Version.TryParse(versionText, out Version expressionVersion)) - { - int comparison = installedVersion.CompareTo(expressionVersion); - - switch (expressionIndex) - { - case 0: - return comparison != -1; - case 1: - return comparison == -1; - case 2: - default: - return comparison == 0; - } - } - return false; - } - } -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/PackageImporter/GPUIPackageImporter.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/PackageImporter/GPUIPackageImporter.cs.meta deleted file mode 100644 index 3488422..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/PackageImporter/GPUIPackageImporter.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: dc254cec124a22d48a5ab69b378ce904 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/PackageImporter/GPUIPackageImporterData.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/PackageImporter/GPUIPackageImporterData.cs deleted file mode 100644 index 2212f72..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/PackageImporter/GPUIPackageImporterData.cs +++ /dev/null @@ -1,240 +0,0 @@ -using System; -using System.Collections.Generic; -using UnityEngine; -using System.IO; -#if UNITY_EDITOR -using UnityEditor; -#endif - -namespace GPUInstancer -{ - public class GPUIPackageImporterData : ScriptableObject - { - [Tooltip("Custom domain name for asset")] - public string domain = "com.mycompany.myasset"; - [Tooltip("Package definitions")] - public PackageDefinition[] packageDefinitions; - [Tooltip("Determines if the imported packages data will be stored within this file or on a separate file.")] - public bool storeImportedDataExternally; - [HideInInspector] - public List importedPackageInfos; - [HideInInspector] - [Tooltip("Sub Folder will be created under this folder.")] - public UnityEngine.Object importedDataFolder; - [HideInInspector] - [Tooltip("Imported data will be created under this folder.")] - public string importedDataSubFolder; - [NonSerialized] - public bool forceReimport; - [NonSerialized] - private GPUIPackageImporterImportedData _importedData; - - private string IMPORTED_PACKAGES_DATA_FILE_NAME = "GPUIPackageImporterImportedData"; - - public bool Validate() - { - if (string.IsNullOrEmpty(domain)) - { - Debug.LogError("Domain name is not provided!", this); - return false; - } -#if UNITY_EDITOR - if (storeImportedDataExternally && (importedDataFolder == null || !(importedDataFolder is DefaultAsset))) - { - Debug.LogError("Imported data folder is not provided!", this); - return false; - } -#endif - for (int i = 0; i < packageDefinitions.Length; i++) - { - if (!packageDefinitions[i].Validate(this)) - return false; - } - return true; - } - - public List GetImportedPackageInfos() - { - if (!storeImportedDataExternally) - { - if (importedPackageInfos == null) - importedPackageInfos = new List(); - return importedPackageInfos; - } - if (_importedData == null) - { -#if UNITY_EDITOR - string folderPath = AssetDatabase.GetAssetPath(importedDataFolder) + "/" + importedDataSubFolder; - if (!Directory.Exists(folderPath)) - { - Directory.CreateDirectory(folderPath); - } - if (!folderPath.EndsWith("/")) - folderPath += "/"; - string filePath = folderPath + IMPORTED_PACKAGES_DATA_FILE_NAME + ".asset"; - _importedData = AssetDatabase.LoadAssetAtPath(filePath); - if (_importedData == null) - { -#endif - _importedData = ScriptableObject.CreateInstance(); -#if UNITY_EDITOR - AssetDatabase.CreateAsset(_importedData, filePath); - } -#endif - } - if (_importedData.importedPackageInfos == null) - _importedData.importedPackageInfos = new List(); - return _importedData.importedPackageInfos; - } - - public void SaveImportedPackageInfos() - { -#if UNITY_EDITOR - if (!storeImportedDataExternally) - EditorUtility.SetDirty(this); - else - EditorUtility.SetDirty(_importedData); -#endif - } - - public void ClearImportedData() - { - importedPackageInfos = new List(); -#if UNITY_EDITOR - if (_importedData == null) - { - string folderPath = AssetDatabase.GetAssetPath(importedDataFolder) + "/" + importedDataSubFolder; - if (!Directory.Exists(folderPath)) - { - Directory.CreateDirectory(folderPath); - } - if (!folderPath.EndsWith("/")) - folderPath += "/"; - string filePath = folderPath + IMPORTED_PACKAGES_DATA_FILE_NAME + ".asset"; - _importedData = AssetDatabase.LoadAssetAtPath(filePath); - } - - if (_importedData != null) - { - string filePath = AssetDatabase.GetAssetPath(_importedData); - if (!string.IsNullOrEmpty(filePath)) - { - AssetDatabase.DeleteAsset(filePath); - AssetDatabase.SaveAssets(); - AssetDatabase.Refresh(); - } - } -#endif - } - - public bool HasImportedData() - { - if (!storeImportedDataExternally) - return importedPackageInfos != null && importedPackageInfos.Count > 0; - if (_importedData == null) - { -#if UNITY_EDITOR - string folderPath = AssetDatabase.GetAssetPath(importedDataFolder) + "/" + importedDataSubFolder; - if (!Directory.Exists(folderPath)) - return false; - if (!folderPath.EndsWith("/")) - folderPath += "/"; - string filePath = folderPath + IMPORTED_PACKAGES_DATA_FILE_NAME + ".asset"; - _importedData = AssetDatabase.LoadAssetAtPath(filePath); -#endif - } - if (_importedData == null) - return false; - return _importedData.importedPackageInfos != null && _importedData.importedPackageInfos.Count > 0; - } - - [Serializable] - public struct PackageDefinition - { - public string packageName; - public UnityEngine.Object packageToImport; - [PIPackageToImportVersion] - public string packageToImportVersion; - public PackageCondition[] packageConditions; - - public bool Validate(GPUIPackageImporterData packageImporterData) - { - if (string.IsNullOrEmpty(packageName)) - { - Debug.LogError("Package name is not provided!", packageImporterData); - return false; - } - if (packageToImport == null) - { - Debug.LogError("Package to import is not provided for " + packageName, packageImporterData); - return false; - } - if (string.IsNullOrEmpty(packageToImportVersion)) - { - Debug.LogError("Package version is not provided for " + packageName, packageImporterData); - return false; - } - if (!Version.TryParse(packageToImportVersion, out _)) - { - Debug.LogError("Package version is invalid for " + packageName, packageImporterData); - return false; - } - for (int i = 0; i < packageConditions.Length; i++) - { - if (!packageConditions[i].Validate(packageImporterData)) - return false; - } - return true; - } - } - - [Serializable] - public struct PackageCondition - { - public PackageConditionType conditionType; - [PIDependentPackageName] - public string dependentPackageName; - [PIDependentPackageExpression] - public int dependentPackageExpression; - [PIDependentPackageVersion] - public string dependentPackageVersion; - - public bool Validate(GPUIPackageImporterData packageImporterData) - { - if (string.IsNullOrEmpty(dependentPackageName)) - { - Debug.LogError("Depended package is not provided for the condition.", packageImporterData); - return false; - } - if (conditionType == PackageConditionType.ScriptDefine) - { - return true; - } - if (dependentPackageExpression < 3 && (string.IsNullOrEmpty(dependentPackageVersion) || !Version.TryParse(dependentPackageVersion, out _))) - { - Debug.LogError("Depended package version is invalid for the condition.", packageImporterData); - return false; - } - return true; - } - } - - public enum PackageConditionType - { - UnityPackage = 0, - ScriptDefine = 1 - } - - [Serializable] - public struct ImportedPackageInfo - { - public string packageURL; - public string importedVersion; - } - - public class PIDependentPackageNameAttribute : PropertyAttribute { } - public class PIDependentPackageExpressionAttribute : PropertyAttribute { } - public class PIDependentPackageVersionAttribute : PropertyAttribute { } - public class PIPackageToImportVersionAttribute : PropertyAttribute { } - } -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/PackageImporter/GPUIPackageImporterData.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/PackageImporter/GPUIPackageImporterData.cs.meta deleted file mode 100644 index a11577c..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/PackageImporter/GPUIPackageImporterData.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 91aaff6254dd1b74fac0c5b7607dcb9f -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/PackageImporter/GPUIPackageImporterImportedData.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/PackageImporter/GPUIPackageImporterImportedData.cs deleted file mode 100644 index 4cc6040..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/PackageImporter/GPUIPackageImporterImportedData.cs +++ /dev/null @@ -1,14 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using static GPUInstancer.GPUIPackageImporterData; - -namespace GPUInstancer -{ - [Serializable] - public class GPUIPackageImporterImportedData : ScriptableObject - { - public List importedPackageInfos; - } -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/PackageImporter/GPUIPackageImporterImportedData.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/PackageImporter/GPUIPackageImporterImportedData.cs.meta deleted file mode 100644 index 6c71034..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/PackageImporter/GPUIPackageImporterImportedData.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: f791dca59cbab6f4eb54b886ea3ab1b3 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Tools.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Tools.meta deleted file mode 100644 index 5690088..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Tools.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: ca8fbf345d5dd2a49a4466bca712e790 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Tools/GPUInstancerMultiAddWindow.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Tools/GPUInstancerMultiAddWindow.cs deleted file mode 100644 index 151ad0c..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Tools/GPUInstancerMultiAddWindow.cs +++ /dev/null @@ -1,62 +0,0 @@ -using System.Collections.Generic; -using UnityEditor; -using UnityEngine; - -namespace GPUInstancer -{ - public class GPUInstancerMultiAddWindow : EditorWindow - { - private static GPUInstancerManagerEditor _managerEditor; - - private Texture2D dropIcon; - - public static void ShowWindow(Vector2 position, GPUInstancerManagerEditor managerEditor) - { - EditorWindow window = EditorWindow.GetWindow(typeof(GPUInstancerMultiAddWindow), true, "GPUI Multiple Add", true); - window.minSize = new Vector2(400, 200); - window.maxSize = new Vector2(400, 200); - _managerEditor = managerEditor; - ActiveEditorTracker.sharedTracker.isLocked = true; - } - - void OnGUI() - { - if (_managerEditor == null || _managerEditor.GetManager() == null) - { - Close(); - return; - } - - if (dropIcon == null) - dropIcon = Resources.Load(GPUInstancerConstants.EDITOR_TEXTURES_PATH + -#if UNITY_PRO_LICENSE - GPUInstancerEditorConstants.DROP_ICON_PRO -#else - GPUInstancerEditorConstants.DROP_ICON -#endif - ); - - Rect buttonRect = GUILayoutUtility.GetRect(360, 180, GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(true)); - GPUInstancerEditorConstants.DrawColoredButton(new GUIContent("Drop Files Here", dropIcon), Color.clear, -#if UNITY_PRO_LICENSE - Color.white, -#else - GPUInstancerEditorConstants.Colors.dimgray, -#endif - FontStyle.Bold, buttonRect, - null, - true, true, - (o) => - { - _managerEditor.AddPickerObject(o); - }); - } - - private void OnDisable() - { - ActiveEditorTracker.sharedTracker.isLocked = false; - if (_managerEditor != null && _managerEditor.GetManager() != null) - Selection.activeGameObject = _managerEditor.GetManager().gameObject; - } - } -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Tools/GPUInstancerMultiAddWindow.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Tools/GPUInstancerMultiAddWindow.cs.meta deleted file mode 100644 index 351eb82..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Tools/GPUInstancerMultiAddWindow.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 025d7bf4eecec4f4c945675a7d047ba2 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Tools/GPUInstancerPrefabImporterWindow.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Tools/GPUInstancerPrefabImporterWindow.cs deleted file mode 100644 index d569c48..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Tools/GPUInstancerPrefabImporterWindow.cs +++ /dev/null @@ -1,262 +0,0 @@ -using System.Collections.Generic; -using UnityEditor; -using UnityEngine; - -namespace GPUInstancer -{ - public class GPUInstancerPrefabImporterWindow : EditorWindow - { - private static List prefabList; - private static bool[] isEnabledArray; - private static int[] instanceCountArray; - private static int maxInstanceCount; - private int instanceCountToSelect; - private Vector2 scrollPos = Vector2.zero; - private bool showHelpText; - private Texture2D helpIcon; - private Texture2D helpIconActive; - - public static void ShowWindow(List prefabList, string title = null) - { - if (prefabList == null || prefabList.Count == 0) - { - EditorUtility.DisplayDialog(GPUInstancerEditorConstants.TEXT_info, GPUInstancerEditorConstants.TEXT_noPrefabInstanceFound, GPUInstancerEditorConstants.TEXT_close); - } - else - { - foreach (GameObject prefab in prefabList.ToArray()) - { - if (prefab.transform.GetComponentInChildren() == null) - prefabList.Remove(prefab); - } - - GPUInstancerPrefabImporterWindow.prefabList = prefabList; - isEnabledArray = new bool[prefabList.Count]; - instanceCountArray = new int[prefabList.Count]; - GetPrefabInstanceCounts(); - //Show existing window instance. If one doesn't exist, make one. - EditorWindow window = EditorWindow.GetWindow(typeof(GPUInstancerPrefabImporterWindow), true, title == null ? "GPU Instancer Scene Prefab Importer" : title, true); - window.minSize = new Vector2(400, 560); - } - } - - void OnGUI() - { - if (helpIcon == null) - helpIcon = Resources.Load(GPUInstancerConstants.EDITOR_TEXTURES_PATH + GPUInstancerEditorConstants.HELP_ICON); - if (helpIconActive == null) - helpIconActive = Resources.Load(GPUInstancerConstants.EDITOR_TEXTURES_PATH + GPUInstancerEditorConstants.HELP_ICON_ACTIVE); - - if (prefabList == null || prefabList.Count == 0) - this.Close(); - - EditorGUILayout.BeginHorizontal(GPUInstancerEditorConstants.Styles.box); - EditorGUILayout.LabelField(GPUInstancerEditorConstants.GPUI_VERSION, GPUInstancerEditorConstants.Styles.boldLabel); - GUILayout.FlexibleSpace(); - GPUInstancerEditor.DrawWikiButton(GUILayoutUtility.GetRect(40, 20), "#Scene_Prefab_Importer"); - GUILayout.Space(10); - DrawHelpButton(GUILayoutUtility.GetRect(20, 20), showHelpText); - EditorGUILayout.EndHorizontal(); - - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_prefabImporterIntro, true); - - EditorGUILayout.BeginVertical(GPUInstancerEditorConstants.Styles.box); - GUILayout.Space(5); - EditorGUILayout.BeginHorizontal(); - - GPUInstancerEditorConstants.DrawColoredButton(GPUInstancerEditorConstants.Contents.importSelectedPrefabs, GPUInstancerEditorConstants.Colors.green, Color.white, FontStyle.Bold, Rect.zero, - () => - { - List selectedPrefabs = new List(); - for (int i = 0; i < prefabList.Count; i++) - { - if (isEnabledArray[i]) - selectedPrefabs.Add(prefabList[i]); - } - - if (selectedPrefabs.Count > 0) - { - GameObject go = new GameObject("GPUI Prefab Manager"); - GPUInstancerPrefabManager prefabManager = go.AddComponent(); - selectedPrefabs.ForEach(p => GPUInstancerPrefabManagerEditor.AddPickerObject(prefabManager, p)); - this.Close(); - Selection.activeGameObject = go; - } - else - { - EditorUtility.DisplayDialog(GPUInstancerEditorConstants.TEXT_info, GPUInstancerEditorConstants.TEXT_noPrefabInstanceSelected, GPUInstancerEditorConstants.TEXT_close); - } - }); - - GPUInstancerEditorConstants.DrawColoredButton(GPUInstancerEditorConstants.Contents.cancel, Color.red, Color.white, FontStyle.Bold, Rect.zero, - () => - { - this.Close(); - }); - - EditorGUILayout.EndHorizontal(); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_prefabImporterImportCancel); - GUILayout.Space(10); - - EditorGUILayout.BeginHorizontal(); - if (GUILayout.Button("Select All")) - { - for (int i = 0; i < prefabList.Count; i++) - { - isEnabledArray[i] = true; - } - } - if (GUILayout.Button("Select None")) - { - for (int i = 0; i < prefabList.Count; i++) - { - isEnabledArray[i] = false; - } - } - EditorGUILayout.EndHorizontal(); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_prefabImporterSelectAllNone); - - EditorGUILayout.BeginHorizontal(); - instanceCountToSelect = EditorGUILayout.IntSlider(instanceCountToSelect, 0, maxInstanceCount); - if (GUILayout.Button("Select Min. Instance Count")) - { - for (int i = 0; i < prefabList.Count; i++) - { - isEnabledArray[i] = instanceCountToSelect <= instanceCountArray[i]; - } - } - EditorGUILayout.EndHorizontal(); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_prefabImporterSelectOverCount); - GUILayout.Space(5); - EditorGUILayout.EndVertical(); - - EditorGUILayout.BeginVertical(GPUInstancerEditorConstants.Styles.box); - - GUILayout.Space(5); - GPUInstancerEditorConstants.DrawCustomLabel("Prefab Instances", GPUInstancerEditorConstants.Styles.boldLabel); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_prefabImporterInstanceList); - GUILayout.Space(5); - - scrollPos = EditorGUILayout.BeginScrollView(scrollPos); - EditorGUILayout.BeginVertical(); - if (prefabList != null) - { - for (int i = 0; i < prefabList.Count; i++) - { - isEnabledArray[i] = EditorGUILayout.BeginToggleGroup(prefabList[i].name + " (Instance Count: " + instanceCountArray[i] + ")", isEnabledArray[i]); - EditorGUILayout.EndToggleGroup(); - } - } - EditorGUILayout.EndVertical(); - EditorGUILayout.EndScrollView(); - - GUILayout.Space(5); - EditorGUILayout.HelpBox(GPUInstancerEditorConstants.WARNINGTEXT_instanceCounts, MessageType.Warning); - EditorGUILayout.EndVertical(); - - //GameObject go = new GameObject("GPUI Prefab Manager"); - //GPUInstancerPrefabManager prefabManager = go.AddComponent(); - - //Selection.activeGameObject = go; - } - - private static void GetPrefabInstanceCounts() - { - GameObject[] prefabInstances = (GameObject[])FindObjectsOfType(typeof(GameObject)); -#if UNITY_2018_3_OR_NEWER - Dictionary prefabHasChildCacheDict = new Dictionary(); - List prefabAssetList = GPUInstancerUtility.GetCorrespondingPrefabAssetsOfGameObjects(prefabInstances); - Dictionary distinctPrefabs = new Dictionary(); - - foreach (GameObject prefab in prefabAssetList) - { - if (!distinctPrefabs.ContainsKey(prefab)) - distinctPrefabs.Add(prefab, 1); - else - distinctPrefabs[prefab]++; - } - - foreach (GameObject prefab in distinctPrefabs.Keys) - { - CalculateInstaneCountsForPrefab(prefab, prefabHasChildCacheDict, distinctPrefabs[prefab]); - } -#else - foreach (GameObject go in prefabInstances) - { - bool isPrefabInstance = PrefabUtility.GetPrefabType(go) == PrefabType.PrefabInstance; - if (isPrefabInstance) - { -#if UNITY_2018_2_OR_NEWER - GameObject prefab = (GameObject)PrefabUtility.GetCorrespondingObjectFromSource(go); -#else - GameObject prefab = (GameObject)PrefabUtility.GetPrefabParent(go); -#endif - int prefabIndex = prefabList.IndexOf(prefab); - if (prefabIndex >= 0) - { - instanceCountArray[prefabIndex]++; - } - } - } -#endif - maxInstanceCount = 0; - for (int i = 0; i < instanceCountArray.Length; i++) - { - if (maxInstanceCount < instanceCountArray[i]) - maxInstanceCount = instanceCountArray[i]; - } - } - -#if UNITY_2018_3_OR_NEWER - private static void CalculateInstaneCountsForPrefab(GameObject prefab, Dictionary prefabHasChildCacheDict, int additionCount = 1) - { - int prefabIndex = prefabList.IndexOf(prefab); - - if (prefabIndex >= 0) - instanceCountArray[prefabIndex] += additionCount; - else - return; - - bool hasKey = prefabHasChildCacheDict.ContainsKey(prefab); - if (hasKey && !prefabHasChildCacheDict[prefab]) - return; - - GameObject prefabContents = GPUInstancerUtility.LoadPrefabContents(prefab); - List childTransforms = new List(prefabContents.GetComponentsInChildren()); - childTransforms.Remove(prefabContents.transform); - if (!hasKey) - prefabHasChildCacheDict.Add(prefab, childTransforms.Count > 0); - - foreach (Transform childTransform in childTransforms) - { - if (!childTransform) - continue; - GameObject cgo = childTransform.gameObject; - if (PrefabUtility.GetPrefabAssetType(cgo) == PrefabAssetType.Regular) - { - GameObject cprefab = PrefabUtility.GetCorrespondingObjectFromSource(cgo); - CalculateInstaneCountsForPrefab(cprefab, prefabHasChildCacheDict, additionCount); - } - } - GPUInstancerUtility.UnloadPrefabContents(prefab, prefabContents, false); - } -#endif - - public void DrawHelpText(string text, bool forceShow = false) - { - if (showHelpText || forceShow) - { - EditorGUILayout.HelpBox(text, MessageType.Info); - } - } - - public void DrawHelpButton(Rect buttonRect, bool showingHelp) - { - if (GUI.Button(buttonRect, new GUIContent(showHelpText ? helpIconActive : helpIcon, - showHelpText ? GPUInstancerEditorConstants.TEXT_hideHelpTooltip : GPUInstancerEditorConstants.TEXT_showHelpTooltip), showHelpText ? GPUInstancerEditorConstants.Styles.helpButtonSelected : GPUInstancerEditorConstants.Styles.helpButton)) - { - showHelpText = !showHelpText; - } - } - } -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Tools/GPUInstancerPrefabImporterWindow.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Tools/GPUInstancerPrefabImporterWindow.cs.meta deleted file mode 100644 index 3bfef0b..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Tools/GPUInstancerPrefabImporterWindow.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 5f2726ad50b2ba545b9b5f5e221fd269 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Tools/GPUInstancerPrefabReplacerWindow.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Tools/GPUInstancerPrefabReplacerWindow.cs deleted file mode 100644 index 57b2b21..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Tools/GPUInstancerPrefabReplacerWindow.cs +++ /dev/null @@ -1,147 +0,0 @@ -using System.Collections.Generic; -using UnityEditor; -using UnityEngine; - -namespace GPUInstancer -{ - // Inspired by: https://forum.unity.com/threads/replace-game-object-with-prefab.24311/ - public class GPUInstancerPrefabReplacerWindow : EditorWindow - { - private GameObject selectedPrefab; - private bool replaceNames = true; - - private Vector2 scrollPos = Vector2.zero; - private bool showHelpText; - private Texture2D helpIcon; - private Texture2D helpIconActive; - - public static void ShowWindow() - { - EditorWindow window = EditorWindow.GetWindow(typeof(GPUInstancerPrefabReplacerWindow), true, "GPU Instancer Prefab Replacer", true); - window.minSize = new Vector2(400, 560); - } - - void OnGUI() - { - if (helpIcon == null) - helpIcon = Resources.Load(GPUInstancerConstants.EDITOR_TEXTURES_PATH + GPUInstancerEditorConstants.HELP_ICON); - if (helpIconActive == null) - helpIconActive = Resources.Load(GPUInstancerConstants.EDITOR_TEXTURES_PATH + GPUInstancerEditorConstants.HELP_ICON_ACTIVE); - - EditorGUILayout.BeginHorizontal(GPUInstancerEditorConstants.Styles.box); - EditorGUILayout.LabelField(GPUInstancerEditorConstants.GPUI_VERSION, GPUInstancerEditorConstants.Styles.boldLabel); - GUILayout.FlexibleSpace(); - GPUInstancerEditor.DrawWikiButton(GUILayoutUtility.GetRect(40, 20), "#The_Prefab_Replacer"); - GUILayout.Space(10); - DrawHelpButton(GUILayoutUtility.GetRect(20, 20), showHelpText); - EditorGUILayout.EndHorizontal(); - - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_prefabReplacerIntro, true); - - EditorGUILayout.BeginVertical(GPUInstancerEditorConstants.Styles.box); - GUILayout.Space(5); - EditorGUILayout.BeginHorizontal(); - - GPUInstancerEditorConstants.DrawColoredButton(new GUIContent("Replace Selection With Prefab"), GPUInstancerEditorConstants.Colors.green, Color.white, FontStyle.Bold, Rect.zero, - () => - { - ReplaceSelectionWithPrefab(); - }); - - GPUInstancerEditorConstants.DrawColoredButton(GPUInstancerEditorConstants.Contents.cancel, Color.red, Color.white, FontStyle.Bold, Rect.zero, - () => - { - this.Close(); - }); - - EditorGUILayout.EndHorizontal(); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_prefabReplacerReplaceCancel); - - GUILayout.Space(10); - selectedPrefab = (GameObject)EditorGUILayout.ObjectField("Prefab", selectedPrefab, typeof(GameObject), false); - -#if UNITY_2018_3_OR_NEWER - if (selectedPrefab != null && - PrefabUtility.GetPrefabAssetType(selectedPrefab) != PrefabAssetType.Regular - && PrefabUtility.GetPrefabAssetType(selectedPrefab) != PrefabAssetType.Variant) -#else - if (selectedPrefab != null && PrefabUtility.GetPrefabType(selectedPrefab) != PrefabType.Prefab) -#endif - selectedPrefab = null; - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_prefabReplacerPrefab); - - replaceNames = EditorGUILayout.Toggle("Replace Names", replaceNames); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_prefabReplacerReplaceNames); - - GUILayout.Space(10); - EditorGUILayout.EndVertical(); - - EditorGUILayout.BeginVertical(GPUInstancerEditorConstants.Styles.box); - GUILayout.Space(5); - GPUInstancerEditorConstants.DrawCustomLabel("Selected GameObjects", GPUInstancerEditorConstants.Styles.boldLabel); - DrawHelpText(GPUInstancerEditorConstants.HELPTEXT_prefabReplacerSelectedObjects); - GUILayout.Space(5); - scrollPos = EditorGUILayout.BeginScrollView(scrollPos); - EditorGUILayout.BeginVertical(); - foreach (Transform selectedTransform in Selection.transforms) - { - EditorGUILayout.LabelField(selectedTransform.name); - } - EditorGUILayout.EndVertical(); - EditorGUILayout.EndScrollView(); - EditorGUILayout.EndVertical(); - } - - public void ReplaceSelectionWithPrefab() - { - Transform[] selectedTransforms = Selection.transforms; - int totalCount = selectedTransforms.Length; - if (selectedPrefab != null && totalCount > 0) - { - GameObject prefabInstance; - for (int i = 0; i < totalCount; i++) - { - if (EditorUtility.DisplayCancelableProgressBar("GPU Instancer Prefab Replacer", "Replacing prefabs: " + i + "/" + totalCount, i / (float)totalCount)) - { - this.Close(); - return; - } - Transform selectedTransform = selectedTransforms[i]; - if (selectedTransform) - { - prefabInstance = (GameObject)PrefabUtility.InstantiatePrefab(selectedPrefab); - if (!replaceNames) - prefabInstance.name = selectedTransform.name; - Undo.RegisterCreatedObjectUndo(prefabInstance, "GPUI Prefab Replacer"); - prefabInstance.transform.parent = selectedTransform.parent; - prefabInstance.transform.SetSiblingIndex(selectedTransform.GetSiblingIndex()); - prefabInstance.transform.localPosition = selectedTransform.localPosition; - prefabInstance.transform.localRotation = selectedTransform.localRotation; - prefabInstance.transform.localScale = selectedTransform.localScale; - Undo.DestroyObjectImmediate(selectedTransform.gameObject); - } - } - EditorUtility.ClearProgressBar(); - this.Close(); - GUIUtility.ExitGUI(); - } - } - - public void DrawHelpText(string text, bool forceShow = false) - { - if (showHelpText || forceShow) - { - EditorGUILayout.HelpBox(text, MessageType.Info); - } - } - - public void DrawHelpButton(Rect buttonRect, bool showingHelp) - { - if (GUI.Button(buttonRect, new GUIContent(showHelpText ? helpIconActive : helpIcon, - showHelpText ? GPUInstancerEditorConstants.TEXT_hideHelpTooltip : GPUInstancerEditorConstants.TEXT_showHelpTooltip), showHelpText ? GPUInstancerEditorConstants.Styles.helpButtonSelected : GPUInstancerEditorConstants.Styles.helpButton)) - { - showHelpText = !showHelpText; - } - } - } -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Tools/GPUInstancerPrefabReplacerWindow.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Tools/GPUInstancerPrefabReplacerWindow.cs.meta deleted file mode 100644 index 6a227e4..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/Editor/Tools/GPUInstancerPrefabReplacerWindow.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: ed3ca0c90b0aec9488fabcda1cd0cc16 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/FlyCamera.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/FlyCamera.cs deleted file mode 100644 index 1ecbec7..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/FlyCamera.cs +++ /dev/null @@ -1,58 +0,0 @@ -using UnityEngine; - -namespace GPUInstancer -{ - // Inspired by http://forum.unity3d.com/threads/fly-cam-simple-cam-script.67042/ - public class FlyCamera : MonoBehaviour - { - public float mainSpeed = 10.0f; - public float shiftSpeed = 30.0f; - public float rotationSpeed = 5.0f; - - private Vector3 _inputVector; - private Vector3 _rotationEuler; - - void Start() - { - _inputVector = Vector3.zero; - _rotationEuler = transform.rotation.eulerAngles; - } - - void Update() - { - if (Input.GetMouseButton(1)) - { - _rotationEuler.x -= Input.GetAxis("Mouse Y") * rotationSpeed; - _rotationEuler.y += Input.GetAxis("Mouse X") * rotationSpeed; - transform.eulerAngles = _rotationEuler; - } - - CalculateInputVector(); - - transform.Translate(_inputVector); - } - - private void CalculateInputVector() - { - _inputVector.x = 0; - _inputVector.y = 0; - _inputVector.z = 0; - if (Input.GetKey(KeyCode.W)) - _inputVector.z += 1; - if (Input.GetKey(KeyCode.S)) - _inputVector.z -= 1; - if (Input.GetKey(KeyCode.A)) - _inputVector.x -= 1; - if (Input.GetKey(KeyCode.D)) - _inputVector.x += 1; - if (Input.GetKey(KeyCode.Q)) - _inputVector.y -= 1; - if (Input.GetKey(KeyCode.E)) - _inputVector.y += 1; - if (Input.GetKey(KeyCode.LeftShift)) - _inputVector *= Time.deltaTime * shiftSpeed; - else - _inputVector *= Time.deltaTime * mainSpeed; - } - } -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/FlyCamera.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/FlyCamera.cs.meta deleted file mode 100644 index cf90f8c..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/FlyCamera.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: f338086da686f2b448c504616315994a -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerCameraHandler.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerCameraHandler.cs deleted file mode 100644 index b5fe571..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerCameraHandler.cs +++ /dev/null @@ -1,42 +0,0 @@ -using UnityEngine; - -namespace GPUInstancer -{ - /// - /// GPUInstancerCameraHandler component can be used to handle camera switching automatically. Add the GPUInstancerCameraHandler to your GameObjects with the Camera - /// component to let it make the SetCamera calls automatically. Only one of the Cameras with GPUInstancerCameraHandler components should be active in the scene at any given time - /// for the handler to work as intended. - /// Note: If you want to manage the Cameras manually, please use GPUInstancer.GPUInstancerAPI.SetCamera API method. - /// - [RequireComponent(typeof(Camera))] - public class GPUInstancerCameraHandler : MonoBehaviour - { - private Camera _camera; - private bool _isCameraSet; - - private void OnEnable() - { - if (!_camera) - _camera = GetComponent(); - _isCameraSet = false; - } - - private void OnDisable() - { - _isCameraSet = false; - } - - private void Update() - { - if (_camera.isActiveAndEnabled && !_isCameraSet) - { - GPUInstancerAPI.SetCamera(_camera); - _isCameraSet = true; - } - else if (!_camera.isActiveAndEnabled && _isCameraSet) - { - _isCameraSet = false; - } - } - } -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerCameraHandler.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerCameraHandler.cs.meta deleted file mode 100644 index 8b8fe38..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerCameraHandler.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 6faaeeaf02700484f8540a06e9307421 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerDetailManager.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerDetailManager.cs deleted file mode 100644 index bab8488..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerDetailManager.cs +++ /dev/null @@ -1,1184 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using System.Threading; -#if UNITY_EDITOR -using UnityEditor; -#endif - -namespace GPUInstancer -{ - /// - /// Add this to a Unity terrain for GPU Instancing details at runtime. - /// - [ExecuteInEditMode] - public class GPUInstancerDetailManager : GPUInstancerTerrainManager - { - public int detailLayer; - - public bool runInThreads = false; - - private static ComputeShader _grassInstantiationComputeShader; - - private ComputeBuffer _generatingVisibilityBuffer; -#if !UNITY_2017_1_OR_NEWER || UNITY_ANDROID - private ComputeBuffer _managedBuffer; - private Matrix4x4[] _managedData; -#endif - private bool _triggerEvent; - private ComputeBuffer counterBuffer; - private int[] counterData = new int[1]; - - #region MonoBehaviour Methods - public override void Awake() - { - base.Awake(); - - if (_grassInstantiationComputeShader == null) - _grassInstantiationComputeShader = (ComputeShader)Resources.Load(GPUInstancerConstants.GRASS_INSTANTIATION_RESOURCE_PATH); - } - - public override void OnDisable() - { - if (runInThreads && activeThreads.Count > 0) - { - foreach (Thread thread in activeThreads) - { - thread.Abort(); - } - } - ClearCompletedThreads(); - - threadHeightMapData = null; - threadDetailMapData = null; - - base.OnDisable(); - - if (_generatingVisibilityBuffer != null) - { - _generatingVisibilityBuffer.Release(); - } - } - - public override void Reset() - { - base.Reset(); -#if UNITY_EDITOR - keepSimulationLive = true; -#endif - } - #endregion MonoBehaviour Methods - - #region Override Methods - - public override void ClearInstancingData() - { - base.ClearInstancingData(); - - if (terrain != null && terrain.detailObjectDistance == 0) - { - terrain.detailObjectDistance = terrainSettings.maxDetailDistance > 250 ? 250 : terrainSettings.maxDetailDistance; - } - -#if !UNITY_2017_1_OR_NEWER || UNITY_ANDROID - if (_managedBuffer != null) - _managedBuffer.Release(); - _managedBuffer = null; -#endif - - if (counterBuffer != null) - counterBuffer.Release(); - counterBuffer = null; - } - - public override void GeneratePrototypes(bool forceNew = false) - { - base.GeneratePrototypes(forceNew); - - if (terrainSettings != null && terrain != null && terrain.terrainData != null) - { - GPUInstancerUtility.SetDetailInstancePrototypes(gameObject, prototypeList, terrain.terrainData.detailPrototypes, 2, terrainSettings, forceNew); - } - } - -#if UNITY_EDITOR - public override void CheckPrototypeChanges() - { - base.CheckPrototypeChanges(); - - if (!Application.isPlaying && terrainSettings != null && terrain != null && terrain.terrainData != null) - { - if (prototypeList.Count != terrain.terrainData.detailPrototypes.Length) - { - GeneratePrototypes(); - } - - int index = 0; - foreach (GPUInstancerDetailPrototype prototype in prototypeList) - { - prototype.prototypeIndex = index; - index++; - } - - if (prototypeList.Count != terrain.terrainData.detailPrototypes.Length) - terrainSettings.warningText = "Detail Prototypes on the Unity Terrain do not match the Detail Prototypes in this Detail Manager. Adding and removing Detail Prototypes should be done from the Detail Manager and not from the Unity Terrain. To fix this error, you can press the Generate Prototypes button below. This will reset the prototypes in this manager with the default settings."; -#if UNITY_2022_2_OR_NEWER - else if (terrain.terrainData.detailScatterMode == DetailScatterMode.CoverageMode) - terrainSettings.warningText = "\"Detail Scatter Mode\" terrain setting is set to \"Coverage Mode\" which is not supported. Go to terrain settings and change the \"Detail Scatter Mode\" setting to \"Instance Count Mode\" to be able to use the Detail Manager."; -#endif - else - terrainSettings.warningText = null; - - AddProxyToTerrain(); - } - } -#endif - public override void InitializeRuntimeDataAndBuffers(bool forceNew = true) - { - base.InitializeRuntimeDataAndBuffers(forceNew); - - if (!forceNew && isInitialized) - return; - - if (terrainSettings == null) - return; - - if (!string.IsNullOrEmpty(terrainSettings.warningText)) - { - Debug.LogError("A GPU Instancer Detail Manager currently has errors. Please refer to the error description in the Detail manager.", this); -#if UNITY_EDITOR - if (gpuiSimulator != null) - gpuiSimulator.StopSimulation(); - keepSimulationLive = false; -#endif - return; - } - - replacingInstances = false; - initalizingInstances = true; - - if (prototypeList != null && prototypeList.Count > 0) - { - GPUInstancerUtility.AddDetailInstanceRuntimeDataToList(runtimeDataList, prototypeList, terrainSettings, detailLayer); - } - - terrain.detailObjectDistance = 0; - - InitializeSpatialPartitioning(); - - isInitialized = true; - } - - public override void UpdateSpatialPartitioningCells(GPUInstancerCameraData renderingCameraData) - { - base.UpdateSpatialPartitioningCells(renderingCameraData); - - if (terrainSettings == null || spData == null) - return; - - if (!initalizingInstances && !replacingInstances && spData.IsActiveCellUpdateRequired(renderingCameraData.mainCamera.transform.position)) - { - replacingInstances = true; - if (GPUInstancerConstants.DETAIL_STORE_INSTANCE_DATA) - StartCoroutineAlt(GenerateVisibilityBufferFromActiveCellsCoroutine()); - else - StartCoroutineAlt(MergeVisibilityBufferFromActiveCellsCoroutine()); - } - } - - public override void DeletePrototype(GPUInstancerPrototype prototype, bool removeSO = true) - { - if (terrainSettings != null && terrain != null && terrain.terrainData != null) - { - int detailPrototypeIndex = prototypeList.IndexOf(prototype); - - DetailPrototype[] detailPrototypes = terrain.terrainData.detailPrototypes; - List newDetailPrototypes = new List(); - List newDetailLayers = new List(); - - for (int i = 0; i < detailPrototypes.Length; i++) - { - if (i != detailPrototypeIndex) - { - newDetailPrototypes.Add(detailPrototypes[i]); - newDetailLayers.Add(terrain.terrainData.GetDetailLayer(0, 0, terrain.terrainData.detailResolution, terrain.terrainData.detailResolution, i)); - } - terrain.terrainData.SetDetailLayer(0, 0, i, new int[terrain.terrainData.detailResolution, terrain.terrainData.detailResolution]); - } - - terrain.terrainData.detailPrototypes = newDetailPrototypes.ToArray(); - for (int i = 0; i < newDetailLayers.Count; i++) - { - terrain.terrainData.SetDetailLayer(0, 0, i, newDetailLayers[i]); - } - terrain.terrainData.RefreshPrototypes(); - - if (removeSO) - base.DeletePrototype(prototype, removeSO); - GeneratePrototypes(false); - if (!removeSO) - base.DeletePrototype(prototype, removeSO); - } - else - base.DeletePrototype(prototype, removeSO); - } - - public override void RemoveInstancesInsideBounds(Bounds bounds, float offset, List prototypeFilter = null) - { - //#if UNITY_EDITOR - // UnityEngine.Profiling.Profiler.BeginSample("GPUInstancerDetailManager.RemoveInstancesInsideBounds"); - //#endif - base.RemoveInstancesInsideBounds(bounds, offset, prototypeFilter); - if (spData != null && !initalizingInstances) - { - int detailMapSize = terrain.terrainData.detailResolution / spData.cellRowAndCollumnCountPerTerrain; - float unitSizeX = terrain.terrainData.size.x / spData.cellRowAndCollumnCountPerTerrain / detailMapSize; - float unitSizeZ = terrain.terrainData.size.z / spData.cellRowAndCollumnCountPerTerrain / detailMapSize; - int sizeX = Mathf.CeilToInt((bounds.extents.x * 2 + offset) / unitSizeX); - int sizeZ = Mathf.CeilToInt((bounds.extents.z * 2 + offset) / unitSizeZ); - - foreach (GPUInstancerDetailCell detailCell in spData.GetCellList()) - { - if (detailCell.cellInnerBounds.Intersects(bounds)) - { - if (detailCell.isActive && detailCell.detailInstanceBuffers != null) - { - foreach (int i in detailCell.detailInstanceBuffers.Keys) - { - if (prototypeFilter != null && !prototypeFilter.Contains(prototypeList[i])) - continue; - GPUInstancerUtility.RemoveInstancesInsideBounds(detailCell.detailInstanceBuffers[i], bounds.center, bounds.extents, offset); - } - } - int startX = Mathf.FloorToInt((bounds.center.x - bounds.extents.x - detailCell.instanceStartPosition.x - offset) / unitSizeX); - int startZ = Mathf.FloorToInt((bounds.center.z - bounds.extents.z - detailCell.instanceStartPosition.z - offset) / unitSizeZ); - - for (int i = 0; i < detailCell.detailMapData.Count; i++) - { - if (prototypeFilter != null && !prototypeFilter.Contains(prototypeList[i])) - continue; - for (int y = startZ; y < sizeZ + startZ; y++) - { - if (y < 0 || y >= detailMapSize) - continue; - for (int x = startX; x < sizeX + startX; x++) - { - if (x < 0 || x >= detailMapSize) - continue; - detailCell.detailMapData[i][x + y * detailMapSize] = 0; - } - } - } - } - } - } - //#if UNITY_EDITOR - // UnityEngine.Profiling.Profiler.EndSample(); - //#endif - } - - public override void RemoveInstancesInsideCollider(Collider collider, float offset, List prototypeFilter = null) - { - //#if UNITY_EDITOR - // UnityEngine.Profiling.Profiler.BeginSample("GPUInstancerDetailManager.RemoveInstancesInsideCollider"); - //#endif - base.RemoveInstancesInsideCollider(collider, offset, prototypeFilter); - if (spData != null && !initalizingInstances) - { - Bounds bounds = collider.bounds; - int detailMapSize = terrain.terrainData.detailResolution / spData.cellRowAndCollumnCountPerTerrain; - float unitSizeX = terrain.terrainData.size.x / spData.cellRowAndCollumnCountPerTerrain / detailMapSize; - float unitSizeZ = terrain.terrainData.size.z / spData.cellRowAndCollumnCountPerTerrain / detailMapSize; - int sizeX = Mathf.CeilToInt((bounds.extents.x * 2 + offset) / unitSizeX); - int sizeZ = Mathf.CeilToInt((bounds.extents.z * 2 + offset) / unitSizeZ); - - Vector3 testCenter = Vector3.zero; - Vector3 closestPoint = Vector3.zero; - - foreach (GPUInstancerDetailCell detailCell in spData.GetCellList()) - { - if (detailCell.cellInnerBounds.Intersects(bounds)) - { - if (detailCell.isActive && detailCell.detailInstanceBuffers != null) - { - foreach (int i in detailCell.detailInstanceBuffers.Keys) - { - if (prototypeFilter != null && !prototypeFilter.Contains(prototypeList[i])) - continue; - - if (collider is BoxCollider) - GPUInstancerUtility.RemoveInstancesInsideBoxCollider(detailCell.detailInstanceBuffers[i], (BoxCollider)collider, offset); - else if (collider is SphereCollider) - GPUInstancerUtility.RemoveInstancesInsideSphereCollider(detailCell.detailInstanceBuffers[i], (SphereCollider)collider, offset); - else if (collider is CapsuleCollider) - GPUInstancerUtility.RemoveInstancesInsideCapsuleCollider(detailCell.detailInstanceBuffers[i], (CapsuleCollider)collider, offset); - else - GPUInstancerUtility.RemoveInstancesInsideBounds(detailCell.detailInstanceBuffers[i], collider.bounds.center, collider.bounds.extents, offset); - } - } - int startX = Mathf.FloorToInt((bounds.center.x - bounds.extents.x - detailCell.instanceStartPosition.x - offset) / unitSizeX); - int startZ = Mathf.FloorToInt((bounds.center.z - bounds.extents.z - detailCell.instanceStartPosition.z - offset) / unitSizeZ); - - for (int y = startZ; y < sizeZ + startZ; y++) - { - if (y < 0 || y >= detailMapSize) - continue; - for (int x = startX; x < sizeX + startX; x++) - { - if (x < 0 || x >= detailMapSize) - continue; - - testCenter.x = detailCell.instanceStartPosition.x + x * unitSizeX; - testCenter.z = detailCell.instanceStartPosition.z + y * unitSizeZ; - testCenter.y = terrain.SampleHeight(testCenter); - closestPoint = collider.ClosestPoint(testCenter); - if (Vector3.Distance(closestPoint, testCenter) > unitSizeX + offset) - continue; - for (int i = 0; i < detailCell.detailMapData.Count; i++) - { - if (prototypeFilter != null && !prototypeFilter.Contains(prototypeList[i])) - continue; - detailCell.detailMapData[i][x + y * detailMapSize] = 0; - } - } - } - } - } - } - //#if UNITY_EDITOR - // UnityEngine.Profiling.Profiler.EndSample(); - //#endif - } - - public override void SetGlobalPositionOffset(Vector3 offsetPosition) - { - base.SetGlobalPositionOffset(offsetPosition); - if (spData != null) - { - foreach (GPUInstancerDetailCell cell in spData.GetCellList()) - { - if (cell == null) - continue; - cell.instanceStartPosition += offsetPosition; - cell.cellBounds.center += offsetPosition; - if (cell.detailInstanceBuffers != null) - { - foreach (ComputeBuffer detailBuffer in cell.detailInstanceBuffers.Values) - { - if (detailBuffer != null) - { - GPUInstancerConstants.computeRuntimeModification.SetBuffer(GPUInstancerConstants.computeBufferTransformOffsetId, - GPUInstancerConstants.VisibilityKernelPoperties.INSTANCE_DATA_BUFFER, detailBuffer); - GPUInstancerConstants.computeRuntimeModification.SetInt( - GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_BUFFER_SIZE, detailBuffer.count); - GPUInstancerConstants.computeRuntimeModification.SetVector( - GPUInstancerConstants.RuntimeModificationKernelProperties.BUFFER_PARAMETER_POSITION_OFFSET, offsetPosition); - - GPUInstancerConstants.computeRuntimeModification.Dispatch(GPUInstancerConstants.computeBufferTransformOffsetId, - Mathf.CeilToInt(detailBuffer.count / GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT), 1, 1); - } - } - } - if (GPUInstancerConstants.DETAIL_STORE_INSTANCE_DATA && cell.detailInstanceList != null) - { - foreach (Matrix4x4[] instanceDataArray in cell.detailInstanceList.Values) - { - for (int i = 0; i < instanceDataArray.Length; i++) - { - instanceDataArray[i].SetColumn(3, instanceDataArray[i].GetColumn(3) + new Vector4(offsetPosition.x, offsetPosition.y, offsetPosition.z, 0)); - } - } - } - } - } - } - #endregion Override Methods - - #region Helper Methods - private static int FixBounds(int value, int max, int failValue) - { - if (value >= max) - return failValue; - return value; - } - - public static Matrix4x4[] GetInstanceDataForDetailPrototype(GPUInstancerDetailPrototype detailPrototype, int[] detailMap, float[] heightMapData, - int detailMapSize, int heightMapSize, - int detailResolution, int heightResolution, - Vector3 startPosition, Vector3 terrainSize, - int instanceCount) - { - Matrix4x4[] result = new Matrix4x4[instanceCount]; - - if (instanceCount == 0) - return result; - - System.Random randomNumberGenerator = new System.Random(); - float detailHeightMapScale = (heightResolution - 1.0f) / detailResolution; - int heightDataSize = heightMapSize * heightMapSize; - float sizeDetailXScale = terrainSize.x / detailResolution; - float sizeDetailZScale = terrainSize.z / detailResolution; - float normalScale = heightResolution / (terrainSize.x / terrainSize.y); - - float px, py, leftBottomH, leftTopH, rightBottomH, rightTopH; - int heightIndex; - Vector3 position; - Vector3 scale = Vector3.zero; - Quaternion rotation = Quaternion.identity; - - Vector3 P = Vector3.zero; - Vector3 Q = new Vector3(0, 0, 1); - Vector3 R = new Vector3(1, 0, 0); - Vector3 terrainPointNormal = Vector3.zero; - - int counter = 0; - for (int y = 0; y < detailMapSize; y++) - { - for (int x = 0; x < detailMapSize; x++) - { - for (int j = 0; j < detailMap[y * detailMapSize + x]; j++) // for the amount of detail at this point and for this prototype - { - position.x = x + randomNumberGenerator.Range(0f, 0.99f); - position.y = 0; - position.z = y + randomNumberGenerator.Range(0f, 0.99f); - - // set height - px = position.x * detailHeightMapScale; - py = position.z * detailHeightMapScale; - heightIndex = Mathf.FloorToInt(px) + Mathf.FloorToInt(py) * heightMapSize; - leftBottomH = heightMapData[heightIndex]; - leftTopH = heightMapData[FixBounds(heightIndex + heightMapSize, heightDataSize, heightIndex)]; - rightBottomH = heightMapData[heightIndex + 1]; - rightTopH = heightMapData[FixBounds(heightIndex + heightMapSize + 1, heightDataSize, heightIndex)]; - - position.x *= sizeDetailXScale; - position.y = GPUInstancerUtility.SampleTerrainHeight(px - Mathf.Floor(px), py - Mathf.Floor(py), leftBottomH, leftTopH, rightBottomH, rightTopH) * terrainSize.y; - position.z *= sizeDetailZScale; - position += startPosition; - - // get normal - //Vector3 terrainPointNormal = GPUInstancerUtility.ComputeTerrainNormal(leftBottomH, leftTopH, rightBottomH, normalScale); - P.y = leftBottomH * normalScale; - Q.y = leftTopH * normalScale; - P.y = rightBottomH * normalScale; - terrainPointNormal = Vector3.Cross(Q - R, R - P).normalized; - - rotation.SetFromToRotation(Vector3.up, terrainPointNormal); - rotation *= Quaternion.AngleAxis(randomNumberGenerator.Range(0.0f, 360.0f), Vector3.up); - - float randomScale = randomNumberGenerator.Range(0.0f, 1.0f); - - float xzScale = detailPrototype.detailScale.x + (detailPrototype.detailScale.y - detailPrototype.detailScale.x) * randomScale; - float yScale = detailPrototype.detailScale.z + (detailPrototype.detailScale.w - detailPrototype.detailScale.z) * randomScale; - - scale.x = xzScale; - scale.y = yScale; - scale.z = xzScale; - - result[counter].SetTRS(position, rotation, scale); - counter++; - } - } - } - - return result; - } - - private static Matrix4x4[] GetInstanceDataForDetailPrototypeWithComputeShader(GPUInstancerDetailPrototype detailPrototype, int[] detailMap, float[] heightMapData, - int detailMapSize, int heightMapSize, - int detailResolution, int heightResolution, - Vector3 startPosition, Vector3 terrainSize, - int instanceCount, - ComputeShader grassInstantiationComputeShader, GPUInstancerTerrainSettings terrainSettings, - ComputeBuffer counterBuffer, int[] counterData) - { - Matrix4x4[] result = new Matrix4x4[instanceCount]; - - if (instanceCount == 0) - return result; - - ComputeBuffer visibilityBuffer; - - // set compute shader - int grassInstantiationComputeKernelId = grassInstantiationComputeShader.FindKernel(GPUInstancerConstants.GRASS_INSTANTIATION_KERNEL); - - ComputeBuffer heightMapBuffer = new ComputeBuffer(heightMapData.Length, GPUInstancerConstants.STRIDE_SIZE_INT); - heightMapBuffer.SetData(heightMapData); - - visibilityBuffer = new ComputeBuffer(instanceCount, GPUInstancerConstants.STRIDE_SIZE_MATRIX4X4); - - counterBuffer.SetData(counterData); - - ComputeBuffer detailMapBuffer = new ComputeBuffer(Mathf.CeilToInt(detailMapSize * detailMapSize), GPUInstancerConstants.STRIDE_SIZE_INT); - detailMapBuffer.SetData(detailMap); - - // dispatch compute shader - DispatchDetailComputeShader(grassInstantiationComputeShader, grassInstantiationComputeKernelId, - visibilityBuffer, detailMapBuffer, heightMapBuffer, - new Vector4(detailMapSize, detailMapSize, heightMapSize, heightMapSize), startPosition, terrainSize, detailResolution, heightResolution, detailPrototype.detailScale, - terrainSettings.GetHealthyDryNoiseTexture(detailPrototype), detailPrototype.noiseSpread, detailPrototype.GetInstanceID(), detailPrototype.detailDensity, counterBuffer, detailPrototype.terrainNormalEffect); - - detailMapBuffer.Release(); - - visibilityBuffer.GetData(result); - visibilityBuffer.Release(); - - heightMapBuffer.Release(); - - return result; - } - - private static ComputeBuffer GetComputeBufferForDetailPrototypeWithComputeShader(GPUInstancerDetailPrototype detailPrototype, - int detailMapSize, int heightMapSize, - int detailResolution, int heightResolution, - Vector3 startPosition, Vector3 terrainSize, - int instanceCount, - ComputeShader grassInstantiationComputeShader, GPUInstancerTerrainSettings terrainSettings, - ComputeBuffer heightMapBuffer, ComputeBuffer detailMapBuffer, ComputeBuffer counterBuffer, int[] counterData) - { - if (instanceCount == 0) - return null; - - ComputeBuffer visibilityBuffer; - - // set compute shader - int grassInstantiationComputeKernelId = grassInstantiationComputeShader.FindKernel(GPUInstancerConstants.GRASS_INSTANTIATION_KERNEL); - - visibilityBuffer = new ComputeBuffer(instanceCount, GPUInstancerConstants.STRIDE_SIZE_MATRIX4X4); - - counterBuffer.SetData(counterData); - - // dispatch compute shader - DispatchDetailComputeShader(grassInstantiationComputeShader, grassInstantiationComputeKernelId, - visibilityBuffer, detailMapBuffer, heightMapBuffer, - new Vector4(detailMapSize, detailMapSize, heightMapSize, heightMapSize), startPosition, terrainSize, detailResolution, heightResolution, detailPrototype.detailScale, - terrainSettings.GetHealthyDryNoiseTexture(detailPrototype), detailPrototype.noiseSpread, detailPrototype.GetInstanceID(), detailPrototype.detailDensity, counterBuffer, detailPrototype.terrainNormalEffect); - - return visibilityBuffer; - } - - private static void DispatchDetailComputeShader(ComputeShader grassComputeShader, int grassInstantiationComputeKernelId, ComputeBuffer visibilityBuffer, ComputeBuffer detailMapBuffer, ComputeBuffer heightMapBuffer, Vector4 detailAndHeightMapSize, Vector3 startPosition, Vector3 terrainSize, int detailResolution, int heightResolution, Vector4 detailScale, Texture healthyDryNoiseTexture, float noiseSpread, int instanceID, float detailDensity, ComputeBuffer counterBuffer, float terrainNormalEffect) - { - // setup compute shader - grassComputeShader.SetBuffer(grassInstantiationComputeKernelId, GPUInstancerConstants.VisibilityKernelPoperties.INSTANCE_DATA_BUFFER, visibilityBuffer); - grassComputeShader.SetBuffer(grassInstantiationComputeKernelId, GPUInstancerConstants.GrassKernelProperties.DETAIL_MAP_DATA_BUFFER, detailMapBuffer); - grassComputeShader.SetBuffer(grassInstantiationComputeKernelId, GPUInstancerConstants.GrassKernelProperties.HEIGHT_MAP_DATA_BUFFER, heightMapBuffer); - grassComputeShader.SetBuffer(grassInstantiationComputeKernelId, GPUInstancerConstants.GrassKernelProperties.COUNTER_BUFFER, counterBuffer); - grassComputeShader.SetInt(GPUInstancerConstants.GrassKernelProperties.TERRAIN_DETAIL_RESOLUTION_DATA, detailResolution); - grassComputeShader.SetInt(GPUInstancerConstants.GrassKernelProperties.TERRAIN_HEIGHT_RESOLUTION_DATA, heightResolution); - grassComputeShader.SetVector(GPUInstancerConstants.GrassKernelProperties.GRASS_START_POSITION_DATA, startPosition); - grassComputeShader.SetVector(GPUInstancerConstants.GrassKernelProperties.TERRAIN_SIZE_DATA, terrainSize); - grassComputeShader.SetVector(GPUInstancerConstants.GrassKernelProperties.DETAIL_SCALE_DATA, detailScale); - grassComputeShader.SetVector(GPUInstancerConstants.GrassKernelProperties.DETAIL_AND_HEIGHT_MAP_SIZE_DATA, detailAndHeightMapSize); - if (healthyDryNoiseTexture != null) - { - grassComputeShader.SetTexture(grassInstantiationComputeKernelId, GPUInstancerConstants.GrassKernelProperties.HEALTHY_DRY_NOISE_TEXTURE, healthyDryNoiseTexture); - grassComputeShader.SetFloat(GPUInstancerConstants.GrassKernelProperties.NOISE_SPREAD, noiseSpread); - } - grassComputeShader.SetFloat(GPUInstancerConstants.GrassKernelProperties.DETAIL_UNIQUE_VALUE, instanceID / 1000f); - grassComputeShader.SetFloat(GPUInstancerConstants.GrassKernelProperties.DETAIL_DENSITY, detailDensity); - grassComputeShader.SetFloat(GPUInstancerConstants.GrassKernelProperties.TERRAIN_NORMAL_EFFECT, terrainNormalEffect); - - // dispatch - grassComputeShader.Dispatch(grassInstantiationComputeKernelId, - Mathf.CeilToInt(detailAndHeightMapSize.x / GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT_2D), - 1, - Mathf.CeilToInt(detailAndHeightMapSize.y / GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT_2D)); - } - - private void StartCoroutineAlt(IEnumerator routine) - { - if (Application.isPlaying) - StartCoroutine(routine); - else - while (routine.MoveNext()) ; - } - #endregion Helper Methods - - #region Spatial Partitioning Cell Management - public override void InitializeSpatialPartitioning() - { - base.InitializeSpatialPartitioning(); - - GPUInstancerUtility.ReleaseSPBuffers(spData); - spData = new GPUInstancerSpatialPartitioningData(); - GPUInstancerUtility.CalculateSpatialPartitioningValuesFromTerrain(spData, terrain, terrainSettings.maxDetailDistance, terrainSettings.autoSPCellSize ? 0 : terrainSettings.preferedSPCellSize); - - // initialize cells - GenerateCellsInstanceDataFromTerrain(); - } - - private IEnumerator GenerateVisibilityBufferFromActiveCellsCoroutine() - { - if (!initalizingInstances) - { -#if !UNITY_2017_1_OR_NEWER || UNITY_ANDROID - if (_managedBuffer == null) - _managedBuffer = new ComputeBuffer(GPUInstancerConstants.BUFFER_COROUTINE_STEP_NUMBER, GPUInstancerConstants.STRIDE_SIZE_MATRIX4X4); - if (_managedData == null) - _managedData = new Matrix4x4[GPUInstancerConstants.BUFFER_COROUTINE_STEP_NUMBER]; -#endif - List runtimeDatas = new List(runtimeDataList); - - int totalCount = 0; - int lastbreak = 0; - for (int r = 0; r < runtimeDatas.Count; r++) - { - GPUInstancerRuntimeData rd = runtimeDatas[r]; - - if (spData.activeCellList != null && spData.activeCellList.Count > 0) - { - int totalInstanceCount = 0; - - foreach (GPUInstancerDetailCell cell in spData.activeCellList) - { - if (cell != null && cell.detailInstanceList != null) - { - totalInstanceCount += cell.detailInstanceList[r].Length; - } - } - - rd.bufferSize = totalInstanceCount; - rd.instanceCount = totalInstanceCount; - - if (totalInstanceCount == 0) - { - if (rd.transformationMatrixVisibilityBuffer != null) - rd.transformationMatrixVisibilityBuffer.Release(); - rd.transformationMatrixVisibilityBuffer = null; - continue; - } - - _generatingVisibilityBuffer = new ComputeBuffer(totalInstanceCount, GPUInstancerConstants.STRIDE_SIZE_MATRIX4X4); - - int startIndex = 0; - int cellStartIndex = 0; - int count = 0; - for (int c = 0; c < spData.activeCellList.Count; c++) - { - GPUInstancerDetailCell detailCell = (GPUInstancerDetailCell)spData.activeCellList[c]; - cellStartIndex = 0; - for (int i = 0; i < Mathf.Ceil((float)detailCell.detailInstanceList[r].Length / (float)GPUInstancerConstants.BUFFER_COROUTINE_STEP_NUMBER); i++) - { - cellStartIndex = i * GPUInstancerConstants.BUFFER_COROUTINE_STEP_NUMBER; - count = GPUInstancerConstants.BUFFER_COROUTINE_STEP_NUMBER; - if (cellStartIndex + count > detailCell.detailInstanceList[r].Length) - count = detailCell.detailInstanceList[r].Length - cellStartIndex; -#if UNITY_2017_1_OR_NEWER && !UNITY_ANDROID - _generatingVisibilityBuffer.SetDataPartial(detailCell.detailInstanceList[r], cellStartIndex, startIndex, count); -#else - _generatingVisibilityBuffer.SetDataPartial(detailCell.detailInstanceList[r], cellStartIndex, startIndex, count, _managedBuffer, _managedData); -#endif - startIndex += count; - totalCount += count; - - if (count + cellStartIndex < detailCell.detailInstanceList[r].Length - 1 && totalCount - lastbreak > GPUInstancerConstants.BUFFER_COROUTINE_STEP_NUMBER) - { - lastbreak = totalCount; - yield return null; - } - } - - if (initalizingInstances) - break; - } - if (initalizingInstances) - break; - - if (initalizingInstances) - break; - - if (rd.transformationMatrixVisibilityBuffer != null) - rd.transformationMatrixVisibilityBuffer.Release(); - rd.transformationMatrixVisibilityBuffer = _generatingVisibilityBuffer; - } - if (initalizingInstances) - break; - - GPUInstancerUtility.InitializeGPUBuffer(rd); - lastbreak = totalCount; - yield return null; - } - if (initalizingInstances) - { - if (_generatingVisibilityBuffer != null) - _generatingVisibilityBuffer.Release(); - GPUInstancerUtility.ReleaseInstanceBuffers(runtimeDatas); - } - - _generatingVisibilityBuffer = null; - replacingInstances = false; - - if (!initalizingInstances) - { - if (_triggerEvent) - GPUInstancerUtility.TriggerEvent(GPUInstancerEventType.DetailInitializationFinished); - _triggerEvent = false; - isInitial = true; - } - } - } - - private IEnumerator MergeVisibilityBufferFromActiveCellsCoroutine() - { - if (!initalizingInstances) - { - List runtimeDatas = new List(runtimeDataList); - - int detailMapSize = terrain.terrainData.detailResolution / spData.cellRowAndCollumnCountPerTerrain; - int heightMapSize = (terrain.terrainData.heightmapResolution - 1) / spData.cellRowAndCollumnCountPerTerrain + 1; - int detailResolution = terrain.terrainData.detailResolution; - int heightmapResolution = terrain.terrainData.heightmapResolution; - Vector3 terrainSize = terrain.terrainData.size; - ComputeBuffer heightMapBuffer = null; - ComputeBuffer detailMapBuffer = null; - GPUInstancerDetailCell heightMapCell = null; - int generatedBuffers = 0; - - if (spData.activeCellList != null && spData.activeCellList.Count > 0) - { - foreach (GPUInstancerDetailCell cell in spData.activeCellList) - { - generatedBuffers = 0; - if (cell != null && cell.totalDetailCounts != null) - { - if (cell.detailInstanceBuffers == null) - cell.detailInstanceBuffers = new Dictionary(); - - for (int r = 0; r < runtimeDatas.Count; r++) - { - if (cell.totalDetailCounts[r] > 0) - { - if (!cell.detailInstanceBuffers.ContainsKey(r) || cell.detailInstanceBuffers[r] == null) - { -#if UNITY_EDITOR - UnityEngine.Profiling.Profiler.BeginSample("GPUInstancerDetailManager.MergeVisibilityBufferFromActiveCellsCoroutine"); -#endif - - if (heightMapCell != cell) - { - if (heightMapBuffer == null) - heightMapBuffer = new ComputeBuffer(cell.heightMapData.Length, GPUInstancerConstants.STRIDE_SIZE_INT); - heightMapBuffer.SetData(cell.heightMapData); - heightMapCell = cell; - } - - if (detailMapBuffer == null) - detailMapBuffer = new ComputeBuffer(detailMapSize * detailMapSize, GPUInstancerConstants.STRIDE_SIZE_INT); - detailMapBuffer.SetData(cell.detailMapData[r]); - - cell.detailInstanceBuffers[r] = - GetComputeBufferForDetailPrototypeWithComputeShader((GPUInstancerDetailPrototype)prototypeList[r], - detailMapSize, heightMapSize, - detailResolution, heightmapResolution, - cell.instanceStartPosition, - terrainSize, cell.totalDetailCounts[r], _grassInstantiationComputeShader, terrainSettings, - heightMapBuffer, detailMapBuffer, counterBuffer, counterData); - generatedBuffers += detailMapSize; - -#if UNITY_EDITOR - UnityEngine.Profiling.Profiler.EndSample(); -#endif - if (generatedBuffers >= GPUInstancerConstants.DETAIL_BUFFER_MERGE_FRAME_LIMIT) - { - generatedBuffers = 0; - yield return null; - } - } - } - } - } - } - } - - for (int r = 0; r < runtimeDatas.Count; r++) - { - GPUInstancerRuntimeData rd = runtimeDatas[r]; - - if (spData.activeCellList != null && spData.activeCellList.Count > 0) - { - int totalInstanceCount = 0; - - foreach (GPUInstancerDetailCell cell in spData.activeCellList) - { - if (cell != null && cell.totalDetailCounts != null) - { - totalInstanceCount += cell.totalDetailCounts[r]; - } - } - - rd.bufferSize = totalInstanceCount; - rd.instanceCount = totalInstanceCount; - - if (totalInstanceCount == 0) - { - if (rd.transformationMatrixVisibilityBuffer != null) - rd.transformationMatrixVisibilityBuffer.Release(); - rd.transformationMatrixVisibilityBuffer = null; - continue; - } - - _generatingVisibilityBuffer = new ComputeBuffer(totalInstanceCount, GPUInstancerConstants.STRIDE_SIZE_MATRIX4X4); - - int startIndex = 0; - for (int c = 0; c < spData.activeCellList.Count; c++) - { - GPUInstancerDetailCell detailCell = (GPUInstancerDetailCell)spData.activeCellList[c]; - - if (!detailCell.detailInstanceBuffers.ContainsKey(r) || detailCell.detailInstanceBuffers[r] == null) - continue; - - _generatingVisibilityBuffer.CopyComputeBuffer(startIndex, detailCell.detailInstanceBuffers[r].count, detailCell.detailInstanceBuffers[r]); - - startIndex += detailCell.detailInstanceBuffers[r].count; - - //yield return null; - } - - if (rd.transformationMatrixVisibilityBuffer != null) - rd.transformationMatrixVisibilityBuffer.Release(); - rd.transformationMatrixVisibilityBuffer = _generatingVisibilityBuffer; - } - - GPUInstancerUtility.InitializeGPUBuffer(rd); - } - if (heightMapBuffer != null) - heightMapBuffer.Release(); - if (detailMapBuffer != null) - detailMapBuffer.Release(); - - _generatingVisibilityBuffer = null; - replacingInstances = false; - - if (_triggerEvent) - GPUInstancerUtility.TriggerEvent(GPUInstancerEventType.DetailInitializationFinished); - _triggerEvent = false; - } - } - - private void GenerateCellsInstanceDataFromTerrain() - { - if (counterBuffer == null) - counterBuffer = new ComputeBuffer(1, GPUInstancerConstants.STRIDE_SIZE_INT); - - StartCoroutineAlt(FillCellsDetailData(terrain)); - } - - public void FillCellsDetailDataCallBack() - { - ClearCompletedThreads(); - if (threadHeightMapData == null || (runInThreads && activeThreads.Count > 0)) - return; - - threadHeightMapData = null; - threadDetailMapData = null; - - if (GPUInstancerConstants.DETAIL_STORE_INSTANCE_DATA) - { - int detailMapSize = terrain.terrainData.detailResolution / spData.cellRowAndCollumnCountPerTerrain; - int heightMapSize = (terrain.terrainData.heightmapResolution - 1) / spData.cellRowAndCollumnCountPerTerrain + 1; - int detailResolution = terrain.terrainData.detailResolution; - int heightmapResolution = terrain.terrainData.heightmapResolution; - Vector3 terrainSize = terrain.terrainData.size; - - StartCoroutineAlt(SetInstanceDataForDetailCells(spData, prototypeList, detailMapSize, heightMapSize, detailResolution, heightmapResolution, terrainSize, - counterBuffer, counterData, terrainSettings, SetInstanceDataForDetailCellsCallback)); - } - else - SetInstanceDataForDetailCellsCallback(); - } - - private void SetInstanceDataForDetailCellsCallback() - { - initalizingInstances = false; - if (spData == null) - return; - foreach (GPUInstancerCell cell in spData.activeCellList) - cell.isActive = false; - spData.activeCellList.Clear(); - _triggerEvent = true; - } - - private static IEnumerator SetInstanceDataForDetailCells(GPUInstancerSpatialPartitioningData spData, List prototypeList, - int detailMapSize, int heightMapSize, int detailResolution, int heightmapResolution, Vector3 terrainSize, ComputeBuffer counterBuffer, int[] counterData, - GPUInstancerTerrainSettings terrainSettings, Action callback) - { - int totalCreated = 0; - foreach (GPUInstancerDetailCell cell in spData.GetCellList()) - { - if (cell.detailMapData == null) - continue; - - cell.detailInstanceList = new Dictionary(); - for (int i = 0; i < prototypeList.Count; i++) - { - totalCreated += cell.totalDetailCounts[i]; -#if !UNITY_EDITOR && UNITY_ANDROID - if (SystemInfo.graphicsDeviceType == UnityEngine.Rendering.GraphicsDeviceType.Vulkan) - { - cell.detailInstanceList[i] = GetInstanceDataForDetailPrototype((GPUInstancerDetailPrototype)prototypeList[i], cell.detailMapData[i], cell.heightMapData, - detailMapSize, heightMapSize, - detailResolution, heightmapResolution, - cell.instanceStartPosition, - terrainSize, cell.totalDetailCounts[i]); - } - else - { -#endif - cell.detailInstanceList[i] = GetInstanceDataForDetailPrototypeWithComputeShader((GPUInstancerDetailPrototype)prototypeList[i], cell.detailMapData[i], cell.heightMapData, - detailMapSize, heightMapSize, - detailResolution, heightmapResolution, - cell.instanceStartPosition, - terrainSize, cell.totalDetailCounts[i], _grassInstantiationComputeShader, terrainSettings, counterBuffer, counterData); -#if !UNITY_EDITOR && UNITY_ANDROID - } -#endif - if (totalCreated >= GPUInstancerConstants.BUFFER_COROUTINE_STEP_NUMBER) - { - totalCreated = 0; - yield return null; - } - } - } - callback(); - } - - public float[,] threadHeightMapData; - public List threadDetailMapData; - public int threadHeightResolution; - public int threadDetailResolution; - - public IEnumerator FillCellsDetailData(Terrain terrain) - { - threadHeightResolution = terrain.terrainData.heightmapResolution; - threadDetailResolution = terrain.terrainData.detailResolution; - if (threadHeightMapData == null) - { -#if UNITY_EDITOR - UnityEngine.Profiling.Profiler.BeginSample("GPUInstancerDetailManager.FillCellsDetailData.GetHeights"); -#endif - threadHeightMapData = terrain.terrainData.GetHeights(0, 0, threadHeightResolution, threadHeightResolution); -#if UNITY_EDITOR - UnityEngine.Profiling.Profiler.EndSample(); -#endif - } - if (threadDetailMapData == null) - { - threadDetailMapData = new List(); - for (int i = 0; i < terrain.terrainData.detailPrototypes.Length; i++) - { -#if UNITY_EDITOR - UnityEngine.Profiling.Profiler.BeginSample("GPUInstancerDetailManager.FillCellsDetailData.GetDetailLayer"); -#endif - threadDetailMapData.Add(terrain.terrainData.GetDetailLayer(0, 0, threadDetailResolution, threadDetailResolution, i)); -#if UNITY_EDITOR - UnityEngine.Profiling.Profiler.EndSample(); -#endif - if (runInThreads && i % 3 == 0) - yield return null; - } - } - - if (runInThreads) - { -#if UNITY_EDITOR - UnityEngine.Profiling.Profiler.BeginSample("GPUInstancerDetailManager.FillCellsDetailData.Threading"); -#endif - ParameterizedThreadStart fillCellsDetailData = new ParameterizedThreadStart(FillCellsDetailDataThread); - Thread fillCellsDetailDataThread = new Thread(fillCellsDetailData); - fillCellsDetailDataThread.IsBackground = true; - Vector4 coord = Vector4.zero; - coord.z = Mathf.CeilToInt(spData.cellRowAndCollumnCountPerTerrain / 2.0f); - coord.w = spData.cellRowAndCollumnCountPerTerrain; - threadStartQueue.Enqueue(new GPUIThreadData() { thread = fillCellsDetailDataThread, parameter = coord }); - - if (spData.cellRowAndCollumnCountPerTerrain > 1) - { - fillCellsDetailDataThread = new Thread(fillCellsDetailData); - fillCellsDetailDataThread.IsBackground = true; - coord.x = coord.z; - coord.z = spData.cellRowAndCollumnCountPerTerrain; - threadStartQueue.Enqueue(new GPUIThreadData() { thread = fillCellsDetailDataThread, parameter = coord }); - } -#if UNITY_EDITOR - UnityEngine.Profiling.Profiler.EndSample(); -#endif - } - else - { -#if UNITY_EDITOR - UnityEngine.Profiling.Profiler.BeginSample("GPUInstancerDetailManager.FillCellsDetailData.Main"); -#endif - Vector4 coord = new Vector4(0, 0, spData.cellRowAndCollumnCountPerTerrain, spData.cellRowAndCollumnCountPerTerrain); - StartCoroutineAlt(FillCellsDetailDataCoroutine(coord)); -#if UNITY_EDITOR - UnityEngine.Profiling.Profiler.EndSample(); -#endif - } - } - - public void FillCellsDetailDataThread(object parameter) - { - try - { - Vector4 coord = (Vector4)parameter; - int startX = (int)coord.x; - int startZ = (int)coord.y; - int endX = (int)coord.z; - int endZ = (int)coord.w; - - int detailMapSize = threadDetailResolution / spData.cellRowAndCollumnCountPerTerrain; - int heightMapSize = ((threadHeightResolution - 1) / spData.cellRowAndCollumnCountPerTerrain) + 1; - //Debug.Log("Cell DetailMapSize: " + detailMapSize + " Cell HeightMapSize: " + heightMapSize); - - GPUInstancerCell cell = null; - - for (int z = startZ; z < endZ; z++) - { - for (int x = startX; x < endX; x++) - { - if (spData == null) - return; - int hash = GPUInstancerCell.CalculateHash(x, 0, z); - spData.GetCell(hash, out cell); - - if (cell != null) - { - GPUInstancerDetailCell detailCell = (GPUInstancerDetailCell)cell; - - detailCell.heightMapData = threadHeightMapData.MirrorAndFlatten(detailCell.coordX * (heightMapSize - 1), detailCell.coordZ * (heightMapSize - 1), - heightMapSize, heightMapSize); - - detailCell.detailMapData = new List(); - detailCell.totalDetailCounts = new List(); - - for (int i = 0; i < threadDetailMapData.Count; i++) - { - int[] detailMapData = threadDetailMapData[i].MirrorAndFlatten(detailCell.coordX * detailMapSize, detailCell.coordZ * detailMapSize, - detailMapSize, detailMapSize); - detailCell.detailMapData.Add(detailMapData); - int total = 0; - foreach (int num in detailMapData) - total += num; - detailCell.totalDetailCounts.Add(total); - } - } - else - throw new Exception("Can not find cell!"); - } - } - - threadQueue.Enqueue(FillCellsDetailDataCallBack); - } - catch (Exception e) - { - threadException = e; - threadQueue.Enqueue(LogThreadException); - } - } - - public IEnumerator FillCellsDetailDataCoroutine(Vector4 coord) - { - int startX = (int)coord.x; - int startZ = (int)coord.y; - int endX = (int)coord.z; - int endZ = (int)coord.w; - - int detailMapSize = threadDetailResolution / spData.cellRowAndCollumnCountPerTerrain; - int heightMapSize = ((threadHeightResolution - 1) / spData.cellRowAndCollumnCountPerTerrain) + 1; - //Debug.Log("Cell DetailMapSize: " + detailMapSize + " Cell HeightMapSize: " + heightMapSize); - - GPUInstancerCell cell = null; - - for (int z = startZ; z < endZ; z++) - { - for (int x = startX; x < endX; x++) - { - int hash = GPUInstancerCell.CalculateHash(x, 0, z); - spData.GetCell(hash, out cell); - - if (cell != null) - { - GPUInstancerDetailCell detailCell = (GPUInstancerDetailCell)cell; - - detailCell.heightMapData = threadHeightMapData.MirrorAndFlatten(detailCell.coordX * (heightMapSize - 1), detailCell.coordZ * (heightMapSize - 1), - heightMapSize, heightMapSize); - - detailCell.detailMapData = new List(); - detailCell.totalDetailCounts = new List(); - - for (int i = 0; i < threadDetailMapData.Count; i++) - { - int[] detailMapData = threadDetailMapData[i].MirrorAndFlatten(detailCell.coordX * detailMapSize, detailCell.coordZ * detailMapSize, - detailMapSize, detailMapSize); - detailCell.detailMapData.Add(detailMapData); - int total = 0; - foreach (int num in detailMapData) - total += num; - detailCell.totalDetailCounts.Add(total); - } - yield return null; - } - else - Debug.LogError("Can not find cell!"); - } - } - - FillCellsDetailDataCallBack(); - } - #endregion Spatial Partitioning Cell Management - - #region Public Methods - public void SetDetailMapData(List detailMapData) - { - threadDetailMapData = detailMapData; - } - - public int[,] GetDetailLayer(int layer) - { - if (!isInitialized || terrain == null || spData == null) - return null; - int detailResolution = terrain.terrainData.detailResolution; - int detailMapSize = detailResolution / spData.cellRowAndCollumnCountPerTerrain; - int[,] result = new int[detailResolution, detailResolution]; - GPUInstancerCell cell; - GPUInstancerDetailCell detailCell; - for (int cx = 0; cx < spData.cellRowAndCollumnCountPerTerrain; cx++) - { - for (int cz = 0; cz < spData.cellRowAndCollumnCountPerTerrain; cz++) - { - if (spData.GetCell(GPUInstancerCell.CalculateHash(cx, 0, cz), out cell)) - { - detailCell = (GPUInstancerDetailCell)cell; - if (detailCell.detailMapData != null) - { - for (int x = 0; x < detailMapSize; x++) - { - for (int y = 0; y < detailMapSize; y++) - { - result[y + cz * detailMapSize, x + cx * detailMapSize] = detailCell.detailMapData[layer][x + y * detailMapSize]; - } - } - } - } - } - } - return result; - } - - public List GetDetailMapData() - { - if (!isInitialized || terrain == null || spData == null) - return null; - List result = new List(); - for (int i = 0; i < prototypeList.Count; i++) - { - result.Add(GetDetailLayer(i)); - } - return result; - } - #endregion - } - -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerDetailManager.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerDetailManager.cs.meta deleted file mode 100644 index 00b3143..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerDetailManager.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: adddf321eb1fbcf4d8340adcd407871a -timeCreated: 1519992722 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerDrawCallColorDebugger.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerDrawCallColorDebugger.cs deleted file mode 100644 index be7e819..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerDrawCallColorDebugger.cs +++ /dev/null @@ -1,141 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -namespace GPUInstancer -{ - /// - /// Can be added to a scene to displays Draw Calls with different colors for debugging purposes. Only works if the prototype's shader has a _Color property in it. - /// - public class GPUInstancerDrawCallColorDebugger : MonoBehaviour - { - public GPUInstancerManager gPUIManager; - public List drawCallColors = new List { Color.red, Color.blue, Color.yellow, Color.green, Color.magenta }; - public bool removeMainTextureWhenColored = false; - - private Dictionary _previousColors; - private Dictionary _previousTextures; - - void OnEnable() - { - if (gPUIManager != null) - StartCoroutine(ColorLODs()); - } - - void OnDisable() - { - if (gPUIManager != null) - ResetColors(); - } - - private void Reset() - { - if (GetComponent() != null) - gPUIManager = GetComponent(); - } - - IEnumerator ColorLODs() - { - while (!gPUIManager.isInitialized) - yield return null; - ChangeDrawCallColors(); - } - - public void ChangeDrawCallColors() - { - _previousColors = new Dictionary(); - if (removeMainTextureWhenColored) - _previousTextures = new Dictionary(); - else - _previousTextures = null; - int drawCallCount = 0; - foreach (GPUInstancerRuntimeData runtimeData in gPUIManager.runtimeDataList) - { - for (int l = 0; l < runtimeData.instanceLODs.Count; l++) - { - for (int r = 0; r < runtimeData.instanceLODs[l].renderers.Count; r++) - { - for (int m = 0; m < runtimeData.instanceLODs[l].renderers[r].materials.Count; m++) - { - if (runtimeData.instanceLODs[l].renderers[r].materials[m].HasProperty("_Color")) - { - if (!_previousColors.ContainsKey(runtimeData.instanceLODs[l].renderers[r].materials[m])) - _previousColors.Add(runtimeData.instanceLODs[l].renderers[r].materials[m], runtimeData.instanceLODs[l].renderers[r].materials[m].color); - runtimeData.instanceLODs[l].renderers[r].materials[m].color = drawCallCount < drawCallColors.Count ? drawCallColors[drawCallCount] : Random.ColorHSV(); - } - if (runtimeData.instanceLODs[l].renderers[r].materials[m].HasProperty("_BaseColor")) - { - if (!_previousColors.ContainsKey(runtimeData.instanceLODs[l].renderers[r].materials[m])) - _previousColors.Add(runtimeData.instanceLODs[l].renderers[r].materials[m], runtimeData.instanceLODs[l].renderers[r].materials[m].GetColor("_BaseColor")); - runtimeData.instanceLODs[l].renderers[r].materials[m].SetColor("_BaseColor", drawCallCount < drawCallColors.Count ? drawCallColors[drawCallCount] : Random.ColorHSV()); - } - if (_previousTextures != null && runtimeData.instanceLODs[l].renderers[r].materials[m].HasProperty("_MainTex")) - { - if (!_previousTextures.ContainsKey(runtimeData.instanceLODs[l].renderers[r].materials[m])) - _previousTextures.Add(runtimeData.instanceLODs[l].renderers[r].materials[m], runtimeData.instanceLODs[l].renderers[r].materials[m].mainTexture); - runtimeData.instanceLODs[l].renderers[r].materials[m].mainTexture = null; - } - if (_previousTextures != null && runtimeData.instanceLODs[l].renderers[r].materials[m].HasProperty("_BaseMap")) - { - if (!_previousTextures.ContainsKey(runtimeData.instanceLODs[l].renderers[r].materials[m])) - _previousTextures.Add(runtimeData.instanceLODs[l].renderers[r].materials[m], runtimeData.instanceLODs[l].renderers[r].materials[m].GetTexture("_BaseMap")); - runtimeData.instanceLODs[l].renderers[r].materials[m].SetTexture("_BaseMap", null); - } - if (_previousTextures != null && runtimeData.instanceLODs[l].renderers[r].materials[m].HasProperty("_BaseColorMap")) - { - if (!_previousTextures.ContainsKey(runtimeData.instanceLODs[l].renderers[r].materials[m])) - _previousTextures.Add(runtimeData.instanceLODs[l].renderers[r].materials[m], runtimeData.instanceLODs[l].renderers[r].materials[m].GetTexture("_BaseColorMap")); - runtimeData.instanceLODs[l].renderers[r].materials[m].SetTexture("_BaseColorMap", null); - } - drawCallCount++; - } - } - } - } - } - - void ResetColors() - { - if (_previousColors == null) - return; - - foreach (GPUInstancerRuntimeData runtimeData in gPUIManager.runtimeDataList) - { - for (int l = 0; l < runtimeData.instanceLODs.Count; l++) - { - for (int r = 0; r < runtimeData.instanceLODs[l].renderers.Count; r++) - { - for (int m = 0; m < runtimeData.instanceLODs[l].renderers[r].materials.Count; m++) - { - if (runtimeData.instanceLODs[l].renderers[r].materials[m].HasProperty("_Color") && - _previousColors.ContainsKey(runtimeData.instanceLODs[l].renderers[r].materials[m])) - { - runtimeData.instanceLODs[l].renderers[r].materials[m].color = _previousColors[runtimeData.instanceLODs[l].renderers[r].materials[m]]; - } - if (runtimeData.instanceLODs[l].renderers[r].materials[m].HasProperty("_BaseColor") && - _previousColors.ContainsKey(runtimeData.instanceLODs[l].renderers[r].materials[m])) - { - runtimeData.instanceLODs[l].renderers[r].materials[m].SetColor("_BaseColor", _previousColors[runtimeData.instanceLODs[l].renderers[r].materials[m]]); - } - if (_previousTextures != null && runtimeData.instanceLODs[l].renderers[r].materials[m].HasProperty("_MainTex") && - _previousTextures.ContainsKey(runtimeData.instanceLODs[l].renderers[r].materials[m])) - { - runtimeData.instanceLODs[l].renderers[r].materials[m].mainTexture = _previousTextures[runtimeData.instanceLODs[l].renderers[r].materials[m]]; - } - if (_previousTextures != null && runtimeData.instanceLODs[l].renderers[r].materials[m].HasProperty("_BaseMap") && - _previousTextures.ContainsKey(runtimeData.instanceLODs[l].renderers[r].materials[m])) - { - runtimeData.instanceLODs[l].renderers[r].materials[m].SetTexture("_BaseMap", _previousTextures[runtimeData.instanceLODs[l].renderers[r].materials[m]]); - } - if (_previousTextures != null && runtimeData.instanceLODs[l].renderers[r].materials[m].HasProperty("_BaseColorMap") && - _previousTextures.ContainsKey(runtimeData.instanceLODs[l].renderers[r].materials[m])) - { - runtimeData.instanceLODs[l].renderers[r].materials[m].SetTexture("_BaseColorMap", _previousTextures[runtimeData.instanceLODs[l].renderers[r].materials[m]]); - } - } - } - } - } - } - } -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerDrawCallColorDebugger.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerDrawCallColorDebugger.cs.meta deleted file mode 100644 index acdae18..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerDrawCallColorDebugger.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: e9f5c68921856844fb658364c82a6b67 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerEditorSimulator.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerEditorSimulator.cs deleted file mode 100644 index d882c7a..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerEditorSimulator.cs +++ /dev/null @@ -1,251 +0,0 @@ -#if UNITY_EDITOR -using UnityEditor; -using UnityEngine; - -namespace GPUInstancer -{ - /// - /// Simulate GPU Instancing while game is not running or when editor is paused - /// - public class GPUInstancerEditorSimulator - { - public GPUInstancerManager gpuiManager; - public bool simulateAtEditor; - public bool initializingInstances; - public static GPUInstancerCameraData sceneViewCameraData = new GPUInstancerCameraData(null); - - public static readonly string sceneViewCameraName = "SceneCamera"; - - public GPUInstancerEditorSimulator(GPUInstancerManager gpuiManager) - { - this.gpuiManager = gpuiManager; - - if (sceneViewCameraData == null) - sceneViewCameraData = new GPUInstancerCameraData(null); - sceneViewCameraData.renderOnlySelectedCamera = true; - - if (gpuiManager != null) - { - EditorApplication.update -= FindSceneViewCamera; - EditorApplication.update += FindSceneViewCamera; -#if UNITY_2017_2_OR_NEWER - EditorApplication.pauseStateChanged -= HandlePauseStateChanged; - EditorApplication.pauseStateChanged += HandlePauseStateChanged; -#else - EditorApplication.playmodeStateChanged = HandlePlayModeStateChanged; -#endif - } - } - - public void StartSimulation() - { - if ((Application.isPlaying && !EditorApplication.isPaused) || gpuiManager == null || !gpuiManager.isActiveAndEnabled) - return; - initializingInstances = true; - - simulateAtEditor = true; - EditorApplication.update -= FindSceneViewCamera; - EditorApplication.update += FindSceneViewCamera; - EditorApplication.update -= EditorUpdate; - EditorApplication.update += EditorUpdate; -#if UNITY_2017_2_OR_NEWER - EditorApplication.playModeStateChanged -= HandlePlayModeStateChanged; - EditorApplication.playModeStateChanged += HandlePlayModeStateChanged; -#else - EditorApplication.playmodeStateChanged = HandlePlayModeStateChanged; -#endif - } - - public void StopSimulation() - { - if (!Application.isPlaying) - gpuiManager.ClearInstancingData(); - - simulateAtEditor = false; - -#if UNITY_2018_1_OR_NEWER - if (!GPUInstancerConstants.gpuiSettings.IsStandardRenderPipeline()) -#if UNITY_2019_1_OR_NEWER - UnityEngine.Rendering.RenderPipelineManager.beginFrameRendering -= CameraOnBeginRenderingSRP; -#else - UnityEngine.Experimental.Rendering.RenderPipeline.beginCameraRendering -= CameraOnPreCull; -#endif - else -#endif - Camera.onPreCull -= CameraOnPreCull; - - EditorApplication.update -= EditorUpdate; -#if UNITY_2017_2_OR_NEWER - EditorApplication.playModeStateChanged -= HandlePlayModeStateChanged; -#endif - } - - public void ClearEditorUpdates() - { - simulateAtEditor = false; - -#if UNITY_2018_1_OR_NEWER - if (!GPUInstancerConstants.gpuiSettings.IsStandardRenderPipeline()) -#if UNITY_2019_1_OR_NEWER - UnityEngine.Rendering.RenderPipelineManager.beginFrameRendering -= CameraOnBeginRenderingSRP; -#else - UnityEngine.Experimental.Rendering.RenderPipeline.beginCameraRendering -= CameraOnPreCull; -#endif - else -#endif - Camera.onPreCull -= CameraOnPreCull; - - - EditorApplication.update -= FindSceneViewCamera; -#if UNITY_2017_2_OR_NEWER - EditorApplication.pauseStateChanged -= HandlePauseStateChanged; - EditorApplication.playModeStateChanged -= HandlePlayModeStateChanged; -#else - EditorApplication.playmodeStateChanged = null; -#endif - } - - private void FindSceneViewCamera() - { - if (sceneViewCameraData.mainCamera == null || sceneViewCameraData.mainCamera.name != sceneViewCameraName) - { - if (SceneView.lastActiveSceneView != null && SceneView.lastActiveSceneView.camera != null) - sceneViewCameraData.SetCamera(SceneView.lastActiveSceneView.camera); - else - { - Camera currentCam = Camera.current; - if (currentCam != null && currentCam.name == sceneViewCameraName) - sceneViewCameraData.SetCamera(currentCam); - else - return; - } - } - EditorApplication.update -= FindSceneViewCamera; - } - - private void EditorUpdate() - { - if (sceneViewCameraData.mainCamera != null && sceneViewCameraData.mainCamera.name == sceneViewCameraName && gpuiManager != null) - { - if (initializingInstances) - { - gpuiManager.Awake(); - if (!gpuiManager.isInitialized) - { - gpuiManager.InitializeRuntimeDataAndBuffers(); - if (gpuiManager.GetComponent()) - gpuiManager.GetComponent().ChangeLODColors(); - } - initializingInstances = false; - return; - } - -#if UNITY_2018_1_OR_NEWER - if (!GPUInstancerConstants.gpuiSettings.IsStandardRenderPipeline()) - { -#if UNITY_2019_1_OR_NEWER - UnityEngine.Rendering.RenderPipelineManager.beginFrameRendering -= CameraOnBeginRenderingSRP; - UnityEngine.Rendering.RenderPipelineManager.beginFrameRendering += CameraOnBeginRenderingSRP; -#else - UnityEngine.Experimental.Rendering.RenderPipeline.beginCameraRendering -= CameraOnPreCull; - UnityEngine.Experimental.Rendering.RenderPipeline.beginCameraRendering += CameraOnPreCull; -#endif - } - else - { -#endif - Camera.onPreCull -= CameraOnPreCull; - Camera.onPreCull += CameraOnPreCull; -#if UNITY_2018_1_OR_NEWER - } -#endif - EditorApplication.update -= EditorUpdate; - } - } - -#if UNITY_2019_1_OR_NEWER - private void CameraOnBeginRenderingSRP(UnityEngine.Rendering.ScriptableRenderContext context, Camera[] cams) - { - if (!gpuiManager.isInitialized) - { - StopSimulation(); - StartSimulation(); - return; - } - foreach (Camera cam in cams) - { - if (sceneViewCameraData.mainCamera == cam) - { - gpuiManager.Update(); - gpuiManager.UpdateBuffers(sceneViewCameraData); - } - else if (gpuiManager.cameraData.mainCamera == cam) - { - gpuiManager.Update(); - gpuiManager.UpdateBuffers(gpuiManager.cameraData); - } - } - } -#endif - - private void CameraOnPreCull(Camera cam) - { - if (!gpuiManager.isInitialized) - { - StopSimulation(); - StartSimulation(); - return; - } - if (sceneViewCameraData.mainCamera == cam) - { - gpuiManager.Update(); - gpuiManager.UpdateBuffers(sceneViewCameraData); - } - else if (gpuiManager.cameraData.mainCamera == cam) - { - gpuiManager.Update(); - gpuiManager.UpdateBuffers(gpuiManager.cameraData); - } - } - - - - -#if UNITY_2017_2_OR_NEWER - public void HandlePlayModeStateChanged(PlayModeStateChange state) - { - StopSimulation(); - } - - public void HandlePauseStateChanged(PauseState state) - { - if (gpuiManager == null) - { - EditorApplication.pauseStateChanged -= HandlePauseStateChanged; - return; - } - if (Application.isPlaying) - { - switch (state) - { - case PauseState.Paused: - StartSimulation(); - break; - case PauseState.Unpaused: - StopSimulation(); - break; - } - } - } -#else - public void HandlePlayModeStateChanged() - { - if (Application.isPlaying && EditorApplication.isPaused) - StartSimulation(); - else - StopSimulation(); - } -#endif // UNITY_2017_2_OR_NEWER - } -} -#endif // UNITY_EDITOR \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerEditorSimulator.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerEditorSimulator.cs.meta deleted file mode 100644 index 6d90b8f..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerEditorSimulator.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: c5cec35312d0c7f4eb451f933e4aa3a4 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerFloatingOriginHandler.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerFloatingOriginHandler.cs deleted file mode 100644 index 412d49a..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerFloatingOriginHandler.cs +++ /dev/null @@ -1,55 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -namespace GPUInstancer -{ - public class GPUInstancerFloatingOriginHandler : MonoBehaviour - { - public List gPUIManagers; - public bool applyRotationAndScale; - - private Vector3 _previousPosition; - private Matrix4x4 _previousMatrix; - private Transform _cachedTransform; - - void OnEnable() - { - _cachedTransform = transform; - _previousPosition = _cachedTransform.position; - _previousMatrix = _cachedTransform.localToWorldMatrix; - _cachedTransform.hasChanged = false; - } - - void Update() - { - if (_cachedTransform.hasChanged) - { - if (applyRotationAndScale) - { - Matrix4x4 newMatrix = _cachedTransform.localToWorldMatrix; - if (newMatrix != _previousMatrix) - { - foreach (GPUInstancerManager manager in gPUIManagers) - { - if (manager != null) - GPUInstancerAPI.SetGlobalMatrixOffset(manager, newMatrix * _previousMatrix.inverse); - } - _previousMatrix = _cachedTransform.localToWorldMatrix; - _cachedTransform.hasChanged = false; - } - } - else if (_cachedTransform.position != _previousPosition) - { - foreach (GPUInstancerManager manager in gPUIManagers) - { - if (manager != null) - GPUInstancerAPI.SetGlobalPositionOffset(manager, _cachedTransform.position - _previousPosition); - } - _previousPosition = _cachedTransform.position; - _cachedTransform.hasChanged = false; - } - } - } - } -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerFloatingOriginHandler.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerFloatingOriginHandler.cs.meta deleted file mode 100644 index 121b8e0..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerFloatingOriginHandler.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 1a8eaa03b959bc947947f068f1b87c0f -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerGUIInfo.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerGUIInfo.cs deleted file mode 100644 index 6f1a46b..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerGUIInfo.cs +++ /dev/null @@ -1,155 +0,0 @@ -using System.Collections.Generic; -using UnityEngine; - -namespace GPUInstancer -{ - public class GPUInstancerGUIInfo : MonoBehaviour - { - public bool showRenderedAmount; - public bool showPrototypesSeparate; - public bool showPrefabManagers = true; - public bool showDetailManagers = true; - public bool showTreeManagers = true; - - private static List singlesList = new List() { null }; - - private void OnGUI() - { - if (GPUInstancerManager.activeManagerList != null) - { - if (GPUInstancerManager.showRenderedAmount != showRenderedAmount) - GPUInstancerManager.showRenderedAmount = showRenderedAmount; - - int startPos = 0; - int enabledCount = 0; - string name = ""; - - Color oldColor = GUI.color; - GUI.color = Color.red; - - if (showRenderedAmount) - { - GUI.Label(new Rect(10, Screen.height - 30, 700, 30), - "SHOWING RENDERED AMOUNTS! FRAME RATE WILL DROP!"); - startPos += 30; - } - - foreach (GPUInstancerManager manager in GPUInstancerManager.activeManagerList) - { - enabledCount = 0; - if (manager is GPUInstancerPrefabManager) - { - if (!showPrefabManagers) - continue; - name = "prefab"; - enabledCount = ((GPUInstancerPrefabManager)manager).GetEnabledPrefabCount(); - } - else if (manager is GPUInstancerTreeManager) - { - if (!showTreeManagers) - continue; - name = "tree"; - } - else if (manager is GPUInstancerDetailManager) - { - if (!showDetailManagers) - continue; - name = "detail"; - } - if (showPrototypesSeparate) - { - foreach (GPUInstancerRuntimeData rd in manager.runtimeDataList) - { - singlesList[0] = rd; - DebugOnManagerGUI(rd.prototype.ToString(), singlesList, showRenderedAmount, startPos, enabledCount); - startPos += GPUInstancerConstants.DEBUG_INFO_SIZE; - } - } - else - { - DebugOnManagerGUI(name, manager.runtimeDataList, showRenderedAmount, startPos, enabledCount); - startPos += GPUInstancerConstants.DEBUG_INFO_SIZE; - } - } - - GUI.color = oldColor; - } - } - - private void OnDisable() - { - if (showRenderedAmount) - GPUInstancerManager.showRenderedAmount = false; - } - - private static void DebugOnManagerGUI(string name, List runtimeDataList, bool showRenderedAmount, int startPos, int enabledCount) - { - if (runtimeDataList == null || runtimeDataList.Count == 0) - { - GUI.Label(new Rect(10, Screen.height - startPos - 25, 700, 30), - "There are no " + name + " instance prototypes to render!"); - return; - } - - int totalInstanceCount = 0; - for (int i = 0; i < runtimeDataList.Count; i++) - { - totalInstanceCount += runtimeDataList[i].instanceCount; - } - - // show instance counts - GUI.Label(new Rect(10, Screen.height - startPos - 45, 700, 30), - "Total " + name + " prototype count: " + runtimeDataList.Count); - GUI.Label(new Rect(10, Screen.height - startPos - 25, 700, 30), - "Total " + name + " instance count: " + totalInstanceCount); - - if (showRenderedAmount) - { - GUI.Label(new Rect(10, Screen.height - startPos - 65, 700, 30), - "Rendered " + name + " instance count: " + GetRenderedAmountsGUITextFromArgs(runtimeDataList)); - GUI.Label(new Rect(10, Screen.height - startPos - 85, 700, 30), - "Rendered Shadow " + name + " instance count: " + GetRenderedAmountsGUITextFromArgs(runtimeDataList, true)); - } - - if (enabledCount > 0) - GUI.Label(new Rect(10, Screen.height - startPos - 105, 700, 30), - "Instancing disabled " + name + " instance count: " + enabledCount); - } - - private static string GetRenderedAmountsGUITextFromArgs(List runtimeData, bool isShadow = false) where T : GPUInstancerRuntimeData - { - int totalRendered = 0; - int maxLodCount = 1; - for (int i = 0; i < runtimeData.Count; i++) - { - if (maxLodCount < runtimeData[i].instanceLODs.Count) - maxLodCount = runtimeData[i].instanceLODs.Count; - } - - int[] lodCounts = new int[maxLodCount]; - for (int i = 0; i < runtimeData.Count; i++) - { - if (isShadow) - { - if (runtimeData[i].shadowArgs != null && runtimeData[i].shadowArgs.Length > 0) - for (int lod = 0; lod < runtimeData[i].instanceLODs.Count; lod++) - lodCounts[lod] += (int)runtimeData[i].shadowArgs[runtimeData[i].instanceLODs[lod].argsBufferOffset + 1]; - } - else - { - if (runtimeData[i].args != null && runtimeData[i].args.Length > 0) - for (int lod = 0; lod < runtimeData[i].instanceLODs.Count; lod++) - lodCounts[lod] += (int)runtimeData[i].args[runtimeData[i].instanceLODs[lod].argsBufferOffset + 1]; - } - } - string lodstr = ""; - for (int lod = 0; lod < lodCounts.Length; lod++) - { - totalRendered += lodCounts[lod]; - lodstr += "LOD" + lod + ": " + lodCounts[lod] + (lod == lodCounts.Length - 1 ? "" : ", "); - } - - return totalRendered + " (" + lodstr + ")"; - } - } -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerGUIInfo.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerGUIInfo.cs.meta deleted file mode 100644 index aadf3b8..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerGUIInfo.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: eb43ef2f9359e9f49a204cb2fb1127cc -timeCreated: 1522436269 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerHiZOcclusionGenerator.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerHiZOcclusionGenerator.cs deleted file mode 100644 index 7d14d0a..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerHiZOcclusionGenerator.cs +++ /dev/null @@ -1,391 +0,0 @@ -using UnityEngine; -using UnityEngine.UI; - -namespace GPUInstancer -{ - public class GPUInstancerHiZOcclusionGenerator : MonoBehaviour - { - public bool debuggerEnabled = false; - public bool debuggerGUIOnTop = false; - [Range(0f, 0.1f)] - public float debuggerOverlay = 0; - [Range(0, 16)] - public int debuggerMipLevel; - - [Header("For info only, don't change:")] - //[HideInInspector] - public RenderTexture hiZDepthTexture; - //[HideInInspector] - public Texture unityDepthTexture; - //[HideInInspector] - public Vector2 hiZTextureSize; - - private Camera _mainCamera; - private bool _isInvalid; - private int _hiZMipLevels = 0; - private RenderTexture[] _hiZMipLevelTextures = null; - - private bool _isDepthTex2DArray; - - // Debugger: - private RawImage _hiZDebugDepthTextureGUIImage; - private GameObject _hiZOcclusionDebuggerGUI; -#if UNITY_EDITOR - private bool _debuggerGUIOnTopCached; - private float _debuggerOverlayCached; -#endif - private bool _loggedURPWarning; - - #region MonoBehaviour Methods - - private void Awake() - { - hiZTextureSize = Vector2.zero; - GPUInstancerConstants.SetupComputeTextureUtils(); - } - - private void OnEnable() - { - if (!GPUInstancerConstants.gpuiSettings.IsStandardRenderPipeline()) - UnityEngine.Rendering.RenderPipelineManager.endCameraRendering += OnEndCameraRenderingSRP; - else - Camera.onPostRender += OnEndCameraRendering; - } - - private void OnDisable() - { - if (!GPUInstancerConstants.gpuiSettings.IsStandardRenderPipeline()) - UnityEngine.Rendering.RenderPipelineManager.endCameraRendering -= OnEndCameraRenderingSRP; - else - Camera.onPostRender -= OnEndCameraRendering; - - if (hiZDepthTexture != null) - { - hiZDepthTexture.Release(); - Destroy(hiZDepthTexture); - hiZDepthTexture = null; - } - - if (_hiZMipLevelTextures != null) - { - for (int i = 0; i < _hiZMipLevelTextures.Length; i++) - { - if (_hiZMipLevelTextures[i] != null) - { - _hiZMipLevelTextures[i].Release(); - Destroy(_hiZMipLevelTextures[i]); - } - } - _hiZMipLevelTextures = null; - } - } - - #endregion - - #region Public Methods - - public void Initialize(Camera occlusionCamera = null) - { - _isInvalid = false; - - _mainCamera = occlusionCamera != null ? occlusionCamera : gameObject.GetComponent(); - - if (_mainCamera == null) - { - Debug.LogError("GPUI Hi-Z Occlusion Culling Generator failed to initialize: camera not found."); - _isInvalid = true; - return; - } - - if (GPUInstancerConstants.gpuiSettings.isVREnabled) - { - if (_mainCamera.stereoTargetEye != StereoTargetEyeMask.Both) - { - Debug.LogError("GPUI Hi-Z Occlusion works only for cameras that render to Both eyes. Disabling Occlusion Culling."); - _isInvalid = true; - return; - } - } - - _mainCamera.depthTextureMode |= DepthTextureMode.Depth; - - CreateHiZDepthTexture(); - } - - #endregion - - - #region Private Methods - - // SRP callback signature is different in 2019.1, but we only need the camera. - // Using this method to direct the callback to the main method. Unity 2018 has the same signature with Camera.onPostRender, so this is not relevant. - private void OnEndCameraRenderingSRP(UnityEngine.Rendering.ScriptableRenderContext context, Camera camera) - { - OnEndCameraRendering(camera); - } - - private void OnEndCameraRendering(Camera camera) - { - if (_isInvalid || _mainCamera == null || camera != _mainCamera) - return; - - if (hiZDepthTexture == null) - { - //Debug.LogWarning("GPUI HiZ Depth texture is null where it should not be. Recreating it."); - if (!CreateHiZDepthTexture()) - return; - } - - HandleScreenSizeChange(); - - if (unityDepthTexture == null) - { - unityDepthTexture = Shader.GetGlobalTexture("_CameraDepthTexture"); - -#if UNITY_2018_3_OR_NEWER - if (unityDepthTexture != null && unityDepthTexture.dimension == UnityEngine.Rendering.TextureDimension.Tex2DArray) - _isDepthTex2DArray = true; - else - _isDepthTex2DArray = false; -#endif - } - - if (unityDepthTexture != null && hiZDepthTexture != null) // will be null the first time this runs in Unity 2018 SRP since we have to use beginCameraRendering there. - { -#if GPUI_XR - if (GPUInstancerConstants.gpuiSettings.isVREnabled) - { - if (UnityEngine.XR.XRSettings.stereoRenderingMode == UnityEngine.XR.XRSettings.StereoRenderingMode.MultiPass) - { - if (_mainCamera.stereoActiveEye == Camera.MonoOrStereoscopicEye.Left || _mainCamera.stereoActiveEye == Camera.MonoOrStereoscopicEye.Mono) - UpdateTextureWithComputeShader(0); - else if (GPUInstancerConstants.gpuiSettings.IsUseBothEyesVRCulling()) - UpdateTextureWithComputeShader((int)hiZTextureSize.x / 2); - if (_mainCamera.stereoActiveEye == Camera.MonoOrStereoscopicEye.Mono && GPUInstancerConstants.gpuiSettings.IsUseBothEyesVRCulling()) - UpdateTextureWithComputeShader((int)hiZTextureSize.x / 2); - } - else if (_isDepthTex2DArray && UnityEngine.XR.XRSettings.stereoRenderingMode == UnityEngine.XR.XRSettings.StereoRenderingMode.SinglePassInstanced) - { - UpdateTextureWithComputeShader(0); - if (GPUInstancerConstants.gpuiSettings.IsUseBothEyesVRCulling()) - UpdateTextureWithComputeShader((int)hiZTextureSize.x / 2, 1); - } - else - UpdateTextureWithComputeShader(0); - } - else -#endif - UpdateTextureWithComputeShader(0); - } - -#if UNITY_EDITOR - HandleHiZDebugger(); -#endif - } - - private void UpdateTextureWithComputeShader(int offset, int textureArrayIndex = 0) - { - if (_isDepthTex2DArray) - GPUInstancerUtility.CopyTextureArrayWithComputeShader(unityDepthTexture, hiZDepthTexture, offset, textureArrayIndex); - else - GPUInstancerUtility.CopyTextureWithComputeShader(unityDepthTexture, hiZDepthTexture, offset); - - for (int i = 0; i < _hiZMipLevels - 1; ++i) - { - RenderTexture tempRT = _hiZMipLevelTextures[i]; - - if (i == 0) - GPUInstancerUtility.ReduceTextureWithComputeShader(hiZDepthTexture, tempRT, offset); - else - GPUInstancerUtility.ReduceTextureWithComputeShader(_hiZMipLevelTextures[i - 1], tempRT, offset); - - GPUInstancerUtility.CopyTextureWithComputeShader(tempRT, hiZDepthTexture, offset, 0, i + 1, false); - } - } - - private Vector2 GetScreenSize() - { - Vector2 screenSize = Vector2.zero; -#if GPUI_XR - if (GPUInstancerConstants.gpuiSettings.isVREnabled) - { - screenSize.x = UnityEngine.XR.XRSettings.eyeTextureWidth; - screenSize.y = UnityEngine.XR.XRSettings.eyeTextureHeight; - if (GPUInstancerConstants.gpuiSettings.IsUseBothEyesVRCulling()) - screenSize.x *= 2; - } - else - { -#endif - screenSize.x = _mainCamera.pixelWidth; - screenSize.y = _mainCamera.pixelHeight; - -#if GPUI_XR - } -#endif -#if GPUI_URP - if (GPUInstancerConstants.gpuiSettings.isURP) - { - if (QualitySettings.renderPipeline != null && QualitySettings.renderPipeline is UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset urpAsset) - screenSize *= urpAsset.renderScale; - else - { - if (!_loggedURPWarning) - { - Debug.LogError("GPU Instancer is set up for URP, however it can not find the render pipeline asset." + - "\nIf you are using URP, please make sure that render pipeline assets are assigned under Edit->Project Settings->Graphics and Edit->Project Settings->Quality settings." + - "\nIf you are not using URP, please remove the URP package from the Package Manager and then remove and reinstall GPU Instancer, so it will be set up for the correct render pipeline when installed."); - _loggedURPWarning = true; - } - } - } -#endif - return screenSize; - } - - private bool CreateHiZDepthTexture() - { - hiZTextureSize = GetScreenSize(); - - _hiZMipLevels = 1 + Mathf.FloorToInt(Mathf.Log(Mathf.Max(hiZTextureSize.x, hiZTextureSize.y), 2f)); - - if (hiZTextureSize.x <= 0 || hiZTextureSize.y <= 0 || _hiZMipLevels == 0) - { - if (hiZDepthTexture != null) - { - hiZDepthTexture.Release(); - Destroy(hiZDepthTexture); - hiZDepthTexture = null; - } - - //Debug.LogError("Cannot create GPUI HiZ Depth Texture for occlusion culling: Screen size is too small."); - return false; - } - - if (hiZDepthTexture != null) - { - hiZDepthTexture.Release(); - Destroy(hiZDepthTexture); - } - - int width = (int)hiZTextureSize.x; - int height = (int)hiZTextureSize.y; - - hiZDepthTexture = new RenderTexture(width, height, 0, RenderTextureFormat.RFloat, RenderTextureReadWrite.Linear); - hiZDepthTexture.name = "GPUIHiZDepthTexture"; - hiZDepthTexture.filterMode = FilterMode.Point; - hiZDepthTexture.useMipMap = true; - hiZDepthTexture.autoGenerateMips = false; - hiZDepthTexture.enableRandomWrite = true; - hiZDepthTexture.Create(); - hiZDepthTexture.hideFlags = HideFlags.HideAndDontSave; - hiZDepthTexture.GenerateMips(); - - if (_hiZMipLevelTextures != null) - { - for (int i = 0; i < _hiZMipLevelTextures.Length; i++) - { - if (_hiZMipLevelTextures[i] != null) - { - _hiZMipLevelTextures[i].Release(); - Destroy(_hiZMipLevelTextures[i]); - } - } - } - - _hiZMipLevelTextures = new RenderTexture[_hiZMipLevels]; - - for (int i = 0; i < _hiZMipLevels; ++i) - { - width = width >> 1; - - height = height >> 1; - - if (width == 0) - width = 1; - - if (height == 0) - height = 1; - - _hiZMipLevelTextures[i] = new RenderTexture(width, height, 0, RenderTextureFormat.RFloat, RenderTextureReadWrite.Linear); - _hiZMipLevelTextures[i].name = "GPUIHiZDepthTexture_Mip_" + i; - _hiZMipLevelTextures[i].filterMode = FilterMode.Point; - _hiZMipLevelTextures[i].useMipMap = false; - _hiZMipLevelTextures[i].autoGenerateMips = false; - _hiZMipLevelTextures[i].enableRandomWrite = true; - _hiZMipLevelTextures[i].Create(); - _hiZMipLevelTextures[i].hideFlags = HideFlags.HideAndDontSave; - } - - return true; - } - - private void HandleScreenSizeChange() - { - Vector2 newScreenSize = GetScreenSize(); - if (newScreenSize != hiZTextureSize) - { - CreateHiZDepthTexture(); - } - } - -#if UNITY_EDITOR - private void HandleHiZDebugger() - { - if (debuggerEnabled && _hiZOcclusionDebuggerGUI == null) - CreateHiZDebuggerCanvas(); - - if (!debuggerEnabled && _hiZOcclusionDebuggerGUI != null) - DestroyImmediate(_hiZOcclusionDebuggerGUI); - - if (!debuggerEnabled) - return; - - if (debuggerGUIOnTop != _debuggerGUIOnTopCached || debuggerOverlay != _debuggerOverlayCached) - { - _hiZOcclusionDebuggerGUI.GetComponent().sortingOrder = debuggerGUIOnTop ? 10000 : -10000; - _hiZDebugDepthTextureGUIImage.color = new Color(1, 1, 1, 1 - debuggerOverlay); - - _debuggerOverlayCached = debuggerOverlay; - _debuggerGUIOnTopCached = debuggerGUIOnTop; - } - - if (_hiZOcclusionDebuggerGUI != null && hiZDepthTexture != null) - { - _hiZDebugDepthTextureGUIImage.rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, GPUInstancerConstants.gpuiSettings.isVREnabled - && GPUInstancerConstants.gpuiSettings.IsUseBothEyesVRCulling() ? hiZTextureSize.x * 0.5f : hiZTextureSize.x); - _hiZDebugDepthTextureGUIImage.rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, hiZTextureSize.y); - _hiZDebugDepthTextureGUIImage.texture = debuggerMipLevel == 0 ? hiZDepthTexture : _hiZMipLevelTextures[debuggerMipLevel >= _hiZMipLevels ? _hiZMipLevels - 1 : debuggerMipLevel]; - } - } - - private void CreateHiZDebuggerCanvas() - { - _hiZOcclusionDebuggerGUI = new GameObject("GPUI HiZ Occlusion Culling Debugger"); - _debuggerGUIOnTopCached = debuggerGUIOnTop; - _debuggerOverlayCached = debuggerOverlay; - - // Add and setup the canvas - Canvas debuggerCanvas = _hiZOcclusionDebuggerGUI.AddComponent(); - debuggerCanvas.renderMode = RenderMode.ScreenSpaceOverlay; - debuggerCanvas.pixelPerfect = true; // no anti-aliasing - debuggerCanvas.sortingOrder = debuggerGUIOnTop ? 10000 : -10000; - debuggerCanvas.targetDisplay = 0; - - // Add a raw image to display the HiZ Depth RenderTexture - GameObject hiZDepthTextureGUI = new GameObject("HiZ Depth Texture"); - hiZDepthTextureGUI.transform.parent = _hiZOcclusionDebuggerGUI.transform; - _hiZDebugDepthTextureGUIImage = hiZDepthTextureGUI.AddComponent(); - _hiZDebugDepthTextureGUIImage.color = new Color(1, 1, 1, 1 - debuggerOverlay); - - // Setup the image's RectTransform for anchors, pivot and position - Vector2 bottomRight = new Vector2(0, 0); - _hiZDebugDepthTextureGUIImage.rectTransform.anchorMin = bottomRight; - _hiZDebugDepthTextureGUIImage.rectTransform.anchorMax = bottomRight; - _hiZDebugDepthTextureGUIImage.rectTransform.pivot = bottomRight; - _hiZDebugDepthTextureGUIImage.rectTransform.position = Vector2.zero; - } -#endif // UNITY_EDITOR - #endregion - } -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerHiZOcclusionGenerator.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerHiZOcclusionGenerator.cs.meta deleted file mode 100644 index 8bcf4c9..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerHiZOcclusionGenerator.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: 875db408166627149bafb2231cdcfee2 -timeCreated: 1517920855 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerInstanceRemover.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerInstanceRemover.cs deleted file mode 100644 index 01e0468..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerInstanceRemover.cs +++ /dev/null @@ -1,48 +0,0 @@ -using System.Collections.Generic; -using UnityEngine; - -namespace GPUInstancer -{ - public class GPUInstancerInstanceRemover : MonoBehaviour - { - public bool useBounds = false; - public List selectedColliders; - public bool removeFromDetailManagers = true; - public bool removeFromTreeManagers = true; - public bool removeFromPrefabManagers = true; - public bool removeAtUpdate = false; - public float offset = 0; - public bool onlyRemoveSelectedPrototypes = false; - public List selectedPrototypes; - - private void Reset() - { - selectedColliders = new List(GetComponentsInChildren()); - } - - private void Start() - { - foreach (GPUInstancerManager manager in GPUInstancerManager.activeManagerList) - { - if ((!removeFromDetailManagers && manager is GPUInstancerDetailManager) - || (!removeFromTreeManagers && manager is GPUInstancerTreeManager) - || (!removeFromPrefabManagers && manager is GPUInstancerPrefabManager)) - continue; - //GPUInstancerAPI.InitializeGPUInstancer(manager, false); - foreach (Collider collider in selectedColliders) - { - if (useBounds) - GPUInstancerAPI.RemoveInstancesInsideBounds(manager, collider.bounds, offset, onlyRemoveSelectedPrototypes ? selectedPrototypes : null); - else - GPUInstancerAPI.RemoveInstancesInsideCollider(manager, collider, offset, onlyRemoveSelectedPrototypes ? selectedPrototypes : null); - } - } - } - - private void Update() - { - if (removeAtUpdate) - Start(); - } - } -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerInstanceRemover.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerInstanceRemover.cs.meta deleted file mode 100644 index a545ccc..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerInstanceRemover.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: cc8bac5de0d2e824b9d55b0451778eb0 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerLODColorDebugger.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerLODColorDebugger.cs deleted file mode 100644 index e291a17..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerLODColorDebugger.cs +++ /dev/null @@ -1,94 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -namespace GPUInstancer -{ - /// - /// Can be added to a scene to displays LOD levels with different colors for debugging purposes. Only works if the prototype's shader has a _Color property in it. - /// - public class GPUInstancerLODColorDebugger : MonoBehaviour - { - public GPUInstancerManager gPUIManager; - public List lODColors = new List { Color.red, Color.blue, Color.yellow }; - - private Dictionary _previousColors; - - void OnEnable() - { - if (gPUIManager != null) - StartCoroutine(ColorLODs()); - } - - void OnDisable() - { - if (gPUIManager != null) - ResetColors(); - } - - private void Reset() - { - if (GetComponent() != null) - gPUIManager = GetComponent(); - } - - IEnumerator ColorLODs() - { - while (!gPUIManager.isInitialized) - yield return null; - ChangeLODColors(); - } - - public void ChangeLODColors() - { - _previousColors = new Dictionary(); - foreach (GPUInstancerRuntimeData runtimeData in gPUIManager.runtimeDataList) - { - for (int l = 1; l < runtimeData.instanceLODs.Count && l <= lODColors.Count; l++) - { - for (int r = 0; r < runtimeData.instanceLODs[l].renderers.Count; r++) - { - for (int m = 0; m < runtimeData.instanceLODs[l].renderers[r].materials.Count; m++) - { - if (runtimeData.instanceLODs[l].renderers[r].materials[m].HasProperty("_Color")) - { - if (!_previousColors.ContainsKey(runtimeData.instanceLODs[l].renderers[r].materials[m])) - _previousColors.Add(runtimeData.instanceLODs[l].renderers[r].materials[m], runtimeData.instanceLODs[l].renderers[r].materials[m].color); - runtimeData.instanceLODs[l].renderers[r].mpb.SetColor("_Color", lODColors[l - 1]); - } - if (runtimeData.instanceLODs[l].renderers[r].materials[m].HasProperty("_BaseColor")) - { - if (!_previousColors.ContainsKey(runtimeData.instanceLODs[l].renderers[r].materials[m])) - _previousColors.Add(runtimeData.instanceLODs[l].renderers[r].materials[m], runtimeData.instanceLODs[l].renderers[r].materials[m].GetColor("_BaseColor")); - runtimeData.instanceLODs[l].renderers[r].mpb.SetColor("_BaseColor", lODColors[l - 1]); - } - } - } - } - } - } - - void ResetColors() - { - if (_previousColors == null) - return; - - foreach (GPUInstancerRuntimeData runtimeData in gPUIManager.runtimeDataList) - { - for (int l = 1; l < runtimeData.instanceLODs.Count && l <= lODColors.Count; l++) - { - for (int r = 0; r < runtimeData.instanceLODs[l].renderers.Count; r++) - { - for (int m = 0; m < runtimeData.instanceLODs[l].renderers[r].materials.Count; m++) - { - if (runtimeData.instanceLODs[l].renderers[r].materials[m].HasProperty("_Color") && _previousColors.ContainsKey(runtimeData.instanceLODs[l].renderers[r].materials[m])) - runtimeData.instanceLODs[l].renderers[r].mpb.SetColor("_Color", _previousColors[runtimeData.instanceLODs[l].renderers[r].materials[m]]); - if (runtimeData.instanceLODs[l].renderers[r].materials[m].HasProperty("_BaseColor") && _previousColors.ContainsKey(runtimeData.instanceLODs[l].renderers[r].materials[m])) - runtimeData.instanceLODs[l].renderers[r].mpb.SetColor("_BaseColor", _previousColors[runtimeData.instanceLODs[l].renderers[r].materials[m]]); - } - } - } - } - } - } -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerLODColorDebugger.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerLODColorDebugger.cs.meta deleted file mode 100644 index 50b0b83..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerLODColorDebugger.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: e298876354136294e864d706245f69eb -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerModificationCollider.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerModificationCollider.cs deleted file mode 100644 index 2ff00c4..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerModificationCollider.cs +++ /dev/null @@ -1,100 +0,0 @@ -using System.Collections.Generic; -using UnityEngine; - -namespace GPUInstancer -{ - public class GPUInstancerModificationCollider : MonoBehaviour - { - public GPUInstancerPrefabManager prefabManager; - - private List _enteredInstances; - private Collider _collider; - - private void Awake() - { - _enteredInstances = new List(); - _collider = GetComponent(); - - if(prefabManager == null) - prefabManager = FindObjectOfType(); - - if (prefabManager != null) - prefabManager.AddModificationCollider(this); - else - Debug.LogWarning("GPUInstancerModificationCollider does not have a GPUInstancerPrefabManager defined."); - } - - private void Update() - { - if (prefabManager != null && prefabManager.isActiveAndEnabled) - { - Rigidbody rb; - for (int i = 0; i < _enteredInstances.Count; i++) - { - GPUInstancerPrefab prefabInstance = _enteredInstances[i]; - if (prefabInstance == null) - { - _enteredInstances.RemoveAt(i); - i--; - continue; - } - if (!IsInsideCollider(prefabInstance)) - { - rb = prefabInstance.GetComponent(); - if (rb != null && !rb.IsSleeping()) - continue; - GPUInstancerAPI.EnableInstancingForInstance(prefabManager, prefabInstance); - _enteredInstances.RemoveAt(i); - i--; - } - else if (prefabInstance.state != PrefabInstancingState.Disabled) - prefabManager.DisableIntancingForInstance(prefabInstance); - } - } - } - - private void OnTriggerEnter(Collider collider) - { - if (prefabManager != null && prefabManager.isActiveAndEnabled && collider.gameObject) - { - GPUInstancerPrefab prefabInstance = collider.gameObject.GetComponent(); - if(prefabInstance != null && prefabInstance.prefabPrototype.enableRuntimeModifications && prefabInstance.state != PrefabInstancingState.Disabled) - { - prefabManager.DisableIntancingForInstance(prefabInstance); - _enteredInstances.Add(prefabInstance); - } - } - } - - //private void OnTriggerExit(Collider collider) - //{ - // if (GPUInstancerPrefabManager.Instance != null && - // collider.gameObject && - // collider.gameObject.GetComponent() && - // collider.gameObject.GetComponent().prefabPrototype.enableRuntimeModifications && - // !gameObject.GetComponent().bounds.Intersects(collider.bounds)) - // { - // GPUInstancerPrefabManager.Instance.AddInstance(collider.gameObject.GetComponent()); - // } - //} - - public bool IsInsideCollider(GPUInstancerPrefab prefabInstance) - { - Collider instanceCollider = prefabInstance.GetComponent(); - if (instanceCollider == null) - return false; - else - return _collider.bounds.Intersects(instanceCollider.bounds); - } - - public void AddEnteredInstance(GPUInstancerPrefab prefabInstance) - { - _enteredInstances.Add(prefabInstance); - } - - public int GetEnteredInstanceCount() - { - return _enteredInstances.Count; - } - } -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerModificationCollider.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerModificationCollider.cs.meta deleted file mode 100644 index d953089..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerModificationCollider.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: 61b02f29d154979409748aa2f7852c48 -timeCreated: 1521562092 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerPrefab.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerPrefab.cs deleted file mode 100644 index 83e5a87..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerPrefab.cs +++ /dev/null @@ -1,68 +0,0 @@ -using System; -using System.Collections.Generic; -using UnityEngine; - -namespace GPUInstancer -{ - /// - /// Add this to the prefabs of GameObjects you want to GPU Instance at runtime. - /// - public class GPUInstancerPrefab : MonoBehaviour - { - [HideInInspector] - public GPUInstancerPrefabPrototype prefabPrototype; - [NonSerialized] - public int gpuInstancerID; - [NonSerialized] - public PrefabInstancingState state = PrefabInstancingState.None; - public Dictionary variationDataList; - - protected bool _isTransformSet; - protected Transform _instanceTransform; - - protected bool _isMatrixSet; - protected Matrix4x4 _localToWorldMatrix; - - public virtual void AddVariation(string bufferName, T value) - { - if (variationDataList == null) - variationDataList = new Dictionary(); - if (variationDataList.ContainsKey(bufferName)) - variationDataList[bufferName] = value; - else - variationDataList.Add(bufferName, value); - } - - public virtual Transform GetInstanceTransform(bool forceNew = false) - { - if (!_isTransformSet || forceNew) - { - _instanceTransform = transform; - _isTransformSet = true; - } - return _instanceTransform; - } - - public virtual Matrix4x4 GetLocalToWorldMatrix(bool forceNew = false) - { - if (!_isMatrixSet || forceNew) - { - _localToWorldMatrix = GetInstanceTransform(forceNew).localToWorldMatrix; - _isMatrixSet = true; - } - return _localToWorldMatrix; - } - - public virtual void SetupPrefabInstance(GPUInstancerRuntimeData runtimeData, bool forceNew = false) - { - - } - } - - public enum PrefabInstancingState - { - None, - Disabled, - Instanced - } -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerPrefab.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerPrefab.cs.meta deleted file mode 100644 index ecd00c3..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerPrefab.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: f13f42112a552354988a63573e49f5d2 -timeCreated: 1519992722 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerPrefabListRuntimeHandler.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerPrefabListRuntimeHandler.cs deleted file mode 100644 index 5e9dd3a..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerPrefabListRuntimeHandler.cs +++ /dev/null @@ -1,56 +0,0 @@ -using System; -using System.Collections.Generic; -using System.Linq; -using System.Threading; -using UnityEngine; - -namespace GPUInstancer -{ - public class GPUInstancerPrefabListRuntimeHandler : MonoBehaviour - { - public GPUInstancerPrefabManager prefabManager; - private IEnumerable _gpuiPrefabs; - private bool _isIntancesAdded; - - private void OnEnable() - { - if (prefabManager == null) - return; - - if (!prefabManager.prototypeList.All(p => ((GPUInstancerPrefabPrototype)p).meshRenderersDisabled)) - { - Debug.LogWarning("GPUInstancerPrefabListRuntimeHandler can not run in Threads while Mesh Renderers are enabled on the prefabs. Disabling threading..."); - } - - _gpuiPrefabs = gameObject.GetComponentsInChildren(true); - - if (_gpuiPrefabs != null && _gpuiPrefabs.Count() > 0) - { - _isIntancesAdded = true; - prefabManager.AddPrefabInstances(_gpuiPrefabs); - } - } - - private void OnDisable() - { - _isIntancesAdded = false; - if (prefabManager == null) - return; - - if (_gpuiPrefabs != null && _gpuiPrefabs.Count() > 0) - { - prefabManager.RemovePrefabInstances(_gpuiPrefabs); - } - _gpuiPrefabs = null; - } - - public void SetManager(GPUInstancerPrefabManager prefabManager) - { - if (_isIntancesAdded) - OnDisable(); - this.prefabManager = prefabManager; - if (isActiveAndEnabled) - OnEnable(); - } - } -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerPrefabListRuntimeHandler.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerPrefabListRuntimeHandler.cs.meta deleted file mode 100644 index 7be8b3e..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerPrefabListRuntimeHandler.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: ce9ebd6dd5e5189448a05b3cd02df1c4 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerPrefabManager.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerPrefabManager.cs deleted file mode 100644 index fc45dd1..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerPrefabManager.cs +++ /dev/null @@ -1,1474 +0,0 @@ -using System; -using System.Collections.Generic; -using UnityEngine; -using System.Threading; -using Unity.Collections; -using System.Linq; -using UnityEngine.Jobs; -#if UNITY_EDITOR -using UnityEditor; -#endif - -namespace GPUInstancer -{ - [ExecuteInEditMode] - public class GPUInstancerPrefabManager : GPUInstancerManager - { - [SerializeField] - public List registeredPrefabs = new List(); - [SerializeField] - public List prefabList; - public bool enableMROnManagerDisable = true; - public bool enableMROnRemoveInstance = true; - - protected List _modificationColliders; - protected Dictionary> _registeredPrefabsRuntimeData; - protected List _variationDataList; - - #region MonoBehavior Methods - - public override void Awake() - { - base.Awake(); - - if (prefabList == null) - prefabList = new List(); - } - - public override void Reset() - { - base.Reset(); - - RegisterPrefabsInScene(); - } - - public override void Update() - { - base.Update(); - - if (runtimeDataList != null && Application.isPlaying) - { - foreach (GPUInstancerRuntimeData runtimeData in runtimeDataList) - { - if (runtimeData.prototype.autoUpdateTransformData && runtimeData.instanceCount > 0 && runtimeData.instanceDataNativeArray.IsCreated && runtimeData.instanceTransformAccessArray.isCreated) - { - runtimeData.dependentJob.Complete(); - runtimeData.dependentJob = new AutoUpdateTransformsJob() - { - instanceDataNativeArray = runtimeData.instanceDataNativeArray - }.Schedule(runtimeData.instanceTransformAccessArray); - runtimeData.transformDataModified = true; - } - } - } - } - - public override void LateUpdate() - { - if (runtimeDataList != null && Application.isPlaying) - { - foreach (GPUInstancerRuntimeData runtimeData in runtimeDataList) - { - if (runtimeData.transformDataModified) - { - runtimeData.dependentJob.Complete(); - if (runtimeData.instanceDataNativeArray.IsCreated && runtimeData.transformationMatrixVisibilityBuffer != null) - runtimeData.transformationMatrixVisibilityBuffer.SetData(runtimeData.instanceDataNativeArray); - runtimeData.transformDataModified = false; - } - } - } - base.LateUpdate(); - } - #endregion MonoBehavior Methods - - public override void ClearInstancingData() - { - base.ClearInstancingData(); - - if (Application.isPlaying && _registeredPrefabsRuntimeData != null && enableMROnManagerDisable) - { - foreach (GPUInstancerPrefabPrototype p in _registeredPrefabsRuntimeData.Keys) - { - if (p.meshRenderersDisabled) - continue; - foreach (GPUInstancerPrefab prefabInstance in _registeredPrefabsRuntimeData[p]) - { - if (!prefabInstance) - continue; -#if UNITY_EDITOR && UNITY_2017_2_OR_NEWER - if (playModeState != PlayModeStateChange.EnteredEditMode && playModeState != PlayModeStateChange.ExitingPlayMode) -#endif - SetRenderersEnabled(prefabInstance, true); - } - } - } - - if (_variationDataList != null) - { - foreach (IPrefabVariationData pvd in _variationDataList) - pvd.ReleaseBuffer(); - } - } - - public override void GeneratePrototypes(bool forceNew = false) - { - base.GeneratePrototypes(); - - GPUInstancerUtility.SetPrefabInstancePrototypes(gameObject, prototypeList, prefabList, forceNew); - } - -#if UNITY_EDITOR - public override void CheckPrototypeChanges() - { - base.CheckPrototypeChanges(); - - if (prefabList == null) - prefabList = new List(); - - prefabList.RemoveAll(p => p == null); - prefabList.RemoveAll(p => p.GetComponent() == null); - prototypeList.RemoveAll(p => p == null); - prototypeList.RemoveAll(p => !prefabList.Contains(p.prefabObject)); - - if (prefabList.Count != prototypeList.Count) - GeneratePrototypes(); - - registeredPrefabs.RemoveAll(rpd => !prototypeList.Contains(rpd.prefabPrototype)); - foreach (GPUInstancerPrefabPrototype prototype in prototypeList) - { - if (!registeredPrefabs.Exists(rpd => rpd.prefabPrototype == prototype)) - registeredPrefabs.Add(new RegisteredPrefabsData(prototype)); - } - } -#endif - public override void InitializeRuntimeDataAndBuffers(bool forceNew = true) - { - base.InitializeRuntimeDataAndBuffers(forceNew); - - if (!forceNew && isInitialized) - return; - - if (_registeredPrefabsRuntimeData == null) - _registeredPrefabsRuntimeData = new Dictionary>(); - -#if UNITY_EDITOR - if (Application.isPlaying) - { -#endif - if (registeredPrefabs != null && registeredPrefabs.Count > 0) - { - foreach (RegisteredPrefabsData rpd in registeredPrefabs) - { - if (!_registeredPrefabsRuntimeData.ContainsKey(rpd.prefabPrototype)) - _registeredPrefabsRuntimeData.Add(rpd.prefabPrototype, rpd.registeredPrefabs); - else - _registeredPrefabsRuntimeData[rpd.prefabPrototype].AddRange(rpd.registeredPrefabs); - } - registeredPrefabs.Clear(); - } - - if (_registeredPrefabsRuntimeData.Count != prototypeList.Count) - { - foreach (GPUInstancerPrototype p in prototypeList) - { - if (!_registeredPrefabsRuntimeData.ContainsKey(p)) - _registeredPrefabsRuntimeData.Add(p, new List()); - } - } -#if UNITY_EDITOR - } -#endif - - InitializeRuntimeDataRegisteredPrefabs(); - GPUInstancerUtility.InitializeGPUBuffers(runtimeDataList); - isInitial = true; - isInitialized = true; - } - - public override void DeletePrototype(GPUInstancerPrototype prototype, bool removeSO = true) - { - base.DeletePrototype(prototype, removeSO); - - prefabList.Remove(prototype.prefabObject); - if (removeSO) - { -#if UNITY_2018_3_OR_NEWER && UNITY_EDITOR - GPUInstancerUtility.RemoveComponentFromPrefab(prototype.prefabObject); - GPUInstancerUtility.RemoveComponentFromPrefab(prototype.prefabObject); -#else - DestroyImmediate(prototype.prefabObject.GetComponent(), true); - if (prototype.prefabObject.GetComponent() != null) - DestroyImmediate(prototype.prefabObject.GetComponent(), true); -#endif -#if UNITY_EDITOR - EditorUtility.SetDirty(prototype.prefabObject); - AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(prototype)); -#endif - } - GeneratePrototypes(false); - } - - public virtual void InitializeRuntimeDataRegisteredPrefabs(int additionalBufferSize = 0) - { - if (runtimeDataList == null) - runtimeDataList = new List(); - if (runtimeDataDictionary == null) - runtimeDataDictionary = new Dictionary(); - - foreach (GPUInstancerPrefabPrototype p in prototypeList) - { -#if UNITY_EDITOR - if (!Application.isPlaying && !p.isTransformsSerialized && !p.meshRenderersDisabled) - continue; -#endif - InitializeRuntimeDataForPrefabPrototype(p, additionalBufferSize); - } - } - - public virtual GPUInstancerRuntimeData InitializeRuntimeDataForPrefabPrototype(GPUInstancerPrefabPrototype p, int additionalBufferSize = 0) - { - if (!GPUInstancerConstants.gpuiSettings.IsStandardRenderPipeline()) - p.useOriginalShaderForShadow = true; - - GPUInstancerRuntimeData runtimeData = GetRuntimeData(p); - if (runtimeData == null) - { - runtimeData = new GPUInstancerRuntimeData(p); - if (!runtimeData.CreateRenderersFromGameObject(p)) - return null; - runtimeDataList.Add(runtimeData); - runtimeDataDictionary.Add(p, runtimeData); - if (p.isShadowCasting) - { - runtimeData.hasShadowCasterBuffer = true; - - if (!p.useOriginalShaderForShadow) - { - runtimeData.shadowCasterMaterial = new Material(Shader.Find(GPUInstancerConstants.SHADER_GPUI_SHADOWS_ONLY)); - } - } - - GPUInstancerUtility.AddBillboardToRuntimeData(runtimeData); - - if (p.treeType == GPUInstancerTreeType.SpeedTree || p.treeType == GPUInstancerTreeType.SpeedTree8 || p.treeType == GPUInstancerTreeType.TreeCreatorTree) - AddTreeProxy(p, runtimeData); - } - runtimeData.dependentJob.Complete(); - int instanceCount = 0; - List registeredPrefabsList = null; - if (p.isTransformsSerialized) - { - string matrixStr; - System.IO.StringReader strReader = new System.IO.StringReader(p.serializedTransformData.text); - List matrixData = new List(); - while (true) - { - matrixStr = strReader.ReadLine(); - if (!string.IsNullOrEmpty(matrixStr)) - { - matrixData.Add(GPUInstancerUtility.Matrix4x4FromString(matrixStr)); - } - else - break; - } - if (runtimeData.instanceDataNativeArray.IsCreated) - runtimeData.instanceDataNativeArray.Dispose(); - runtimeData.instanceDataNativeArray = new NativeArray(matrixData.ToArray(), Allocator.Persistent); - runtimeData.bufferSize = matrixData.Count + (p.enableRuntimeModifications && p.addRemoveInstancesAtRuntime ? p.extraBufferSize : 0) + additionalBufferSize; - instanceCount = matrixData.Count; - } -#if UNITY_EDITOR - else if (!Application.isPlaying && p.meshRenderersDisabled) - { - List prefabInstances = registeredPrefabs.Find(rpd => rpd.prefabPrototype == p).registeredPrefabs; - runtimeData.ReleaseBuffers(); - runtimeData.bufferSize = prefabInstances.Count; - runtimeData.instanceDataNativeArray = new NativeArray(runtimeData.bufferSize, Allocator.Persistent); - instanceCount = runtimeData.bufferSize; - for (int i = 0; i < instanceCount; i++) - { - runtimeData.instanceDataNativeArray[i] = prefabInstances[i].GetInstanceTransform().localToWorldMatrix; - } - } -#endif - else if (_registeredPrefabsRuntimeData.TryGetValue(p, out registeredPrefabsList)) - { - runtimeData.ReleaseBuffers(); - runtimeData.bufferSize = registeredPrefabsList.Count + (p.enableRuntimeModifications && p.addRemoveInstancesAtRuntime ? p.extraBufferSize : 0) + additionalBufferSize; - if (runtimeData.bufferSize > 0) - { - runtimeData.instanceDataNativeArray = new NativeArray(runtimeData.bufferSize, Allocator.Persistent); - - Matrix4x4 instanceData; - bool hasModificationColliders = p.enableRuntimeModifications && _modificationColliders != null && _modificationColliders.Count > 0; - bool hasAutoTransformUpdate = p.enableRuntimeModifications && p.autoUpdateTransformData; - if (hasAutoTransformUpdate && runtimeData.bufferSize > 0) - { - TransformAccessArray.Allocate(runtimeData.bufferSize, -1, out runtimeData.instanceTransformAccessArray); - runtimeData.instanceTransformAccessArray.SetTransforms(new Transform[runtimeData.bufferSize]); - } - - foreach (GPUInstancerPrefab prefabInstance in registeredPrefabsList) - { - if (!prefabInstance) - continue; - - Transform instanceTransform = prefabInstance.GetInstanceTransform(); - instanceData = instanceTransform.localToWorldMatrix; - prefabInstance.state = PrefabInstancingState.Instanced; - - bool disableRenderers = true; - - if (hasModificationColliders) - { - bool isInsideCollider = false; - foreach (GPUInstancerModificationCollider mc in _modificationColliders) - { - if (mc.IsInsideCollider(prefabInstance)) - { - isInsideCollider = true; - mc.AddEnteredInstance(prefabInstance); - instanceData = GPUInstancerConstants.zeroMatrix; - prefabInstance.state = PrefabInstancingState.Disabled; - disableRenderers = false; - break; - } - } - if (!isInsideCollider) - { - if (p.startWithRigidBody && prefabInstance.GetComponent() != null) - { - isInsideCollider = true; - _modificationColliders[0].AddEnteredInstance(prefabInstance); - instanceData = GPUInstancerConstants.zeroMatrix; - prefabInstance.state = PrefabInstancingState.Disabled; - disableRenderers = false; - } - } - } - - if (disableRenderers && !p.meshRenderersDisabled) - SetRenderersEnabled(prefabInstance, false); - - if (hasAutoTransformUpdate) - runtimeData.instanceTransformAccessArray[instanceCount] = instanceTransform; - runtimeData.instanceDataNativeArray[instanceCount] = instanceData; - instanceCount++; - prefabInstance.gpuInstancerID = instanceCount; - } - } - } - - // set instanceCount - runtimeData.instanceCount = instanceCount; - - // variations - if (_variationDataList != null) - { - foreach (IPrefabVariationData pvd in _variationDataList) - { - if (pvd.GetPrototype() == p) - { - pvd.InitializeBufferAndArray(runtimeData.bufferSize); - if (registeredPrefabsList != null) - { - foreach (GPUInstancerPrefab prefabInstance in registeredPrefabsList) - { - pvd.SetInstanceData(prefabInstance); - } - } - pvd.SetBufferData(0, 0, runtimeData.bufferSize); - - for (int i = 0; i < runtimeData.instanceLODs.Count; i++) - { - for (int j = 0; j < runtimeData.instanceLODs[i].renderers.Count; j++) - { - pvd.SetVariation(runtimeData.instanceLODs[i].renderers[j]); - } - } - } - } - } - return runtimeData; - } - - public virtual void SetRenderersEnabled(GPUInstancerPrefab prefabInstance, bool enabled) - { - if (!prefabInstance || !prefabInstance.prefabPrototype || !prefabInstance.prefabPrototype.prefabObject) - return; - - MeshRenderer[] meshRenderers = prefabInstance.GetComponentsInChildren(true); - if (meshRenderers != null && meshRenderers.Length > 0) - for (int mr = 0; mr < meshRenderers.Length; mr++) - if (GPUInstancerUtility.IsInLayer(layerMask, meshRenderers[mr].gameObject.layer)) - meshRenderers[mr].enabled = enabled; - - BillboardRenderer[] billboardRenderers = prefabInstance.GetComponentsInChildren(true); - if (billboardRenderers != null && billboardRenderers.Length > 0) - for (int mr = 0; mr < billboardRenderers.Length; mr++) - if (GPUInstancerUtility.IsInLayer(layerMask, billboardRenderers[mr].gameObject.layer)) - billboardRenderers[mr].enabled = enabled; - - LODGroup lodGroup = prefabInstance.GetComponent(); - if (lodGroup != null) - lodGroup.enabled = enabled; - - Rigidbody rigidbody = prefabInstance.GetComponent(); - - if (enabled) - { - if (rigidbody == null) - { - GPUInstancerPrefabPrototype.RigidbodyData rigidbodyData = prefabInstance.prefabPrototype.rigidbodyData; - if (rigidbodyData != null && prefabInstance.prefabPrototype.hasRigidBody) - { - rigidbody = prefabInstance.gameObject.AddComponent(); - rigidbody.useGravity = rigidbodyData.useGravity; - rigidbody.angularDrag = rigidbodyData.angularDrag; - rigidbody.mass = rigidbodyData.mass; - rigidbody.constraints = rigidbodyData.constraints; - rigidbody.detectCollisions = true; - rigidbody.drag = rigidbodyData.drag; - rigidbody.isKinematic = rigidbodyData.isKinematic; - rigidbody.interpolation = rigidbodyData.interpolation; - } - } - } - else if (rigidbody != null && !prefabInstance.prefabPrototype.autoUpdateTransformData) - Destroy(rigidbody); - } - - #region API Methods - - public static void ExpandBufferSize(GPUInstancerRuntimeData runtimeData, int newBufferSize) - { - if (runtimeData.bufferSize < newBufferSize) - { - runtimeData.bufferSize = newBufferSize; - runtimeData.instanceDataNativeArray = GPUInstancerUtility.ResizeNativeArray(runtimeData.instanceDataNativeArray, newBufferSize, Allocator.Persistent); - - if (runtimeData.instanceTransformAccessArray.isCreated) - { - runtimeData.instanceTransformAccessArray = GPUInstancerUtility.ResizeTransformAccessArray(runtimeData.instanceTransformAccessArray, newBufferSize); - } - else if (runtimeData.prototype.autoUpdateTransformData) - { - TransformAccessArray.Allocate(newBufferSize, -1, out runtimeData.instanceTransformAccessArray); - runtimeData.instanceTransformAccessArray.SetTransforms(new Transform[newBufferSize]); - } - } - } - - public virtual void SetInstanceTransform(GPUInstancerRuntimeData runtimeData, int index, Transform transform) - { - runtimeData.instanceDataNativeArray[index] = transform ? transform.localToWorldMatrix : GPUInstancerConstants.zeroMatrix; - if (runtimeData.instanceTransformAccessArray.isCreated) - runtimeData.instanceTransformAccessArray[index] = transform; - } - - public virtual void DisableIntancingForInstance(GPUInstancerPrefab prefabInstance, bool setRenderersEnabled = true) - { - if (!prefabInstance) - return; - - GPUInstancerRuntimeData runtimeData = GetRuntimeData(prefabInstance.prefabPrototype, true); - if (runtimeData != null && prefabInstance.gpuInstancerID > 0 && prefabInstance.gpuInstancerID <= runtimeData.bufferSize) - { - runtimeData.dependentJob.Complete(); - prefabInstance.state = PrefabInstancingState.Disabled; - SetInstanceTransform(runtimeData, prefabInstance.gpuInstancerID - 1, null); - - runtimeData.transformationMatrixVisibilityBuffer.SetData(runtimeData.instanceDataNativeArray, prefabInstance.gpuInstancerID - 1, prefabInstance.gpuInstancerID - 1, 1); - if (setRenderersEnabled) - SetRenderersEnabled(prefabInstance, true); - prefabInstance.SetupPrefabInstance(runtimeData); - } - else - { - Debug.LogWarning("Can not disable instancing for instance with id: " + prefabInstance.gpuInstancerID); - } - } - - public virtual void EnableInstancingForInstance(GPUInstancerPrefab prefabInstance, bool setRenderersDisabled = true) - { - if (!prefabInstance) - return; - - GPUInstancerRuntimeData runtimeData = GetRuntimeData(prefabInstance.prefabPrototype, true); - if (runtimeData != null && prefabInstance.gpuInstancerID > 0 && prefabInstance.gpuInstancerID <= runtimeData.bufferSize) - { - runtimeData.dependentJob.Complete(); - prefabInstance.state = PrefabInstancingState.Instanced; - SetInstanceTransform(runtimeData, prefabInstance.gpuInstancerID - 1, prefabInstance.GetInstanceTransform()); - - runtimeData.transformationMatrixVisibilityBuffer.SetData(runtimeData.instanceDataNativeArray, prefabInstance.gpuInstancerID - 1, prefabInstance.gpuInstancerID - 1, 1); - if (setRenderersDisabled) - SetRenderersEnabled(prefabInstance, false); - prefabInstance.SetupPrefabInstance(runtimeData); - } - else - { - Debug.LogWarning("Can not enable instancing for instance with id: " + prefabInstance.gpuInstancerID); - } - } - - public virtual void UpdateTransformDataForInstance(GPUInstancerPrefab prefabInstance) - { - if (!prefabInstance) - return; - - GPUInstancerRuntimeData runtimeData = GetRuntimeData(prefabInstance.prefabPrototype, true); - if (runtimeData != null && prefabInstance.gpuInstancerID > 0 && prefabInstance.gpuInstancerID <= runtimeData.bufferSize) - { - runtimeData.dependentJob.Complete(); - runtimeData.instanceDataNativeArray[prefabInstance.gpuInstancerID - 1] = prefabInstance.GetInstanceTransform().localToWorldMatrix; - - // automatically set in Update method - runtimeData.transformDataModified = true; - //runtimeData.transformationMatrixVisibilityBuffer.SetDataPartial(runtimeData.instanceDataArray, prefabInstance.gpuInstancerID - 1, prefabInstance.gpuInstancerID - 1, 1); - } - else - { - Debug.LogWarning("Can not update transform for instance with id: " + prefabInstance.gpuInstancerID); - } - } - - public virtual void AddPrefabInstance(GPUInstancerPrefab prefabInstance, bool automaticallyIncreaseBufferSize = false) - { - //#if UNITY_EDITOR - // UnityEngine.Profiling.Profiler.BeginSample("GPUInstancerPrefabManager.AddPrefabInstance"); - //#endif - if (!prefabInstance || prefabInstance.state == PrefabInstancingState.Instanced) - return; - - if (runtimeDataList == null) - return; - - GPUInstancerRuntimeData runtimeData = GetRuntimeData(prefabInstance.prefabPrototype, true); - if (runtimeData != null) - { - runtimeData.dependentJob.Complete(); - Transform instanceTransform = prefabInstance.GetInstanceTransform(); - if (runtimeData.bufferSize == runtimeData.instanceCount) - { - if (automaticallyIncreaseBufferSize) - { - ExpandBufferSize(runtimeData, runtimeData.bufferSize + 1024); - SetInstanceTransform(runtimeData, runtimeData.instanceCount, instanceTransform); - runtimeData.instanceCount++; - prefabInstance.gpuInstancerID = runtimeData.instanceCount; - _registeredPrefabsRuntimeData[prefabInstance.prefabPrototype].Add(prefabInstance); - if (!prefabInstance.prefabPrototype.meshRenderersDisabled) - SetRenderersEnabled(prefabInstance, false); - prefabInstance.state = PrefabInstancingState.Instanced; - GPUInstancerUtility.InitializeGPUBuffer(runtimeData); - prefabInstance.SetupPrefabInstance(runtimeData, true); - - // variations - if (_variationDataList != null) - { - foreach (IPrefabVariationData pvd in _variationDataList) - { - if (pvd.GetPrototype() == prefabInstance.prefabPrototype) - { - pvd.SetNewBufferSize(runtimeData.bufferSize); - pvd.SetInstanceData(prefabInstance); - pvd.SetBufferData(prefabInstance.gpuInstancerID - 1, prefabInstance.gpuInstancerID - 1, 1); - - for (int i = 0; i < runtimeData.instanceLODs.Count; i++) - { - for (int j = 0; j < runtimeData.instanceLODs[i].renderers.Count; j++) - { - pvd.SetVariation(runtimeData.instanceLODs[i].renderers[j]); - } - } - } - } - } - - return; - } - else - { - Debug.LogWarning("Can not add instance. Buffer is full."); - return; - } - } - prefabInstance.state = PrefabInstancingState.Instanced; - SetInstanceTransform(runtimeData, runtimeData.instanceCount, instanceTransform); - runtimeData.instanceCount++; - prefabInstance.gpuInstancerID = runtimeData.instanceCount; - - runtimeData.transformationMatrixVisibilityBuffer.SetData(runtimeData.instanceDataNativeArray, prefabInstance.gpuInstancerID - 1, prefabInstance.gpuInstancerID - 1, 1); - if (!prefabInstance.prefabPrototype.meshRenderersDisabled) - SetRenderersEnabled(prefabInstance, false); - - if (!_registeredPrefabsRuntimeData.ContainsKey(prefabInstance.prefabPrototype)) - _registeredPrefabsRuntimeData.Add(prefabInstance.prefabPrototype, new List()); - _registeredPrefabsRuntimeData[prefabInstance.prefabPrototype].Add(prefabInstance); - - // variations - if (_variationDataList != null) - { - foreach (IPrefabVariationData pvd in _variationDataList) - { - if (pvd.GetPrototype() == prefabInstance.prefabPrototype) - { - pvd.SetInstanceData(prefabInstance); - pvd.SetBufferData(prefabInstance.gpuInstancerID - 1, prefabInstance.gpuInstancerID - 1, 1); - } - } - } - - prefabInstance.SetupPrefabInstance(runtimeData, true); - } - //#if UNITY_EDITOR - // UnityEngine.Profiling.Profiler.EndSample(); - //#endif - } - - /// - /// Adds prefab instances for multiple prototypes - /// - public virtual void AddPrefabInstances(IEnumerable prefabInstances) - { - List[] instanceLists = new List[prototypeList.Count]; - Dictionary indexDict = new Dictionary(); - for (int i = 0; i < instanceLists.Length; i++) - { - instanceLists[i] = new List(); - indexDict.Add(prototypeList[i], i); - } - - foreach (GPUInstancerPrefab prefabInstance in prefabInstances) - { - instanceLists[indexDict[prefabInstance.prefabPrototype]].Add(prefabInstance); - } - - for (int i = 0; i < instanceLists.Length; i++) - { - AddPrefabInstances((GPUInstancerPrefabPrototype)prototypeList[i], instanceLists[i]); - } - } - - /// - /// Adds prefab instances for single prototype - /// - public virtual void AddPrefabInstances(GPUInstancerPrefabPrototype prototype, IEnumerable prefabInstances) - { - if (prefabInstances == null) - return; - - GPUInstancerRuntimeData runtimeData = GetRuntimeData(prototype, true); - if (runtimeData == null) - return; - - int count = prefabInstances.Count(); - - if (count == 0) - return; - - runtimeData.dependentJob.Complete(); - GPUInstancerPrefab prefabInstance; - if (runtimeData.instanceCount + count > runtimeData.bufferSize) - { - ExpandBufferSize(runtimeData, runtimeData.instanceCount + count); - - for (int i = 0; i < count; i++) - { - prefabInstance = prefabInstances.ElementAt(i); - SetInstanceTransform(runtimeData, runtimeData.instanceCount + i, prefabInstance.GetInstanceTransform()); - prefabInstance.gpuInstancerID = runtimeData.instanceCount + i + 1; - if (!prototype.meshRenderersDisabled) - SetRenderersEnabled(prefabInstance, false); - prefabInstance.state = PrefabInstancingState.Instanced; - prefabInstance.SetupPrefabInstance(runtimeData, true); - } - _registeredPrefabsRuntimeData[prototype].AddRange(prefabInstances); - runtimeData.instanceCount = runtimeData.bufferSize; - - GPUInstancerUtility.InitializeGPUBuffer(runtimeData); - return; - } - - for (int i = 0; i < count; i++) - { - prefabInstance = prefabInstances.ElementAt(i); - SetInstanceTransform(runtimeData, runtimeData.instanceCount + i, prefabInstance.GetInstanceTransform()); - prefabInstance.gpuInstancerID = runtimeData.instanceCount + i + 1; - if (!prototype.meshRenderersDisabled) - SetRenderersEnabled(prefabInstance, false); - prefabInstance.state = PrefabInstancingState.Instanced; - prefabInstance.SetupPrefabInstance(runtimeData, true); - } - _registeredPrefabsRuntimeData[prototype].AddRange(prefabInstances); - runtimeData.transformationMatrixVisibilityBuffer.SetData(runtimeData.instanceDataNativeArray); - runtimeData.instanceCount += count; - } - - public virtual void UpdateInstanceDataArray(GPUInstancerRuntimeData runtimeData, List prefabList) - { - runtimeData.ReleaseBuffers(); - int instanceCount = prefabList.Count; - int bufferSize = instanceCount + ((GPUInstancerPrefabPrototype)runtimeData.prototype).extraBufferSize; - - runtimeData.instanceDataNativeArray = new NativeArray(bufferSize, Allocator.Persistent); - if (runtimeData.prototype.autoUpdateTransformData) - TransformAccessArray.Allocate(bufferSize, -1, out runtimeData.instanceTransformAccessArray); - - for (int i = 0; i < prefabList.Count;) - { - GPUInstancerPrefab gPUInstancerPrefab = prefabList[i]; - SetInstanceTransform(runtimeData, i, gPUInstancerPrefab.GetInstanceTransform()); - gPUInstancerPrefab.gpuInstancerID = ++i; - } - runtimeData.instanceCount = instanceCount; - runtimeData.bufferSize = bufferSize; - GPUInstancerUtility.InitializeGPUBuffer(runtimeData); - } - - public virtual void RemovePrefabInstance(GPUInstancerPrefab prefabInstance, bool setRenderersEnabled = true) - { - //#if UNITY_EDITOR - // UnityEngine.Profiling.Profiler.BeginSample("GPUInstancerPrefabManager.RemovePrefabInstance"); - //#endif - if (!prefabInstance || prefabInstance.state == PrefabInstancingState.None) - return; - - GPUInstancerRuntimeData runtimeData = GetRuntimeData(prefabInstance.prefabPrototype); - if (runtimeData != null) - { - if (prefabInstance.gpuInstancerID > runtimeData.bufferSize || prefabInstance.gpuInstancerID <= 0) - { - Debug.LogWarning("Instance can not be removed."); - return; - } - - runtimeData.dependentJob.Complete(); - List prefabInstanceList = _registeredPrefabsRuntimeData[prefabInstance.prefabPrototype]; - - if (prefabInstance.gpuInstancerID == runtimeData.instanceCount) - { - prefabInstance.state = PrefabInstancingState.None; - SetInstanceTransform(runtimeData, prefabInstance.gpuInstancerID - 1, null); - runtimeData.instanceCount--; - prefabInstanceList.RemoveAt(prefabInstance.gpuInstancerID - 1); - if (setRenderersEnabled && enableMROnRemoveInstance && !prefabInstance.prefabPrototype.meshRenderersDisabled) - SetRenderersEnabled(prefabInstance, true); - } - else - { - GPUInstancerPrefab lastIndexPrefabInstance = null; - for (int i = prefabInstanceList.Count - 1; i >= 0; i--) - { - GPUInstancerPrefab loopPI = prefabInstanceList[i]; - if (loopPI == null) - { - prefabInstanceList.RemoveAt(i); - if (i < prefabInstanceList.Count - 1) - i++; - } - else if (loopPI.gpuInstancerID == runtimeData.instanceCount) - { - lastIndexPrefabInstance = loopPI; - break; - } - } - if (!lastIndexPrefabInstance) - { - prefabInstanceList.RemoveAll(pi => pi == null); - Debug.LogWarning("Prefab instance was destroyed before being removed from instance list in GPUI Prefab Manager!"); - return; - } - - prefabInstance.state = PrefabInstancingState.None; - - // exchange last index with this one - SetInstanceTransform(runtimeData, prefabInstance.gpuInstancerID - 1, lastIndexPrefabInstance.GetInstanceTransform()); - // set last index data to Matrix4x4.zero - SetInstanceTransform(runtimeData, lastIndexPrefabInstance.gpuInstancerID - 1, null); - runtimeData.instanceCount--; - - runtimeData.transformationMatrixVisibilityBuffer.SetData(runtimeData.instanceDataNativeArray, prefabInstance.gpuInstancerID - 1, prefabInstance.gpuInstancerID - 1, 1); - - prefabInstanceList.RemoveAt(lastIndexPrefabInstance.gpuInstancerID - 1); - lastIndexPrefabInstance.gpuInstancerID = prefabInstance.gpuInstancerID; - prefabInstanceList[lastIndexPrefabInstance.gpuInstancerID - 1] = lastIndexPrefabInstance; - - if (setRenderersEnabled && enableMROnRemoveInstance && !prefabInstance.prefabPrototype.meshRenderersDisabled) - SetRenderersEnabled(prefabInstance, true); - //Destroy(prefabInstance); - - // variations - if (_variationDataList != null) - { - foreach (IPrefabVariationData pvd in _variationDataList) - { - if (pvd.GetPrototype() == lastIndexPrefabInstance.prefabPrototype) - { - pvd.SetInstanceData(lastIndexPrefabInstance); - pvd.SetBufferData(lastIndexPrefabInstance.gpuInstancerID - 1, lastIndexPrefabInstance.gpuInstancerID - 1, 1); - } - } - } - - lastIndexPrefabInstance.SetupPrefabInstance(runtimeData); - } - } - - //#if UNITY_EDITOR - // UnityEngine.Profiling.Profiler.EndSample(); - //#endif - } - - /// - /// Removes prefab instances for multiple prototypes - /// - public virtual void RemovePrefabInstances(IEnumerable prefabInstances) - { - List[] instanceLists = new List[prototypeList.Count]; - Dictionary indexDict = new Dictionary(); - for (int i = 0; i < instanceLists.Length; i++) - { - instanceLists[i] = new List(); - indexDict.Add(prototypeList[i], i); - } - - foreach (GPUInstancerPrefab prefabInstance in prefabInstances) - { - instanceLists[indexDict[prefabInstance.prefabPrototype]].Add(prefabInstance); - } - for (int i = 0; i < instanceLists.Length; i++) - { - RemovePrefabInstances((GPUInstancerPrefabPrototype)prototypeList[i], instanceLists[i]); - } - } - - /// - /// Removes prefab instances for single prototype - /// - public virtual void RemovePrefabInstances(GPUInstancerPrefabPrototype prototype, IEnumerable prefabInstances) - { - if (prefabInstances == null || prefabInstances.Count() == 0) - return; - - int count = prefabInstances.Count(); - - GPUInstancerRuntimeData runtimeData = GetRuntimeData(prototype, true); - if (runtimeData == null) - return; - - List prefabInstanceList = _registeredPrefabsRuntimeData[prototype]; - prefabInstanceList.RemoveRange(prefabInstances.ElementAt(0).gpuInstancerID - 1, count); - foreach (GPUInstancerPrefab pi in prefabInstances) - { - if (enableMROnRemoveInstance && !prototype.meshRenderersDisabled) - SetRenderersEnabled(pi, true); - pi.state = PrefabInstancingState.None; - pi.gpuInstancerID = 0; - } - - UpdateInstanceDataArray(runtimeData, prefabInstanceList); - } - - public virtual void RegisterPrefabsInScene() - { -#if UNITY_EDITOR - Undo.RecordObject(this, "Registered prefabs changed"); -#endif - registeredPrefabs.Clear(); - foreach (GPUInstancerPrefabPrototype pp in prototypeList) - registeredPrefabs.Add(new RegisteredPrefabsData(pp)); - - GPUInstancerPrefab[] scenePrefabInstances = FindObjectsOfType(); - foreach (GPUInstancerPrefab prefabInstance in scenePrefabInstances) - AddRegisteredPrefab(prefabInstance); - } - - public virtual void RegisterPrefabInstanceList(IEnumerable prefabInstanceList) - { - if (_registeredPrefabsRuntimeData == null) - _registeredPrefabsRuntimeData = new Dictionary>(); - if (_registeredPrefabsRuntimeData.Keys.Count != prototypeList.Count) - { - foreach (GPUInstancerPrototype prototype in prototypeList) - if (!_registeredPrefabsRuntimeData.ContainsKey(prototype)) - _registeredPrefabsRuntimeData.Add(prototype, new List()); - } - - foreach (GPUInstancerPrefab prefabInstance in prefabInstanceList) - { - _registeredPrefabsRuntimeData[prefabInstance.prefabPrototype].Add(prefabInstance); - } - } - - public virtual void UnregisterPrefabInstanceList(IEnumerable prefabInstanceList) - { - if (_registeredPrefabsRuntimeData == null) - _registeredPrefabsRuntimeData = new Dictionary>(); - if (_registeredPrefabsRuntimeData.Keys.Count != prototypeList.Count) - { - foreach (GPUInstancerPrototype prototype in prototypeList) - if (!_registeredPrefabsRuntimeData.ContainsKey(prototype)) - _registeredPrefabsRuntimeData.Add(prototype, new List()); - } - - foreach (GPUInstancerPrefab prefabInstance in prefabInstanceList) - { - _registeredPrefabsRuntimeData[prefabInstance.prefabPrototype].Remove(prefabInstance); - } - } - - public virtual void ClearRegisteredPrefabInstances() - { - foreach (GPUInstancerPrototype p in _registeredPrefabsRuntimeData.Keys) - { - _registeredPrefabsRuntimeData[p].Clear(); - } - } - - public void ClearRegisteredPrefabInstances(GPUInstancerPrototype p) - { - if (_registeredPrefabsRuntimeData.TryGetValue(p, out List prefabList)) - prefabList.Clear(); - } - - public virtual PrefabVariationData DefinePrototypeVariationBuffer(GPUInstancerPrefabPrototype prototype, string bufferName) - { - if (_variationDataList == null) - _variationDataList = new List(); - if (GPUInstancerUtility.matrixHandlingType == GPUIMatrixHandlingType.MatrixAppend) - { - Debug.LogError("GPUI can not define material variations in this platform and/or with this rendering settings."); - return null; - } - PrefabVariationData result = null; - foreach (IPrefabVariationData item in _variationDataList) - { - if (item.GetPrototype() == prototype && item.GetBufferName() == bufferName && item is PrefabVariationData) - { - result = (PrefabVariationData)item; - break; - } - } - if (result == null) - { - result = new PrefabVariationData(prototype, bufferName); - _variationDataList.Add(result); - - if (isInitialized) - { - GPUInstancerRuntimeData runtimeData = GetRuntimeData(prototype); - result.InitializeBufferAndArray(runtimeData.bufferSize); - if (_registeredPrefabsRuntimeData != null && _registeredPrefabsRuntimeData.TryGetValue(prototype, out List prefabList)) - { - foreach (GPUInstancerPrefab prefabInstance in prefabList) - { - result.SetInstanceData(prefabInstance); - } - } - result.SetBufferData(0, 0, runtimeData.bufferSize); - - for (int i = 0; i < runtimeData.instanceLODs.Count; i++) - { - for (int j = 0; j < runtimeData.instanceLODs[i].renderers.Count; j++) - { - result.SetVariation(runtimeData.instanceLODs[i].renderers[j]); - } - } - } - } - return result; - } - - public virtual void UpdateVariationData(GPUInstancerPrefab prefabInstance, string bufferName, T value) - { - if (!prefabInstance || !prefabInstance.prefabPrototype) - return; - PrefabVariationData variationData = null; - foreach (IPrefabVariationData item in _variationDataList) - { - if (item.GetPrototype() == prefabInstance.prefabPrototype && item.GetBufferName() == bufferName && item is PrefabVariationData) - { - variationData = (PrefabVariationData)item; - break; - } - } - if (variationData != null && variationData.dataArray != null) - { - int index = prefabInstance.gpuInstancerID - 1; - if (index >= 0 && index < variationData.dataArray.Length) - { - variationData.dataArray[index] = value; -#if UNITY_2017_1_OR_NEWER - variationData.variationBuffer.SetData(variationData.dataArray, index, index, 1); -#else - variationData.variationBuffer.SetData(variationData.dataArray); -#endif - } - } - } - - public virtual PrefabVariationData DefineAndAddVariationFromArray(GPUInstancerPrefabPrototype prototype, string bufferName, T[] variationArray) - { - PrefabVariationData variationData = DefinePrototypeVariationBuffer(prototype, bufferName); - GPUInstancerRuntimeData runtimeData = GetRuntimeData(prototype); - if (runtimeData != null && variationData != null) - { - variationData.SetArrayAndInitializeBuffer(variationArray); - variationData.SetBufferData(0, 0, Math.Min(runtimeData.bufferSize, variationArray.Length)); - for (int l = 0; l < runtimeData.instanceLODs.Count; l++) - { - for (int r = 0; r < runtimeData.instanceLODs[l].renderers.Count; r++) - { - variationData.SetVariation(runtimeData.instanceLODs[l].renderers[r]); - } - } - } - - return variationData; - } - - public virtual PrefabVariationData DefineAndAddVariationFromArray(GPUInstancerPrefabPrototype prototype, string bufferName, NativeArray variationArray) where T : struct - { - PrefabVariationData variationData = DefinePrototypeVariationBuffer(prototype, bufferName); - GPUInstancerRuntimeData runtimeData = GetRuntimeData(prototype); - if (runtimeData != null && variationData != null) - { - variationData.SetArrayAndInitializeBuffer(variationArray); - for (int l = 0; l < runtimeData.instanceLODs.Count; l++) - { - for (int r = 0; r < runtimeData.instanceLODs[l].renderers.Count; r++) - { - variationData.SetVariation(runtimeData.instanceLODs[l].renderers[r]); - } - } - } - - return variationData; - } - - public virtual PrefabVariationData UpdateVariationsFromArray(GPUInstancerPrefabPrototype prototype, string bufferName, T[] variationArray, - int arrayStartIndex = 0, int bufferStartIndex = 0, int count = 0) - { - PrefabVariationData variationData = null; - foreach (IPrefabVariationData item in _variationDataList) - { - if (item.GetPrototype() == prototype && item.GetBufferName() == bufferName && item is PrefabVariationData) - { - variationData = (PrefabVariationData)item; - break; - } - } - if (variationData != null) - { - GPUInstancerRuntimeData runtimeData = GetRuntimeData(prototype); - if (runtimeData != null) - { - variationData.dataArray = variationArray; - if (count > 0) - variationData.SetBufferData(arrayStartIndex, bufferStartIndex, count); - else - variationData.SetBufferData(0, 0, runtimeData.bufferSize); - for (int l = 0; l < runtimeData.instanceLODs.Count; l++) - { - for (int r = 0; r < runtimeData.instanceLODs[l].renderers.Count; r++) - { - variationData.SetVariation(runtimeData.instanceLODs[l].renderers[r]); - } - } - } - } - - return variationData; - } - - public virtual PrefabVariationData UpdateVariationsFromArray(GPUInstancerPrefabPrototype prototype, string bufferName, NativeArray variationArray, - int arrayStartIndex = 0, int bufferStartIndex = 0, int count = 0) where T : struct - { - PrefabVariationData variationData = null; - foreach (IPrefabVariationData item in _variationDataList) - { - if (item.GetPrototype() == prototype && item.GetBufferName() == bufferName && item is PrefabVariationData) - { - variationData = (PrefabVariationData)item; - break; - } - } - if (variationData != null) - { - GPUInstancerRuntimeData runtimeData = GetRuntimeData(prototype); - if (runtimeData != null) - { - if (count > 0) - variationData.variationBuffer.SetData(variationArray, arrayStartIndex, bufferStartIndex, count); - else - variationData.variationBuffer.SetData(variationArray); - for (int l = 0; l < runtimeData.instanceLODs.Count; l++) - { - for (int r = 0; r < runtimeData.instanceLODs[l].renderers.Count; r++) - { - variationData.SetVariation(runtimeData.instanceLODs[l].renderers[r]); - } - } - } - } - - return variationData; - } - - public ComputeBuffer GetVariationBuffer(GPUInstancerPrefabPrototype prototype, string bufferName) - { - foreach (IPrefabVariationData item in _variationDataList) - { - if (item.GetPrototype() == prototype && item.GetBufferName() == bufferName) - return item.GetBuffer(); - } - Debug.LogError(prototype + " does not contain a variation buffer with name: " + bufferName); - return null; - } - - public virtual GPUInstancerPrefabPrototype DefineGameObjectAsPrefabPrototypeAtRuntime(GameObject prototypeGameObject, bool attachScript = true) - { - if (!Application.isPlaying) - { - Debug.LogWarning("DefineGameObjectAsPrefabPrototypeAtRuntime method is designed to use at runtime. Prototype generation canceled."); - return null; - } - - if (prefabList == null) - prefabList = new List(); - GPUInstancerPrefabPrototype prefabPrototype = GPUInstancerUtility.GeneratePrefabPrototype(prototypeGameObject, false, attachScript); - if (!prototypeList.Contains(prefabPrototype)) - prototypeList.Add(prefabPrototype); - if (!prefabList.Contains(prototypeGameObject)) - prefabList.Add(prototypeGameObject); - if (prefabPrototype.minCullingDistance < minCullingDistance) - prefabPrototype.minCullingDistance = minCullingDistance; - - return prefabPrototype; - } - - public virtual void AddInstancesToPrefabPrototypeAtRuntime(GPUInstancerPrefabPrototype prefabPrototype, IEnumerable instances) - { - if (!Application.isPlaying) - { - Debug.LogWarning("AddInstancesToPrefabPrototypeAtRuntime method is designed to use at runtime. Adding instances canceled."); - return; - } - - if (isActiveAndEnabled) - { - List instanceList; - if (!_registeredPrefabsRuntimeData.TryGetValue(prefabPrototype, out instanceList)) - { - instanceList = new List(); - _registeredPrefabsRuntimeData.Add(prefabPrototype, instanceList); - } - - GPUInstancerPrefab prefabInstance; - foreach (GameObject instance in instances) - { - prefabInstance = instance.GetComponent(); - if (prefabInstance == null) - { - prefabInstance = instance.AddComponent(); - prefabInstance.prefabPrototype = prefabPrototype; - } - if (prefabInstance != null && !instanceList.Contains(prefabInstance)) - instanceList.Add(prefabInstance); - } - - GPUInstancerRuntimeData runtimeData = InitializeRuntimeDataForPrefabPrototype(prefabPrototype, 0); - GPUInstancerUtility.InitializeGPUBuffer(runtimeData); - } - else - { - if (registeredPrefabs == null) - registeredPrefabs = new List(); - - RegisteredPrefabsData data = null; - foreach (RegisteredPrefabsData item in registeredPrefabs) - { - if (item.prefabPrototype == prefabPrototype) - { - data = item; - break; - } - } - if (data == null) - { - data = new RegisteredPrefabsData(prefabPrototype); - registeredPrefabs.Add(data); - } - - GPUInstancerPrefab prefabInstance; - foreach (GameObject instance in instances) - { - prefabInstance = instance.GetComponent(); - if (prefabInstance == null) - { - prefabInstance = instance.AddComponent(); - prefabInstance.prefabPrototype = prefabPrototype; - } - if (prefabInstance != null && !data.registeredPrefabs.Contains(prefabInstance)) - data.registeredPrefabs.Add(prefabInstance); - } - } - } - - public virtual void RemovePrototypeAtRuntime(GPUInstancerPrefabPrototype prefabPrototype) - { - if (!Application.isPlaying) - { - Debug.LogWarning("RemovePrototypeAtRuntime method is designed to use at runtime. Prototype removal canceled."); - return; - } - - GPUInstancerRuntimeData runtimeData = GetRuntimeData(prefabPrototype); - if (runtimeData != null) - { - GPUInstancerUtility.ReleaseInstanceBuffers(runtimeData); - if (runtimeDataList != null) - runtimeDataList.Remove(runtimeData); - if (runtimeDataDictionary != null) - runtimeDataDictionary.Remove(runtimeData.prototype); - } - if (isActiveAndEnabled) - { - _registeredPrefabsRuntimeData.Remove(prefabPrototype); - } - else if (registeredPrefabs != null) - { - RegisteredPrefabsData data = null; - foreach (RegisteredPrefabsData item in registeredPrefabs) - { - if (item.prefabPrototype == prefabPrototype) - { - data = item; - break; - } - } - if (data != null) - registeredPrefabs.Remove(data); - } - if (prototypeList.Contains(prefabPrototype)) - prototypeList.Remove(prefabPrototype); - if (prefabPrototype.prefabObject && prefabList.Contains(prefabPrototype.prefabObject)) - prefabList.Remove(prefabPrototype.prefabObject); - } - #endregion API Methods - - public virtual void AddRegisteredPrefab(GPUInstancerPrefab prefabInstance) - { - RegisteredPrefabsData data = null; - foreach (RegisteredPrefabsData item in registeredPrefabs) - { - if (item.prefabPrototype == prefabInstance.prefabPrototype) - { - data = item; - break; - } - } - if (data != null) - data.registeredPrefabs.Add(prefabInstance); - } - - public virtual void AddRuntimeRegisteredPrefab(GPUInstancerPrefab prefabInstance) - { - List list; - if (!_registeredPrefabsRuntimeData.TryGetValue(prefabInstance.prefabPrototype, out list)) - { - list = new List(); - _registeredPrefabsRuntimeData.Add(prefabInstance.prefabPrototype, list); - } - - if (!list.Contains(prefabInstance)) - list.Add(prefabInstance); - } - - public virtual void AddModificationCollider(GPUInstancerModificationCollider modificationCollider) - { - if (_modificationColliders == null) - _modificationColliders = new List(); - - _modificationColliders.Add(modificationCollider); - } - - public virtual int GetEnabledPrefabCount() - { - int sum = 0; - if (_modificationColliders != null) - { - for (int i = 0; i < _modificationColliders.Count; i++) - sum += _modificationColliders[i].GetEnteredInstanceCount(); - } - return sum; - } - - public virtual Dictionary> GetRegisteredPrefabsRuntimeData() - { - return _registeredPrefabsRuntimeData; - } - } - - [Serializable] - public class RegisteredPrefabsData - { - public GPUInstancerPrefabPrototype prefabPrototype; - public List registeredPrefabs; - - public RegisteredPrefabsData(GPUInstancerPrefabPrototype prefabPrototype) - { - this.prefabPrototype = prefabPrototype; - registeredPrefabs = new List(); - } - } - - public interface IPrefabVariationData - { - void InitializeBufferAndArray(int count, bool setDefaults = true); - void SetInstanceData(GPUInstancerPrefab prefabInstance); - void SetBufferData(int managedBufferStartIndex, int computeBufferStartIndex, int count); - void SetVariation(GPUInstancerRenderer gpuiRenderer); - void SetNewBufferSize(int newCount); - GPUInstancerPrefabPrototype GetPrototype(); - string GetBufferName(); - ComputeBuffer GetBuffer(); - void ReleaseBuffer(); - } - - public class PrefabVariationData : IPrefabVariationData - { - public GPUInstancerPrefabPrototype prototype; - public string bufferName; - public ComputeBuffer variationBuffer; - public T[] dataArray; - public T defaultValue; - - public PrefabVariationData(GPUInstancerPrefabPrototype prototype, string bufferName, T defaultValue = default(T)) - { - this.prototype = prototype; - this.bufferName = bufferName; - this.defaultValue = defaultValue; - } - - public void InitializeBufferAndArray(int count, bool setDefaults = true) - { - if (count == 0) - return; - dataArray = new T[count]; - if (setDefaults) - { - for (int i = 0; i < count; i++) - { - dataArray[i] = defaultValue; - } - } - if (variationBuffer != null) - variationBuffer.Release(); - variationBuffer = new ComputeBuffer(count, System.Runtime.InteropServices.Marshal.SizeOf(typeof(T))); - } - - public void SetArrayAndInitializeBuffer(T[] dataArray) - { - if (dataArray == null || dataArray.Length == 0) - return; - this.dataArray = dataArray; - if (variationBuffer != null) - variationBuffer.Release(); - variationBuffer = new ComputeBuffer(dataArray.Length, System.Runtime.InteropServices.Marshal.SizeOf(typeof(T))); - } - - public void SetArrayAndInitializeBuffer(NativeArray dataArray) where K : struct - { - if (dataArray == null || dataArray.Length == 0) - return; - if (variationBuffer != null) - variationBuffer.Release(); - variationBuffer = new ComputeBuffer(dataArray.Length, System.Runtime.InteropServices.Marshal.SizeOf(typeof(K))); - variationBuffer.SetData(dataArray); - } - - public void SetInstanceData(GPUInstancerPrefab prefabInstance) - { - if (prefabInstance.variationDataList != null && dataArray != null && prefabInstance.variationDataList.ContainsKey(bufferName) && dataArray.Length > prefabInstance.gpuInstancerID - 1) - dataArray[prefabInstance.gpuInstancerID - 1] = (T)prefabInstance.variationDataList[bufferName]; - } - - public void SetBufferData(int managedBufferStartIndex, int computeBufferStartIndex, int count) - { - if (variationBuffer != null && count > 0 && dataArray != null) - { -#if UNITY_2017_1_OR_NEWER - variationBuffer.SetData(dataArray, managedBufferStartIndex, computeBufferStartIndex, count); -#else - variationBuffer.SetData(dataArray); -#endif - } - } - - public void SetVariation(GPUInstancerRenderer gpuiRenderer) - { - if (variationBuffer != null && gpuiRenderer != null) - { - if (gpuiRenderer.mpb != null) - gpuiRenderer.mpb.SetBuffer(bufferName, variationBuffer); - if (gpuiRenderer.shadowMPB != null) - gpuiRenderer.shadowMPB.SetBuffer(bufferName, variationBuffer); - } - } - - public void SetNewBufferSize(int newCount) - { - if (newCount <= 0) - return; - int count = 0; - if (dataArray != null) - { - count = dataArray.Length; - if (count < newCount) - Array.Resize(ref dataArray, newCount); - } - else - dataArray = new T[newCount]; - - if (count < newCount) - { - if (variationBuffer != null) - variationBuffer.Release(); - variationBuffer = new ComputeBuffer(newCount, System.Runtime.InteropServices.Marshal.SizeOf(typeof(T))); - Array.Resize(ref dataArray, newCount); - for (int i = count; i < newCount; i++) - { - dataArray[i] = defaultValue; - } - variationBuffer.SetData(dataArray); - } - } - - public GPUInstancerPrefabPrototype GetPrototype() - { - return prototype; - } - - public ComputeBuffer GetBuffer() - { - return variationBuffer; - } - - public string GetBufferName() - { - return bufferName; - } - - public void ReleaseBuffer() - { - if (variationBuffer != null) - variationBuffer.Release(); - variationBuffer = null; - dataArray = null; - } - } -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerPrefabManager.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerPrefabManager.cs.meta deleted file mode 100644 index 28c9297..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerPrefabManager.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: 1a61b0404ba3e80438650c720ee964b5 -timeCreated: 1519992722 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerPrefabRuntimeHandler.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerPrefabRuntimeHandler.cs deleted file mode 100644 index ae023db..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerPrefabRuntimeHandler.cs +++ /dev/null @@ -1,88 +0,0 @@ -using System.Collections.Generic; -using UnityEngine; - -namespace GPUInstancer -{ - public class GPUInstancerPrefabRuntimeHandler : MonoBehaviour - { - [HideInInspector] - public GPUInstancerPrefab gpuiPrefab; - - private GPUInstancerPrefabManager _prefabManager; - private static Dictionary _managerDictionary; - - private void Awake() - { - gpuiPrefab = GetComponent(); - if (_managerDictionary == null) - { - _managerDictionary = new Dictionary(); - - GPUInstancerPrefabManager[] prefabManagers = FindObjectsOfType(); - if (prefabManagers != null && prefabManagers.Length > 0) - { - foreach (GPUInstancerPrefabManager pm in prefabManagers) - { - foreach (GPUInstancerPrefabPrototype prototype in pm.prototypeList) - { - if (!_managerDictionary.ContainsKey(prototype)) - _managerDictionary.Add(prototype, pm); - } - } - } - } - } - - private void OnEnable() - { - if (gpuiPrefab.state == PrefabInstancingState.None) - { - if (_prefabManager == null) - _prefabManager = GetPrefabManager(); - if (_prefabManager != null) - { - if (!_prefabManager.isInitialized) - _prefabManager.InitializeRuntimeDataAndBuffers(); - _prefabManager.AddPrefabInstance(gpuiPrefab, true); - } - } - } - - private void OnDisable() - { - if (gpuiPrefab.state == PrefabInstancingState.Instanced) - { - if (_prefabManager == null) - _prefabManager = GetPrefabManager(); - if (_prefabManager != null && !_prefabManager.isQuiting) - _prefabManager.RemovePrefabInstance(gpuiPrefab, false); - } - } - - private GPUInstancerPrefabManager GetPrefabManager() - { - GPUInstancerPrefabManager prefabManager = null; - if (GPUInstancerManager.activeManagerList != null) - { - if (!_managerDictionary.TryGetValue(gpuiPrefab.prefabPrototype, out prefabManager)) - { - prefabManager = (GPUInstancerPrefabManager)GPUInstancerManager.activeManagerList.Find(manager => manager.prototypeList.Contains(gpuiPrefab.prefabPrototype)); - if (prefabManager == null) - { - Debug.LogWarning("Can not find GPUI Prefab Manager for prototype: " + gpuiPrefab.prefabPrototype); - return null; - } - _managerDictionary.Add(gpuiPrefab.prefabPrototype, prefabManager); - } - if (prefabManager == null) - { - prefabManager = (GPUInstancerPrefabManager)GPUInstancerManager.activeManagerList.Find(manager => manager.prototypeList.Contains(gpuiPrefab.prefabPrototype)); - if (prefabManager == null) - return null; - _managerDictionary[gpuiPrefab.prefabPrototype] = prefabManager; - } - } - return prefabManager; - } - } -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerPrefabRuntimeHandler.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerPrefabRuntimeHandler.cs.meta deleted file mode 100644 index a662b43..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerPrefabRuntimeHandler.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: af364fdba3900e7439da4d2db3e16fdf -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerTerrainProxy.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerTerrainProxy.cs deleted file mode 100644 index 6fb45c2..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerTerrainProxy.cs +++ /dev/null @@ -1,67 +0,0 @@ -using System; -#if UNITY_EDITOR -using UnityEditor; -#endif -using UnityEngine; - -namespace GPUInstancer -{ - [ExecuteInEditMode] - public class GPUInstancerTerrainProxy : MonoBehaviour - { - public GPUInstancerDetailManager detailManager; - public GPUInstancerTreeManager treeManager; - public bool beingDestroyed; - public int terrainSelectedToolIndex = -1; - - private void OnDestroy() - { - beingDestroyed = true; - } - -#if UNITY_EDITOR - private long _lastDetailChangeTicks; - private static readonly long _waitForTicks = 4000000; - private bool _isBeingModified; - - private void Update() - { - if (!_isBeingModified && detailManager != null && detailManager.gpuiSimulator != null && detailManager.keepSimulationLive && !detailManager.gpuiSimulator.simulateAtEditor) - detailManager.gpuiSimulator.StartSimulation(); - } - - private void OnTerrainChanged(TerrainChangedFlags flags) - { - if (Application.isPlaying) - return; - if ((flags & TerrainChangedFlags.RemoveDirtyDetailsImmediately) != 0 || (flags & TerrainChangedFlags.Heightmap) != 0 || (flags & TerrainChangedFlags.FlushEverythingImmediately) != 0) - { - _lastDetailChangeTicks = DateTime.Now.Ticks; - if (detailManager != null && detailManager.gpuiSimulator != null && detailManager.gpuiSimulator.simulateAtEditor && detailManager.keepSimulationLive && detailManager.updateSimulation) - { - _isBeingModified = true; - EditorApplication.update -= RestartDetailSimulation; - EditorApplication.update += RestartDetailSimulation; - } - } - } - - private void RestartDetailSimulation() - { - if (Application.isPlaying || detailManager == null || detailManager.gpuiSimulator == null) - { - EditorApplication.update -= RestartDetailSimulation; - _isBeingModified = false; - return; - } - if (DateTime.Now.Ticks - _lastDetailChangeTicks < _waitForTicks) - return; - detailManager.gpuiSimulator.StopSimulation(); - detailManager.terrain.detailObjectDistance = 0; - detailManager.gpuiSimulator.StartSimulation(); - _isBeingModified = false; - EditorApplication.update -= RestartDetailSimulation; - } -#endif - } -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerTerrainProxy.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerTerrainProxy.cs.meta deleted file mode 100644 index 1c41ada..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerTerrainProxy.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: 48d8f892f1714204a9305a7a4373a06d -timeCreated: 1520945901 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerTerrainRuntimeHandler.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerTerrainRuntimeHandler.cs deleted file mode 100644 index d11d16d..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerTerrainRuntimeHandler.cs +++ /dev/null @@ -1,53 +0,0 @@ -using System.Collections.Generic; -using UnityEngine; - -namespace GPUInstancer -{ - /// - /// Helper script that can be added to the Terrains to automatically add remove Terrains to Tree Manager. - /// There should be only one Tree Manager in the scene and every terrain this script is attached to should have the same Tree prototypes. - /// If you are using multiple Tree Managers with different Terrain trees use the AddTerrainToManager and RemoveTerrainFromManager API methods to specify the Tree Managers instead of this script. - /// - public class GPUInstancerTerrainRuntimeHandler : MonoBehaviour - { - [HideInInspector] - public Terrain terrain; - - private static GPUInstancerTreeManager _treeManager; - - private void Awake() - { - terrain = GetComponent(); - if (_treeManager == null) - { - _treeManager = FindObjectOfType(); - } - } - - private void Reset() - { - if (GetComponent() == null) - { - Debug.LogError("GPUInstancerTerrainRuntimeHandler can only be added to a Terrain!"); - DestroyImmediate(this); - } - } - - private void OnEnable() - { - if (_treeManager != null) - { - _treeManager.AddTerrain(terrain); - } - } - - private void OnDisable() - { - if (_treeManager != null) - { - _treeManager.RemoveTerrain(terrain); - terrain.treeDistance = _treeManager.terrainSettings.maxTreeDistance; - } - } - } -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerTerrainRuntimeHandler.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerTerrainRuntimeHandler.cs.meta deleted file mode 100644 index 8796f38..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerTerrainRuntimeHandler.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: c559be9f0ef07c1418e88bfbc2178a39 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerTreeManager.cs b/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerTreeManager.cs deleted file mode 100644 index b35128f..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerTreeManager.cs +++ /dev/null @@ -1,289 +0,0 @@ -using System.Collections.Generic; -using UnityEngine; -using System.Collections; -#if UNITY_EDITOR -using UnityEditor; -#endif - -namespace GPUInstancer -{ - /// - /// Add this to a Unity terrain for GPU Instancing terrain trees at runtime. - /// - [ExecuteInEditMode] - public class GPUInstancerTreeManager : GPUInstancerTerrainManager - { - private static ComputeShader _treeInstantiationComputeShader; - public bool initializeWithCoroutine = true; - private bool _isCoroutineActive; - - #region MonoBehaviour Methods - public override void Awake() - { - base.Awake(); - - if (_treeInstantiationComputeShader == null) - _treeInstantiationComputeShader = Resources.Load(GPUInstancerConstants.TREE_INSTANTIATION_RESOURCE_PATH); - } - - public override void Update() - { - base.Update(); - - if (Application.isPlaying && _requiresTerrainUpdate && !_isCoroutineActive) - { - StartCoroutine(ReplaceUnityTrees()); - _requiresTerrainUpdate = false; - } - } - - #endregion MonoBehaviour Methods - - #region Override Methods - - public override void ClearInstancingData() - { - base.ClearInstancingData(); - - if (_terrains != null) - { - foreach (Terrain terrain in _terrains) - { - if (terrain != null && terrain.treeDistance == 0) - terrain.treeDistance = terrainSettings.maxTreeDistance; - } - } - } - - public override void GeneratePrototypes(bool forceNew = false) - { - base.GeneratePrototypes(forceNew); - - if (terrainSettings != null && terrain != null && terrain.terrainData != null) - { - GPUInstancerUtility.SetTreeInstancePrototypes(gameObject, prototypeList, terrain.terrainData.treePrototypes, terrainSettings, forceNew); - } - } - -#if UNITY_EDITOR - public override void CheckPrototypeChanges() - { - base.CheckPrototypeChanges(); - - if (!Application.isPlaying && terrainSettings != null && terrain != null && terrain.terrainData != null) - { - if (prototypeList.Count != terrain.terrainData.treePrototypes.Length) - { - GeneratePrototypes(); - } - - int index = 0; - foreach (GPUInstancerTreePrototype prototype in prototypeList) - { - prototype.prototypeIndex = index; - index++; - } - } - } -#endif - - public override void InitializeRuntimeDataAndBuffers(bool forceNew = true) - { - base.InitializeRuntimeDataAndBuffers(forceNew); - - if (!forceNew && isInitialized) - return; - - if (terrainSettings == null) - return; - - if (prototypeList != null && prototypeList.Count > 0) - { - GPUInstancerUtility.AddTreeInstanceRuntimeDataToList(runtimeDataList, prototypeList, terrainSettings); - } - - StartCoroutine(ReplaceUnityTrees()); - - isInitialized = true; - } - - public override void DeletePrototype(GPUInstancerPrototype prototype, bool removeSO = true) - { - if (terrainSettings != null && terrain != null && terrain.terrainData != null) - { - int treePrototypeIndex = prototypeList.IndexOf(prototype); - - TreePrototype[] treePrototypes = terrain.terrainData.treePrototypes; - List newTreePrototypes = new List(treePrototypes); - List newTreeInstanceList = new List(); - TreeInstance treeInstance; - - for (int i = 0; i < terrain.terrainData.treeInstances.Length; i++) - { - treeInstance = terrain.terrainData.treeInstances[i]; - if (treeInstance.prototypeIndex < treePrototypeIndex) - { - newTreeInstanceList.Add(treeInstance); - } - else if (treeInstance.prototypeIndex > treePrototypeIndex) - { - treeInstance.prototypeIndex = treeInstance.prototypeIndex - 1; - newTreeInstanceList.Add(treeInstance); - } - } - - if (newTreePrototypes.Count > treePrototypeIndex) - newTreePrototypes.RemoveAt(treePrototypeIndex); - - terrain.terrainData.treeInstances = newTreeInstanceList.ToArray(); - terrain.terrainData.treePrototypes = newTreePrototypes.ToArray(); - - terrain.terrainData.RefreshPrototypes(); - - if (removeSO) - base.DeletePrototype(prototype, removeSO); - GeneratePrototypes(false); - if (!removeSO) - base.DeletePrototype(prototype, removeSO); - } - else - base.DeletePrototype(prototype, removeSO); - } - - #endregion Override Methods - - public IEnumerator ReplaceUnityTrees() - { - _isCoroutineActive = true; - if (prototypeList.Count > 0) - { - Vector4[] treeScales = new Vector4[prototypeList.Count]; - int count = 0; - foreach (GPUInstancerTreePrototype tp in prototypeList) - { - treeScales[count] = tp.isApplyPrefabScale ? tp.prefabObject.transform.localScale : Vector3.one; - count++; - } - int[] instanceCounts = new int[prototypeList.Count]; - - List treeDataList = new List(); // prototypeIndex - positionx3 - rotation - scalex2 - - int instanceTotal = 0; - foreach (Terrain terrain in _terrains) - { - if (terrain == null) - continue; - if (terrain.terrainData.treePrototypes.Length > prototypeList.Count) - { - Debug.LogError("Additional Terrain has more Tree prototypes than defined prototypes on the Tree Manager. Tree Manager requires every Terrain to have the same Tree prototypes defined.", terrain); - continue; - } - - terrain.treeDistance = 0f; // will not persist if called at runtime. - Vector3 terrainSize = terrain.terrainData.size; - Vector3 terrainPosition = terrain.GetPosition(); - TreeInstance[] treeInstances = terrain.terrainData.treeInstances; - instanceTotal += treeInstances.Length; - foreach (TreeInstance treeInstance in treeInstances) - { - treeDataList.Add(new Vector4( - treeInstance.prototypeIndex, - treeInstance.position.x * terrainSize.x + terrainPosition.x, - treeInstance.position.y * terrainSize.y + terrainPosition.y, - treeInstance.position.z * terrainSize.z + terrainPosition.z - )); - - treeDataList.Add(new Vector4( - treeInstance.rotation, - treeInstance.widthScale, - treeInstance.heightScale, - 0 - )); - instanceCounts[treeInstance.prototypeIndex]++; - } - } - - if (instanceTotal > 0) - { - if (initializeWithCoroutine && !isInitialized) - yield return null; - - ComputeBuffer treeDataBuffer = new ComputeBuffer(treeDataList.Count, GPUInstancerConstants.STRIDE_SIZE_FLOAT4); -#if UNITY_2019_1_OR_NEWER - treeDataBuffer.SetData(treeDataList); -#else - treeDataBuffer.SetData(treeDataList.ToArray()); -#endif - ComputeBuffer treeScalesBuffer = new ComputeBuffer(treeScales.Length, GPUInstancerConstants.STRIDE_SIZE_FLOAT4); - treeScalesBuffer.SetData(treeScales); - ComputeBuffer counterBuffer = new ComputeBuffer(1, GPUInstancerConstants.STRIDE_SIZE_INT); - uint[] emptyCounterData = new uint[1]; - - treeDataList = null; - treeScales = null; - - GPUInstancerRuntimeData runtimeData; - for (int i = 0; i < runtimeDataList.Count; i++) - { - runtimeData = runtimeDataList[i]; - int instanceCount = instanceCounts[i]; - runtimeData.bufferSize = instanceCount; - runtimeData.instanceCount = instanceCount; - if (instanceCount == 0) - { - GPUInstancerUtility.ReleaseInstanceBuffers(runtimeData); - continue; - } - - counterBuffer.SetData(emptyCounterData); - if (runtimeData.transformationMatrixVisibilityBuffer != null) - runtimeData.transformationMatrixVisibilityBuffer.Release(); - runtimeData.transformationMatrixVisibilityBuffer = new ComputeBuffer(instanceCount, GPUInstancerConstants.STRIDE_SIZE_MATRIX4X4); - - _treeInstantiationComputeShader.SetBuffer(0, - GPUInstancerConstants.VisibilityKernelPoperties.INSTANCE_DATA_BUFFER, runtimeData.transformationMatrixVisibilityBuffer); - _treeInstantiationComputeShader.SetBuffer(0, - GPUInstancerConstants.TreeKernelProperties.TREE_DATA, treeDataBuffer); - _treeInstantiationComputeShader.SetBuffer(0, - GPUInstancerConstants.TreeKernelProperties.TREE_SCALES, treeScalesBuffer); - _treeInstantiationComputeShader.SetBuffer(0, - GPUInstancerConstants.GrassKernelProperties.COUNTER_BUFFER, counterBuffer); - _treeInstantiationComputeShader.SetInt( - GPUInstancerConstants.VisibilityKernelPoperties.BUFFER_PARAMETER_BUFFER_SIZE, instanceTotal); - //_treeInstantiationComputeShader.SetVector( - // GPUInstancerConstants.GrassKernelProperties.TERRAIN_SIZE_DATA, terrain.terrainData.size); - //_treeInstantiationComputeShader.SetVector( - // GPUInstancerConstants.TreeKernelProperties.TERRAIN_POSITION, terrain.GetPosition()); - _treeInstantiationComputeShader.SetBool( - GPUInstancerConstants.TreeKernelProperties.IS_APPLY_ROTATION, ((GPUInstancerTreePrototype)runtimeData.prototype).isApplyRotation); - _treeInstantiationComputeShader.SetBool( - GPUInstancerConstants.TreeKernelProperties.IS_APPLY_TERRAIN_HEIGHT, ((GPUInstancerTreePrototype)runtimeData.prototype).isApplyTerrainHeight); - _treeInstantiationComputeShader.SetInt( - GPUInstancerConstants.TreeKernelProperties.PROTOTYPE_INDEX, i); - - _treeInstantiationComputeShader.Dispatch(0, - Mathf.CeilToInt(instanceTotal / GPUInstancerConstants.COMPUTE_SHADER_THREAD_COUNT), 1, 1); - - GPUInstancerUtility.InitializeGPUBuffer(runtimeData); - - if (initializeWithCoroutine && !isInitialized) - yield return null; - } - - treeDataBuffer.Release(); - treeScalesBuffer.Release(); - counterBuffer.Release(); - } - else - { - GPUInstancerUtility.ReleaseInstanceBuffers(runtimeDataList); - } - } - - isInitial = true; - if (!isInitialized) - GPUInstancerUtility.TriggerEvent(GPUInstancerEventType.TreeInitializationFinished); - _isCoroutineActive = false; - } - } -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerTreeManager.cs.meta b/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerTreeManager.cs.meta deleted file mode 100644 index 73e0659..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Scripts/GPUInstancerTreeManager.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: a907df817de16f64187d4e9f0c29d98e -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders.meta deleted file mode 100644 index c97d406..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 6458336431387bd4bbfa2d20142d301b -folderAsset: yes -timeCreated: 1519992814 -licenseType: Store -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Billboard.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Billboard.meta deleted file mode 100644 index c9780ad..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Billboard.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: c6807198fd588344e9e4aa5e61ee6e05 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Billboard/Billboard2DRendererSoftOcclusion_GPUI.shader b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Billboard/Billboard2DRendererSoftOcclusion_GPUI.shader deleted file mode 100644 index 2e771d8..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Billboard/Billboard2DRendererSoftOcclusion_GPUI.shader +++ /dev/null @@ -1,132 +0,0 @@ -Shader "GPUInstancer/Billboard/2DRendererSoftOcclusion" { - Properties { - _AlbedoAtlas ("Albedo Atlas", 2D) = "white" {} - _NormalAtlas("Normal Atlas", 2D) = "white" {} - _Cutoff ("Cutoff", Range(0,1)) = 0.3 - _FrameCount("_FrameCount", Float) = 8 - - _Color ("Main Color", Color) = (1,1,1,1) - //_BaseLight ("Base Light", Range(0, 1)) = 0.35 - _AO ("Amb. Occlusion", Range(0, 10)) = 2.4 - _Occlusion ("Dir Occlusion", Range(0, 20)) = 7.5 - - [Toggle(_BILLBOARDFACECAMPOS_ON)] _BillboardFaceCamPos("BillboardFaceCamPos", Float) = 0 - } - - SubShader { - Tags { - "Queue" = "AlphaTest" - "IgnoreProjector"="True" - "RenderType" = "TransparentCutout" - "DisableBatching"="True" - } - Cull Off - ColorMask RGB - Pass { - Lighting On - - CGPROGRAM - - - #include "UnityCG.cginc" - #include "../Include/GPUInstancerInclude.cginc" - #include "../Include/GPUIBillboardInclude.cginc" - #pragma vertex leaves_gpui - #pragma fragment frag - #pragma multi_compile_fog - #pragma multi_compile __ _BILLBOARDFACECAMPOS_ON - #pragma multi_compile _ LOD_FADE_CROSSFADE - #pragma multi_compile_instancing - #pragma instancing_options procedural:setupGPUI - #include "UnityBuiltin2xTreeLibrary.cginc" - - #pragma target 3.5 - - sampler2D _AlbedoAtlas; - sampler2D _NormalAtlas; - float _Cutoff; - float _FrameCount; - - struct appdata_tree_gpui { - float4 vertex : POSITION; - float4 tangent : TANGENT; - float3 normal : NORMAL; - fixed4 color : COLOR; - float4 texcoord : TEXCOORD0; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct v2f_gpui { - float4 pos : SV_POSITION; - float2 atlasUV : TEXCOORD0; - half4 color : TEXCOORD1; - - float3 tangentWorld : TEXCOORD2; - float3 bitangentWorld : TEXCOORD3; - float3 normalWorld : TEXCOORD4; - uint gpuiInstanceID : SV_InstanceID; - - UNITY_FOG_COORDS(5) - UNITY_VERTEX_OUTPUT_STEREO - }; - - v2f_gpui leaves_gpui(appdata_tree_gpui v) - { - v2f_gpui o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); -#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED - o.gpuiInstanceID = gpui_InstanceID; -#else - o.gpuiInstanceID = 0; -#endif - //TerrainAnimateTree(v.vertex, v.color.w); - - float3 viewpos = UnityObjectToViewPos(v.vertex); - - GPUIBillboardVertex(v.vertex, v.normal, v.tangent, o.tangentWorld, o.bitangentWorld, o.normalWorld, v.texcoord, o.atlasUV, _FrameCount); - o.pos = UnityObjectToClipPos(v.vertex); - - float4 lightDir = 0; - float4 lightColor = 0; - lightDir.w = _AO; - - float4 light = UNITY_LIGHTMODEL_AMBIENT; - for (int i = 0; i < 4; i++) { - lightColor.rgb = unity_LightColor[i].rgb * (1 - unity_LightPosition[i].w); - light += lightColor; - } - - float4 col = frac((unity_ObjectToWorld._m03_m13_m23.x + unity_ObjectToWorld._m03_m13_m23.z)) * 0.4 + 0.6; - col.a = 1; - o.color = light * col; - - UNITY_TRANSFER_FOG(o,o.pos); - return o; - } - - fixed4 frag(v2f_gpui input) : SV_Target - { - #ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED - gpui_InstanceID = input.gpuiInstanceID; - #endif - UNITY_APPLY_DITHER_CROSSFADE(input.pos.xy); - half4 c = tex2D (_AlbedoAtlas, input.atlasUV); - c.rgb *= input.color.rgb; - clip(c.a - _Cutoff); - c.a = 1; - UNITY_APPLY_FOG(input.fogCoord, c); - - return c; - - /* - half4 normalDepth = GPUIBillboardNormals(_NormalAtlas, input.atlasUV, _FrameCount, input.tangentWorld, input.bitangentWorld, input.normalWorld); - fixed diff = min (1, dot (-normalDepth.xyz, _WorldSpaceLightPos0.xyz)); - return half4(c.rgb * (1 - diff), c.a); - */ - - } - ENDCG - } - } -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Billboard/Billboard2DRendererSoftOcclusion_GPUI.shader.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Billboard/Billboard2DRendererSoftOcclusion_GPUI.shader.meta deleted file mode 100644 index 2d5e308..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Billboard/Billboard2DRendererSoftOcclusion_GPUI.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 998acd8de1cbc7540833e565fda1154d -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Billboard/Billboard2DRendererStandard_GPUI.shader b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Billboard/Billboard2DRendererStandard_GPUI.shader deleted file mode 100644 index e6f1f36..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Billboard/Billboard2DRendererStandard_GPUI.shader +++ /dev/null @@ -1,67 +0,0 @@ -Shader "GPUInstancer/Billboard/2DRendererStandard" { - Properties { - _Color ("Color", Color) = (1,1,1,1) - _AlbedoAtlas ("Albedo Atlas", 2D) = "white" {} - _NormalAtlas("Normal Atlas", 2D) = "white" {} - _Cutoff ("Cutoff", Range(0,1)) = 0.5 - _FrameCount("_FrameCount", Float) = 8 - - [Toggle(_BILLBOARDFACECAMPOS_ON)] _BillboardFaceCamPos("BillboardFaceCamPos", Float) = 0 - } - SubShader { - Tags { "RenderType" = "TransparentCutout" "Queue" = "AlphaTest" "DisableBatching"="True" } - LOD 400 - - CGPROGRAM - - sampler2D _AlbedoAtlas; - sampler2D _NormalAtlas; - float _Cutoff; - float _FrameCount; - half4 _Color; - - #include "UnityCG.cginc" - #include "../Include/GPUInstancerInclude.cginc" - #include "../Include/GPUIBillboardInclude.cginc" - - #pragma multi_compile __ _BILLBOARDFACECAMPOS_ON - #pragma instancing_options procedural:setupGPUI - #pragma surface surf Standard noshadow vertex:vert //addshadow exclude_path:deferred - #pragma multi_compile _ LOD_FADE_CROSSFADE - #pragma target 4.5 - - struct Input { - float4 screenPos; - float2 atlasUV; - //float3 worldPosActual; - float3 tangentWorld; - float3 bitangentWorld; - float3 normalWorld; - }; - - void vert(inout appdata_full v, out Input o) - { - UNITY_INITIALIZE_OUTPUT(Input, o); - //float3 o.worldPosActual = unity_ObjectToWorld._m03_m13_m23; - GPUIBillboardVertex(v.vertex, v.normal, v.tangent, o.tangentWorld, o.bitangentWorld, o.normalWorld, v.texcoord, o.atlasUV, _FrameCount); - } - - void surf (Input IN, inout SurfaceOutputStandard o) { -#ifdef LOD_FADE_CROSSFADE - float2 vpos = IN.screenPos.xy / IN.screenPos.w * _ScreenParams.xy; - UNITY_APPLY_DITHER_CROSSFADE(vpos); -#endif - half4 c = tex2D (_AlbedoAtlas, IN.atlasUV); - clip(c.a - _Cutoff); - o.Alpha = c.a; - - half4 normalDepth = GPUIBillboardNormals(_NormalAtlas, IN.atlasUV, _FrameCount, IN.tangentWorld, IN.bitangentWorld, IN.normalWorld); - o.Normal = normalDepth.xyz; - - c.rgb = c.rgb * _Color; - o.Albedo = lerp (c.rgb, float3(0,0,0), normalDepth.w); - } - ENDCG - } - -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Billboard/Billboard2DRendererStandard_GPUI.shader.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Billboard/Billboard2DRendererStandard_GPUI.shader.meta deleted file mode 100644 index 162d476..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Billboard/Billboard2DRendererStandard_GPUI.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 21d58e4336e5aba428a6b22e2f0d6669 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Billboard/Billboard2DRendererTreeCreator_GPUI.shader b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Billboard/Billboard2DRendererTreeCreator_GPUI.shader deleted file mode 100644 index e4cc2ad..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Billboard/Billboard2DRendererTreeCreator_GPUI.shader +++ /dev/null @@ -1,117 +0,0 @@ -Shader "GPUInstancer/Billboard/2DRendererTreeCreator" { - Properties { - _AlbedoAtlas ("Albedo Atlas", 2D) = "white" {} - _NormalAtlas("Normal Atlas", 2D) = "white" {} - _Cutoff ("Cutoff", Range(0,1)) = 0.3 - _FrameCount("FrameCount", Float) = 8 - - _TranslucencyColor ("Translucency Color", Color) = (0.73,0.85,0.41,1) - _TranslucencyViewDependency ("View dependency", Range(0,1)) = 0.7 - _ShadowStrength("Shadow Strength", Range(0,1)) = 0.8 - - [Toggle(_BILLBOARDFACECAMPOS_ON)] _BillboardFaceCamPos("BillboardFaceCamPos", Float) = 0 - } - SubShader { - Tags { "RenderType" = "TransparentCutout" "Queue" = "AlphaTest" "DisableBatching"="True" } //"ForceNoShadowCasting" = "True" } - LOD 400 - CGPROGRAM - - sampler2D _AlbedoAtlas; - sampler2D _NormalAtlas; - float _Cutoff; - float _FrameCount; - - fixed3 _TranslucencyColor; - fixed _TranslucencyViewDependency; - half _ShadowStrength; - - #include "UnityCG.cginc" - #include "Lighting.cginc" - #include "../Include/GPUInstancerInclude.cginc" - #include "../Include/GPUIBillboardInclude.cginc" - - #pragma multi_compile __ _BILLBOARDFACECAMPOS_ON - #pragma instancing_options procedural:setupGPUI - #pragma surface surf TreeLeaf vertex:vert nolightmap noforwardadd addshadow //exclude_path:deferred - #pragma multi_compile _ LOD_FADE_CROSSFADE - #pragma target 4.5 - - struct Input { - float4 screenPos; - float2 atlasUV; - float3 tangentWorld; - float3 bitangentWorld; - float3 normalWorld; - }; - - struct LeafSurfaceOutput { - fixed3 Albedo; - fixed3 Normal; - fixed3 Emission; - fixed Translucency; - fixed Alpha; - float Depth; - }; - - inline half4 LightingTreeLeaf(LeafSurfaceOutput s, half3 lightDir, half3 viewDir, half atten) - { - half3 h = normalize (lightDir + viewDir); - - half nl = dot (s.Normal, lightDir); - - // view dependent back contribution for translucency - fixed backContrib = saturate(dot(viewDir, -lightDir)); - - // normally translucency is more like -nl, but looks better when it's view dependent - backContrib = lerp(saturate(-nl), backContrib, _TranslucencyViewDependency); - - fixed3 translucencyColor = backContrib * s.Translucency * _TranslucencyColor; - - // wrap-around diffuse - nl = max(0, nl * 0.6 + 0.4); - - fixed4 c; - c.rgb = s.Albedo * (translucencyColor * 2 + nl); - c.rgb = c.rgb * _LightColor0.rgb;// + spec; - c.rgb = lerp (c.rgb, float3(0,0,0), s.Depth * 1.75); - - // For directional lights, apply less shadow attenuation - // based on shadow strength parameter. - #if defined(DIRECTIONAL) || defined(DIRECTIONAL_COOKIE) - c.rgb *= lerp(1, atten, _ShadowStrength); - #else - c.rgb *= atten; - #endif - - c.a = s.Alpha; - - return c; - } - - void vert (inout appdata_full v, out Input o) - { - UNITY_INITIALIZE_OUTPUT(Input, o); - - GPUIBillboardVertex(v.vertex, v.normal, v.tangent, o.tangentWorld, o.bitangentWorld, o.normalWorld, v.texcoord, o.atlasUV, _FrameCount); - } - - void surf (Input IN, inout LeafSurfaceOutput o) { -#ifdef LOD_FADE_CROSSFADE - float2 vpos = IN.screenPos.xy / IN.screenPos.w * _ScreenParams.xy; - UNITY_APPLY_DITHER_CROSSFADE(vpos); -#endif - half4 c = tex2D (_AlbedoAtlas, IN.atlasUV); - clip(c.a - 0.5); - - half4 normalDepth = GPUIBillboardNormals(_NormalAtlas, IN.atlasUV, _FrameCount, IN.tangentWorld, IN.bitangentWorld, IN.normalWorld); - o.Normal = -normalDepth.xyz; - o.Albedo = c.rgb; - o.Depth = normalDepth.w; - - o.Translucency = 1; //TO-DO: use as property - o.Alpha = c.a; - } - ENDCG - } - -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Billboard/Billboard2DRendererTreeCreator_GPUI.shader.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Billboard/Billboard2DRendererTreeCreator_GPUI.shader.meta deleted file mode 100644 index c5e1ef9..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Billboard/Billboard2DRendererTreeCreator_GPUI.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 218a019621e8d064fa3412c78571d8a9 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Billboard/Billboard2DRendererTree_GPUI.shader b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Billboard/Billboard2DRendererTree_GPUI.shader deleted file mode 100644 index 81759e2..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Billboard/Billboard2DRendererTree_GPUI.shader +++ /dev/null @@ -1,85 +0,0 @@ -Shader "GPUInstancer/Billboard/2DRendererTree" { - Properties { - _Color ("Color", Color) = (1,1,1,1) - _AlbedoAtlas ("Albedo Atlas", 2D) = "white" {} - _NormalAtlas("Normal Atlas", 2D) = "white" {} - _Cutoff ("Cutoff", Range(0,1)) = 0.3 - _FrameCount("_FrameCount", Float) = 8 - _SPDHueVariation("Hue Vatiation", Color) = (0,0,0,0) - [Toggle(SPDTREE_HUE_VARIATION)] - _UseSPDHueVariation ("Use Hue Variation", Float) = 0 - [Toggle(_BILLBOARDFACECAMPOS_ON)] _BillboardFaceCamPos("BillboardFaceCamPos", Float) = 0 - - } - SubShader { - Tags { "RenderType" = "TransparentCutout" "Queue" = "AlphaTest" "DisableBatching"="True" } - LOD 400 - CGPROGRAM - - sampler2D _AlbedoAtlas; - sampler2D _NormalAtlas; - float _Cutoff; - float _FrameCount; - half4 _SPDHueVariation; - half4 _Color; - - #include "UnityCG.cginc" - #include "../Include/GPUInstancerInclude.cginc" - #include "../Include/GPUIBillboardInclude.cginc" - - #pragma instancing_options procedural:setupGPUI - #pragma surface surf Lambert noshadow vertex:vert //addshadow exclude_path:deferred - #pragma multi_compile _ LOD_FADE_CROSSFADE - #pragma shader_feature SPDTREE_HUE_VARIATION - #pragma multi_compile __ _BILLBOARDFACECAMPOS_ON - #pragma multi_compile __ NORMALSALWAYSUP - #pragma target 4.5 - - struct Input { - float4 screenPos; - float2 atlasUV; - //float3 worldPosActual; - float3 tangentWorld; - float3 bitangentWorld; - float3 normalWorld; - }; - - void vert(inout appdata_full v, out Input o) - { - UNITY_INITIALIZE_OUTPUT(Input, o); - //float3 o.worldPosActual = unity_ObjectToWorld._m03_m13_m23; - - GPUIBillboardVertex(v.vertex, v.normal, v.tangent, o.tangentWorld, o.bitangentWorld, o.normalWorld, v.texcoord, o.atlasUV, _FrameCount); - - #ifdef NORMALSALWAYSUP - v.normal = float3(0,1,0); - #endif - } - - void surf (Input IN, inout SurfaceOutput o) { -#ifdef LOD_FADE_CROSSFADE - float2 vpos = IN.screenPos.xy / IN.screenPos.w * _ScreenParams.xy; - UNITY_APPLY_DITHER_CROSSFADE(vpos); -#endif - half4 c = tex2D (_AlbedoAtlas, IN.atlasUV); - clip(c.a - _Cutoff); - o.Alpha = c.a; - - #ifdef SPDTREE_HUE_VARIATION - CalculateHueVariation(_SPDHueVariation, c); - #endif - - c.rgb = c.rgb * _Color; - - #ifndef NORMALSALWAYSUP - half4 normalDepth = GPUIBillboardNormals(_NormalAtlas, IN.atlasUV, _FrameCount, IN.tangentWorld, IN.bitangentWorld, IN.normalWorld); - o.Normal = normalDepth.xyz; - o.Albedo = lerp (c.rgb, float3(0,0,0), normalDepth.w); - #else - o.Albedo = c.rgb; - #endif - } - ENDCG - } - -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Billboard/Billboard2DRendererTree_GPUI.shader.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Billboard/Billboard2DRendererTree_GPUI.shader.meta deleted file mode 100644 index 2b8f2e0..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Billboard/Billboard2DRendererTree_GPUI.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: ea4018e98671dbf40b0d47588bb71400 -ShaderImporter: - 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internalIDToNameTable: [] - externalObjects: {} - serializedVersion: 2 - userData: - assetBundleName: - assetBundleVariant: - script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Foliage_GPUI.shader b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Foliage_GPUI.shader deleted file mode 100644 index e94e375..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Foliage_GPUI.shader +++ /dev/null @@ -1,619 +0,0 @@ -// Made with Amplify Shader Editor -// Available at the Unity Asset Store - http://u3d.as/y3X -Shader "GPUInstancer/Foliage" -{ - Properties - { - _Cutoff( "Mask Clip Value", Float ) = 0.5 - _WindWaveNormalTexture("Wind Wave Normal Texture", 2D) = "bump" {} - _WindWaveSize("Wind Wave Size", Range( 0 , 1)) = 0.5 - _DryColor("Dry Color", Color) = (1,0,0,0) - _HealthyColor("Healthy Color", Color) = (0,1,0.2137935,0) - _MainTex("MainTex", 2D) = "white" {} - _AmbientOcclusion("Ambient Occlusion", Range( 0 , 1)) = 0.5 - _GradientPower("Gradient Power", Range( 0 , 1)) = 0.3 - _NoiseSpread("Noise Spread", Float) = 0.1 - _NormalMap("Normal Map", 2D) = "bump" {} - _WindVector("Wind Vector", Vector) = (0.4,0.8,0,0) - [Toggle]_IsBillboard("IsBillboard", Float) = 0 - _WindWaveTintColor("Wind Wave Tint Color", Color) = (0.07586241,0,1,0) - _HealthyDryNoiseTexture("Healthy Dry Noise Texture", 2D) = "white" {} - [Toggle]_WindWavesOn("Wind Waves On", Float) = 0 - _WindWaveTint("Wind Wave Tint", Range( 0 , 1)) = 0.5 - _WindWaveSway("Wind Wave Sway", Range( 0 , 1)) = 0.5 - _WindIdleSway("Wind Idle Sway", Range( 0 , 1)) = 0.6 - [Toggle(_BILLBOARDFACECAMPOS_ON)] _BillboardFaceCamPos("BillboardFaceCamPos", Float) = 0 - [HideInInspector] _texcoord( "", 2D ) = "white" {} - [HideInInspector] __dirty( "", Int ) = 1 - } - - SubShader - { - Tags{ "RenderType" = "GPUIFoliage" "Queue" = "AlphaTest+0" } - Cull Off - CGPROGRAM - #include "UnityShaderVariables.cginc" - #pragma target 3.0 - #pragma multi_compile __ _BILLBOARDFACECAMPOS_ON - 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{ - UNITY_INITIALIZE_OUTPUT( Input, o ); - float BillboardOn261 = lerp(0.0,1.0,_IsBillboard); - float4 ase_vertex4Pos = v.vertex; - float4x4 break301 = unity_ObjectToWorld; - float3 appendResult302 = (float3(break301[ 0 ][ 0 ] , break301[ 1 ][ 0 ] , break301[ 2 ][ 0 ])); - float3 appendResult306 = (float3(break301[ 0 ][ 1 ] , break301[ 1 ][ 1 ] , break301[ 2 ][ 1 ])); - float3 appendResult307 = (float3(break301[ 0 ][ 2 ] , break301[ 1 ][ 2 ] , break301[ 2 ][ 2 ])); - float4 appendResult303 = (float4(( ase_vertex4Pos.x * length( appendResult302 ) ) , ( ase_vertex4Pos.y * length( appendResult306 ) ) , ( ase_vertex4Pos.z * length( appendResult307 ) ) , ase_vertex4Pos.w)); - float4x4 break278 = UNITY_MATRIX_V; - float3 appendResult287 = (float3(break278[ 0 ][ 0 ] , break278[ 0 ][ 1 ] , break278[ 0 ][ 2 ])); - float3 normalizeResult288 = normalize( appendResult287 ); - float3 appendResult295 = (float3(normalizeResult288)); - float3 appendResult314 = (float3(break301[ 0 ][ 3 ] , break301[ 1 ][ 3 ] , break301[ 2 ][ 3 ])); - float3 normalizeResult504 = normalize( cross( float3(0,1,0) , ( appendResult314 - _WorldSpaceCameraPos ) ) ); - #ifdef _BILLBOARDFACECAMPOS_ON - float3 staticSwitch496 = normalizeResult504; - #else - float3 staticSwitch496 = appendResult295; - #endif - float3 appendResult279 = (float3(break278[ 1 ][ 0 ] , break278[ 1 ][ 1 ] , break278[ 1 ][ 2 ])); - float3 normalizeResult283 = normalize( appendResult279 ); - float3 appendResult296 = (float3(normalizeResult283)); - float temp_output_416_0 = (appendResult296).y; - float3 break419 = appendResult296; - float4 appendResult420 = (float4(break419.x , ( temp_output_416_0 * -1.0 ) , break419.z , 0.0)); - #ifdef _BILLBOARDFACECAMPOS_ON - float4 staticSwitch498 = float4(0,1,0,0); - #else - float4 staticSwitch498 = (( temp_output_416_0 > 0.0 ) ? float4( appendResult296 , 0.0 ) : appendResult420 ); - #endif - float3 appendResult281 = (float3(break278[ 2 ][ 0 ] , break278[ 2 ][ 1 ] , break278[ 2 ][ 2 ])); - float3 normalizeResult284 = normalize( appendResult281 ); - float3 appendResult297 = (float3(( normalizeResult284 * -1.0 ))); - float3 appendResult322 = (float3(mul( appendResult303, float4x4(float4( staticSwitch496 , 0.0 ), staticSwitch498, float4( appendResult297 , 0.0 ), float4( 0,0,0,0 )) ).xyz)); - float4 appendResult323 = (float4(( appendResult322 + appendResult314 ) , ase_vertex4Pos.w)); - float4 transform327 = mul(unity_WorldToObject,appendResult323); - float4 BillboardedVertexPos320 = transform327; - float WindWavesOn112 = lerp(0.0,1.0,_WindWavesOn); - float2 WindDirVector29 = _WindVector; - float mulTime407 = _Time.y * ( length( WindDirVector29 ) * 0.01 ); - float WindWaveSize128 = _WindWaveSize; - float3 ase_worldPos = mul( unity_ObjectToWorld, v.vertex ); - float2 panner36 = ( mulTime407 * WindDirVector29 + ( ( 1.0 - (0.0 + (WindWaveSize128 - 0.0) * (0.9 - 0.0) / (1.0 - 0.0)) ) * 0.003 * (ase_worldPos).xz )); - float3 tex2DNode2 = UnpackNormal( tex2Dlod( _WindWaveNormalTexture, float4( panner36, 0, 0.0) ) ); - float3 FinalWindVectors181 = tex2DNode2; - float3 break185 = FinalWindVectors181; - float3 appendResult186 = (float3(break185.x , 0.0 , break185.y)); - float WindIdleSway197 = _WindIdleSway; - float3 ase_vertex3Pos = v.vertex.xyz; - float3 lerpResult230 = lerp( float3( 0,0,0 ) , ( appendResult186 * WindIdleSway197 ) , saturate( ase_vertex3Pos.y )); - float3 WindIdleSwayCalculated218 = lerpResult230; - float WindWaveSway191 = _WindWaveSway; - float WindWaveNoise126 = saturate( tex2DNode2.g ); - float2 break206 = ( WindWaveNoise126 * WindDirVector29 ); - float3 appendResult205 = (float3(break206.x , 0.0 , break206.y)); - float3 lerpResult229 = lerp( float3( 0,0,0 ) , ( WindWaveSway191 * 20.0 * appendResult205 ) , saturate( ase_vertex3Pos.y )); - float3 WindWaveSwayCalculated220 = lerpResult229; - float3 lerpResult215 = lerp( WindIdleSwayCalculated218 , ( WindIdleSwayCalculated218 + ( WindWaveSwayCalculated220 * -1.0 ) ) , WindWaveNoise126); - float4 transform233 = mul(unity_WorldToObject,float4( (( WindWavesOn112 > 0.0 ) ? lerpResult215 : WindIdleSwayCalculated218 ) , 0.0 )); - float4 WindVertexOffset183 = transform233; - float4 FinalVertexPos336 = (( BillboardOn261 > 0.0 ) ? ( BillboardedVertexPos320 + WindVertexOffset183 ) : ( WindVertexOffset183 + ase_vertex4Pos ) ); - v.vertex.xyz = FinalVertexPos336.xyz; - v.normal = float3(0,1,0); - - o.vertexLocalY = mul( unity_WorldToObject, float4( ase_worldPos , 1 ) ).y; - } - - void surf( Input i , inout SurfaceOutputStandard o ) - { - float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw; - o.Normal = UnpackNormal( tex2D( _NormalMap, uv_NormalMap ) ); - //float3 ase_vertex3Pos = mul( unity_WorldToObject, float4( i.worldPos , 1 ) ); - float GradientPower161 = _GradientPower; - float GradientColor160 = (( 1.0 - GradientPower161 ) + (saturate( i.vertexLocalY ) - 0.0) * (1.0 - ( 1.0 - GradientPower161 )) / (1.0 - 0.0)); - float WindWavesOn112 = lerp(0.0,1.0,_WindWavesOn); - float4 HealthyColor116 = _HealthyColor; - float4 DryColor118 = _DryColor; - float3 ase_worldPos = i.worldPos; - float NoiseSpread351 = _NoiseSpread; - float div364=256.0/float((int)32.0); - float4 posterize364 = ( floor( tex2D( _HealthyDryNoiseTexture, ( ( (ase_worldPos).xz * 0.05 ) * NoiseSpread351 ) ) * div364 ) / div364 ); - float4 break365 = posterize364; - float HealthyDryNoise140 = saturate( sqrt( ( break365.r * break365.g * break365.b ) ) ); - float4 lerpResult59 = lerp( HealthyColor116 , DryColor118 , HealthyDryNoise140); - float4 HealthyDryTint60 = lerpResult59; - float4 WindWaveTintColor122 = _WindWaveTintColor; - float2 WindDirVector29 = _WindVector; - float mulTime407 = _Time.y * ( length( WindDirVector29 ) * 0.01 ); - float WindWaveSize128 = _WindWaveSize; - float2 panner36 = ( mulTime407 * WindDirVector29 + ( ( 1.0 - (0.0 + (WindWaveSize128 - 0.0) * (0.9 - 0.0) / (1.0 - 0.0)) ) * 0.003 * (ase_worldPos).xz )); - float3 tex2DNode2 = UnpackNormal( tex2D( _WindWaveNormalTexture, panner36 ) ); - float WindWaveNoise126 = saturate( tex2DNode2.g ); - float WindWaveTintPower135 = _WindWaveTint; - float4 lerpResult82 = lerp( HealthyDryTint60 , WindWaveTintColor122 , saturate( ( WindWaveNoise126 * WindWaveTintPower135 * 5.0 ) )); - float4 WindWaveTint137 = lerpResult82; - float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; - float4 tex2DNode166 = tex2D( _MainTex, uv_MainTex ); - float4 FinalAlbedo152 = ( GradientColor160 * ( (( WindWavesOn112 > 0.0 ) ? WindWaveTint137 : HealthyDryTint60 ) * tex2DNode166 ) ); - o.Albedo = FinalAlbedo152.rgb; - float AmbientOcclusionPower163 = _AmbientOcclusion; - float clampResult148 = clamp( ( saturate( i.vertexLocalY ) * AmbientOcclusionPower163 ) , 0.0 , 1.0 ); - float lerpResult150 = lerp( 1.0 , clampResult148 , AmbientOcclusionPower163); - float AmbientOcclusion151 = lerpResult150; - o.Occlusion = AmbientOcclusion151; - o.Alpha = 1; - float AlphaCutoff167 = tex2DNode166.a; - clip( AlphaCutoff167 - _Cutoff ); - } - - ENDCG - } - //Fallback "Diffuse" - //CustomEditor "ASEMaterialInspector" -} -/*ASEBEGIN -Version=15600 -6.285715;6.857143;2182;1160;1818.801;2051.375;1;True;False -Node;AmplifyShaderEditor.CommentaryNode;130;-4776.251,-469.1541;Float;False;813.948;1066.223;Wind related parameters;13;191;135;128;122;66;190;132;17;113;197;196;29;28;Wind Parameters;1,1,1,1;0;0 -Node;AmplifyShaderEditor.CommentaryNode;48;-3792.662,-258.5315;Float;False;2253.782;581.4224;Wind waves noise map calculation;17;402;476;406;404;403;3;8;36;407;381;379;431;31;181;126;454;2;Wind Waves Noise;0.2640571,0.4734817,0.8161765,1;0;0 -Node;AmplifyShaderEditor.Vector2Node;28;-4730.966,-416.8831;Float;False;Property;_WindVector;Wind Vector;10;0;Create;True;0;0;False;0;0.4,0.8;0,-1;0;3;FLOAT2;0;FLOAT;1;FLOAT;2 -Node;AmplifyShaderEditor.RangedFloatNode;17;-4726.808,290.4856;Float;False;Property;_WindWaveSize;Wind Wave Size;2;0;Create;True;0;0;False;0;0.5;0.359;0;1;0;1;FLOAT;0 -Node;AmplifyShaderEditor.CommentaryNode;335;-3782.486,-3856.065;Float;False;3635.969;1958.271;Billboarding matrix calculations. 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calculation;9;182;185;186;194;198;187;218;228;230;Wind Idle Sway;0.1661347,0.5808823,0.111051,1;0;0 -Node;AmplifyShaderEditor.DynamicAppendNode;295;-2674.442,-2460.669;Float;False;FLOAT3;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0 -Node;AmplifyShaderEditor.Vector4Node;492;-1623.725,-2265.632;Float;False;Constant;_Vector1;Vector 1;19;0;Create;True;0;0;False;0;0,1,0,0;0,0,0,0;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 -Node;AmplifyShaderEditor.WireNode;499;-2108.68,-2652.138;Float;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 -Node;AmplifyShaderEditor.RegisterLocalVarNode;181;-1822.424,-187.6183;Float;False;FinalWindVectors;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 -Node;AmplifyShaderEditor.GetLocalVarNode;182;-3786.596,491.4998;Float;False;181;FinalWindVectors;0;1;FLOAT3;0 -Node;AmplifyShaderEditor.TFHCCompareGreater;417;-1842.971,-2390.484;Float;False;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT3;0,0,0;False;3;FLOAT4;0,0,0,0;False;1;FLOAT4;0 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-Node;AmplifyShaderEditor.DynamicAppendNode;306;-2740.758,-3455.263;Float;False;FLOAT3;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0 -Node;AmplifyShaderEditor.RegisterLocalVarNode;191;-4345.42,476.6104;Float;False;WindWaveSway;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 -Node;AmplifyShaderEditor.StaticSwitch;498;-1477.998,-2607.716;Float;False;Property;_BillboardFaceCamPos;BillboardFaceCamPos;18;0;Create;True;0;0;False;0;1;0;0;True;;Toggle;2;Key0;Key1;9;1;FLOAT4;0,0,0,0;False;0;FLOAT4;0,0,0,0;False;2;FLOAT4;0,0,0,0;False;3;FLOAT4;0,0,0,0;False;4;FLOAT4;0,0,0,0;False;5;FLOAT4;0,0,0,0;False;6;FLOAT4;0,0,0,0;False;7;FLOAT4;0,0,0,0;False;8;FLOAT4;0,0,0,0;False;1;FLOAT4;0 -Node;AmplifyShaderEditor.WireNode;425;-1434.565,-2063.344;Float;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 -Node;AmplifyShaderEditor.BreakToComponentsNode;365;-2541.298,-598.0021;Float;False;COLOR;1;0;COLOR;0,0,0,0;False;16;FLOAT;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT;5;FLOAT;6;FLOAT;7;FLOAT;8;FLOAT;9;FLOAT;10;FLOAT;11;FLOAT;12;FLOAT;13;FLOAT;14;FLOAT;15 -Node;AmplifyShaderEditor.GetLocalVarNode;192;-2934.962,1032.316;Float;False;191;WindWaveSway;0;1;FLOAT;0 -Node;AmplifyShaderEditor.StaticSwitch;496;-1476.998,-2704.716;Float;False;Property;_BillboardFaceCamPos;BillboardFaceCamPos;19;0;Create;True;0;0;False;0;1;0;0;True;;Toggle;2;Key0;Key1;9;1;FLOAT3;0,0,0;False;0;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT3;0,0,0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT3;0,0,0;False;1;FLOAT3;0 -Node;AmplifyShaderEditor.RangedFloatNode;196;-4727.118,-281.2434;Float;False;Property;_WindIdleSway;Wind Idle Sway;17;0;Create;True;0;0;False;0;0.6;0;0;1;0;1;FLOAT;0 -Node;AmplifyShaderEditor.DynamicAppendNode;205;-2941.096,1189.462;Float;False;FLOAT3;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0 -Node;AmplifyShaderEditor.SimpleMultiplyOpNode;211;-2660.728,1128.048;Float;False;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT3;0,0,0;False;1;FLOAT3;0 -Node;AmplifyShaderEditor.PosVertexDataNode;304;-2619.814,-3806.066;Float;False;1;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 -Node;AmplifyShaderEditor.PosVertexDataNode;228;-3135.394,728.7408;Float;False;0;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 -Node;AmplifyShaderEditor.RegisterLocalVarNode;197;-4341.978,-281.2434;Float;False;WindIdleSway;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 -Node;AmplifyShaderEditor.LengthOpNode;299;-2551.462,-3584.584;Float;False;1;0;FLOAT3;0,0,0;False;1;FLOAT;0 -Node;AmplifyShaderEditor.LengthOpNode;308;-2544.819,-3455.95;Float;False;1;0;FLOAT3;0,0,0;False;1;FLOAT;0 -Node;AmplifyShaderEditor.SaturateNode;210;-2719.327,1363.523;Float;False;1;0;FLOAT;0;False;1;FLOAT;0 -Node;AmplifyShaderEditor.MatrixFromVectors;292;-1041.653,-2655.52;Float;False;FLOAT4x4;True;4;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;2;FLOAT4;0,0,0,0;False;3;FLOAT4;0,0,0,0;False;1;FLOAT4x4;0 -Node;AmplifyShaderEditor.SimpleMultiplyOpNode;367;-2300.131,-598.0877;Float;False;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0 -Node;AmplifyShaderEditor.GetLocalVarNode;198;-3268.898,632.6165;Float;False;197;WindIdleSway;0;1;FLOAT;0 -Node;AmplifyShaderEditor.LengthOpNode;310;-2546.153,-3311.216;Float;False;1;0;FLOAT3;0,0,0;False;1;FLOAT;0 -Node;AmplifyShaderEditor.DynamicAppendNode;186;-3219.063,491.7997;Float;False;FLOAT3;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0 -Node;AmplifyShaderEditor.WireNode;423;-779.3868,-3127.796;Float;False;1;0;FLOAT4x4;1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1;False;1;FLOAT4x4;0 -Node;AmplifyShaderEditor.SaturateNode;194;-2896.383,735.2308;Float;False;1;0;FLOAT;0;False;1;FLOAT;0 -Node;AmplifyShaderEditor.CommentaryNode;222;-2078.04,417.6245;Float;False;1733.328;456.6582;Final wind sway vertex offset calculation;11;183;348;215;232;217;253;219;251;221;252;378;Final Wind Sway;0.1647059,0.5803922,0.1098039,1;0;0 -Node;AmplifyShaderEditor.SimpleMultiplyOpNode;305;-2242.24,-3694.543;Float;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 -Node;AmplifyShaderEditor.LerpOp;229;-2492.24,1183.714;Float;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0 -Node;AmplifyShaderEditor.SimpleMultiplyOpNode;187;-2897.352,561.38;Float;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0 -Node;AmplifyShaderEditor.SqrtOpNode;368;-2162.728,-604.8068;Float;False;1;0;FLOAT;0;False;1;FLOAT;0 -Node;AmplifyShaderEditor.SimpleMultiplyOpNode;311;-2254.627,-3342.732;Float;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 -Node;AmplifyShaderEditor.SimpleMultiplyOpNode;309;-2252.042,-3487.556;Float;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 -Node;AmplifyShaderEditor.LerpOp;230;-2695.262,543.3464;Float;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0 -Node;AmplifyShaderEditor.CommentaryNode;113;-4740.985,-182.2288;Float;False;733.7993;257;Wind waves on/of switch;4;111;109;112;110;;1,1,1,1;0;0 -Node;AmplifyShaderEditor.RegisterLocalVarNode;220;-2299.941,1177.225;Float;False;WindWaveSwayCalculated;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 -Node;AmplifyShaderEditor.DynamicAppendNode;303;-1995.092,-3530.697;Float;False;FLOAT4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0 -Node;AmplifyShaderEditor.GetLocalVarNode;221;-2050.811,668.71;Float;False;220;WindWaveSwayCalculated;0;1;FLOAT3;0 -Node;AmplifyShaderEditor.WireNode;424;-1650.563,-3231.397;Float;False;1;0;FLOAT4x4;1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1;False;1;FLOAT4x4;0 -Node;AmplifyShaderEditor.RangedFloatNode;252;-1936.819,758.6528;Float;False;Constant;_Float3;Float 3;18;0;Create;True;0;0;False;0;-1;0;0;0;0;1;FLOAT;0 -Node;AmplifyShaderEditor.ColorNode;57;-4733.84,-1788.214;Float;False;Property;_HealthyColor;Healthy Color;4;0;Create;True;0;0;False;0;0,1,0.2137935,0;0,1,0.2137935,0;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 -Node;AmplifyShaderEditor.CommentaryNode;142;-2520.286,-1743.023;Float;False;829.4101;337.406;Comment;5;117;120;59;60;141;Healthy/Dry Color Tint;1,0,0,1;0;0 -Node;AmplifyShaderEditor.SaturateNode;353;-2042.691,-606.5488;Float;False;1;0;FLOAT;0;False;1;FLOAT;0 -Node;AmplifyShaderEditor.CommentaryNode;139;-3795.29,-1743.729;Float;False;1195.445;658.8863;Wind wave tint calculation;9;471;137;82;467;68;469;75;475;472;Wind Waves Color Tint;1,0,0,1;0;0 -Node;AmplifyShaderEditor.RangedFloatNode;132;-4726.808,386.4854;Float;False;Property;_WindWaveTint;Wind Wave Tint;15;0;Create;True;0;0;False;0;0.5;2;0;1;0;1;FLOAT;0 -Node;AmplifyShaderEditor.ColorNode;119;-4729.389,-1604.005;Float;False;Property;_DryColor;Dry Color;3;0;Create;True;0;0;False;0;1,0,0,0;1,0,0,0;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 -Node;AmplifyShaderEditor.GetLocalVarNode;219;-2038.496,487.0963;Float;False;218;WindIdleSwayCalculated;0;1;FLOAT3;0 -Node;AmplifyShaderEditor.RangedFloatNode;110;-4692.985,-134.2289;Half;False;Constant;_Float4;Float 4;11;0;Create;True;0;0;False;0;0;0;0;0;0;1;FLOAT;0 -Node;AmplifyShaderEditor.GetLocalVarNode;141;-2470.285,-1509.009;Float;False;140;HealthyDryNoise;0;1;FLOAT;0 -Node;AmplifyShaderEditor.RegisterLocalVarNode;116;-4410.214,-1787.986;Float;False;HealthyColor;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0 -Node;AmplifyShaderEditor.RegisterLocalVarNode;218;-2520.634,533.9471;Float;False;WindIdleSwayCalculated;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 -Node;AmplifyShaderEditor.RangedFloatNode;111;-4692.985,-54.229;Float;False;Constant;_Float5;Float 5;11;0;Create;True;0;0;False;0;1;0;0;0;0;1;FLOAT;0 -Node;AmplifyShaderEditor.SimpleMultiplyOpNode;251;-1744.372,708.584;Float;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0 -Node;AmplifyShaderEditor.SimpleMultiplyOpNode;312;-1778.719,-3487.959;Float;False;2;2;0;FLOAT4;0,0,0,0;False;1;FLOAT4x4;1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1;False;1;FLOAT4;0 -Node;AmplifyShaderEditor.GetLocalVarNode;75;-3735.535,-1434.635;Float;False;126;WindWaveNoise;0;1;FLOAT;0 -Node;AmplifyShaderEditor.GetLocalVarNode;117;-2450.93,-1681.415;Float;False;116;HealthyColor;0;1;COLOR;0 -Node;AmplifyShaderEditor.GetLocalVarNode;120;-2450.097,-1592.172;Float;False;118;DryColor;0;1;COLOR;0 -Node;AmplifyShaderEditor.RangedFloatNode;475;-3647.967,-1245.409;Float;False;Constant;_Float6;Float 6;17;0;Create;True;0;0;False;0;5;0;0;0;0;1;FLOAT;0 -Node;AmplifyShaderEditor.GetLocalVarNode;472;-3740.936,-1342.278;Float;False;135;WindWaveTintPower;0;1;FLOAT;0 -Node;AmplifyShaderEditor.RegisterLocalVarNode;118;-4410.13,-1603.9;Float;False;DryColor;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0 -Node;AmplifyShaderEditor.RegisterLocalVarNode;140;-1893.319,-610.5497;Float;False;HealthyDryNoise;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 -Node;AmplifyShaderEditor.RegisterLocalVarNode;135;-4344.342,385.4854;Float;False;WindWaveTintPower;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 -Node;AmplifyShaderEditor.GetLocalVarNode;217;-1602.061,785.7782;Float;False;126;WindWaveNoise;0;1;FLOAT;0 -Node;AmplifyShaderEditor.SimpleAddOpNode;253;-1605.896,634.92;Float;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0 -Node;AmplifyShaderEditor.ToggleSwitchNode;109;-4516.985,-134.2289;Float;False;Property;_WindWavesOn;Wind Waves On;14;0;Create;True;0;0;False;0;0;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 -Node;AmplifyShaderEditor.DynamicAppendNode;322;-1585.408,-3485.572;Float;False;FLOAT3;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0 -Node;AmplifyShaderEditor.LerpOp;59;-2173.735,-1641.303;Float;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0 -Node;AmplifyShaderEditor.SimpleMultiplyOpNode;469;-3407.759,-1407.631;Float;False;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0 -Node;AmplifyShaderEditor.ColorNode;66;-4724.844,104.6633;Float;False;Property;_WindWaveTintColor;Wind Wave Tint Color;12;0;Create;True;0;0;False;0;0.07586241,0,1,0;0.1586208,0,1,0;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 -Node;AmplifyShaderEditor.WireNode;422;-1868.041,-3799.718;Float;False;1;0;FLOAT;0;False;1;FLOAT;0 -Node;AmplifyShaderEditor.LerpOp;215;-1362.406,601.9896;Float;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0 -Node;AmplifyShaderEditor.SimpleAddOpNode;315;-1415.394,-3422.75;Float;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0 -Node;AmplifyShaderEditor.CommentaryNode;143;-1577.114,-781.0618;Float;False;1175.44;314.7707;Simple Ambient Occlusion calculation from vertex position;7;151;150;148;147;146;144;164;Ambient Occlusion;0,0,0,1;0;0 -Node;AmplifyShaderEditor.RegisterLocalVarNode;112;-4260.985,-134.2289;Float;False;WindWavesOn;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 -Node;AmplifyShaderEditor.GetLocalVarNode;348;-1408.643,456.849;Float;False;112;WindWavesOn;0;1;FLOAT;0 -Node;AmplifyShaderEditor.GetLocalVarNode;68;-3692.525,-1669.134;Float;False;60;HealthyDryTint;0;1;COLOR;0 -Node;AmplifyShaderEditor.RangedFloatNode;155;-4731.271,-1309.276;Float;False;Property;_GradientPower;Gradient Power;7;0;Create;True;0;0;False;0;0.3;0;0;1;0;1;FLOAT;0 -Node;AmplifyShaderEditor.RegisterLocalVarNode;60;-1942.877,-1646.374;Float;False;HealthyDryTint;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0 -Node;AmplifyShaderEditor.SaturateNode;471;-3240.305,-1423.247;Float;False;1;0;FLOAT;0;False;1;FLOAT;0 -Node;AmplifyShaderEditor.GetLocalVarNode;467;-3693.434,-1573.069;Float;False;122;WindWaveTintColor;0;1;COLOR;0 -Node;AmplifyShaderEditor.RegisterLocalVarNode;122;-4350.951,104.6633;Float;False;WindWaveTintColor;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0 -Node;AmplifyShaderEditor.CommentaryNode;154;-2526.687,-1302.728;Float;False;977.8249;329.1819;Gradient color calculation from vertex position;6;160;157;162;159;158;156;Gradient Color Tint;1,0,0,1;0;0 -Node;AmplifyShaderEditor.DynamicAppendNode;323;-1215.322,-3558.619;Float;False;FLOAT4;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0 -Node;AmplifyShaderEditor.TFHCCompareGreater;378;-1144.652,486.5858;Float;False;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;1;FLOAT3;0 -Node;AmplifyShaderEditor.CommentaryNode;265;-4774.624,-918.828;Float;False;724;207.9999;Billboarding on/off switch;4;261;262;264;263;Billboard Switch;1,1,1,1;0;0 -Node;AmplifyShaderEditor.PosVertexDataNode;144;-1558.667,-720.8851;Float;False;0;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 -Node;AmplifyShaderEditor.CommentaryNode;232;-904.5095,478.0109;Float;False;238.5411;234.6374;Ignore local rotation;1;233;;1,1,1,1;0;0 -Node;AmplifyShaderEditor.CommentaryNode;319;-979.3839,-3598.204;Float;False;429.1592;208.9326;Nullify billboard rotation;1;327;;1,1,1,1;0;0 -Node;AmplifyShaderEditor.RegisterLocalVarNode;161;-4411.19,-1309.714;Float;False;GradientPower;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 -Node;AmplifyShaderEditor.CommentaryNode;174;-1482.725,-269.8707;Float;False;1619.745;594.8293;Final albedo input calculation;10;152;167;169;165;168;124;166;138;79;115;Final Albedo;1,0,0,1;0;0 -Node;AmplifyShaderEditor.GetLocalVarNode;162;-2480.034,-1091.541;Float;False;161;GradientPower;0;1;FLOAT;0 -Node;AmplifyShaderEditor.RangedFloatNode;145;-4731.818,-1413.143;Float;False;Property;_AmbientOcclusion;Ambient Occlusion;6;0;Create;True;0;0;False;0;0.5;0;0;1;0;1;FLOAT;0 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a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Foliage_Lambert_GPUI.shader b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Foliage_Lambert_GPUI.shader deleted file mode 100644 index af5cb6d..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Foliage_Lambert_GPUI.shader +++ /dev/null @@ -1,619 +0,0 @@ -// Made with Amplify Shader Editor -// Available at the Unity Asset Store - http://u3d.as/y3X -Shader "GPUInstancer/FoliageLambert" -{ - Properties - { - _Cutoff( "Mask Clip Value", Float ) = 0.5 - _WindWaveNormalTexture("Wind Wave Normal Texture", 2D) = "bump" {} - _WindWaveSize("Wind Wave Size", Range( 0 , 1)) = 0.5 - _DryColor("Dry Color", Color) = (1,0,0,0) - _HealthyColor("Healthy Color", Color) = (0,1,0.2137935,0) - _MainTex("MainTex", 2D) = "white" {} - _AmbientOcclusion("Ambient Occlusion", Range( 0 , 1)) = 0.5 - _GradientPower("Gradient Power", Range( 0 , 1)) = 0.3 - _NoiseSpread("Noise Spread", Float) = 0.1 - _NormalMap("Normal Map", 2D) = "bump" {} - _WindVector("Wind 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lerp(0.0,1.0,_IsBillboard); - float4 ase_vertex4Pos = v.vertex; - float4x4 break301 = unity_ObjectToWorld; - float3 appendResult302 = (float3(break301[ 0 ][ 0 ] , break301[ 1 ][ 0 ] , break301[ 2 ][ 0 ])); - float3 appendResult306 = (float3(break301[ 0 ][ 1 ] , break301[ 1 ][ 1 ] , break301[ 2 ][ 1 ])); - float3 appendResult307 = (float3(break301[ 0 ][ 2 ] , break301[ 1 ][ 2 ] , break301[ 2 ][ 2 ])); - float4 appendResult303 = (float4(( ase_vertex4Pos.x * length( appendResult302 ) ) , ( ase_vertex4Pos.y * length( appendResult306 ) ) , ( ase_vertex4Pos.z * length( appendResult307 ) ) , ase_vertex4Pos.w)); - float4x4 break278 = UNITY_MATRIX_V; - float3 appendResult287 = (float3(break278[ 0 ][ 0 ] , break278[ 0 ][ 1 ] , break278[ 0 ][ 2 ])); - float3 normalizeResult288 = normalize( appendResult287 ); - float3 appendResult295 = (float3(normalizeResult288)); - float3 appendResult314 = (float3(break301[ 0 ][ 3 ] , break301[ 1 ][ 3 ] , break301[ 2 ][ 3 ])); - float3 normalizeResult504 = normalize( cross( float3(0,1,0) , ( appendResult314 - _WorldSpaceCameraPos ) ) ); - #ifdef _BILLBOARDFACECAMPOS_ON - float3 staticSwitch496 = normalizeResult504; - #else - float3 staticSwitch496 = appendResult295; - #endif - float3 appendResult279 = (float3(break278[ 1 ][ 0 ] , break278[ 1 ][ 1 ] , break278[ 1 ][ 2 ])); - float3 normalizeResult283 = normalize( appendResult279 ); - float3 appendResult296 = (float3(normalizeResult283)); - float temp_output_416_0 = (appendResult296).y; - float3 break419 = appendResult296; - float4 appendResult420 = (float4(break419.x , ( temp_output_416_0 * -1.0 ) , break419.z , 0.0)); - #ifdef _BILLBOARDFACECAMPOS_ON - float4 staticSwitch498 = float4(0,1,0,0); - #else - float4 staticSwitch498 = (( temp_output_416_0 > 0.0 ) ? float4( appendResult296 , 0.0 ) : appendResult420 ); - #endif - float3 appendResult281 = (float3(break278[ 2 ][ 0 ] , break278[ 2 ][ 1 ] , break278[ 2 ][ 2 ])); - float3 normalizeResult284 = normalize( appendResult281 ); - float3 appendResult297 = (float3(( normalizeResult284 * -1.0 ))); - float3 appendResult322 = (float3(mul( appendResult303, float4x4(float4( staticSwitch496 , 0.0 ), staticSwitch498, float4( appendResult297 , 0.0 ), float4( 0,0,0,0 )) ).xyz)); - float4 appendResult323 = (float4(( appendResult322 + appendResult314 ) , ase_vertex4Pos.w)); - float4 transform327 = mul(unity_WorldToObject,appendResult323); - float4 BillboardedVertexPos320 = transform327; - float WindWavesOn112 = lerp(0.0,1.0,_WindWavesOn); - float2 WindDirVector29 = _WindVector; - float mulTime407 = _Time.y * ( length( WindDirVector29 ) * 0.01 ); - float WindWaveSize128 = _WindWaveSize; - float3 ase_worldPos = mul( unity_ObjectToWorld, v.vertex ); - float2 panner36 = ( mulTime407 * WindDirVector29 + ( ( 1.0 - (0.0 + (WindWaveSize128 - 0.0) * (0.9 - 0.0) / (1.0 - 0.0)) ) * 0.003 * (ase_worldPos).xz )); - float3 tex2DNode2 = UnpackNormal( tex2Dlod( _WindWaveNormalTexture, float4( panner36, 0, 0.0) ) ); - float3 FinalWindVectors181 = tex2DNode2; - float3 break185 = FinalWindVectors181; - float3 appendResult186 = (float3(break185.x , 0.0 , break185.y)); - float WindIdleSway197 = _WindIdleSway; - float3 ase_vertex3Pos = v.vertex.xyz; - float3 lerpResult230 = lerp( float3( 0,0,0 ) , ( appendResult186 * WindIdleSway197 ) , saturate( ase_vertex3Pos.y )); - float3 WindIdleSwayCalculated218 = lerpResult230; - float WindWaveSway191 = _WindWaveSway; - float WindWaveNoise126 = saturate( tex2DNode2.g ); - float2 break206 = ( WindWaveNoise126 * WindDirVector29 ); - float3 appendResult205 = (float3(break206.x , 0.0 , break206.y)); - float3 lerpResult229 = lerp( float3( 0,0,0 ) , ( WindWaveSway191 * 20.0 * appendResult205 ) , saturate( ase_vertex3Pos.y )); - float3 WindWaveSwayCalculated220 = lerpResult229; - float3 lerpResult215 = lerp( WindIdleSwayCalculated218 , ( WindIdleSwayCalculated218 + ( WindWaveSwayCalculated220 * -1.0 ) ) , WindWaveNoise126); - float4 transform233 = mul(unity_WorldToObject,float4( (( WindWavesOn112 > 0.0 ) ? lerpResult215 : WindIdleSwayCalculated218 ) , 0.0 )); - float4 WindVertexOffset183 = transform233; - float4 FinalVertexPos336 = (( BillboardOn261 > 0.0 ) ? ( BillboardedVertexPos320 + WindVertexOffset183 ) : ( WindVertexOffset183 + ase_vertex4Pos ) ); - v.vertex.xyz = FinalVertexPos336.xyz; - v.normal = float3(0,1,0); - - o.vertexLocalY = mul( unity_WorldToObject, float4( ase_worldPos , 1 ) ).y; - } - - void surf( Input i , inout SurfaceOutput o ) - { - float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw; - o.Normal = UnpackNormal( tex2D( _NormalMap, uv_NormalMap ) ); - //float3 ase_vertex3Pos = mul( unity_WorldToObject, float4( i.worldPos , 1 ) ); - float GradientPower161 = _GradientPower; - float GradientColor160 = (( 1.0 - GradientPower161 ) + (saturate( i.vertexLocalY ) - 0.0) * (1.0 - ( 1.0 - GradientPower161 )) / (1.0 - 0.0)); - float WindWavesOn112 = lerp(0.0,1.0,_WindWavesOn); - float4 HealthyColor116 = _HealthyColor; - float4 DryColor118 = _DryColor; - float3 ase_worldPos = i.worldPos; - float NoiseSpread351 = _NoiseSpread; - float div364=256.0/float((int)32.0); - float4 posterize364 = ( floor( tex2D( _HealthyDryNoiseTexture, ( ( (ase_worldPos).xz * 0.05 ) * NoiseSpread351 ) ) * div364 ) / div364 ); - float4 break365 = posterize364; - float HealthyDryNoise140 = saturate( sqrt( ( break365.r * break365.g * break365.b ) ) ); - float4 lerpResult59 = lerp( HealthyColor116 , DryColor118 , HealthyDryNoise140); - float4 HealthyDryTint60 = lerpResult59; - float4 WindWaveTintColor122 = _WindWaveTintColor; - float2 WindDirVector29 = _WindVector; - float mulTime407 = _Time.y * ( length( WindDirVector29 ) * 0.01 ); - float WindWaveSize128 = _WindWaveSize; - float2 panner36 = ( mulTime407 * WindDirVector29 + ( ( 1.0 - (0.0 + (WindWaveSize128 - 0.0) * (0.9 - 0.0) / (1.0 - 0.0)) ) * 0.003 * (ase_worldPos).xz )); - float3 tex2DNode2 = UnpackNormal( tex2D( _WindWaveNormalTexture, panner36 ) ); - float WindWaveNoise126 = saturate( tex2DNode2.g ); - float WindWaveTintPower135 = _WindWaveTint; - float4 lerpResult82 = lerp( HealthyDryTint60 , WindWaveTintColor122 , saturate( ( WindWaveNoise126 * WindWaveTintPower135 * 5.0 ) )); - float4 WindWaveTint137 = lerpResult82; - float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; - float4 tex2DNode166 = tex2D( _MainTex, uv_MainTex ); - float4 FinalAlbedo152 = ( GradientColor160 * ( (( WindWavesOn112 > 0.0 ) ? WindWaveTint137 : HealthyDryTint60 ) * tex2DNode166 ) ); - o.Albedo = FinalAlbedo152.rgb; - float AmbientOcclusionPower163 = _AmbientOcclusion; - float clampResult148 = clamp( ( saturate( i.vertexLocalY ) * AmbientOcclusionPower163 ) , 0.0 , 1.0 ); - float lerpResult150 = lerp( 1.0 , clampResult148 , AmbientOcclusionPower163); - float AmbientOcclusion151 = lerpResult150; - //o.Occlusion = AmbientOcclusion151; - o.Alpha = 1; - float AlphaCutoff167 = tex2DNode166.a; - clip( AlphaCutoff167 - _Cutoff ); - } - - ENDCG - } - //Fallback "Diffuse" - //CustomEditor "ASEMaterialInspector" -} -/*ASEBEGIN -Version=15600 -6.285715;6.857143;2182;1160;1818.801;2051.375;1;True;False -Node;AmplifyShaderEditor.CommentaryNode;130;-4776.251,-469.1541;Float;False;813.948;1066.223;Wind related parameters;13;191;135;128;122;66;190;132;17;113;197;196;29;28;Wind Parameters;1,1,1,1;0;0 -Node;AmplifyShaderEditor.CommentaryNode;48;-3792.662,-258.5315;Float;False;2253.782;581.4224;Wind waves noise map calculation;17;402;476;406;404;403;3;8;36;407;381;379;431;31;181;126;454;2;Wind Waves Noise;0.2640571,0.4734817,0.8161765,1;0;0 -Node;AmplifyShaderEditor.Vector2Node;28;-4730.966,-416.8831;Float;False;Property;_WindVector;Wind Vector;10;0;Create;True;0;0;False;0;0.4,0.8;0,-1;0;3;FLOAT2;0;FLOAT;1;FLOAT;2 -Node;AmplifyShaderEditor.RangedFloatNode;17;-4726.808,290.4856;Float;False;Property;_WindWaveSize;Wind Wave Size;2;0;Create;True;0;0;False;0;0.5;0.359;0;1;0;1;FLOAT;0 -Node;AmplifyShaderEditor.CommentaryNode;335;-3782.486,-3856.065;Float;False;3635.969;1958.271;Billboarding matrix calculations. 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-Node;AmplifyShaderEditor.SimpleMultiplyOpNode;309;-2252.042,-3487.556;Float;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 -Node;AmplifyShaderEditor.LerpOp;230;-2695.262,543.3464;Float;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0 -Node;AmplifyShaderEditor.CommentaryNode;113;-4740.985,-182.2288;Float;False;733.7993;257;Wind waves on/of switch;4;111;109;112;110;;1,1,1,1;0;0 -Node;AmplifyShaderEditor.RegisterLocalVarNode;220;-2299.941,1177.225;Float;False;WindWaveSwayCalculated;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 -Node;AmplifyShaderEditor.DynamicAppendNode;303;-1995.092,-3530.697;Float;False;FLOAT4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0 -Node;AmplifyShaderEditor.GetLocalVarNode;221;-2050.811,668.71;Float;False;220;WindWaveSwayCalculated;0;1;FLOAT3;0 -Node;AmplifyShaderEditor.WireNode;424;-1650.563,-3231.397;Float;False;1;0;FLOAT4x4;1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1;False;1;FLOAT4x4;0 -Node;AmplifyShaderEditor.RangedFloatNode;252;-1936.819,758.6528;Float;False;Constant;_Float3;Float 3;18;0;Create;True;0;0;False;0;-1;0;0;0;0;1;FLOAT;0 -Node;AmplifyShaderEditor.ColorNode;57;-4733.84,-1788.214;Float;False;Property;_HealthyColor;Healthy Color;4;0;Create;True;0;0;False;0;0,1,0.2137935,0;0,1,0.2137935,0;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 -Node;AmplifyShaderEditor.CommentaryNode;142;-2520.286,-1743.023;Float;False;829.4101;337.406;Comment;5;117;120;59;60;141;Healthy/Dry Color Tint;1,0,0,1;0;0 -Node;AmplifyShaderEditor.SaturateNode;353;-2042.691,-606.5488;Float;False;1;0;FLOAT;0;False;1;FLOAT;0 -Node;AmplifyShaderEditor.CommentaryNode;139;-3795.29,-1743.729;Float;False;1195.445;658.8863;Wind wave tint calculation;9;471;137;82;467;68;469;75;475;472;Wind Waves Color Tint;1,0,0,1;0;0 -Node;AmplifyShaderEditor.RangedFloatNode;132;-4726.808,386.4854;Float;False;Property;_WindWaveTint;Wind Wave Tint;15;0;Create;True;0;0;False;0;0.5;2;0;1;0;1;FLOAT;0 -Node;AmplifyShaderEditor.ColorNode;119;-4729.389,-1604.005;Float;False;Property;_DryColor;Dry Color;3;0;Create;True;0;0;False;0;1,0,0,0;1,0,0,0;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 -Node;AmplifyShaderEditor.GetLocalVarNode;219;-2038.496,487.0963;Float;False;218;WindIdleSwayCalculated;0;1;FLOAT3;0 -Node;AmplifyShaderEditor.RangedFloatNode;110;-4692.985,-134.2289;Half;False;Constant;_Float4;Float 4;11;0;Create;True;0;0;False;0;0;0;0;0;0;1;FLOAT;0 -Node;AmplifyShaderEditor.GetLocalVarNode;141;-2470.285,-1509.009;Float;False;140;HealthyDryNoise;0;1;FLOAT;0 -Node;AmplifyShaderEditor.RegisterLocalVarNode;116;-4410.214,-1787.986;Float;False;HealthyColor;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0 -Node;AmplifyShaderEditor.RegisterLocalVarNode;218;-2520.634,533.9471;Float;False;WindIdleSwayCalculated;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 -Node;AmplifyShaderEditor.RangedFloatNode;111;-4692.985,-54.229;Float;False;Constant;_Float5;Float 5;11;0;Create;True;0;0;False;0;1;0;0;0;0;1;FLOAT;0 -Node;AmplifyShaderEditor.SimpleMultiplyOpNode;251;-1744.372,708.584;Float;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0 -Node;AmplifyShaderEditor.SimpleMultiplyOpNode;312;-1778.719,-3487.959;Float;False;2;2;0;FLOAT4;0,0,0,0;False;1;FLOAT4x4;1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1;False;1;FLOAT4;0 -Node;AmplifyShaderEditor.GetLocalVarNode;75;-3735.535,-1434.635;Float;False;126;WindWaveNoise;0;1;FLOAT;0 -Node;AmplifyShaderEditor.GetLocalVarNode;117;-2450.93,-1681.415;Float;False;116;HealthyColor;0;1;COLOR;0 -Node;AmplifyShaderEditor.GetLocalVarNode;120;-2450.097,-1592.172;Float;False;118;DryColor;0;1;COLOR;0 -Node;AmplifyShaderEditor.RangedFloatNode;475;-3647.967,-1245.409;Float;False;Constant;_Float6;Float 6;17;0;Create;True;0;0;False;0;5;0;0;0;0;1;FLOAT;0 -Node;AmplifyShaderEditor.GetLocalVarNode;472;-3740.936,-1342.278;Float;False;135;WindWaveTintPower;0;1;FLOAT;0 -Node;AmplifyShaderEditor.RegisterLocalVarNode;118;-4410.13,-1603.9;Float;False;DryColor;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0 -Node;AmplifyShaderEditor.RegisterLocalVarNode;140;-1893.319,-610.5497;Float;False;HealthyDryNoise;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 -Node;AmplifyShaderEditor.RegisterLocalVarNode;135;-4344.342,385.4854;Float;False;WindWaveTintPower;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 -Node;AmplifyShaderEditor.GetLocalVarNode;217;-1602.061,785.7782;Float;False;126;WindWaveNoise;0;1;FLOAT;0 -Node;AmplifyShaderEditor.SimpleAddOpNode;253;-1605.896,634.92;Float;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0 -Node;AmplifyShaderEditor.ToggleSwitchNode;109;-4516.985,-134.2289;Float;False;Property;_WindWavesOn;Wind Waves On;14;0;Create;True;0;0;False;0;0;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 -Node;AmplifyShaderEditor.DynamicAppendNode;322;-1585.408,-3485.572;Float;False;FLOAT3;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0 -Node;AmplifyShaderEditor.LerpOp;59;-2173.735,-1641.303;Float;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0 -Node;AmplifyShaderEditor.SimpleMultiplyOpNode;469;-3407.759,-1407.631;Float;False;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0 -Node;AmplifyShaderEditor.ColorNode;66;-4724.844,104.6633;Float;False;Property;_WindWaveTintColor;Wind Wave Tint Color;12;0;Create;True;0;0;False;0;0.07586241,0,1,0;0.1586208,0,1,0;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 -Node;AmplifyShaderEditor.WireNode;422;-1868.041,-3799.718;Float;False;1;0;FLOAT;0;False;1;FLOAT;0 -Node;AmplifyShaderEditor.LerpOp;215;-1362.406,601.9896;Float;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0 -Node;AmplifyShaderEditor.SimpleAddOpNode;315;-1415.394,-3422.75;Float;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0 -Node;AmplifyShaderEditor.CommentaryNode;143;-1577.114,-781.0618;Float;False;1175.44;314.7707;Simple Ambient Occlusion calculation from vertex position;7;151;150;148;147;146;144;164;Ambient Occlusion;0,0,0,1;0;0 -Node;AmplifyShaderEditor.RegisterLocalVarNode;112;-4260.985,-134.2289;Float;False;WindWavesOn;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 -Node;AmplifyShaderEditor.GetLocalVarNode;348;-1408.643,456.849;Float;False;112;WindWavesOn;0;1;FLOAT;0 -Node;AmplifyShaderEditor.GetLocalVarNode;68;-3692.525,-1669.134;Float;False;60;HealthyDryTint;0;1;COLOR;0 -Node;AmplifyShaderEditor.RangedFloatNode;155;-4731.271,-1309.276;Float;False;Property;_GradientPower;Gradient Power;7;0;Create;True;0;0;False;0;0.3;0;0;1;0;1;FLOAT;0 -Node;AmplifyShaderEditor.RegisterLocalVarNode;60;-1942.877,-1646.374;Float;False;HealthyDryTint;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0 -Node;AmplifyShaderEditor.SaturateNode;471;-3240.305,-1423.247;Float;False;1;0;FLOAT;0;False;1;FLOAT;0 -Node;AmplifyShaderEditor.GetLocalVarNode;467;-3693.434,-1573.069;Float;False;122;WindWaveTintColor;0;1;COLOR;0 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"fcb2b18168cd4c3d816a0935c8c33114", - "m_Id": 6, - "m_DisplayName": "Width", - "m_SlotType": 1, - "m_Hidden": false, - "m_ShaderOutputName": "Width", - "m_StageCapability": 3, - "m_Value": 1.0, - "m_DefaultValue": 1.0, - "m_Labels": [] -} - -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", - "m_ObjectId": "ffa1fa707381440f99c63b98b3d7647f", - "m_Id": 1, - "m_DisplayName": "B", - "m_SlotType": 0, - "m_Hidden": false, - "m_ShaderOutputName": "B", - "m_StageCapability": 3, - "m_Value": 0.0, - "m_DefaultValue": 0.0, - "m_Labels": [] -} - diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUI SphericalBillboard.shadersubgraph.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUI SphericalBillboard.shadersubgraph.meta deleted file mode 100644 index 1e75463..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUI SphericalBillboard.shadersubgraph.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 81d4cb0a8c008a24997e35e6f97a1f0a -ScriptedImporter: - internalIDToNameTable: [] - externalObjects: {} - serializedVersion: 2 - userData: - assetBundleName: - assetBundleVariant: - script: {fileID: 11500000, guid: 60072b568d64c40a485e0fc55012dc9f, type: 3} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUI-ErrorShader.shader b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUI-ErrorShader.shader deleted file mode 100644 index 457012b..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUI-ErrorShader.shader +++ /dev/null @@ -1,44 +0,0 @@ - -Shader "Hidden/GPUInstancer/InternalErrorShader" -{ - SubShader - { - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma target 2.0 - #pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON - #include "UnityCG.cginc" - #include "./GPUInstancerInclude.cginc" - #pragma instancing_options procedural:setupGPUI - #pragma multi_compile_instancing - - struct appdata_t { - float4 vertex : POSITION; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct v2f { - float4 vertex : SV_POSITION; - UNITY_VERTEX_OUTPUT_STEREO - }; - - v2f vert (appdata_t v) - { - v2f o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - o.vertex = UnityObjectToClipPos(v.vertex); - return o; - } - fixed4 frag (v2f i) : SV_Target - { - return fixed4(1,0,1,1); - } - ENDCG - } - } - Fallback Off -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUI-ErrorShader.shader.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUI-ErrorShader.shader.meta deleted file mode 100644 index 09b794a..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUI-ErrorShader.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: d9df51e915e881f4ca87eda3bdf90743 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIBillboardInclude.cginc b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIBillboardInclude.cginc deleted file mode 100644 index 8dab320..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIBillboardInclude.cginc +++ /dev/null @@ -1,140 +0,0 @@ -#ifndef GPU_INSTANCER_BILLBOARD_INCLUDED -#define GPU_INSTANCER_BILLBOARD_INCLUDED - -void GPUIBillboardVertex(inout float4 vertex, inout float3 normal, inout float4 tangent, inout float3 tangentWorld, inout float3 bitangentWorld, - inout float3 normalWorld, inout float4 texcoord, inout float2 atlasUV, float frameCount) -{ - - float3 billboardCameraPos = _WorldSpaceCameraPos; - - // If shadowcaster, account for billboard: - //#if defined(UNITY_PASS_SHADOWCASTER) - // _WorldSpaceLightPos0.w is 0 for directional lights only. Use light vector instead of cam vector if that is the case: - // billboardCameraPos = _WorldSpaceCameraPos * (1 - _WorldSpaceLightPos0.w) + (_WorldSpaceLightPos0.w * _WorldSpaceLightPos0.xyz); - //#endif - - float3 billboardCameraDir = normalize(mul((float3x3) unity_WorldToObject, billboardCameraPos - unity_ObjectToWorld._m03_m13_m23)); - - // get current camera angle in radians - float angle = atan2(-billboardCameraDir.z, billboardCameraDir.x); - - // calculate current frame index and set uvs - float frameIndex = round((angle - UNITY_PI / 2) / (UNITY_TWO_PI / frameCount)); - atlasUV = texcoord.xy * float2(1 / frameCount, 1) + float2((1 / frameCount) * frameIndex, 0); - - // calculate camera vectors - float3 up = float3(0, 1, 0); - float3 forward = -normalize(UNITY_MATRIX_V._m20_m21_m22); - - #ifdef _BILLBOARDFACECAMPOS_ON - float3 right = normalize(cross(float3(0, 1, 0), unity_ObjectToWorld._m03_m13_m23 - billboardCameraPos)); - #else - float3 right = normalize(UNITY_MATRIX_V._m00_m01_m02); - // adjust rotation matrix if camera is upside down - right *= sign(normalize(UNITY_MATRIX_V._m10_m11_m12).y); - #endif - - // create camera rotation matrix - float4x4 rotationMatrix = float4x4(right, 0, up, 0, forward, 0, 0, 0, 0, 1); - - // rotate to camera lookAt - vertex.x *= length(unity_ObjectToWorld._m00_m10_m20); - vertex.y *= length(unity_ObjectToWorld._m01_m11_m21); - vertex.z *= length(unity_ObjectToWorld._m02_m12_m22); - vertex = mul(vertex, rotationMatrix); - - // account for world position - vertex.xyz += unity_ObjectToWorld._m03_m13_m23; - - // ignore initial object rotation for the billboard - vertex = mul(unity_WorldToObject, vertex); - vertex.y += (1 / frameCount * unity_ObjectToWorld[3].y + unity_ObjectToWorld[3].z) * length(unity_ObjectToWorld._m01_m11_m21); - - // adjust normal and tangents - normal = -billboardCameraDir; - tangent.xyz = normalize(cross(up, normal)); - tangent.w = -1; - - // interpolate normal and tangents to surface func - normalWorld = normal; - tangentWorld = tangent.xyz; - bitangentWorld = cross(normalWorld, tangentWorld) * (tangent.w * unity_WorldTransformParams.w); -} - -half4 GPUIBillboardNormals(sampler2D _NormalAtlas, float2 uvAtlas, float frameCount, float3 tangentWorld, float3 bitangentWorld, float3 normalWorld) -{ - // read Normal Atlas - half4 normalTexture = tex2D(_NormalAtlas, uvAtlas); - - // remap normalTexture back to [-1, 1] - half3 unpackedNormalTexture = (normalTexture.xyz * 2.0 - 1.0); - - // modify normal map with the billboard world vectors - float3 normal = normalize(mul(half3x3(tangentWorld, bitangentWorld, normalWorld), unpackedNormalTexture)); - - // calculate depth - half depth = max(normalTexture.w - 0.35, 0); - - return half4(normal, depth); -} - -void CalculateHueVariation(half4 hueColor, inout half4 originalColor) -{ - float3 worldPosActual = unity_ObjectToWorld._m03_m13_m23; - float hueVariationAmount = frac(worldPosActual.x + worldPosActual.y + worldPosActual.z); - hueVariationAmount = saturate(hueVariationAmount * hueColor.a); - half3 shiftedColor = lerp(originalColor.rgb, hueColor.rgb, hueVariationAmount); - - half maxBase = max(originalColor.r, max(originalColor.g, originalColor.b)); - half newMaxBase = max(shiftedColor.r, max(shiftedColor.g, shiftedColor.b)); - maxBase /= newMaxBase; - maxBase = maxBase * 0.5f + 0.5f; - - shiftedColor.rgb *= maxBase; - originalColor.rgb = saturate(shiftedColor); -} - -// Does not calculate worldPos in the surface function -void CalculateHueVariationVulkan(half4 hueColor, inout half4 originalColor, float3 worldPos) -{ - float hueVariationAmount = frac(worldPos.x + worldPos.y + worldPos.z); - - // Vulkan surface shader worldpos fix - if (hueVariationAmount > 0.999999){ - hueVariationAmount = 0; - } - - hueVariationAmount = saturate(hueVariationAmount * hueColor.a); - half3 shiftedColor = lerp(originalColor.rgb, hueColor.rgb, hueVariationAmount); - - half maxBase = max(originalColor.r, max(originalColor.g, originalColor.b)); - half newMaxBase = max(shiftedColor.r, max(shiftedColor.g, shiftedColor.b)); - maxBase /= newMaxBase; - maxBase = maxBase * 0.5f + 0.5f; - - shiftedColor.rgb *= maxBase; - originalColor.rgb = saturate(shiftedColor); -} - -inline float LinearToGammaExact(float value) -{ - if (value <= 0.0F) - return 0.0F; - else if (value <= 0.0031308F) - return 12.92F * value; - else if (value < 1.0F) - return 1.055F * pow(value, 0.4166667F) - 0.055F; - else - return pow(value, 0.45454545F); -} - -// uses the exact (and more expansive) version of LinearToGammaSpace. Used only for baking. -inline half3 LinearToGamma(half3 linRGB) -{ - linRGB = max(linRGB, half3(0.h, 0.h, 0.h)); - - // Exact version of the LineatToGammeSpace from UnityCG.cginc: - return half3(LinearToGammaExact(linRGB.r), LinearToGammaExact(linRGB.g), LinearToGammaExact(linRGB.b)); -} - -#endif \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIBillboardInclude.cginc.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIBillboardInclude.cginc.meta deleted file mode 100644 index f480640..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIBillboardInclude.cginc.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 11a796bc47625bf4195aea2e80851aa6 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIBillboardSGInclude.cginc b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIBillboardSGInclude.cginc deleted file mode 100644 index 7602ab8..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIBillboardSGInclude.cginc +++ /dev/null @@ -1,77 +0,0 @@ -#ifndef GPU_INSTANCER_BILLBOARD_SG_INCLUDED -#define GPU_INSTANCER_BILLBOARD_SG_INCLUDED - -#define GPUI_PI 3.14159265359f -#define GPUI_TWO_PI 6.28318530718f - -#ifdef unity_WorldToObject -#undef unity_WorldToObject -#endif -#ifdef unity_ObjectToWorld -#undef unity_ObjectToWorld -#endif - -void GPUIBillboardVertexSG_float(in float3 vertex, in float frameCount, out float3 vertex_out, out float3 normal_out, out float3 tangent_out) -{ - float3 billboardCameraDir = normalize(mul(((float3x3) unity_WorldToObject), _WorldSpaceCameraPos.xyz - unity_ObjectToWorld._m03_m13_m23)); - - // calculate camera vectors - float3 up = float3(0, 1, 0); - float3 forward = -normalize(UNITY_MATRIX_V._m20_m21_m22); - -#ifdef _BILLBOARDFACECAMPOS_ON - float3 right = normalize(cross(float3(0, 1, 0), unity_ObjectToWorld._m03_m13_m23 - _WorldSpaceCameraPos)); -#else - float3 right = normalize(UNITY_MATRIX_V._m00_m01_m02); - // adjust rotation matrix if camera is upside down - right *= sign(normalize(UNITY_MATRIX_V._m10_m11_m12).y); -#endif - - // create camera rotation matrix - float4x4 rotationMatrix = float4x4(right, 0, up, 0, forward, 0, 0, 0, 0, 1); - - // rotate to camera lookAt - vertex_out.x = vertex.x * length(unity_ObjectToWorld._m00_m10_m20); - vertex_out.y = vertex.y * length(unity_ObjectToWorld._m01_m11_m21); - vertex_out.z = vertex.z * length(unity_ObjectToWorld._m02_m12_m22); - vertex_out = (mul(float4(vertex_out, 1), rotationMatrix)).xyz; - - // account for world position - vertex_out.xyz += unity_ObjectToWorld._m03_m13_m23; - - // ignore initial object rotation for the billboard - vertex_out = (mul(unity_WorldToObject, float4(vertex_out, 1))).xyz; - vertex_out.y += (1 / frameCount * unity_ObjectToWorld[3].y + unity_ObjectToWorld[3].z) * length(unity_ObjectToWorld._m01_m11_m21); - - // adjust normal and tangents - normal_out = -billboardCameraDir; - tangent_out = normalize(cross(up, normal_out)); -} - -void GPUIBillboardAtlasUVSG_float(in float4 texcoord, in float frameCount, out float2 atlasUV) -{ - float3 billboardCameraDir = normalize(mul(((float3x3) unity_WorldToObject), _WorldSpaceCameraPos.xyz - unity_ObjectToWorld._m03_m13_m23)); - - // get current camera angle in radians - float angle = atan2(-billboardCameraDir.z, billboardCameraDir.x); - - // calculate current frame index and set uvs - float frameIndex = round((angle - GPUI_PI / 2) / (GPUI_TWO_PI / frameCount)); - atlasUV = texcoord.xy * float2(1.0 / frameCount, 1) + float2((1.0 / frameCount) * frameIndex, 0); -} - -void GPUIBillboardFragmentSG_float(in float4 albedoTexture, in float4 normalTexture, in float normalStrength, in float3 normalWorld, in float3 tangentWorld, out float3 albedo_out, out float3 normal_out, out float depth_out) -{ - albedo_out = albedoTexture.rgb; - - // remap normalTexture back to [-1, 1] - float3 unpackedNormalTexture = lerp(float3(0, 1, 0), normalTexture.xyz, normalStrength); - float3 bitangentWorld = normalize(cross(normalWorld, tangentWorld) * (-unity_WorldTransformParams.w)); - // modify normal map with the billboard world vectors - normal_out = normalize(mul(float3x3(tangentWorld, bitangentWorld, normalWorld), unpackedNormalTexture)); - - // calculate depth - depth_out = max(normalTexture.w - 0.35, 0); -} - -#endif // GPU_INSTANCER_BILLBOARD_SG_INCLUDED \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIBillboardSGInclude.cginc.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIBillboardSGInclude.cginc.meta deleted file mode 100644 index 057a140..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIBillboardSGInclude.cginc.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 752ed35f0cdd15c4bb30cfe63db8aea5 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIFloat4VariationInclude.cginc b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIFloat4VariationInclude.cginc deleted file mode 100644 index a255b0e..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIFloat4VariationInclude.cginc +++ /dev/null @@ -1,16 +0,0 @@ -#include "GPUInstancerInclude.cginc" - -#ifndef GPUI_F4Var_INCLUDED -#define GPUI_F4Var_INCLUDED - -uniform StructuredBuffer gpuiFloat4Variation; - -void gpuiF4Var_float(out float4 Float4_Out) -{ - #ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED - Float4_Out = gpuiFloat4Variation[gpui_InstanceID]; - #else - Float4_Out = float4(1, 1, 1, 1); - #endif -} -#endif \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIFloat4VariationInclude.cginc.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIFloat4VariationInclude.cginc.meta deleted file mode 100644 index 501ba08..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIFloat4VariationInclude.cginc.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 4f29442a844281b4c8b2faa018f405e3 -timeCreated: 1514929065 -licenseType: Store -ShaderImporter: - externalObjects: {} - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUILODCrossFade.cginc b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUILODCrossFade.cginc deleted file mode 100644 index e6eebd6..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUILODCrossFade.cginc +++ /dev/null @@ -1,91 +0,0 @@ -#ifndef GPU_INSTANCER_CROSSFADE_INCLUDED -#define GPU_INSTANCER_CROSSFADE_INCLUDED - -#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED) && !defined(GPUI_MHT_MATRIX_APPEND) - -#ifdef UNITY_APPLY_DITHER_CROSSFADE -#undef UNITY_APPLY_DITHER_CROSSFADE -#endif - -#ifdef LOD_FADE_CROSSFADE -#define UNITY_APPLY_DITHER_CROSSFADE(vpos) UnityApplyDitherCrossFadeGPUI(vpos) -#else -#define UNITY_APPLY_DITHER_CROSSFADE(vpos) -#endif - -uniform sampler2D _DitherMaskLOD2D; -void UnityApplyDitherCrossFadeGPUI(float2 vpos) -{ - if (LODLevel >= 0) - { -#ifdef GPUI_MHT_COPY_TEXTURE - uint textureWidth = min(bufferSize, maxTextureSize); - float indexX = ((gpui_InstanceID % maxTextureSize) + 0.5f) / textureWidth; - float rowCount = ceil(bufferSize / maxTextureSize); - float rowIndex = floor(gpui_InstanceID / maxTextureSize) + 0.5f; - - uint4 lodData = uint4(tex2Dlod(gpuiInstanceLODDataTexture, float4(indexX, rowIndex / rowCount, 0.0f, 0.0f))); -#else - uint4 lodData = gpuiInstanceLODData[gpui_InstanceID]; -#endif - - if (lodData.w > 0) - { - float fadeLevel = floor(lodData.w * fadeLevelMultiplier); - - if (lodData.z == uint(LODLevel)) - fadeLevel = 15 - fadeLevel; - - if (fadeLevel > 0) - { - vpos /= 4; // the dither mask texture is 4x4 - vpos.y = (frac(vpos.y) + fadeLevel) * 0.0625 /* 1/16 */; // quantized lod fade by 16 levels - clip(tex2D(_DitherMaskLOD2D, vpos).a - 0.5); - } - } - } -} - -#ifdef UNITY_RANDOM_INCLUDED -#ifdef LODDitheringTransition -#undef LODDitheringTransition -#endif - -#define LODDitheringTransition(fadeMaskSeed, ditherFactor) LODDitheringTransitionGPUI(fadeMaskSeed, ditherFactor) - - void LODDitheringTransitionGPUI(uint2 fadeMaskSeed, float ditherFactor) - { - if (LODLevel >= 0) - { -#ifdef GPUI_MHT_COPY_TEXTURE - uint textureWidth = min(bufferSize, maxTextureSize); - float indexX = ((gpui_InstanceID % maxTextureSize) + 0.5f) / textureWidth; - float rowCount = ceil(bufferSize / maxTextureSize); - float rowIndex = floor(gpui_InstanceID / maxTextureSize) + 0.5f; - - uint4 lodData = uint4(tex2Dlod(gpuiInstanceLODDataTexture, float4(indexX, rowIndex / rowCount, 0.0f, 0.0f))); -#else - uint4 lodData = gpuiInstanceLODData[gpui_InstanceID]; -#endif - - if (lodData.w > 0) - { - float fadeLevel = floor(lodData.w * fadeLevelMultiplier); - - if (fadeLevel > 0) - { - ditherFactor = (frac(fadeMaskSeed.y) + fadeLevel) * 0.0625; - float p = GenerateHashedRandomFloat(fadeMaskSeed); - float f = ditherFactor - p; - if (lodData.z == uint(LODLevel)) - f = -f; - clip(f); - } - } - } - } -#endif // UNITY_RANDOM_INCLUDED - -#endif // UNITY_PROCEDURAL_INSTANCING_ENABLED - -#endif // GPU_INSTANCER_CROSSFADE_INCLUDED \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUILODCrossFade.cginc.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUILODCrossFade.cginc.meta deleted file mode 100644 index d5afe72..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUILODCrossFade.cginc.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 05254235f3872c14088d5696ca4a25de -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIPlatformDependent.cginc b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIPlatformDependent.cginc deleted file mode 100644 index 7f0a3b4..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIPlatformDependent.cginc +++ /dev/null @@ -1,10 +0,0 @@ -#ifndef GPU_INSTANCER_PLATFORM_DEPENDENT_INCLUDED -#define GPU_INSTANCER_PLATFORM_DEPENDENT_INCLUDED - -#if SHADER_API_GLES3 - #define GPUI_MHT_COPY_TEXTURE 1 -#elif SHADER_API_VULKAN - #define GPUI_MHT_COPY_TEXTURE 1 -#endif - -#endif // GPU_INSTANCER_PLATFORM_DEPENDENT_INCLUDED \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIPlatformDependent.cginc.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIPlatformDependent.cginc.meta deleted file mode 100644 index fe93b6a..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIPlatformDependent.cginc.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 79e50e99a1888054cb229e1c710f1795 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIShaderGraphInclude.cginc b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIShaderGraphInclude.cginc deleted file mode 100644 index dcfaea9..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIShaderGraphInclude.cginc +++ /dev/null @@ -1,14 +0,0 @@ -#include "GPUInstancerInclude.cginc" - -#ifndef GPUI_SG_INCLUDED -#define GPUI_SG_INCLUDED -void gpuiDummy_float(float3 Input, out float3 Output) -{ - Output = Input; -} - -void gpuiDummy_half(half3 Input, out half3 Output) -{ - Output = Input; -} -#endif \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIShaderGraphInclude.cginc.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIShaderGraphInclude.cginc.meta deleted file mode 100644 index 88dfe66..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIShaderGraphInclude.cginc.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 2871dceba9d7a0f4c8c92fc872d21cf7 -timeCreated: 1514929065 -licenseType: Store -ShaderImporter: - externalObjects: {} - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIStandardInclude.cginc b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIStandardInclude.cginc deleted file mode 100644 index 7f5f293..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIStandardInclude.cginc +++ /dev/null @@ -1,198 +0,0 @@ -#ifndef GPU_INSTANCER_STANDARD_INCLUDED -#define GPU_INSTANCER_STANDARD_INCLUDED - -// FORWARD RENDERING: -#if !UNITY_STANDARD_SIMPLE -half4 fragForwardBaseInternalGPUI(VertexOutputForwardBase i) -{ - UNITY_SETUP_INSTANCE_ID(i); -#if UNITY_VERSION >= 201711 - UNITY_APPLY_DITHER_CROSSFADE(i.pos.xy); -#endif - - FRAGMENT_SETUP(s); - - UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); - - UnityLight mainLight = MainLight(); - UNITY_LIGHT_ATTENUATION(atten, i, s.posWorld); - - half occlusion = Occlusion(i.tex.xy); - UnityGI gi = FragmentGI(s, occlusion, i.ambientOrLightmapUV, atten, mainLight); - - half4 c = UNITY_BRDF_PBS(s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, s.normalWorld, -s.eyeVec, gi.light, gi.indirect); - c.rgb += Emission(i.tex.xy); - -#ifdef UNITY_EXTRACT_FOG_FROM_EYE_VEC - UNITY_EXTRACT_FOG_FROM_EYE_VEC(i); -#endif -#if UNITY_VERSION > 201820 - UNITY_APPLY_FOG(_unity_fogCoord, c.rgb); -#else - UNITY_APPLY_FOG(i.fogCoord, c.rgb); -#endif - return OutputForward(c, s.alpha); -} -#endif - -#if UNITY_STANDARD_SIMPLE - half4 fragBaseAllGPUI (VertexOutputBaseSimple i) : SV_Target { return fragForwardBaseSimpleInternal(i); } -#else - half4 fragBaseAllGPUI(VertexOutputForwardBase i) : SV_Target { return fragForwardBaseInternalGPUI(i); } -#endif - -// DEFERRED RENDERING -#ifndef UNITY_POSITION -#define UNITY_POSITION(pos) float4 pos : SV_POSITION -#endif - -struct VertexOutputDeferredGPUI -{ - UNITY_POSITION(pos); - float4 tex : TEXCOORD0; -#if UNITY_VERSION == 565 || UNITY_VERSION == 201710 || UNITY_VERSION == 201711 || UNITY_VERSION == 201712 || UNITY_VERSION == 201713 || UNITY_VERSION == 201730 || UNITY_VERSION == 201731 || UNITY_VERSION == 201720 || UNITY_VERSION == 201721 || UNITY_VERSION == 201722 - half3 eyeVec : TEXCOORD1; - half4 tangentToWorldAndPackedData[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:viewDirForParallax or worldPos] -#else - float3 eyeVec : TEXCOORD1; - float4 tangentToWorldAndPackedData[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:viewDirForParallax or worldPos] -#endif - - half4 ambientOrLightmapUV : TEXCOORD5; // SH or Lightmap UVs - -#if UNITY_REQUIRE_FRAG_WORLDPOS && !UNITY_PACK_WORLDPOS_WITH_TANGENT - float3 posWorld : TEXCOORD6; -#endif - - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO -}; - -VertexOutputDeferredGPUI vertDeferredGPUI(VertexInput v) -{ - UNITY_SETUP_INSTANCE_ID(v); - VertexOutputDeferredGPUI o; - UNITY_INITIALIZE_OUTPUT(VertexOutputDeferredGPUI, o); - UNITY_TRANSFER_INSTANCE_ID(v, o); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - - float4 posWorld = mul(unity_ObjectToWorld, v.vertex); -#if UNITY_REQUIRE_FRAG_WORLDPOS -#if UNITY_PACK_WORLDPOS_WITH_TANGENT - o.tangentToWorldAndPackedData[0].w = posWorld.x; - o.tangentToWorldAndPackedData[1].w = posWorld.y; - o.tangentToWorldAndPackedData[2].w = posWorld.z; -#else - o.posWorld = posWorld.xyz; -#endif -#endif - o.pos = UnityObjectToClipPos(v.vertex); - - o.tex = TexCoords(v); - o.eyeVec = NormalizePerVertexNormal(posWorld.xyz - _WorldSpaceCameraPos); - float3 normalWorld = UnityObjectToWorldNormal(v.normal); -#ifdef _TANGENT_TO_WORLD - float4 tangentWorld = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); - - float3x3 tangentToWorld = CreateTangentToWorldPerVertex(normalWorld, tangentWorld.xyz, tangentWorld.w); - o.tangentToWorldAndPackedData[0].xyz = tangentToWorld[0]; - o.tangentToWorldAndPackedData[1].xyz = tangentToWorld[1]; - o.tangentToWorldAndPackedData[2].xyz = tangentToWorld[2]; -#else - o.tangentToWorldAndPackedData[0].xyz = 0; - o.tangentToWorldAndPackedData[1].xyz = 0; - o.tangentToWorldAndPackedData[2].xyz = normalWorld; -#endif - - o.ambientOrLightmapUV = 0; -#ifdef LIGHTMAP_ON - o.ambientOrLightmapUV.xy = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw; -#elif UNITY_SHOULD_SAMPLE_SH - o.ambientOrLightmapUV.rgb = ShadeSHPerVertex (normalWorld, o.ambientOrLightmapUV.rgb); -#endif -#ifdef DYNAMICLIGHTMAP_ON - o.ambientOrLightmapUV.zw = v.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; -#endif - -#ifdef _PARALLAXMAP - TANGENT_SPACE_ROTATION; - half3 viewDirForParallax = mul (rotation, ObjSpaceViewDir(v.vertex)); - o.tangentToWorldAndPackedData[0].w = viewDirForParallax.x; - o.tangentToWorldAndPackedData[1].w = viewDirForParallax.y; - o.tangentToWorldAndPackedData[2].w = viewDirForParallax.z; -#endif - - return o; -} - -void fragDeferredGPUI(VertexOutputDeferredGPUI i, - out half4 outGBuffer0 : SV_Target0, - out half4 outGBuffer1 : SV_Target1, - out half4 outGBuffer2 : SV_Target2, - out half4 outEmission : SV_Target3 // RT3: emission (rgb), --unused-- (a) -#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) - ,out half4 outShadowMask : SV_Target4 // RT4: shadowmask (rgba) -#endif - ) -{ -#if (SHADER_TARGET < 30) - outGBuffer0 = 1; - outGBuffer1 = 1; - outGBuffer2 = 0; - outEmission = 0; -#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) - outShadowMask = 1; -#endif - return; -#endif - UNITY_SETUP_INSTANCE_ID(i); -#if UNITY_VERSION >= 201711 - UNITY_APPLY_DITHER_CROSSFADE(i.pos.xy); -#endif - - FRAGMENT_SETUP(s); - - - // no analytic lights in this pass - UnityLight dummyLight = DummyLight(); - half atten = 1; - - // only GI - half occlusion = Occlusion(i.tex.xy); -#if UNITY_ENABLE_REFLECTION_BUFFERS - bool sampleReflectionsInDeferred = false; -#else - bool sampleReflectionsInDeferred = true; -#endif - - UnityGI gi = FragmentGI(s, occlusion, i.ambientOrLightmapUV, atten, dummyLight, sampleReflectionsInDeferred); - - half3 emissiveColor = UNITY_BRDF_PBS(s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, s.normalWorld, -s.eyeVec, gi.light, gi.indirect).rgb; - -#ifdef _EMISSION - emissiveColor += Emission (i.tex.xy); -#endif - -#ifndef UNITY_HDR_ON - emissiveColor.rgb = exp2(-emissiveColor.rgb); -#endif - - UnityStandardData data; - data.diffuseColor = s.diffColor; - data.occlusion = occlusion; - data.specularColor = s.specColor; - data.smoothness = s.smoothness; - data.normalWorld = s.normalWorld; - - UnityStandardDataToGbuffer(data, outGBuffer0, outGBuffer1, outGBuffer2); - - // Emissive lighting buffer - outEmission = half4(emissiveColor, 1); - - // Baked direct lighting occlusion if any -#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) - outShadowMask = UnityGetRawBakedOcclusions(i.ambientOrLightmapUV.xy, IN_WORLDPOS(i)); -#endif -} - -#endif \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIStandardInclude.cginc.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIStandardInclude.cginc.meta deleted file mode 100644 index 07a532b..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUIStandardInclude.cginc.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: ac1ba122c84b4f44194f5d25db631111 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUInstancerInclude.cginc b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUInstancerInclude.cginc deleted file mode 100644 index 09e8c6c..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUInstancerInclude.cginc +++ /dev/null @@ -1,3 +0,0 @@ -#include "GPUIPlatformDependent.cginc" -#include "GPUInstancerSetup.cginc" -#include "GPUILODCrossFade.cginc" \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUInstancerInclude.cginc.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUInstancerInclude.cginc.meta deleted file mode 100644 index 9471c91..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUInstancerInclude.cginc.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 18df6f4b5f1ec6045ad24ed3cf05d13b -timeCreated: 1514929065 -licenseType: Store -ShaderImporter: - externalObjects: {} - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUInstancerSetup.cginc b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUInstancerSetup.cginc deleted file mode 100644 index 88790f5..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUInstancerSetup.cginc +++ /dev/null @@ -1,88 +0,0 @@ -#ifndef GPU_INSTANCER_INCLUDED -#define GPU_INSTANCER_INCLUDED - -#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED - -uniform uint gpui_InstanceID; -uniform float4x4 gpuiTransformOffset; -uniform float LODLevel; // -1 if crossFade disabled, 0-7 if cross fade enabled -uniform float fadeLevelMultiplier; // 1 no animation -#if GPUI_MHT_COPY_TEXTURE - uniform sampler2D gpuiTransformationMatrixTexture; - uniform sampler2D gpuiInstanceLODDataTexture; - uniform float bufferSize; - uniform float maxTextureSize; -#elif GPUI_MHT_MATRIX_APPEND - uniform StructuredBuffer gpuiTransformationMatrix; -#else - uniform StructuredBuffer gpuiTransformationMatrix; - uniform StructuredBuffer gpuiInstanceData; - uniform StructuredBuffer gpuiInstanceLODData; -#endif - -#ifdef unity_ObjectToWorld -#undef unity_ObjectToWorld -#endif - -#ifdef unity_WorldToObject -#undef unity_WorldToObject -#endif - -#endif // UNITY_PROCEDURAL_INSTANCING_ENABLED - -void setupGPUI() -{ -#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED -#if GPUI_MHT_COPY_TEXTURE - uint textureWidth = min(bufferSize, maxTextureSize); - - float indexX = ((unity_InstanceID % maxTextureSize) + 0.5f) / textureWidth; - float rowCount = ceil(bufferSize / maxTextureSize) * 4.0f; - float rowIndex = floor(unity_InstanceID / maxTextureSize) * 4.0f + 0.5f; - - float4x4 transformData = float4x4( - tex2Dlod(gpuiTransformationMatrixTexture, float4(indexX, (0.0f + rowIndex) / rowCount, 0.0f, 0.0f)), // row0 - tex2Dlod(gpuiTransformationMatrixTexture, float4(indexX, (1.0f + rowIndex) / rowCount, 0.0f, 0.0f)), // row1 - tex2Dlod(gpuiTransformationMatrixTexture, float4(indexX, (2.0f + rowIndex) / rowCount, 0.0f, 0.0f)), // row2 - tex2Dlod(gpuiTransformationMatrixTexture, float4(indexX, (3.0f + rowIndex) / rowCount, 0.0f, 0.0f)) // row3 - ); - gpui_InstanceID = uint(transformData._44); - transformData._44 = 1.0f; - unity_ObjectToWorld = mul(transformData, gpuiTransformOffset); -#elif GPUI_MHT_MATRIX_APPEND - unity_ObjectToWorld = mul(gpuiTransformationMatrix[unity_InstanceID], gpuiTransformOffset); -#else - gpui_InstanceID = gpuiTransformationMatrix[unity_InstanceID]; - unity_ObjectToWorld = mul(gpuiInstanceData[gpui_InstanceID], gpuiTransformOffset); -#endif // SHADER_API - - // inverse transform matrix - // taken from richardkettlewell's post on - // https://forum.unity3d.com/threads/drawmeshinstancedindirect-example-comments-and-questions.446080/ - - float3x3 w2oRotation; - w2oRotation[0] = unity_ObjectToWorld[1].yzx * unity_ObjectToWorld[2].zxy - unity_ObjectToWorld[1].zxy * unity_ObjectToWorld[2].yzx; - w2oRotation[1] = unity_ObjectToWorld[0].zxy * unity_ObjectToWorld[2].yzx - unity_ObjectToWorld[0].yzx * unity_ObjectToWorld[2].zxy; - w2oRotation[2] = unity_ObjectToWorld[0].yzx * unity_ObjectToWorld[1].zxy - unity_ObjectToWorld[0].zxy * unity_ObjectToWorld[1].yzx; - - float det = dot(unity_ObjectToWorld[0].xyz, w2oRotation[0]); - - w2oRotation = transpose(w2oRotation); - - w2oRotation *= rcp(det); - - float3 w2oPosition = mul(w2oRotation, -unity_ObjectToWorld._14_24_34); - - unity_WorldToObject._11_21_31_41 = float4(w2oRotation._11_21_31, 0.0f); - unity_WorldToObject._12_22_32_42 = float4(w2oRotation._12_22_32, 0.0f); - unity_WorldToObject._13_23_33_43 = float4(w2oRotation._13_23_33, 0.0f); - unity_WorldToObject._14_24_34_44 = float4(w2oPosition, 1.0f); - -#ifdef UNITY_PREV_MATRIX_M - unity_MatrixPreviousM = unity_ObjectToWorld; -#endif -#endif // UNITY_PROCEDURAL_INSTANCING_ENABLED -} - -#endif // GPU_INSTANCER_INCLUDED -// GPUInstancerInclude.cginc [do not delete needed for IsShaderInstanced check] \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUInstancerSetup.cginc.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUInstancerSetup.cginc.meta deleted file mode 100644 index b81c8b0..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/GPUInstancerSetup.cginc.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 19063cb1cee4fdd48851e3b8d89dbadf -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - preprocessorOverride: 0 - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/Stackable_GPUInstancer.surfshader b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/Stackable_GPUInstancer.surfshader deleted file mode 100644 index 1996f3b..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/Stackable_GPUInstancer.surfshader +++ /dev/null @@ -1,13 +0,0 @@ -BEGIN_OPTIONS - Stackable"False" -END_OPTIONS - -BEGIN_SUBSHADERS - "GPUILODCrossFade.cginc" - "GPUInstancerSetup.cginc" - "GPUIPlatformDependent.cginc" -END_SUBSHADERS - -BEGIN_DEFINES - #pragma instancing_options procedural:setupGPUI -END_DEFINES \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/Stackable_GPUInstancer.surfshader.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/Stackable_GPUInstancer.surfshader.meta deleted file mode 100644 index f35962c..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/Stackable_GPUInstancer.surfshader.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 3c86a33ed39d8494baf6556519cac089 -ScriptedImporter: - internalIDToNameTable: [] - externalObjects: {} - serializedVersion: 2 - userData: - assetBundleName: - assetBundleVariant: - script: {fileID: 11500000, guid: ed1b96e11e9064957833ce8c01da6f92, type: 3} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/TreeProxy_GPUI.shader b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/TreeProxy_GPUI.shader deleted file mode 100644 index a5e35f5..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/TreeProxy_GPUI.shader +++ /dev/null @@ -1,55 +0,0 @@ -Shader "Hidden/GPUInstancer/Nature/TreeProxy" -{ - SubShader - { - Tags - { - "Queue"="Transparent" - "RenderType"="Transparent" - //"ForceNoShadowCasting"="True" - //"IgnoreProjector"="True" - //"LightMode"="Always" - } - LOD 100 - - //ZTest Always - Cull Off - //ZWrite Off - //Fog { Mode off } - //Blend Off - - Pass - { - CGPROGRAM - #include "UnityCG.cginc" - #pragma vertex vert - #pragma fragment frag - - struct appdata_t { - float4 vertex : POSITION; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct v2f { - float4 vertex : SV_POSITION; - UNITY_VERTEX_OUTPUT_STEREO - }; - - v2f vert(appdata_base v) - { - v2f o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - o.vertex = UnityObjectToClipPos(v.vertex); - return o; - } - - void frag () - { - discard; - } - ENDCG - } - } -} - diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/TreeProxy_GPUI.shader.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/TreeProxy_GPUI.shader.meta deleted file mode 100644 index 92a17c0..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Include/TreeProxy_GPUI.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 1a6ceac7f4c639b4096c21f11e4e7a56 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Internal-DepthNormalsTexture_GPUI.shader b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Internal-DepthNormalsTexture_GPUI.shader deleted file mode 100644 index 0a4ae54..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Internal-DepthNormalsTexture_GPUI.shader +++ /dev/null @@ -1,541 +0,0 @@ -// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) - -Shader "Hidden/GPUInstancer/Internal-DepthNormalsTexture" { - Properties{ - _MainTex("", 2D) = "white" {} - _Cutoff("", Float) = 0.5 - _Color("", Color) = (1,1,1,1) - } - - SubShader{ - Tags { "RenderType" = "Opaque" } - Pass { - CGPROGRAM - #include "UnityCG.cginc" - #include "Include/GPUInstancerInclude.cginc" - #pragma instancing_options procedural:setupGPUI - #pragma multi_compile_instancing - #pragma vertex vert - #pragma fragment frag - struct v2f { - float4 pos : SV_POSITION; - float4 nz : TEXCOORD0; - UNITY_VERTEX_OUTPUT_STEREO - }; - v2f vert(appdata_base v) { - v2f o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - o.pos = UnityObjectToClipPos(v.vertex); - o.nz.xyz = COMPUTE_VIEW_NORMAL; - o.nz.w = COMPUTE_DEPTH_01; - return o; - } - fixed4 frag(v2f i) : SV_Target { - return EncodeDepthNormal(i.nz.w, i.nz.xyz); - } - ENDCG - } - } - - SubShader{ - Tags { "RenderType" = "TransparentCutout" } - Pass { - CGPROGRAM - #include "UnityCG.cginc" - #include "Include/GPUInstancerInclude.cginc" - #pragma instancing_options procedural:setupGPUI - #pragma multi_compile_instancing - #pragma vertex vert - #pragma fragment frag - struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float4 nz : TEXCOORD1; - UNITY_VERTEX_OUTPUT_STEREO - }; - uniform float4 _MainTex_ST; - v2f vert(appdata_base v) { - v2f o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - o.pos = UnityObjectToClipPos(v.vertex); - o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); - o.nz.xyz = COMPUTE_VIEW_NORMAL; - o.nz.w = COMPUTE_DEPTH_01; - return o; - } - uniform sampler2D _MainTex; - uniform fixed _Cutoff; - uniform fixed4 _Color; - fixed4 frag(v2f i) : SV_Target { - fixed4 texcol = tex2D(_MainTex, i.uv); - clip(texcol.a*_Color.a - _Cutoff); - return EncodeDepthNormal(i.nz.w, i.nz.xyz); - } - ENDCG - } - } - - SubShader{ - Tags { "RenderType" = "TreeBark" } - Pass { - CGPROGRAM - #include "UnityCG.cginc" - #include "Include/GPUInstancerInclude.cginc" - #pragma instancing_options procedural:setupGPUI - #pragma multi_compile_instancing - #pragma vertex vert - #pragma fragment frag - #include "Lighting.cginc" - #include "UnityBuiltin3xTreeLibrary.cginc" - struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float4 nz : TEXCOORD1; - UNITY_VERTEX_OUTPUT_STEREO - }; - v2f vert(appdata_full v) { - v2f o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - TreeVertBark(v); - - o.pos = UnityObjectToClipPos(v.vertex); - o.uv = v.texcoord.xy; - o.nz.xyz = COMPUTE_VIEW_NORMAL; - o.nz.w = COMPUTE_DEPTH_01; - return o; - } - fixed4 frag(v2f i) : SV_Target { - return EncodeDepthNormal(i.nz.w, i.nz.xyz); - } - ENDCG - } - } - SubShader{ - Tags { "RenderType" = "TreeLeaf" } - Pass { - CGPROGRAM - #include "UnityCG.cginc" - #include "Include/GPUInstancerInclude.cginc" - #pragma instancing_options procedural:setupGPUI - #pragma multi_compile_instancing - #pragma vertex vert - #pragma fragment frag - #include "Lighting.cginc" - #include "UnityBuiltin3xTreeLibrary.cginc" - struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float4 nz : TEXCOORD1; - UNITY_VERTEX_OUTPUT_STEREO - }; - v2f vert(appdata_full v) { - v2f o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - TreeVertLeaf(v); - - o.pos = UnityObjectToClipPos(v.vertex); - o.uv = v.texcoord.xy; - o.nz.xyz = COMPUTE_VIEW_NORMAL; - o.nz.w = COMPUTE_DEPTH_01; - return o; - } - uniform sampler2D _MainTex; - uniform fixed _Cutoff; - fixed4 frag(v2f i) : SV_Target { - half alpha = tex2D(_MainTex, i.uv).a; - - clip(alpha - _Cutoff); - return EncodeDepthNormal(i.nz.w, i.nz.xyz); - } - ENDCG - } - } - - SubShader{ - Tags { "RenderType" = "TreeOpaque" "DisableBatching" = "True" } - Pass { - CGPROGRAM - #include "UnityCG.cginc" - #include "Include/GPUInstancerInclude.cginc" - #pragma instancing_options procedural:setupGPUI - #pragma multi_compile_instancing - #pragma vertex vert - #pragma fragment frag - #include "TerrainEngine.cginc" - struct v2f { - float4 pos : SV_POSITION; - float4 nz : TEXCOORD0; - UNITY_VERTEX_OUTPUT_STEREO - }; - struct appdata { - float4 vertex : POSITION; - float3 normal : NORMAL; - fixed4 color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - v2f vert(appdata v) { - v2f o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - TerrainAnimateTree(v.vertex, v.color.w); - o.pos = UnityObjectToClipPos(v.vertex); - o.nz.xyz = COMPUTE_VIEW_NORMAL; - o.nz.w = COMPUTE_DEPTH_01; - return o; - } - fixed4 frag(v2f i) : SV_Target { - return EncodeDepthNormal(i.nz.w, i.nz.xyz); - } - ENDCG - } - } - - SubShader{ - Tags { "RenderType" = "TreeTransparentCutout" "DisableBatching" = "True" } - Pass { - Cull Back - CGPROGRAM - #include "UnityCG.cginc" - #include "Include/GPUInstancerInclude.cginc" - #pragma instancing_options procedural:setupGPUI - #pragma multi_compile_instancing - #pragma vertex vert - #pragma fragment frag - #include "TerrainEngine.cginc" - - struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float4 nz : TEXCOORD1; - UNITY_VERTEX_OUTPUT_STEREO - }; - struct appdata { - float4 vertex : POSITION; - float3 normal : NORMAL; - fixed4 color : COLOR; - float4 texcoord : TEXCOORD0; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - v2f vert(appdata v) { - v2f o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - TerrainAnimateTree(v.vertex, v.color.w); - o.pos = UnityObjectToClipPos(v.vertex); - o.uv = v.texcoord.xy; - o.nz.xyz = COMPUTE_VIEW_NORMAL; - o.nz.w = COMPUTE_DEPTH_01; - return o; - } - uniform sampler2D _MainTex; - uniform fixed _Cutoff; - fixed4 frag(v2f i) : SV_Target { - half alpha = tex2D(_MainTex, i.uv).a; - - clip(alpha - _Cutoff); - return EncodeDepthNormal(i.nz.w, i.nz.xyz); - } - ENDCG - } - Pass { - Cull Front - CGPROGRAM - #include "UnityCG.cginc" - #include "Include/GPUInstancerInclude.cginc" - #pragma instancing_options procedural:setupGPUI - #pragma multi_compile_instancing - #pragma vertex vert - #pragma fragment frag - #include "TerrainEngine.cginc" - - struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float4 nz : TEXCOORD1; - UNITY_VERTEX_OUTPUT_STEREO - }; - struct appdata { - float4 vertex : POSITION; - float3 normal : NORMAL; - fixed4 color : COLOR; - float4 texcoord : TEXCOORD0; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - v2f vert(appdata v) { - v2f o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - TerrainAnimateTree(v.vertex, v.color.w); - o.pos = UnityObjectToClipPos(v.vertex); - o.uv = v.texcoord.xy; - o.nz.xyz = -COMPUTE_VIEW_NORMAL; - o.nz.w = COMPUTE_DEPTH_01; - return o; - } - uniform sampler2D _MainTex; - uniform fixed _Cutoff; - fixed4 frag(v2f i) : SV_Target { - fixed4 texcol = tex2D(_MainTex, i.uv); - clip(texcol.a - _Cutoff); - return EncodeDepthNormal(i.nz.w, i.nz.xyz); - } - ENDCG - } - - } - - SubShader { - Tags{ "RenderType" = "TreeBillboard" } - Pass{ - Cull Off - CGPROGRAM - #include "UnityCG.cginc" - #include "Include/GPUInstancerInclude.cginc" - #pragma instancing_options procedural:setupGPUI - #pragma multi_compile_instancing - #pragma vertex vert - #pragma fragment frag - #include "TerrainEngine.cginc" - struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float4 nz : TEXCOORD1; - UNITY_VERTEX_OUTPUT_STEREO - }; - v2f vert(appdata_tree_billboard v) { - v2f o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - TerrainBillboardTree(v.vertex, v.texcoord1.xy, v.texcoord.y); - o.pos = UnityObjectToClipPos(v.vertex); - o.uv.x = v.texcoord.x; - o.uv.y = v.texcoord.y > 0; - o.nz.xyz = float3(0,0,1); - o.nz.w = COMPUTE_DEPTH_01; - return o; - } - uniform sampler2D _MainTex; - fixed4 frag(v2f i) : SV_Target { - fixed4 texcol = tex2D(_MainTex, i.uv); - clip(texcol.a - 0.001); - return EncodeDepthNormal(i.nz.w, i.nz.xyz); - } - ENDCG - } - } - - SubShader{ - Tags { "RenderType" = "GrassBillboard" } - Pass { - Cull Off - CGPROGRAM - #include "UnityCG.cginc" - #include "Include/GPUInstancerInclude.cginc" - #pragma instancing_options procedural:setupGPUI - #pragma multi_compile_instancing - #pragma vertex vert - #pragma fragment frag - #include "TerrainEngine.cginc" - - struct v2f { - float4 pos : SV_POSITION; - fixed4 color : COLOR; - float2 uv : TEXCOORD0; - float4 nz : TEXCOORD1; - UNITY_VERTEX_OUTPUT_STEREO - }; - - v2f vert(appdata_full v) { - v2f o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - WavingGrassBillboardVert(v); - o.color = v.color; - o.pos = UnityObjectToClipPos(v.vertex); - o.uv = v.texcoord.xy; - o.nz.xyz = COMPUTE_VIEW_NORMAL; - o.nz.w = COMPUTE_DEPTH_01; - return o; - } - uniform sampler2D _MainTex; - uniform fixed _Cutoff; - fixed4 frag(v2f i) : SV_Target { - fixed4 texcol = tex2D(_MainTex, i.uv); - fixed alpha = texcol.a * i.color.a; - clip(alpha - _Cutoff); - return EncodeDepthNormal(i.nz.w, i.nz.xyz); - } - ENDCG - } - } - - SubShader{ - Tags { "RenderType" = "Grass" } - Pass { - Cull Off - CGPROGRAM - #include "UnityCG.cginc" - #include "Include/GPUInstancerInclude.cginc" - #pragma instancing_options procedural:setupGPUI - #pragma multi_compile_instancing - #pragma vertex vert - #pragma fragment frag - #include "TerrainEngine.cginc" - struct v2f { - float4 pos : SV_POSITION; - fixed4 color : COLOR; - float2 uv : TEXCOORD0; - float4 nz : TEXCOORD1; - UNITY_VERTEX_OUTPUT_STEREO - }; - - v2f vert(appdata_full v) { - v2f o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - WavingGrassVert(v); - o.color = v.color; - o.pos = UnityObjectToClipPos(v.vertex); - o.uv = v.texcoord; - o.nz.xyz = COMPUTE_VIEW_NORMAL; - o.nz.w = COMPUTE_DEPTH_01; - return o; - } - uniform sampler2D _MainTex; - uniform fixed _Cutoff; - fixed4 frag(v2f i) : SV_Target { - fixed4 texcol = tex2D(_MainTex, i.uv); - fixed alpha = texcol.a * i.color.a; - clip(alpha - _Cutoff); - return EncodeDepthNormal(i.nz.w, i.nz.xyz); - } - ENDCG - } - } - - SubShader{ - Tags { "RenderType" = "GPUIFoliage" } - Pass { - Cull Off - CGPROGRAM - #include "UnityCG.cginc" - #include "Include/GPUInstancerInclude.cginc" - #pragma instancing_options procedural:setupGPUI - #pragma multi_compile_instancing - #pragma vertex vert - #pragma fragment frag - #include "TerrainEngine.cginc" - struct v2f { - float4 pos : SV_POSITION; - fixed4 color : COLOR; - float2 uv : TEXCOORD0; - float4 nz : TEXCOORD1; - UNITY_VERTEX_OUTPUT_STEREO - }; - - uniform float _IsBillboard; - uniform float _WindWavesOn; - uniform sampler2D _WindWaveNormalTexture; - uniform float2 _WindVector; - uniform float _WindWaveSize; - uniform float _WindIdleSway; - uniform float _WindWaveSway; - uniform sampler2D _MainTex; - uniform float4 _MainTex_ST; - uniform float _Cutoff = 0.5; - - void GPUIFoliageVert(inout appdata_full v) - { - float BillboardOn261 = lerp(0.0,1.0,_IsBillboard); - float4 ase_vertex4Pos = v.vertex; - float4x4 break301 = unity_ObjectToWorld; - float3 appendResult302 = (float3(break301[ 0 ][ 0 ] , break301[ 1 ][ 0 ] , break301[ 2 ][ 0 ])); - float3 appendResult306 = (float3(break301[ 0 ][ 1 ] , break301[ 1 ][ 1 ] , break301[ 2 ][ 1 ])); - float3 appendResult307 = (float3(break301[ 0 ][ 2 ] , break301[ 1 ][ 2 ] , break301[ 2 ][ 2 ])); - float4 appendResult303 = (float4(( ase_vertex4Pos.x * length( appendResult302 ) ) , ( ase_vertex4Pos.y * length( appendResult306 ) ) , ( ase_vertex4Pos.z * length( appendResult307 ) ) , ase_vertex4Pos.w)); - float4x4 break278 = UNITY_MATRIX_V; - float3 appendResult287 = (float3(break278[ 0 ][ 0 ] , break278[ 0 ][ 1 ] , break278[ 0 ][ 2 ])); - float3 normalizeResult288 = normalize( appendResult287 ); - float3 appendResult295 = (float3(normalizeResult288)); - float3 appendResult314 = (float3(break301[ 0 ][ 3 ] , break301[ 1 ][ 3 ] , break301[ 2 ][ 3 ])); - float3 normalizeResult504 = normalize( cross( float3(0,1,0) , ( appendResult314 - _WorldSpaceCameraPos ) ) ); - #ifdef _BILLBOARDFACECAMPOS_ON - float3 staticSwitch496 = normalizeResult504; - #else - float3 staticSwitch496 = appendResult295; - #endif - float3 appendResult279 = (float3(break278[ 1 ][ 0 ] , break278[ 1 ][ 1 ] , break278[ 1 ][ 2 ])); - float3 normalizeResult283 = normalize( appendResult279 ); - float3 appendResult296 = (float3(normalizeResult283)); - float temp_output_416_0 = (appendResult296).y; - float3 break419 = appendResult296; - float4 appendResult420 = (float4(break419.x , ( temp_output_416_0 * -1.0 ) , break419.z , 0.0)); - #ifdef _BILLBOARDFACECAMPOS_ON - float4 staticSwitch498 = float4(0,1,0,0); - #else - float4 staticSwitch498 = (( temp_output_416_0 > 0.0 ) ? float4( appendResult296 , 0.0 ) : appendResult420 ); - #endif - float3 appendResult281 = (float3(break278[ 2 ][ 0 ] , break278[ 2 ][ 1 ] , break278[ 2 ][ 2 ])); - float3 normalizeResult284 = normalize( appendResult281 ); - float3 appendResult297 = (float3(( normalizeResult284 * -1.0 ))); - float3 appendResult322 = (float3(mul( appendResult303, float4x4(float4( staticSwitch496 , 0.0 ), staticSwitch498, float4( appendResult297 , 0.0 ), float4( 0,0,0,0 )) ).xyz)); - float4 appendResult323 = (float4(( appendResult322 + appendResult314 ) , ase_vertex4Pos.w)); - float4 transform327 = mul(unity_WorldToObject,appendResult323); - float4 BillboardedVertexPos320 = transform327; - float WindWavesOn112 = lerp(0.0,1.0,_WindWavesOn); - float2 WindDirVector29 = _WindVector; - float mulTime407 = _Time.y * ( length( WindDirVector29 ) * 0.01 ); - float WindWaveSize128 = _WindWaveSize; - float3 ase_worldPos = mul( unity_ObjectToWorld, v.vertex ); - float2 panner36 = ( mulTime407 * WindDirVector29 + ( ( 1.0 - (0.0 + (WindWaveSize128 - 0.0) * (0.9 - 0.0) / (1.0 - 0.0)) ) * 0.003 * (ase_worldPos).xz )); - float3 tex2DNode2 = UnpackNormal( tex2Dlod( _WindWaveNormalTexture, float4( panner36, 0, 0.0) ) ); - float3 FinalWindVectors181 = tex2DNode2; - float3 break185 = FinalWindVectors181; - float3 appendResult186 = (float3(break185.x , 0.0 , break185.y)); - float WindIdleSway197 = _WindIdleSway; - float3 ase_vertex3Pos = v.vertex.xyz; - float3 lerpResult230 = lerp( float3( 0,0,0 ) , ( appendResult186 * WindIdleSway197 ) , saturate( ase_vertex3Pos.y )); - float3 WindIdleSwayCalculated218 = lerpResult230; - float WindWaveSway191 = _WindWaveSway; - float WindWaveNoise126 = saturate( tex2DNode2.g ); - float2 break206 = ( WindWaveNoise126 * WindDirVector29 ); - float3 appendResult205 = (float3(break206.x , 0.0 , break206.y)); - float3 lerpResult229 = lerp( float3( 0,0,0 ) , ( WindWaveSway191 * 20.0 * appendResult205 ) , saturate( ase_vertex3Pos.y )); - float3 WindWaveSwayCalculated220 = lerpResult229; - float3 lerpResult215 = lerp( WindIdleSwayCalculated218 , ( WindIdleSwayCalculated218 + ( WindWaveSwayCalculated220 * -1.0 ) ) , WindWaveNoise126); - float4 transform233 = mul(unity_WorldToObject,float4( (( WindWavesOn112 > 0.0 ) ? lerpResult215 : WindIdleSwayCalculated218 ) , 0.0 )); - float4 WindVertexOffset183 = transform233; - float4 FinalVertexPos336 = (( BillboardOn261 > 0.0 ) ? ( BillboardedVertexPos320 + WindVertexOffset183 ) : ( WindVertexOffset183 + ase_vertex4Pos ) ); - v.vertex.xyz = FinalVertexPos336.xyz; - v.normal = float3(0,1,0); - } - - - v2f vert(appdata_full v) { - v2f o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - GPUIFoliageVert(v); - o.color = v.color; - o.pos = UnityObjectToClipPos(v.vertex); - o.uv = v.texcoord; - o.nz.xyz = COMPUTE_VIEW_NORMAL; - o.nz.w = COMPUTE_DEPTH_01; - return o; - } - - fixed4 frag(v2f i) : SV_Target { - fixed4 texcol = tex2D(_MainTex, i.uv); - fixed alpha = texcol.a * i.color.a; - clip(alpha - _Cutoff); - return EncodeDepthNormal(i.nz.w, i.nz.xyz); - } - ENDCG - } - } - Fallback Off -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Internal-DepthNormalsTexture_GPUI.shader.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Internal-DepthNormalsTexture_GPUI.shader.meta deleted file mode 100644 index e1fb985..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Internal-DepthNormalsTexture_GPUI.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: b8026f45b4f10fe4c9b26e14a5373d7b -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Lit_GPUI.shader b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Lit_GPUI.shader deleted file mode 100644 index 75113fa..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Lit_GPUI.shader +++ /dev/null @@ -1,1379 +0,0 @@ -Shader "GPUInstancer/HDRP/Lit" -{ - Properties - { - // Following set of parameters represent the parameters node inside the MaterialGraph. - // They are use to fill a SurfaceData. With a MaterialGraph this should not exist. - - // Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear - [MainColor] _BaseColor("BaseColor", Color) = (1,1,1,1) - [MainTexture] _BaseColorMap("BaseColorMap", 2D) = "white" {} - [HideInInspector] _BaseColorMap_MipInfo("_BaseColorMap_MipInfo", Vector) = (0, 0, 0, 0) - - _Metallic("_Metallic", Range(0.0, 1.0)) = 0 - _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 - _MaskMap("MaskMap", 2D) = "white" {} - _MetallicRemapMin("MetallicRemapMin", Float) = 0.0 - _MetallicRemapMax("MetallicRemapMax", Float) = 1.0 - _SmoothnessRemapMin("SmoothnessRemapMin", Float) = 0.0 - _SmoothnessRemapMax("SmoothnessRemapMax", Float) = 1.0 - _AlphaRemapMin("AlphaRemapMin", Float) = 0.0 - _AlphaRemapMax("AlphaRemapMax", Float) = 1.0 - _AORemapMin("AORemapMin", Float) = 0.0 - _AORemapMax("AORemapMax", Float) = 1.0 - - _NormalMap("NormalMap", 2D) = "bump" {} // Tangent space normal map - _NormalMapOS("NormalMapOS", 2D) = "white" {} // Object space normal map - no good default value - _NormalScale("_NormalScale", Range(0.0, 8.0)) = 1 - - _BentNormalMap("_BentNormalMap", 2D) = "bump" {} - _BentNormalMapOS("_BentNormalMapOS", 2D) = "white" {} - - _HeightMap("HeightMap", 2D) = "black" {} - // Caution: Default value of _HeightAmplitude must be (_HeightMax - _HeightMin) * 0.01 - // Those two properties are computed from the ones exposed in the UI and depends on the displaement mode so they are separate because we don't want to lose information upon displacement mode change. - [HideInInspector] _HeightAmplitude("Height Amplitude", Float) = 0.02 // In world units. This will be computed in the UI. - [HideInInspector] _HeightCenter("Height Center", Range(0.0, 1.0)) = 0.5 // In texture space - - [Enum(MinMax, 0, Amplitude, 1)] _HeightMapParametrization("Heightmap Parametrization", Int) = 0 - // These parameters are for vertex displacement/Tessellation - _HeightOffset("Height Offset", Float) = 0 - // MinMax mode - _HeightMin("Heightmap Min", Float) = -1 - _HeightMax("Heightmap Max", Float) = 1 - // Amplitude mode - _HeightTessAmplitude("Amplitude", Float) = 2.0 // in Centimeters - _HeightTessCenter("Height Center", Range(0.0, 1.0)) = 0.5 // In texture space - - // These parameters are for pixel displacement - _HeightPoMAmplitude("Height Amplitude", Float) = 2.0 // In centimeters - - _DetailMap("DetailMap", 2D) = "linearGrey" {} - _DetailAlbedoScale("_DetailAlbedoScale", Range(0.0, 2.0)) = 1 - _DetailNormalScale("_DetailNormalScale", Range(0.0, 2.0)) = 1 - _DetailSmoothnessScale("_DetailSmoothnessScale", Range(0.0, 2.0)) = 1 - - _TangentMap("TangentMap", 2D) = "bump" {} - _TangentMapOS("TangentMapOS", 2D) = "white" {} - _Anisotropy("Anisotropy", Range(-1.0, 1.0)) = 0 - _AnisotropyMap("AnisotropyMap", 2D) = "white" {} - - _SubsurfaceMask("Subsurface Radius", Range(0.0, 1.0)) = 1.0 - _SubsurfaceMaskMap("Subsurface Radius Map", 2D) = "white" {} - _TransmissionMask("Transmission Mask", Range(0.0, 1.0)) = 1.0 - _TransmissionMaskMap("Transmission Mask Map", 2D) = "white" {} - _Thickness("Thickness", Float) = 1.0 - _ThicknessMap("Thickness Map", 2D) = "white" {} - _ThicknessRemap("Thickness Remap", Vector) = (0, 1, 0, 0) - - _IridescenceThickness("Iridescence Thickness", Range(0.0, 1.0)) = 1.0 - _IridescenceThicknessMap("Iridescence Thickness Map", 2D) = "white" {} - _IridescenceThicknessRemap("Iridescence Thickness Remap", Vector) = (0, 1, 0, 0) - _IridescenceMask("Iridescence Mask", Range(0.0, 1.0)) = 1.0 - _IridescenceMaskMap("Iridescence Mask Map", 2D) = "white" {} - - _CoatMask("Coat Mask", Range(0.0, 1.0)) = 0.0 - _CoatMaskMap("CoatMaskMap", 2D) = "white" {} - - [ToggleUI] _EnergyConservingSpecularColor("_EnergyConservingSpecularColor", Float) = 1.0 - _SpecularColor("SpecularColor", Color) = (1, 1, 1, 1) - _SpecularColorMap("SpecularColorMap", 2D) = "white" {} - - // Following options are for the GUI inspector and different from the input parameters above - // These option below will cause different compilation flag. - [Enum(Off, 0, From Ambient Occlusion, 1, From AO and Bent Normals, 2)] _SpecularOcclusionMode("Specular Occlusion Mode", Int) = 1 - - [HDR] _EmissiveColor("EmissiveColor", Color) = (0, 0, 0) - // Used only to serialize the LDR and HDR emissive color in the material UI, - // in the shader only the _EmissiveColor should be used - [HideInInspector] _EmissiveColorLDR("EmissiveColor LDR", Color) = (0, 0, 0) - _EmissiveColorMap("EmissiveColorMap", 2D) = "white" {} - [ToggleUI] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0 - _EmissiveIntensityUnit("Emissive Mode", Int) = 0 - [ToggleUI] _UseEmissiveIntensity("Use Emissive Intensity", Int) = 0 - _EmissiveIntensity("Emissive Intensity", Float) = 1 - _EmissiveExposureWeight("Emissive Pre Exposure", Range(0.0, 1.0)) = 1.0 - - [ToggleUI] _UseShadowThreshold("_UseShadowThreshold", Float) = 0.0 - [ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0 - _AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 - _AlphaCutoffShadow("_AlphaCutoffShadow", Range(0.0, 1.0)) = 0.5 - _AlphaCutoffPrepass("_AlphaCutoffPrepass", Range(0.0, 1.0)) = 0.5 - _AlphaCutoffPostpass("_AlphaCutoffPostpass", Range(0.0, 1.0)) = 0.5 - [ToggleUI] _TransparentDepthPrepassEnable("_TransparentDepthPrepassEnable", Float) = 0.0 - [ToggleUI] _TransparentBackfaceEnable("_TransparentBackfaceEnable", Float) = 0.0 - [ToggleUI] _TransparentDepthPostpassEnable("_TransparentDepthPostpassEnable", Float) = 0.0 - _TransparentSortPriority("_TransparentSortPriority", Float) = 0 - - // Transparency - [Enum(None, 0, Planar, 1, Sphere, 2, Thin, 3)]_RefractionModel("Refraction Model", Int) = 0 - _Ior("Index Of Refraction", Range(1.0, 2.5)) = 1.5 - _TransmittanceColor("Transmittance Color", Color) = (1.0, 1.0, 1.0) - _TransmittanceColorMap("TransmittanceColorMap", 2D) = "white" {} - _ATDistance("Transmittance Absorption Distance", Float) = 1.0 - [ToggleUI] _TransparentWritingMotionVec("_TransparentWritingMotionVec", Float) = 0.0 - [ToggleUI] _PerPixelSorting("_PerPixelSorting", Float) = 0.0 - - // Stencil state - - // Forward - [HideInInspector] _StencilRef("_StencilRef", Int) = 0 // StencilUsage.Clear - [HideInInspector] _StencilWriteMask("_StencilWriteMask", Int) = 3 // StencilUsage.RequiresDeferredLighting | StencilUsage.SubsurfaceScattering - // GBuffer - [HideInInspector] _StencilRefGBuffer("_StencilRefGBuffer", Int) = 2 // StencilUsage.RequiresDeferredLighting - [HideInInspector] _StencilWriteMaskGBuffer("_StencilWriteMaskGBuffer", Int) = 3 // StencilUsage.RequiresDeferredLighting | StencilUsage.SubsurfaceScattering - // Depth prepass - [HideInInspector] _StencilRefDepth("_StencilRefDepth", Int) = 0 // Nothing - [HideInInspector] _StencilWriteMaskDepth("_StencilWriteMaskDepth", Int) = 8 // StencilUsage.TraceReflectionRay - // Motion vector pass - [HideInInspector] _StencilRefMV("_StencilRefMV", Int) = 32 // StencilUsage.ObjectMotionVector - [HideInInspector] _StencilWriteMaskMV("_StencilWriteMaskMV", Int) = 32 // StencilUsage.ObjectMotionVector - - // Blending state - _SurfaceType("__surfacetype", Float) = 0.0 - _BlendMode("__blendmode", Float) = 0.0 - [HideInInspector] _SrcBlend("__src", Float) = 1.0 - [HideInInspector] _DstBlend("__dst", Float) = 0.0 - [HideInInspector] _DstBlend2("__dst2", Float) = 0.0 - [HideInInspector] _AlphaSrcBlend("__alphaSrc", Float) = 1.0 - [HideInInspector] _AlphaDstBlend("__alphaDst", Float) = 0.0 - [HideInInspector][ToggleUI] _ZWrite("__zw", Float) = 1.0 - [HideInInspector][ToggleUI] _TransparentZWrite("_TransparentZWrite", Float) = 0.0 - [HideInInspector] _CullMode("__cullmode", Float) = 2.0 - [HideInInspector] _CullModeForward("__cullmodeForward", Float) = 2.0 // This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent - [Enum(UnityEditor.Rendering.HighDefinition.TransparentCullMode)] _TransparentCullMode("_TransparentCullMode", Int) = 2 // Back culling by default - [Enum(UnityEditor.Rendering.HighDefinition.OpaqueCullMode)] _OpaqueCullMode("_OpaqueCullMode", Int) = 2 // Back culling by default - [HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal - [HideInInspector] _ZTestGBuffer("_ZTestGBuffer", Int) = 4 - [Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent("Transparent ZTest", Int) = 4 // Less equal - - [ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 1.0 - [ToggleUI] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0 - - [ToggleUI] _DoubleSidedEnable("Double sided enable", Float) = 0.0 - [Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1 - [HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0) - [Enum(Auto, 0, On, 1, Off, 2)] _DoubleSidedGIMode("Double sided GI mode", Float) = 0 - - [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase("UV Set for base", Float) = 0 - [Enum(WorldSpace, 0, ObjectSpace, 1)] _ObjectSpaceUVMapping("Mapping space", Float) = 0.0 - _TexWorldScale("Scale to apply on world coordinate", Float) = 1.0 - [HideInInspector] _InvTilingScale("Inverse tiling scale = 2 / (abs(_BaseColorMap_ST.x) + abs(_BaseColorMap_ST.y))", Float) = 1 - [HideInInspector] _UVMappingMask("_UVMappingMask", Color) = (1, 0, 0, 0) - [Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0 - - // Following enum should be material feature flags (i.e bitfield), however due to Gbuffer encoding constrain many combination exclude each other - // so we use this enum as "material ID" which can be interpreted as preset of bitfield of material feature - // The only material feature flag that can be added in all cases is clear coat - [Enum(Subsurface Scattering, 0, Standard, 1, Anisotropy, 2, Iridescence, 3, Specular Color, 4, Translucent, 5)] _MaterialID("MaterialId", Int) = 1 // MaterialId.Standard - [ToggleUI] _TransmissionEnable("_TransmissionEnable", Float) = 1.0 - - _DisplacementMode("DisplacementMode", Int) = 0 - [ToggleUI] _DisplacementLockObjectScale("displacement lock object scale", Float) = 1.0 - [ToggleUI] _DisplacementLockTilingScale("displacement lock tiling scale", Float) = 1.0 - [ToggleUI] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0 - - [ToggleUI] _EnableGeometricSpecularAA("EnableGeometricSpecularAA", Float) = 0.0 - _SpecularAAScreenSpaceVariance("SpecularAAScreenSpaceVariance", Range(0.0, 1.0)) = 0.1 - _SpecularAAThreshold("SpecularAAThreshold", Range(0.0, 1.0)) = 0.2 - - _PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5 - _PPDMaxSamples("Max sample for POM", Range(1.0, 64.0)) = 15 - _PPDLodThreshold("Start lod to fade out the POM effect", Range(0.0, 16.0)) = 5 - _PPDPrimitiveLength("Primitive length for POM", Float) = 1 - _PPDPrimitiveWidth("Primitive width for POM", Float) = 1 - [HideInInspector] _InvPrimScale("Inverse primitive scale for non-planar POM", Vector) = (1, 1, 0, 0) - - [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail("UV Set for detail", Float) = 0 - [HideInInspector] _UVDetailsMappingMask("_UVDetailsMappingMask", Color) = (1, 0, 0, 0) - [ToggleUI] _LinkDetailsWithBase("LinkDetailsWithBase", Float) = 1.0 - - [Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1 - [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5, Same as Base, 6)] _UVEmissive("UV Set for emissive", Float) = 0 - [Enum(WorldSpace, 0, ObjectSpace, 1)] _ObjectSpaceUVMappingEmissive("Mapping space", Float) = 0.0 - _TexWorldScaleEmissive("Scale to apply on world coordinate", Float) = 1.0 - [HideInInspector] _UVMappingMaskEmissive("_UVMappingMaskEmissive", Color) = (1, 0, 0, 0) - - // Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor" - // value that exist to identify if the GI emission need to be enabled. - // In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it. - // TODO: Fix the code in legacy unity so we can customize the beahvior for GI - _EmissionColor("Color", Color) = (1, 1, 1) - - // HACK: GI Baking system relies on some properties existing in the shader ("_MainTex", "_Cutoff" and "_Color") for opacity handling, so we need to store our version of those parameters in the hard-coded name the GI baking system recognizes. - [HideInInspector] _MainTex("Albedo", 2D) = "white" {} - [HideInInspector] _Color("Color", Color) = (1,1,1,1) - [HideInInspector] _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 - - [ToggleUI] _SupportDecals("Support Decals", Float) = 1.0 - [ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1.0 - [ToggleUI] _ReceivesSSRTransparent("Receives SSR Transparent", Float) = 0.0 - [ToggleUI] _AddPrecomputedVelocity("AddPrecomputedVelocity", Float) = 0.0 - - // Ray Tracing - [ToggleUI] _RayTracing("Ray Tracing (Preview)", Float) = 0 - - [HideInInspector] _DiffusionProfile("Obsolete, kept for migration purpose", Int) = 0 - [HideInInspector] _DiffusionProfileAsset("Diffusion Profile Asset", Vector) = (0, 0, 0, 0) - [HideInInspector] _DiffusionProfileHash("Diffusion Profile Hash", Float) = 0 - - [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} - [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} - [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} - } - - HLSLINCLUDE - - #pragma target 4.5 - //#pragma enable_d3d11_debug_symbols - - //------------------------------------------------------------------------------------- - // Variant - //------------------------------------------------------------------------------------- - - #pragma shader_feature_local _ALPHATEST_ON - #pragma shader_feature_local _DEPTHOFFSET_ON - #pragma shader_feature_local _DOUBLESIDED_ON - #pragma shader_feature_local _ _VERTEX_DISPLACEMENT _PIXEL_DISPLACEMENT - #pragma shader_feature_local_vertex _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE - #pragma shader_feature_local _DISPLACEMENT_LOCK_TILING_SCALE - #pragma shader_feature_local_fragment _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE - #pragma shader_feature_local_fragment _ _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN - #pragma shader_feature_local_raytracing _ _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN - - #pragma shader_feature_local_fragment _ _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR _EMISSIVE_MAPPING_BASE - #pragma shader_feature_local _ _MAPPING_PLANAR _MAPPING_TRIPLANAR - #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE - #pragma shader_feature_local_raytracing _ _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR _EMISSIVE_MAPPING_BASE - #pragma shader_feature_local_raytracing _NORMALMAP_TANGENT_SPACE - - #pragma shader_feature_local _ _REQUIRE_UV2 _REQUIRE_UV3 - - #pragma shader_feature_local _NORMALMAP - #pragma shader_feature_local_fragment _MASKMAP - #pragma shader_feature_local_fragment _BENTNORMALMAP - #pragma shader_feature_local_fragment _EMISSIVE_COLOR_MAP - #pragma shader_feature_local_raytracing _MASKMAP - #pragma shader_feature_local_raytracing _BENTNORMALMAP - #pragma shader_feature_local_raytracing _EMISSIVE_COLOR_MAP - - // _ENABLESPECULAROCCLUSION keyword is obsolete but keep here for compatibility. Do not used - // _ENABLESPECULAROCCLUSION and _SPECULAR_OCCLUSION_X can't exist at the same time (the new _SPECULAR_OCCLUSION replace it) - // When _ENABLESPECULAROCCLUSION is found we define _SPECULAR_OCCLUSION_X so new code to work - #pragma shader_feature_local_fragment _ENABLESPECULAROCCLUSION - #pragma shader_feature_local_fragment _ _SPECULAR_OCCLUSION_NONE _SPECULAR_OCCLUSION_FROM_BENT_NORMAL_MAP - #pragma shader_feature_local_raytracing _ENABLESPECULAROCCLUSION - #pragma shader_feature_local_raytracing _ _SPECULAR_OCCLUSION_NONE _SPECULAR_OCCLUSION_FROM_BENT_NORMAL_MAP - - #ifdef _ENABLESPECULAROCCLUSION - #define _SPECULAR_OCCLUSION_FROM_BENT_NORMAL_MAP - #endif - - #pragma shader_feature_local _HEIGHTMAP - #pragma shader_feature_local_fragment _TANGENTMAP - #pragma shader_feature_local_fragment _ANISOTROPYMAP - #pragma shader_feature_local_fragment _DETAIL_MAP - #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP - #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP - #pragma shader_feature_local_fragment _THICKNESSMAP - #pragma shader_feature_local_fragment _IRIDESCENCE_THICKNESSMAP - #pragma shader_feature_local_fragment _SPECULARCOLORMAP - #pragma shader_feature_local_fragment _TRANSMITTANCECOLORMAP - #pragma shader_feature_local_raytracing _TANGENTMAP - #pragma shader_feature_local_raytracing _ANISOTROPYMAP - #pragma shader_feature_local_raytracing _DETAIL_MAP - #pragma shader_feature_local_raytracing _SUBSURFACE_MASK_MAP - #pragma shader_feature_local_raytracing _THICKNESSMAP - #pragma shader_feature_local_raytracing _IRIDESCENCE_THICKNESSMAP - #pragma shader_feature_local_raytracing _SPECULARCOLORMAP - #pragma shader_feature_local_raytracing _TRANSMITTANCECOLORMAP - - #pragma shader_feature_local _DISABLE_DECALS - #pragma shader_feature_local_fragment _DISABLE_SSR - #pragma shader_feature_local_raytracing _DISABLE_SSR - // Bit of a mystery why this is not possible to have frequency specific. - #pragma shader_feature_local _DISABLE_SSR_TRANSPARENT - - #pragma shader_feature_local_fragment _ENABLE_GEOMETRIC_SPECULAR_AA - - // Keyword for transparent - #pragma shader_feature _SURFACE_TYPE_TRANSPARENT - - #pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT - #pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT - - // MaterialFeature are used as shader feature to allow compiler to optimize properly - #pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING - #pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION - #pragma shader_feature_local_fragment _MATERIAL_FEATURE_ANISOTROPY - #pragma shader_feature_local_fragment _MATERIAL_FEATURE_CLEAR_COAT - #pragma shader_feature_local_fragment _MATERIAL_FEATURE_IRIDESCENCE - #pragma shader_feature_local_fragment _MATERIAL_FEATURE_SPECULAR_COLOR - #pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SUBSURFACE_SCATTERING - #pragma shader_feature_local_raytracing _MATERIAL_FEATURE_TRANSMISSION - #pragma shader_feature_local_raytracing _MATERIAL_FEATURE_ANISOTROPY - #pragma shader_feature_local_raytracing _MATERIAL_FEATURE_CLEAR_COAT - #pragma shader_feature_local_raytracing _MATERIAL_FEATURE_IRIDESCENCE - #pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SPECULAR_COLOR - - #pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY - - //------------------------------------------------------------------------------------- - // Define - //------------------------------------------------------------------------------------- - - // This shader support recursive rendering for raytracing - #define HAVE_RECURSIVE_RENDERING - - // This shader support vertex modification - #define HAVE_VERTEX_MODIFICATION - - #define SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING - - // If we use subsurface scattering, enable output split lighting (for forward pass) - #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) - #define OUTPUT_SPLIT_LIGHTING - #endif - - #if (defined(_TRANSPARENT_WRITES_MOTION_VEC) || defined(_TRANSPARENT_REFRACTIVE_SORT)) && defined(_SURFACE_TYPE_TRANSPARENT) - #define _WRITE_TRANSPARENT_MOTION_VECTOR - #endif - - // Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass - #ifndef _SURFACE_TYPE_TRANSPARENT - #define _DEFERRED_CAPABLE_MATERIAL - #endif - - // In this shader, the heightmap implies depth offsets away from the camera. - #ifdef _HEIGHTMAP - #define _CONSERVATIVE_DEPTH_OFFSET - #endif - - //------------------------------------------------------------------------------------- - // Include - //------------------------------------------------------------------------------------- - - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" - - //------------------------------------------------------------------------------------- - // variable declaration - //------------------------------------------------------------------------------------- - - // #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.cs.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitProperties.hlsl" - - // TODO: - // Currently, Lit.hlsl and LitData.hlsl are included for every pass. Split Lit.hlsl in two: - // LitData.hlsl and LitShading.hlsl (merge into the existing LitData.hlsl). - // LitData.hlsl should be responsible for preparing shading parameters. - // LitShading.hlsl implements the light loop API. - // LitData.hlsl is included here, LitShading.hlsl is included below for shading passes only. - - ENDHLSL - - SubShader - { - // This tags allow to use the shader replacement features - Tags{ "RenderPipeline"="HDRenderPipeline" "RenderType" = "HDLitShader" } - - Pass - { - Name "ScenePickingPass" - Tags { "LightMode" = "Picking" } - - Cull [_CullMode] - - HLSLPROGRAM -#include "./Include/GPUInstancerInclude.cginc" -#pragma instancing_options procedural:setupGPUI -#pragma multi_compile_instancing - - - #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch - - //enable GPU instancing support - #pragma multi_compile _ DOTS_INSTANCING_ON - // enable dithering LOD crossfade - #pragma multi_compile _ LOD_FADE_CROSSFADE - - // Note: Require _SelectionID variable - - // We reuse depth prepass for the scene selection, allow to handle alpha correctly as well as tessellation and vertex animation - #define SHADERPASS SHADERPASS_DEPTH_ONLY - #define SCENEPICKINGPASS - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - #pragma editor_sync_compilation - - ENDHLSL - } - - Pass - { - Name "SceneSelectionPass" - Tags { "LightMode" = "SceneSelectionPass" } - - Cull Off - - HLSLPROGRAM -#include "./Include/GPUInstancerInclude.cginc" -#pragma instancing_options procedural:setupGPUI -#pragma multi_compile_instancing - - - #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch - - //enable GPU instancing support - #pragma multi_compile _ DOTS_INSTANCING_ON - // enable dithering LOD crossfade - #pragma multi_compile _ LOD_FADE_CROSSFADE - - // Note: Require _ObjectId and _PassValue variables - - // We reuse depth prepass for the scene selection, allow to handle alpha correctly as well as tessellation and vertex animation - #define SHADERPASS SHADERPASS_DEPTH_ONLY - #define SCENESELECTIONPASS // This will drive the output of the scene selection shader - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - #pragma editor_sync_compilation - - ENDHLSL - } - - // Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not bethe meta pass. - Pass - { - Name "GBuffer" - Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index - - Cull [_CullMode] - ZTest [_ZTestGBuffer] - - Stencil - { - WriteMask [_StencilWriteMaskGBuffer] - Ref [_StencilRefGBuffer] - Comp Always - Pass Replace - } - - HLSLPROGRAM -#include "./Include/GPUInstancerInclude.cginc" -#pragma instancing_options procedural:setupGPUI -#pragma multi_compile_instancing - - - #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch - //enable GPU instancing support - #pragma multi_compile _ DOTS_INSTANCING_ON - // enable dithering LOD crossfade - #pragma multi_compile _ LOD_FADE_CROSSFADE - - #pragma multi_compile _ DEBUG_DISPLAY - // 'Optimize Mesh Data' strip away attribute uv1/uv2 without the keyword set on the vertex stage. - #pragma multi_compile _ LIGHTMAP_ON - // Both DIRLIGHTMAP_COMBINED and DYNAMICLIGHTMAP_ON must have vertex frequency to be able to include UV2 in player - // If DIRLIGHTMAP_COMBINED isn't define, then DYNAMICLIGHTMAP_ON will not. This is hardcoded in C++ - // For ShaderGraph we don't have this issue as UV2 are always included. - #pragma multi_compile _ DIRLIGHTMAP_COMBINED - #pragma multi_compile _ DYNAMICLIGHTMAP_ON - #pragma multi_compile_fragment _ SHADOWS_SHADOWMASK - #pragma multi_compile_fragment _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 - // Setup DECALS_OFF so the shader stripper can remove variants - #pragma multi_compile_fragment DECALS_OFF DECALS_3RT DECALS_4RT - #pragma multi_compile_fragment _ DECAL_SURFACE_GRADIENT - #pragma multi_compile_fragment _ RENDERING_LAYERS - - #ifndef DEBUG_DISPLAY - // When we have alpha test, we will force a depth prepass so we always bypass the clip instruction in the GBuffer - // Don't do it with debug display mode as it is possible there is no depth prepass in this case - #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST - #endif - - #define SHADERPASS SHADERPASS_GBUFFER - #ifdef DEBUG_DISPLAY - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" - #endif - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassGBuffer.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - ENDHLSL - } - - // Extracts information for lightmapping, GI (emission, albedo, ...) - // This pass is not used during regular rendering. - Pass - { - Name "META" - Tags{ "LightMode" = "META" } - - Cull Off - - HLSLPROGRAM -#include "./Include/GPUInstancerInclude.cginc" -#pragma instancing_options procedural:setupGPUI -#pragma multi_compile_instancing - - - #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch - //enable GPU instancing support - #pragma shader_feature EDITOR_VISUALIZATION - #pragma multi_compile _ DOTS_INSTANCING_ON - // enable dithering LOD crossfade - #pragma multi_compile _ LOD_FADE_CROSSFADE - - // Lightmap memo - // DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light, - // both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON. - - #define SHADERPASS SHADERPASS_LIGHT_TRANSPORT - - // Use Unity's built-in matrices for meta pass rendering - #define SCENEPICKINGPASS - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - ENDHLSL - } - - Pass - { - Name "ShadowCaster" - Tags{ "LightMode" = "ShadowCaster" } - - Cull[_CullMode] - - ZClip [_ZClip] - ZWrite On - ZTest LEqual - - ColorMask 0 - - HLSLPROGRAM -#include "./Include/GPUInstancerInclude.cginc" -#pragma instancing_options procedural:setupGPUI -#pragma multi_compile_instancing - - - #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch - //enable GPU instancing support - #pragma multi_compile _ DOTS_INSTANCING_ON - // enable dithering LOD crossfade - #pragma multi_compile _ LOD_FADE_CROSSFADE - - #define SHADERPASS SHADERPASS_SHADOWS - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - ENDHLSL - } - - Pass - { - Name "DepthOnly" - Tags{ "LightMode" = "DepthOnly" } - - Cull[_CullMode] - AlphaToMask [_AlphaCutoffEnable] - - // To be able to tag stencil with disableSSR information for forward - Stencil - { - WriteMask [_StencilWriteMaskDepth] - Ref [_StencilRefDepth] - Comp Always - Pass Replace - } - - ZWrite On - - HLSLPROGRAM -#include "./Include/GPUInstancerInclude.cginc" -#pragma instancing_options procedural:setupGPUI -#pragma multi_compile_instancing - - - #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch - //enable GPU instancing support - #pragma multi_compile _ DOTS_INSTANCING_ON - // enable dithering LOD crossfade - #pragma multi_compile _ LOD_FADE_CROSSFADE - - // In deferred, depth only pass don't output anything. - // In forward it output the normal buffer - #pragma multi_compile _ WRITE_NORMAL_BUFFER - #pragma multi_compile_fragment _ WRITE_MSAA_DEPTH - #pragma multi_compile _ WRITE_DECAL_BUFFER WRITE_RENDERING_LAYER - - #define SHADERPASS SHADERPASS_DEPTH_ONLY - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - - #ifdef WRITE_NORMAL_BUFFER // If enabled we need all regular interpolator - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" - #else - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl" - #endif - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - ENDHLSL - } - - Pass - { - Name "MotionVectors" - Tags{ "LightMode" = "MotionVectors" } // Caution, this need to be call like this to setup the correct parameters by C++ (legacy Unity) - - // If velocity pass (motion vectors) is enabled we tag the stencil so it don't perform CameraMotionVelocity - Stencil - { - WriteMask [_StencilWriteMaskMV] - Ref [_StencilRefMV] - Comp Always - Pass Replace - } - - Cull[_CullMode] - AlphaToMask [_AlphaCutoffEnable] - - ZWrite On - - HLSLPROGRAM -#include "./Include/GPUInstancerInclude.cginc" -#pragma instancing_options procedural:setupGPUI -#pragma multi_compile_instancing - - - #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch - //enable GPU instancing support - #pragma multi_compile _ DOTS_INSTANCING_ON - // enable dithering LOD crossfade - #pragma multi_compile _ LOD_FADE_CROSSFADE - - #pragma multi_compile _ WRITE_NORMAL_BUFFER - #pragma multi_compile_fragment _ WRITE_MSAA_DEPTH - #pragma multi_compile _ WRITE_DECAL_BUFFER_AND_RENDERING_LAYER - - // We can't name this keyword WRITE_DECAL_BUFFER directly because we want to enable it at a different - // frequency than WRITE_DECAL_BUFFER defined in the DepthForwardOnly pass - #ifdef WRITE_DECAL_BUFFER_AND_RENDERING_LAYER - #define WRITE_DECAL_BUFFER - #endif - - #define SHADERPASS SHADERPASS_MOTION_VECTORS - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #ifdef WRITE_NORMAL_BUFFER // If enabled we need all regular interpolator - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" - #else - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitMotionVectorPass.hlsl" - #endif - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassMotionVectors.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - ENDHLSL - } - - Pass - { - Name "TransparentDepthPrepass" - Tags{ "LightMode" = "TransparentDepthPrepass" } - - // To be able to tag stencil with disableSSR information for transparentObjects - Stencil - { - WriteMask [_StencilWriteMaskDepth] - Ref [_StencilRefDepth] - Comp Always - Pass Replace - } - - Cull[_CullMode] - ZWrite On - - HLSLPROGRAM -#include "./Include/GPUInstancerInclude.cginc" -#pragma instancing_options procedural:setupGPUI -#pragma multi_compile_instancing - - - #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch - //enable GPU instancing support - #pragma multi_compile _ DOTS_INSTANCING_ON - // enable dithering LOD crossfade - #pragma multi_compile _ LOD_FADE_CROSSFADE - - #define SHADERPASS SHADERPASS_TRANSPARENT_DEPTH_PREPASS - - // If the transparent surface should have reflections, then we should output normal - #if !defined(_DISABLE_SSR_TRANSPARENT) - #define WRITE_NORMAL_BUFFER - #endif - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #ifdef WRITE_NORMAL_BUFFER // If enabled we need all regular interpolator - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" - #else - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl" - #endif - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - ENDHLSL - } - - // Caution: Order is important: TransparentBackface, then Forward/ForwardOnly - Pass - { - Name "TransparentBackface" - Tags { "LightMode" = "TransparentBackface" } - - Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend] - Blend 1 One OneMinusSrcAlpha // target 1 alpha blend required for VT feedback. All other uses will pass 1. - Blend 2 One OneMinusSrcAlpha // before refraction - Blend 3 One OneMinusSrcAlpha // before refraction alpha - Blend 4 One OneMinusSrcAlpha // all targets are shifted by 1 when using VT - - ZWrite [_ZWrite] - Cull Front - ColorMask [_ColorMaskTransparentVelOne] 1 - ColorMask [_ColorMaskTransparentVelTwo] 2 - ZTest [_ZTestTransparent] - - HLSLPROGRAM -#include "./Include/GPUInstancerInclude.cginc" -#pragma instancing_options procedural:setupGPUI -#pragma multi_compile_instancing - - - #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch - //enable GPU instancing support - #pragma multi_compile _ DOTS_INSTANCING_ON - // enable dithering LOD crossfade - #pragma multi_compile _ LOD_FADE_CROSSFADE - - #pragma multi_compile _ DEBUG_DISPLAY - #pragma multi_compile _ LIGHTMAP_ON - #pragma multi_compile _ DIRLIGHTMAP_COMBINED - #pragma multi_compile _ DYNAMICLIGHTMAP_ON - #pragma multi_compile_fragment _ SHADOWS_SHADOWMASK - #pragma multi_compile_fragment _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 - #pragma multi_compile_fragment SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON - // Setup DECALS_OFF so the shader stripper can remove variants - #pragma multi_compile_fragment DECALS_OFF DECALS_3RT DECALS_4RT - #pragma multi_compile_fragment _ DECAL_SURFACE_GRADIENT - - // Supported shadow modes per light type - #pragma multi_compile_fragment PUNCTUAL_SHADOW_LOW PUNCTUAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_HIGH - #pragma multi_compile_fragment DIRECTIONAL_SHADOW_LOW DIRECTIONAL_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH - #pragma multi_compile_fragment AREA_SHADOW_MEDIUM AREA_SHADOW_HIGH - - #ifndef SHADER_STAGE_FRAGMENT - #define SHADOW_LOW - #endif - - #define USE_CLUSTERED_LIGHTLIST // There is not FPTL lighting when using transparent - - #define SHADERPASS SHADERPASS_FORWARD - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl" - - #ifdef DEBUG_DISPLAY - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" - #endif - - // The light loop (or lighting architecture) is in charge to: - // - Define light list - // - Define the light loop - // - Setup the constant/data - // - Do the reflection hierarchy - // - Provide sampling function for shadowmap, ies, cookie and reflection (depends on the specific use with the light loops like index array or atlas or single and texture format (cubemap/latlong)) - - #define HAS_LIGHTLOOP - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForward.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - ENDHLSL - } - - Pass - { - Name "Forward" - Tags { "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index - - Stencil - { - WriteMask [_StencilWriteMask] - Ref [_StencilRef] - Comp Always - Pass Replace - } - - Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend] - // ForwardOpaque | ForwardTransparent - Blend 1 One OneMinusSrcAlpha // VT feedback | VT feedback <- if VT is off, all targets below are shifted by 1 - Blend 2 One [_DstBlend2] // diffuse lighting | motion vector - Blend 3 One [_DstBlend2] // SSS buffer | before refraction <- This target (or the one above if VT off) needs blending in transparent but not in opaque - Blend 4 One OneMinusSrcAlpha // | before refraction alpha - - // In case of forward we want to have depth equal for opaque mesh - ZTest [_ZTestDepthEqualForOpaque] - ZWrite [_ZWrite] - Cull [_CullModeForward] - // Not possible to control the render target with a variable - // Depending on virtual texturing, motion vector buffer can be bound on either SV_Target1 or SV_Target2 - ColorMask [_ColorMaskTransparentVelOne] 1 - ColorMask [_ColorMaskTransparentVelTwo] 2 - - HLSLPROGRAM -#include "./Include/GPUInstancerInclude.cginc" -#pragma instancing_options procedural:setupGPUI -#pragma multi_compile_instancing - - - #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch - //enable GPU instancing support - #pragma multi_compile _ DOTS_INSTANCING_ON - // enable dithering LOD crossfade - #pragma multi_compile _ LOD_FADE_CROSSFADE - - #pragma multi_compile _ DEBUG_DISPLAY - #pragma multi_compile _ LIGHTMAP_ON - #pragma multi_compile _ DIRLIGHTMAP_COMBINED - #pragma multi_compile _ DYNAMICLIGHTMAP_ON - #pragma multi_compile_fragment _ SHADOWS_SHADOWMASK - #pragma multi_compile_fragment _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 - #pragma multi_compile_fragment SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON - // Setup DECALS_OFF so the shader stripper can remove variants - #pragma multi_compile_fragment DECALS_OFF DECALS_3RT DECALS_4RT - #pragma multi_compile_fragment _ DECAL_SURFACE_GRADIENT - - // Supported shadow modes per light type - #pragma multi_compile_fragment PUNCTUAL_SHADOW_LOW PUNCTUAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_HIGH - #pragma multi_compile_fragment DIRECTIONAL_SHADOW_LOW DIRECTIONAL_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH - #pragma multi_compile_fragment AREA_SHADOW_MEDIUM AREA_SHADOW_HIGH - - #pragma multi_compile_fragment USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST - - #ifndef SHADER_STAGE_FRAGMENT - #define SHADOW_LOW - #define USE_FPTL_LIGHTLIST - #endif - - #define SHADERPASS SHADERPASS_FORWARD - // In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI) - // Don't do it with debug display mode as it is possible there is no depth prepass in this case - #if !defined(_SURFACE_TYPE_TRANSPARENT) && !defined(DEBUG_DISPLAY) - #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST - #endif - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl" - - #ifdef DEBUG_DISPLAY - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" - #endif - - // The light loop (or lighting architecture) is in charge to: - // - Define light list - // - Define the light loop - // - Setup the constant/data - // - Do the reflection hierarchy - // - Provide sampling function for shadowmap, ies, cookie and reflection (depends on the specific use with the light loops like index array or atlas or single and texture format (cubemap/latlong)) - - #define HAS_LIGHTLOOP - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForward.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - ENDHLSL - } - - Pass - { - Name "TransparentDepthPostpass" - Tags { "LightMode" = "TransparentDepthPostpass" } - - Cull[_CullMode] - ZWrite On - ColorMask 0 - - HLSLPROGRAM -#include "./Include/GPUInstancerInclude.cginc" -#pragma instancing_options procedural:setupGPUI -#pragma multi_compile_instancing - - - #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch - //enable GPU instancing support - #pragma multi_compile _ DOTS_INSTANCING_ON - // enable dithering LOD crossfade - #pragma multi_compile _ LOD_FADE_CROSSFADE - - #define SHADERPASS SHADERPASS_TRANSPARENT_DEPTH_POSTPASS - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - ENDHLSL - } - - Pass - { - Name "RayTracingPrepass" - Tags{ "LightMode" = "RayTracingPrepass" } - - Cull[_CullMode] - - ZWrite On - ZTest LEqual // If the object have already been render in depth prepass, it will re-render to tag stencil - - HLSLPROGRAM -#include "./Include/GPUInstancerInclude.cginc" -#pragma instancing_options procedural:setupGPUI -#pragma multi_compile_instancing - - - #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch - // enable dithering LOD crossfade - #pragma multi_compile _ LOD_FADE_CROSSFADE - - #define SHADERPASS SHADERPASS_CONSTANT - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitConstantPass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassConstant.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - ENDHLSL - } - - Pass - { - Name "FullScreenDebug" - Tags{ "LightMode" = "FullScreenDebug" } - - Cull[_CullMode] - - ZWrite Off - ZTest LEqual - - HLSLPROGRAM -#include "./Include/GPUInstancerInclude.cginc" -#pragma instancing_options procedural:setupGPUI -#pragma multi_compile_instancing - - - #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch - //enable GPU instancing support - #pragma multi_compile _ DOTS_INSTANCING_ON - // enable dithering LOD crossfade - #pragma multi_compile _ LOD_FADE_CROSSFADE - - #define SHADERPASS SHADERPASS_FULL_SCREEN_DEBUG - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassFullScreenDebug.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - ENDHLSL - } - } - - SubShader - { - Tags{ "RenderPipeline"="HDRenderPipeline" } - Pass - { - Name "IndirectDXR" - Tags{ "LightMode" = "IndirectDXR" } - - HLSLPROGRAM -#include "./Include/GPUInstancerInclude.cginc" -#pragma instancing_options procedural:setupGPUI -#pragma multi_compile_instancing - - - #pragma only_renderers d3d11 xboxseries ps5 - #pragma raytracing surface_shader - - #pragma multi_compile _ DEBUG_DISPLAY - #pragma multi_compile _ LIGHTMAP_ON - #pragma multi_compile _ DYNAMICLIGHTMAP_ON - #pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 - #pragma multi_compile _ DIRLIGHTMAP_COMBINED - - #define SHADERPASS SHADERPASS_RAYTRACING_INDIRECT - - // multi compile that allows us to strip the recursive code - #pragma multi_compile _ MULTI_BOUNCE_INDIRECT - - // If you need to change this, be sure to read this comment. - // For raytracing we decided to force the shadow quality to low. - // - The performance is the first reason, given that it may happen during the ray tracing stage for indirect or in a non-tiled context for deferred - // we want to save that cost as it may increase signfiicantly the cost.. - // - The second reason is that some filtering modes require the screen space position (at the moment you read this comment high and ultra high), which we cannot provide - // in a ray tracing context. - // In addition to that, we intentionally disabled dithering for the ray tracing case as it requires the screen space position. - #define SHADOW_LOW - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" - #define HAS_LIGHTLOOP - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRayTracing.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingIndirect.hlsl" - - ENDHLSL - } - - Pass - { - Name "ForwardDXR" - Tags{ "LightMode" = "ForwardDXR" } - - HLSLPROGRAM -#include "./Include/GPUInstancerInclude.cginc" -#pragma instancing_options procedural:setupGPUI -#pragma multi_compile_instancing - - - #pragma only_renderers d3d11 xboxseries ps5 - #pragma raytracing surface_shader - - #pragma multi_compile _ DEBUG_DISPLAY - #pragma multi_compile _ LIGHTMAP_ON - #pragma multi_compile _ DYNAMICLIGHTMAP_ON - #pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 - #pragma multi_compile _ DIRLIGHTMAP_COMBINED - - #define SHADERPASS SHADERPASS_RAYTRACING_FORWARD - - // If you need to change this, be sure to read this comment. - // For raytracing we decided to force the shadow quality to low. - // - The performance is the first reason, given that it may happen during the ray tracing stage for indirect or in a non-tiled context for deferred - // we want to save that cost as it may increase signfiicantly the cost.. - // - The second reason is that some filtering modes require the screen space position (at the moment you read this comment high and ultra high), which we cannot provide - // in a ray tracing context. - // In addition to that, we intentionally disabled dithering for the ray tracing case as it requires the screen space position. - #define SHADOW_LOW - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" - #define HAS_LIGHTLOOP - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRayTracing.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingForward.hlsl" - - ENDHLSL - } - - Pass - { - Name "GBufferDXR" - Tags{ "LightMode" = "GBufferDXR" } - - HLSLPROGRAM -#include "./Include/GPUInstancerInclude.cginc" -#pragma instancing_options procedural:setupGPUI -#pragma multi_compile_instancing - - - #pragma only_renderers d3d11 xboxseries ps5 - #pragma raytracing surface_shader - - #pragma multi_compile _ DEBUG_DISPLAY - #pragma multi_compile _ LIGHTMAP_ON - #pragma multi_compile _ DYNAMICLIGHTMAP_ON - #pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 - #pragma multi_compile _ DIRLIGHTMAP_COMBINED - #pragma multi_compile _ MINIMAL_GBUFFER - - #define SHADERPASS SHADERPASS_RAYTRACING_GBUFFER - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Deferred/RaytracingIntersectonGBuffer.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/StandardLit/StandardLit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRayTracing.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingGBuffer.hlsl" - - ENDHLSL - } - - Pass - { - Name "VisibilityDXR" - Tags{ "LightMode" = "VisibilityDXR" } - - HLSLPROGRAM -#include "./Include/GPUInstancerInclude.cginc" -#pragma instancing_options procedural:setupGPUI -#pragma multi_compile_instancing - - - #pragma only_renderers d3d11 xboxseries ps5 - #pragma raytracing surface_shader - - #define SHADERPASS SHADERPASS_RAYTRACING_VISIBILITY - #pragma multi_compile _ TRANSPARENT_COLOR_SHADOW - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingVisibility.hlsl" - - ENDHLSL - } - - Pass - { - Name "SubSurfaceDXR" - Tags{ "LightMode" = "SubSurfaceDXR" } - - HLSLPROGRAM -#include "./Include/GPUInstancerInclude.cginc" -#pragma instancing_options procedural:setupGPUI -#pragma multi_compile_instancing - - - #pragma only_renderers d3d11 xboxseries ps5 - #pragma raytracing surface_shader - - #pragma multi_compile _ DEBUG_DISPLAY - #pragma multi_compile _ LIGHTMAP_ON - #pragma multi_compile _ DYNAMICLIGHTMAP_ON - #pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 - #pragma multi_compile _ DIRLIGHTMAP_COMBINED - - #define SHADERPASS SHADERPASS_RAYTRACING_SUB_SURFACE - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/SubSurface/RayTracingIntersectionSubSurface.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRayTracingSubSurface.hlsl" - - ENDHLSL - } - - Pass - { - Name "DebugDXR" - Tags{ "LightMode" = "DebugDXR" } - - HLSLPROGRAM -#include "./Include/GPUInstancerInclude.cginc" -#pragma instancing_options procedural:setupGPUI -#pragma multi_compile_instancing - - - #pragma only_renderers d3d11 xboxseries ps5 - #pragma raytracing surface_shader - - #define SHADERPASS SHADERPASS_RAYTRACING_DEBUG - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRayTracingDebug.hlsl" - - ENDHLSL - } - - Pass - { - Name "PathTracingDXR" - Tags{ "LightMode" = "PathTracingDXR" } - - HLSLPROGRAM -#include "./Include/GPUInstancerInclude.cginc" -#pragma instancing_options procedural:setupGPUI -#pragma multi_compile_instancing - - - #pragma only_renderers d3d11 xboxseries ps5 - #pragma raytracing surface_shader - - #pragma multi_compile _ DEBUG_DISPLAY - #pragma multi_compile _ SENSORSDK_OVERRIDE_REFLECTANCE - - #ifdef SENSORSDK_OVERRIDE_REFLECTANCE - #define SENSORSDK_ENABLE_LIDAR - #endif - - #define SHADERPASS SHADERPASS_PATH_TRACING - - #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT - #pragma multi_compile _ DECAL_SURFACE_GRADIENT - - // This is just because it needs to be defined, shadow maps are not used. - #define SHADOW_LOW - - // For all single-sided, refractive materials, we want to force a thin refraction model. - #if !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE)) - #undef _REFRACTION_PLANE - #undef _REFRACTION_SPHERE - #define _REFRACTION_THIN - #endif - - #define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" - #define HAS_LIGHTLOOP - #define PATH_TRACING_CLUSTERED_DECALS - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingLightCluster.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitPathTracing.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl" - - ENDHLSL - } - } - - FallBack "Hidden/HDRP/FallbackError" - CustomEditor "Rendering.HighDefinition.LitGUI" -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Lit_GPUI.shader.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Lit_GPUI.shader.meta deleted file mode 100644 index a1eb2d4..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Lit_GPUI.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: efe42a44a5cc1da489202c65f5b3a6df -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature.meta deleted file mode 100644 index b3c4172..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 7c3143aa2ba0e654eaf7871f48f62bce -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/SPDTree_GPUI.shader b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/SPDTree_GPUI.shader deleted file mode 100644 index c9ec9a5..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/SPDTree_GPUI.shader +++ /dev/null @@ -1,176 +0,0 @@ -Shader "GPUInstancer/Nature/SPDTree" -{ - Properties - { - _Color ("Main Color", Color) = (1,1,1,1) - _HueVariation ("Hue Variation", Color) = (1.0,0.5,0.0,0.1) - _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} - _DetailTex ("Detail", 2D) = "black" {} - _BumpMap ("Normal Map", 2D) = "bump" {} - _Cutoff ("Alpha Cutoff", Range(0,1)) = 0.333 - [MaterialEnum(Off,0,Front,1,Back,2)] _Cull ("Cull", Int) = 2 - [MaterialEnum(None,0,Fastest,1,Fast,2,Better,3,Best,4,Palm,5)] _WindQuality ("Wind Quality", Range(0,5)) = 0 - } - - // targeting SM3.0+ - SubShader - { - Tags - { - "Queue"="Geometry" - "IgnoreProjector"="True" - "RenderType"="Opaque" - "DisableBatching"="LODFading" - } - LOD 400 - Cull [_Cull] - - CGPROGRAM - #include "UnityCG.cginc" - #include "../Include/GPUInstancerInclude.cginc" - #pragma multi_compile_instancing - #pragma instancing_options procedural:setupGPUI - - #pragma surface surf Lambert vertex:SpeedTreeVert nodirlightmap nodynlightmap fullforwardshadows - #pragma multi_compile _ LOD_FADE_CROSSFADE - #pragma target 3.0 - #pragma multi_compile_vertex LOD_FADE_PERCENTAGE - #pragma shader_feature GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH - #pragma shader_feature EFFECT_BUMP - #pragma shader_feature EFFECT_HUE_VARIATION - #define ENABLE_WIND - #include "SpeedTreeCommon.cginc" - - void surf(Input IN, inout SurfaceOutput OUT) - { - SpeedTreeFragOut o; - SpeedTreeFrag(IN, o); - SPEEDTREE_COPY_FRAG(OUT, o) - } - ENDCG - - Pass - { - Tags { "LightMode" = "ShadowCaster" } - - CGPROGRAM - #include "UnityCG.cginc" - #include "../Include/GPUInstancerInclude.cginc" - #pragma multi_compile_instancing - #pragma instancing_options procedural:setupGPUI - - #pragma vertex vert - #pragma fragment frag - #pragma target 3.0 - //#pragma multi_compile_vertex LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE - //#pragma multi_compile_fragment __ LOD_FADE_CROSSFADE - #pragma shader_feature GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH - #pragma multi_compile_shadowcaster - #define ENABLE_WIND - #include "SpeedTreeCommon.cginc" - - struct v2f - { - V2F_SHADOW_CASTER; - #ifdef SPEEDTREE_ALPHATEST - float2 uv : TEXCOORD1; - #endif - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - }; - - v2f vert(SpeedTreeVB v) - { - v2f o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_TRANSFER_INSTANCE_ID(v, o); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - #ifdef SPEEDTREE_ALPHATEST - o.uv = v.texcoord.xy; - #endif - OffsetSpeedTreeVertex(v, unity_LODFade.x); - TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) - - return o; - } - - float4 frag(v2f i) : SV_Target - { - UNITY_SETUP_INSTANCE_ID(i); - #ifdef SPEEDTREE_ALPHATEST - clip(tex2D(_MainTex, i.uv).a * _Color.a - _Cutoff); - #endif - #if UNITY_VERSION >= 201711 - UNITY_APPLY_DITHER_CROSSFADE(i.pos.xy); - #endif - SHADOW_CASTER_FRAGMENT(i) - } - ENDCG - } - - Pass - { - Tags { "LightMode" = "Vertex" } - - CGPROGRAM - #include "UnityCG.cginc" - #include "../Include/GPUInstancerInclude.cginc" - #pragma multi_compile_instancing - #pragma instancing_options procedural:setupGPUI - - #pragma vertex vert - #pragma fragment frag - #pragma target 3.0 - #pragma multi_compile_fog - #pragma multi_compile_vertex LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE - #pragma multi_compile_fragment __ LOD_FADE_CROSSFADE - #pragma shader_feature GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH - #pragma shader_feature EFFECT_HUE_VARIATION - #define ENABLE_WIND - #include "SpeedTreeCommon.cginc" - - #ifndef UNITY_POSITION - #define UNITY_POSITION(pos) float4 pos : SV_POSITION - #endif - - struct v2f - { - UNITY_POSITION(vertex); - UNITY_FOG_COORDS(0) - Input data : TEXCOORD1; - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - }; - - v2f vert(SpeedTreeVB v) - { - v2f o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_TRANSFER_INSTANCE_ID(v, o); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - SpeedTreeVert(v, o.data); - o.data.color.rgb *= ShadeVertexLightsFull(v.vertex, v.normal, 4, true); - o.vertex = UnityObjectToClipPos(v.vertex); - UNITY_TRANSFER_FOG(o,o.vertex); - return o; - } - - fixed4 frag(v2f i) : SV_Target - { - UNITY_SETUP_INSTANCE_ID(i); - SpeedTreeFragOut o; - SpeedTreeFrag(i.data, o); - #if UNITY_VERSION >= 201711 - UNITY_APPLY_DITHER_CROSSFADE(i.vertex.xy); - #endif - fixed4 c = fixed4(o.Albedo, o.Alpha); - UNITY_APPLY_FOG(i.fogCoord, c); - return c; - } - ENDCG - } - } - - //FallBack "Transparent/Cutout/VertexLit" - CustomEditor "SpeedTreeMaterialInspector" -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/SPDTree_GPUI.shader.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/SPDTree_GPUI.shader.meta deleted file mode 100644 index 9bb3e66..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/SPDTree_GPUI.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: efd2fdc8b03b9b94badac43f0a4d6e15 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/SoftOcclusion.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/SoftOcclusion.meta deleted file mode 100644 index 2632d5f..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/SoftOcclusion.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: d6dc93c5528a19c42bcde4926056339c -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/SoftOcclusion/TreeSoftOcclusionBark_GPUI.shader b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/SoftOcclusion/TreeSoftOcclusionBark_GPUI.shader deleted file mode 100644 index 96bdc47..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/SoftOcclusion/TreeSoftOcclusionBark_GPUI.shader +++ /dev/null @@ -1,147 +0,0 @@ -Shader "GPUInstancer/Nature/Tree Soft Occlusion Bark" { - Properties{ - _Color("Main Color", Color) = (1,1,1,0) - _MainTex("Main Texture", 2D) = "white" {} - _BaseLight("Base Light", Range(0, 1)) = 0.35 - _AO("Amb. Occlusion", Range(0, 10)) = 2.4 - } - - SubShader{ - Tags { - "IgnoreProjector" = "True" - "RenderType" = "TreeOpaque" - "DisableBatching" = "True" - } - - Pass { - Lighting On - - CGPROGRAM - #include "UnityCG.cginc" - #include "../../Include/GPUInstancerInclude.cginc" - #pragma vertex bark_gpui - #pragma fragment frag - #pragma multi_compile_fog - #pragma multi_compile _ LOD_FADE_CROSSFADE - #pragma multi_compile_instancing - #pragma instancing_options procedural:setupGPUI - #include "UnityBuiltin2xTreeLibrary.cginc" - - sampler2D _MainTex; - - struct v2f_gpui { - float4 pos : SV_POSITION; - float4 uv : TEXCOORD0; - half4 color : TEXCOORD1; - uint gpuiInstanceID : SV_InstanceID; - UNITY_FOG_COORDS(2) - UNITY_VERTEX_OUTPUT_STEREO - }; - - v2f_gpui bark_gpui(appdata_tree v) - { - v2f_gpui o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - #ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED - o.gpuiInstanceID = gpui_InstanceID; - #else - o.gpuiInstanceID = 0; - #endif - //TerrainAnimateTree(v.vertex, v.color.w); - - float3 viewpos = UnityObjectToViewPos(v.vertex); - o.pos = UnityObjectToClipPos(v.vertex); - o.uv = v.texcoord; - - float4 lightDir = 0; - float4 lightColor = 0; - lightDir.w = _AO; - - float4 light = UNITY_LIGHTMODEL_AMBIENT; - for (int i = 0; i < 4; i++) { - float atten = 1.0; - - float3 toLight = unity_LightPosition[i].xyz - viewpos.xyz * unity_LightPosition[i].w; - toLight.z *= -1.0; - lightDir.xyz = mul((float3x3)unity_CameraToWorld, normalize(toLight)); - float lengthSq = dot(toLight, toLight); - atten = 1.0 / (1.0 + lengthSq * unity_LightAtten[i].z); - - lightColor.rgb = unity_LightColor[i].rgb; - - float diffuse = dot(v.normal, lightDir.xyz); - diffuse = max(0, diffuse); - diffuse *= _AO * v.tangent.w + _BaseLight; - light += lightColor * (diffuse * atten); - } - - light.a = 1; - float4 col = frac((unity_ObjectToWorld._m03_m13_m23.x + unity_ObjectToWorld._m03_m13_m23.z)) * 0.4 + 0.6; - col.a = 1; - o.color = light * _Color * col; - - - UNITY_TRANSFER_FOG(o,o.pos); - return o; - } - - fixed4 frag(v2f_gpui input) : SV_Target - { - #ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED - gpui_InstanceID = input.gpuiInstanceID; - #endif - UNITY_APPLY_DITHER_CROSSFADE(input.pos.xy); - fixed4 col = input.color; - col.rgb *= tex2D(_MainTex, input.uv.xy).rgb; - UNITY_APPLY_FOG(input.fogCoord, col); - UNITY_OPAQUE_ALPHA(col.a); - return col; - } - ENDCG - } - - Pass { - Name "ShadowCaster" - Tags { "LightMode" = "ShadowCaster" } - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma multi_compile_shadowcaster - #pragma multi_compile_instancing - #pragma instancing_options procedural:setupGPUI - #include "UnityCG.cginc" - #include "../../Include/GPUInstancerInclude.cginc" - #include "TerrainEngine.cginc" - - struct v2f { - V2F_SHADOW_CASTER; - UNITY_VERTEX_OUTPUT_STEREO - }; - - struct appdata { - float4 vertex : POSITION; - float3 normal : NORMAL; - fixed4 color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - v2f vert(appdata v) - { - v2f o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - //TerrainAnimateTree(v.vertex, v.color.w); - TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) - return o; - } - - float4 frag(v2f i) : SV_Target - { - SHADOW_CASTER_FRAGMENT(i) - } - ENDCG - } - } -} \ No newline at end of file diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/SoftOcclusion/TreeSoftOcclusionBark_GPUI.shader.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/SoftOcclusion/TreeSoftOcclusionBark_GPUI.shader.meta deleted file mode 100644 index 61005e8..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/SoftOcclusion/TreeSoftOcclusionBark_GPUI.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: b1a05ad601a72334d8529afd35a4e2c8 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/SoftOcclusion/TreeSoftOcclusionLeaves_GPUI.shader b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/SoftOcclusion/TreeSoftOcclusionLeaves_GPUI.shader deleted file mode 100644 index 5def4f4..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/SoftOcclusion/TreeSoftOcclusionLeaves_GPUI.shader +++ /dev/null @@ -1,189 +0,0 @@ -Shader "GPUInstancer/Nature/Tree Soft Occlusion Leaves" { - Properties { - _Color ("Main Color", Color) = (1,1,1,1) - _MainTex ("Main Texture", 2D) = "white" { } - _Cutoff ("Alpha cutoff", Range(0.25,0.9)) = 0.5 - _BaseLight ("Base Light", Range(0, 1)) = 0.35 - _AO ("Amb. Occlusion", Range(0, 10)) = 2.4 - _Occlusion ("Dir Occlusion", Range(0, 20)) = 7.5 - } - - SubShader { - Tags { - "Queue" = "AlphaTest" - "IgnoreProjector"="True" - "RenderType" = "TreeTransparentCutout" - "DisableBatching"="True" - } - Cull Off - ColorMask RGB - - Pass { - Lighting On - - CGPROGRAM - - #include "UnityCG.cginc" - #include "../../Include/GPUInstancerInclude.cginc" - #pragma vertex leaves_gpui - #pragma fragment frag - #pragma multi_compile_fog - #pragma multi_compile _ LOD_FADE_CROSSFADE - #pragma multi_compile_instancing - #pragma instancing_options procedural:setupGPUI - #include "UnityBuiltin2xTreeLibrary.cginc" - - sampler2D _MainTex; - fixed _Cutoff; - - struct v2f_gpui { - float4 pos : SV_POSITION; - float4 uv : TEXCOORD0; - half4 color : TEXCOORD1; - uint gpuiInstanceID : SV_InstanceID; - UNITY_FOG_COORDS(2) - UNITY_VERTEX_OUTPUT_STEREO - }; - - v2f_gpui leaves_gpui(appdata_tree v) - { - v2f_gpui o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); -#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED - o.gpuiInstanceID = gpui_InstanceID; -#else - o.gpuiInstanceID = 0; -#endif - //TerrainAnimateTree(v.vertex, v.color.w); - - float3 viewpos = UnityObjectToViewPos(v.vertex); - o.pos = UnityObjectToClipPos(v.vertex); - o.uv = v.texcoord; - - float4 lightDir = 0; - float4 lightColor = 0; - lightDir.w = _AO; - - float4 light = UNITY_LIGHTMODEL_AMBIENT; - for (int i = 0; i < 4; i++) { - float atten = 1.0; - - float3 toLight = unity_LightPosition[i].xyz - viewpos.xyz * unity_LightPosition[i].w; - toLight.z *= -1.0; - lightDir.xyz = mul( (float3x3)unity_CameraToWorld, normalize(toLight) ); - float lengthSq = dot(toLight, toLight); - atten = 1.0 / (1.0 + lengthSq * unity_LightAtten[i].z); - - lightColor.rgb = unity_LightColor[i].rgb; - - lightDir.xyz *= _Occlusion; - float occ = dot (v.tangent, lightDir); - occ = max(0, occ); - occ += _BaseLight; - light += lightColor * (occ * atten); - } - - float4 col = frac((unity_ObjectToWorld._m03_m13_m23.x + unity_ObjectToWorld._m03_m13_m23.z)) * 0.4 + 0.6; - col.a = 1; - o.color = light * _Color * col; - o.color.a = 0.5 * _HalfOverCutoff; - - UNITY_TRANSFER_FOG(o,o.pos); - return o; - } - - fixed4 frag(v2f_gpui input) : SV_Target - { - #ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED - gpui_InstanceID = input.gpuiInstanceID; - #endif - UNITY_APPLY_DITHER_CROSSFADE(input.pos.xy); - fixed4 c = tex2D( _MainTex, input.uv.xy); - c.rgb *= input.color.rgb; - - clip (c.a - _Cutoff); - UNITY_APPLY_FOG(input.fogCoord, c); - return c; - } - ENDCG - } - - Pass { - Name "ShadowCaster" - Tags { "LightMode" = "ShadowCaster" } - - CGPROGRAM - #include "UnityCG.cginc" - #include "../../Include/GPUInstancerInclude.cginc" - #pragma vertex vert - #pragma fragment frag - #pragma multi_compile_shadowcaster - #pragma multi_compile_instancing - #pragma instancing_options procedural:setupGPUI - #include "UnityCG.cginc" - #include "TerrainEngine.cginc" - - struct v2f { - V2F_SHADOW_CASTER; - float2 uv : TEXCOORD1; - UNITY_VERTEX_OUTPUT_STEREO - }; - - struct appdata { - float4 vertex : POSITION; - float3 normal : NORMAL; - fixed4 color : COLOR; - float4 texcoord : TEXCOORD0; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - v2f vert( appdata v ) - { - v2f o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - //TerrainAnimateTree(v.vertex, v.color.w); - TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) - o.uv = v.texcoord; - return o; - } - - sampler2D _MainTex; - fixed _Cutoff; - - float4 frag( v2f i ) : SV_Target - { - fixed4 texcol = tex2D( _MainTex, i.uv ); - clip( texcol.a - _Cutoff ); - SHADOW_CASTER_FRAGMENT(i) - } - ENDCG - } - } - - // This subshader is never actually used, but is only kept so - // that the tree mesh still assumes that normals are needed - // at build time (due to Lighting On in the pass). The subshader - // above does not actually use normals, so they are stripped out. - // We want to keep normals for backwards compatibility with Unity 4.2 - // and earlier. - SubShader { - Tags { - "Queue" = "AlphaTest" - "IgnoreProjector"="True" - "RenderType" = "TransparentCutout" - } - Cull Off - ColorMask RGB - Pass { - Tags { "LightMode" = "Vertex" } - AlphaTest GEqual [_Cutoff] - Lighting On - Material { - Diffuse [_Color] - Ambient [_Color] - } - SetTexture [_MainTex] { combine primary * texture DOUBLE, texture } - } - } -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/SoftOcclusion/TreeSoftOcclusionLeaves_GPUI.shader.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/SoftOcclusion/TreeSoftOcclusionLeaves_GPUI.shader.meta deleted file mode 100644 index a3e3f01..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/SoftOcclusion/TreeSoftOcclusionLeaves_GPUI.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 04010a570631df84ab3d70b913a2fef4 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator.meta deleted file mode 100644 index b29bad3..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 34612bd5d09aea947a7f1a32dbc1e2c5 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorBarkOptimized_GPUI.shader b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorBarkOptimized_GPUI.shader deleted file mode 100644 index c3f4c29..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorBarkOptimized_GPUI.shader +++ /dev/null @@ -1,66 +0,0 @@ -// GPUInstancer enabled version of Unity built-in shader "Nature/Tree Creator Bark Optimized" - -Shader "GPUInstancer/Nature/Tree Creator Bark Optimized" { - Properties { - _Color ("Main Color", Color) = (1,1,1,1) - _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {} - _BumpSpecMap ("Normalmap (GA) Spec (R)", 2D) = "bump" {} - _TranslucencyMap ("Trans (RGB) Gloss(A)", 2D) = "white" {} - _Cutoff("Alpha cutoff", Range(0,1)) = 0.3 - - // These are here only to provide default values - _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) - [HideInInspector] _TreeInstanceColor ("TreeInstanceColor", Vector) = (1,1,1,1) - [HideInInspector] _TreeInstanceScale ("TreeInstanceScale", Vector) = (1,1,1,1) - [HideInInspector] _SquashAmount ("Squash", Float) = 1 - } - - SubShader { - Tags { "IgnoreProjector"="True" "RenderType"="TreeBark" } - LOD 200 - - CGPROGRAM - - #pragma multi_compile_instancing - #pragma instancing_options procedural:setupGPUI - #pragma surface surf BlinnPhong vertex:TreeVertBark addshadow nolightmap - #pragma multi_compile _ LOD_FADE_CROSSFADE - #pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS - #include "UnityCG.cginc" - #include "../../Include/GPUInstancerInclude.cginc" - #include "UnityBuiltin3xTreeLibrary.cginc" - - sampler2D _MainTex; - sampler2D _BumpSpecMap; - sampler2D _TranslucencyMap; - - struct Input { - float4 screenPos; - float2 uv_MainTex; - fixed4 color : COLOR; - }; - - void surf (Input IN, inout SurfaceOutput o) { -#ifdef LOD_FADE_CROSSFADE - float2 vpos = IN.screenPos.xy / IN.screenPos.w * _ScreenParams.xy; - UNITY_APPLY_DITHER_CROSSFADE(vpos); -#endif - fixed4 c = tex2D(_MainTex, IN.uv_MainTex); - o.Albedo = c.rgb * IN.color.rgb * IN.color.a; - - fixed4 trngls = tex2D (_TranslucencyMap, IN.uv_MainTex); - o.Gloss = trngls.a * _Color.r; - o.Alpha = c.a; - #if defined(BILLBOARD_FACE_CAMERA_POS) - float coverage = 1.0; - if (_TreeInstanceColor.a < 1.0) - coverage = ComputeAlphaCoverage(IN.screenPos, _TreeInstanceColor.a); - o.Alpha *= coverage; - #endif - half4 norspc = tex2D (_BumpSpecMap, IN.uv_MainTex); - o.Specular = norspc.r; - o.Normal = UnpackNormalDXT5nm(norspc); - } - ENDCG - } -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorBarkOptimized_GPUI.shader.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorBarkOptimized_GPUI.shader.meta deleted file mode 100644 index a04dc76..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorBarkOptimized_GPUI.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 98f796cbbc5c5a645bc9aafc062e0a88 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorBark_GPUI.shader b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorBark_GPUI.shader deleted file mode 100644 index 993bfce..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorBark_GPUI.shader +++ /dev/null @@ -1,58 +0,0 @@ -// GPUInstancer enabled version of Unity built-in shader "Nature/Tree Creator Bark" - -Shader "GPUInstancer/Nature/Tree Creator Bark" { - Properties { - _Color ("Main Color", Color) = (1,1,1,1) - _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 - _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {} - _BumpMap ("Normalmap", 2D) = "bump" {} - _GlossMap ("Gloss (A)", 2D) = "black" {} - - // These are here only to provide default values - _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) - [HideInInspector] _TreeInstanceColor ("TreeInstanceColor", Vector) = (1,1,1,1) - [HideInInspector] _TreeInstanceScale ("TreeInstanceScale", Vector) = (1,1,1,1) - [HideInInspector] _SquashAmount ("Squash", Float) = 1 - } - - SubShader { - Tags { "IgnoreProjector"="True" "RenderType"="TreeBark" } - LOD 200 - - CGPROGRAM - - #pragma multi_compile_instancing - #pragma instancing_options procedural:setupGPUI - #pragma surface surf BlinnPhong vertex:TreeVertBark addshadow nolightmap - #pragma multi_compile _ LOD_FADE_CROSSFADE - #include "UnityCG.cginc" - #include "../../Include/GPUInstancerInclude.cginc" - #include "UnityBuiltin3xTreeLibrary.cginc" - - sampler2D _MainTex; - sampler2D _BumpMap; - sampler2D _GlossMap; - half _Shininess; - - struct Input { - float4 screenPos; - float2 uv_MainTex; - fixed4 color : COLOR; - }; - - void surf (Input IN, inout SurfaceOutput o) { -#ifdef LOD_FADE_CROSSFADE - float2 vpos = IN.screenPos.xy / IN.screenPos.w * _ScreenParams.xy; - UNITY_APPLY_DITHER_CROSSFADE(vpos); -#endif - fixed4 c = tex2D(_MainTex, IN.uv_MainTex); - o.Albedo = c.rgb * IN.color.rgb * IN.color.a; - o.Gloss = tex2D(_GlossMap, IN.uv_MainTex).a; - o.Alpha = c.a; - o.Specular = _Shininess; - o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex)); - } - ENDCG - } - -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorBark_GPUI.shader.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorBark_GPUI.shader.meta deleted file mode 100644 index bca628f..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorBark_GPUI.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: f7516b0544771ca439bde40cfdd2413a -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorLeavesFastOptimized_GPUI.shader b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorLeavesFastOptimized_GPUI.shader deleted file mode 100644 index 8330851..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorLeavesFastOptimized_GPUI.shader +++ /dev/null @@ -1,185 +0,0 @@ -// GPUInstancer enabled version of Unity built-in shader "Tree Creator Leaves Fast Optimized" - -Shader "GPUInstancer/Nature/Tree Creator Leaves Fast Optimized" { -Properties { - _Color ("Main Color", Color) = (1,1,1,1) - _TranslucencyColor ("Translucency Color", Color) = (0.73,0.85,0.41,1) // (187,219,106,255) - _Cutoff ("Alpha cutoff", Range(0,1)) = 0.3 - _TranslucencyViewDependency ("View dependency", Range(0,1)) = 0.7 - _ShadowStrength("Shadow Strength", Range(0,1)) = 1.0 - - _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {} - _ShadowTex ("Shadow (RGB)", 2D) = "white" {} - - // These are here only to provide default values - [HideInInspector] _TreeInstanceColor ("TreeInstanceColor", Vector) = (1,1,1,1) - [HideInInspector] _TreeInstanceScale ("TreeInstanceScale", Vector) = (1,1,1,1) - [HideInInspector] _SquashAmount ("Squash", Float) = 1 -} - -SubShader { - Tags { - "IgnoreProjector"="True" - "RenderType" = "TreeLeaf" - } - LOD 200 - - Pass { - Tags { "LightMode" = "ForwardBase" } - Name "ForwardBase" - - CGPROGRAM - #include "UnityCG.cginc" - #include "./../../Include/GPUInstancerInclude.cginc" - #pragma instancing_options procedural:setupGPUI - #pragma multi_compile_instancing - #include "UnityBuiltin3xTreeLibrary.cginc" - - #pragma vertex VertexLeaf - #pragma fragment FragmentLeaf - #pragma multi_compile_fwdbase nolightmap - #pragma multi_compile_fog - #pragma multi_compile _ LOD_FADE_CROSSFADE - - sampler2D _MainTex; - float4 _MainTex_ST; - - fixed _Cutoff; - sampler2D _ShadowMapTexture; - - struct v2f_leaf { - float4 pos : SV_POSITION; - fixed4 diffuse : COLOR0; - #if defined(SHADOWS_SCREEN) - fixed4 mainLight : COLOR1; - #endif - float2 uv : TEXCOORD0; - #if defined(SHADOWS_SCREEN) - float4 screenPos : TEXCOORD1; - #endif - uint gpuiInstanceID : SV_InstanceID; - UNITY_FOG_COORDS(2) - UNITY_VERTEX_OUTPUT_STEREO - }; - - v2f_leaf VertexLeaf (appdata_full v) - { - v2f_leaf o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); -#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED - o.gpuiInstanceID = gpui_InstanceID; -#else - o.gpuiInstanceID = 0; -#endif - TreeVertLeaf(v); - o.pos = UnityObjectToClipPos(v.vertex); - - fixed ao = v.color.a; - ao += 0.1; ao = saturate(ao * ao * ao); // emphasize AO - - fixed3 color = v.color.rgb * ao; - - float3 worldN = UnityObjectToWorldNormal(v.normal); - - fixed4 mainLight; - mainLight.rgb = ShadeTranslucentMainLight (v.vertex, worldN) * color; - mainLight.a = v.color.a; - o.diffuse.rgb = ShadeTranslucentLights (v.vertex, worldN) * color; - o.diffuse.a = 1; - #if defined(SHADOWS_SCREEN) - o.mainLight = mainLight; - o.screenPos = ComputeScreenPos (o.pos); - #else - o.diffuse += mainLight; - #endif - o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); - UNITY_TRANSFER_FOG(o,o.pos); - return o; - } - - fixed4 FragmentLeaf (v2f_leaf IN) : SV_Target - { - #ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED - gpui_InstanceID = IN.gpuiInstanceID; - #endif - UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); - fixed4 albedo = tex2D(_MainTex, IN.uv); - fixed alpha = albedo.a; - clip (alpha - _Cutoff); - - #if defined(SHADOWS_SCREEN) - half4 light = IN.mainLight; - half atten = tex2Dproj(_ShadowMapTexture, UNITY_PROJ_COORD(IN.screenPos)).r; - light.rgb *= lerp(1, atten, _ShadowStrength); - light.rgb += IN.diffuse.rgb; - #else - half4 light = IN.diffuse; - #endif - - fixed4 col = fixed4 (albedo.rgb * light, 0.0); - UNITY_APPLY_FOG(IN.fogCoord, col); - return col; - } - - ENDCG - } - - // Pass to render object as a shadow caster - Pass { - Name "ShadowCaster" - Tags { "LightMode" = "ShadowCaster" } - - ZWrite On ZTest LEqual - - CGPROGRAM -#include "UnityCG.cginc" -#include "./../../Include/GPUInstancerInclude.cginc" -#pragma instancing_options procedural:setupGPUI -#pragma multi_compile_instancing - #pragma vertex vert_surf - #pragma fragment frag_surf - #pragma multi_compile_shadowcaster - #include "HLSLSupport.cginc" - #include "UnityCG.cginc" - #include "Lighting.cginc" - - #define INTERNAL_DATA - #define WorldReflectionVector(data,normal) data.worldRefl - - #include "UnityBuiltin3xTreeLibrary.cginc" - - sampler2D _MainTex; - - struct v2f_surf { - V2F_SHADOW_CASTER; - float2 hip_pack0 : TEXCOORD1; - UNITY_VERTEX_OUTPUT_STEREO - }; - - float4 _MainTex_ST; - - v2f_surf vert_surf (appdata_full v) { - v2f_surf o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - TreeVertLeaf (v); - o.hip_pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex); - TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) - return o; - } - - fixed _Cutoff; - - half4 frag_surf (v2f_surf IN) : SV_Target { - fixed alpha = tex2D(_MainTex, IN.hip_pack0.xy).a; - clip (alpha - _Cutoff); - SHADOW_CASTER_FRAGMENT(IN) - } - - ENDCG - - } - -} -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorLeavesFastOptimized_GPUI.shader.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorLeavesFastOptimized_GPUI.shader.meta deleted file mode 100644 index 40e21a5..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorLeavesFastOptimized_GPUI.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: ae1c47ce2c9227644ad39e2f01a9517a -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorLeavesFast_GPUI.shader b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorLeavesFast_GPUI.shader deleted file mode 100644 index 90afe15..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorLeavesFast_GPUI.shader +++ /dev/null @@ -1,127 +0,0 @@ -// GPUInstancer enabled version of Unity built-in shader "Nature/Tree Creator Leaves Fast" - -Shader "GPUInstancer/Nature/Tree Creator Leaves Fast" { -Properties { - _Color ("Main Color", Color) = (1,1,1,1) - _TranslucencyColor ("Translucency Color", Color) = (0.73,0.85,0.41,1) // (187,219,106,255) - _Cutoff ("Alpha cutoff", Range(0,1)) = 0.3 - _TranslucencyViewDependency ("View dependency", Range(0,1)) = 0.7 - _ShadowStrength("Shadow Strength", Range(0,1)) = 1.0 - - _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {} - - // These are here only to provide default values - [HideInInspector] _TreeInstanceColor ("TreeInstanceColor", Vector) = (1,1,1,1) - [HideInInspector] _TreeInstanceScale ("TreeInstanceScale", Vector) = (1,1,1,1) - [HideInInspector] _SquashAmount ("Squash", Float) = 1 -} - -SubShader { - Tags { - "IgnoreProjector"="True" - "RenderType" = "TreeLeaf" - } - LOD 200 - - Pass { - Tags { "LightMode" = "ForwardBase" } - Name "ForwardBase" - - CGPROGRAM - #include "UnityCG.cginc" - #include "./../../Include/GPUInstancerInclude.cginc" - #pragma instancing_options procedural:setupGPUI - #pragma multi_compile_instancing - #include "UnityBuiltin3xTreeLibrary.cginc" - - #pragma vertex VertexLeaf - #pragma fragment FragmentLeaf - #pragma multi_compile_fwdbase nolightmap - #pragma multi_compile_fog - #pragma multi_compile _ LOD_FADE_CROSSFADE - - sampler2D _MainTex; - float4 _MainTex_ST; - - fixed _Cutoff; - sampler2D _ShadowMapTexture; - - struct v2f_leaf { - float4 pos : SV_POSITION; - fixed4 diffuse : COLOR0; - #if defined(SHADOWS_SCREEN) - fixed4 mainLight : COLOR1; - #endif - float2 uv : TEXCOORD0; - #if defined(SHADOWS_SCREEN) - float4 screenPos : TEXCOORD1; - #endif - uint gpuiInstanceID : SV_InstanceID; - UNITY_FOG_COORDS(2) - UNITY_VERTEX_OUTPUT_STEREO - }; - - v2f_leaf VertexLeaf (appdata_full v) - { - v2f_leaf o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); -#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED - o.gpuiInstanceID = gpui_InstanceID; -#else - o.gpuiInstanceID = 0; -#endif - TreeVertLeaf(v); - o.pos = UnityObjectToClipPos(v.vertex); - - fixed ao = v.color.a; - ao += 0.1; ao = saturate(ao * ao * ao); // emphasize AO - - fixed3 color = v.color.rgb * ao; - - float3 worldN = UnityObjectToWorldNormal (v.normal); - - fixed4 mainLight; - mainLight.rgb = ShadeTranslucentMainLight (v.vertex, worldN) * color; - mainLight.a = v.color.a; - o.diffuse.rgb = ShadeTranslucentLights (v.vertex, worldN) * color; - o.diffuse.a = 1; - #if defined(SHADOWS_SCREEN) - o.mainLight = mainLight; - o.screenPos = ComputeScreenPos (o.pos); - #else - o.diffuse += mainLight; - #endif - o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); - UNITY_TRANSFER_FOG(o,o.pos); - return o; - } - - fixed4 FragmentLeaf (v2f_leaf IN) : SV_Target - { - #ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED - gpui_InstanceID = IN.gpuiInstanceID; - #endif - UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); - fixed4 albedo = tex2D(_MainTex, IN.uv); - fixed alpha = albedo.a; - clip (alpha - _Cutoff); - - #if defined(SHADOWS_SCREEN) - half4 light = IN.mainLight; - half atten = tex2Dproj(_ShadowMapTexture, UNITY_PROJ_COORD(IN.screenPos)).r; - light.rgb *= lerp(1, atten, _ShadowStrength); - light.rgb += IN.diffuse.rgb; - #else - half4 light = IN.diffuse; - #endif - - fixed4 col = fixed4 (albedo.rgb * light, 0.0); - UNITY_APPLY_FOG(IN.fogCoord, col); - return col; - } - - ENDCG - } -} -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorLeavesFast_GPUI.shader.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorLeavesFast_GPUI.shader.meta deleted file mode 100644 index 9d0a6cb..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorLeavesFast_GPUI.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: fcc4a410ddb31e849a400c370fe7f713 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorLeavesOptimized_GPUI.shader b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorLeavesOptimized_GPUI.shader deleted file mode 100644 index f7006e6..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorLeavesOptimized_GPUI.shader +++ /dev/null @@ -1,137 +0,0 @@ -// GPUInstancer enabled version of Unity built-in shader "Nature/Tree Creator Leaves Optimized" - -Shader "GPUInstancer/Nature/Tree Creator Leaves Optimized" { - Properties { - _Color ("Main Color", Color) = (1,1,1,1) - _TranslucencyColor ("Translucency Color", Color) = (0.73,0.85,0.41,1) - _Cutoff ("Alpha cutoff", Range(0,1)) = 0.3 - _TranslucencyViewDependency ("View dependency", Range(0,1)) = 0.7 - _ShadowStrength("Shadow Strength", Range(0,1)) = 0.8 - _ShadowOffsetScale ("Shadow Offset Scale", Float) = 1 - - _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {} - _ShadowTex ("Shadow (RGB)", 2D) = "white" {} - _BumpSpecMap ("Normalmap (GA) Spec (R) Shadow Offset (B)", 2D) = "bump" {} - _TranslucencyMap ("Trans (B) Gloss(A)", 2D) = "white" {} - - // These are here only to provide default values - [HideInInspector] _TreeInstanceColor ("TreeInstanceColor", Vector) = (1,1,1,1) - [HideInInspector] _TreeInstanceScale ("TreeInstanceScale", Vector) = (1,1,1,1) - [HideInInspector] _SquashAmount ("Squash", Float) = 1 - } - - SubShader { - Tags { - "IgnoreProjector"="True" - "RenderType"="TreeLeaf" - } - LOD 200 - - CGPROGRAM - - #pragma multi_compile_instancing - #pragma instancing_options procedural:setupGPUI - #pragma surface surf TreeLeaf alphatest:_Cutoff vertex:TreeVertLeaf nolightmap noforwardadd addshadow - #pragma multi_compile _ LOD_FADE_CROSSFADE - //#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS - #include "UnityCG.cginc" - #include "../../Include/GPUInstancerInclude.cginc" - #include "UnityBuiltin3xTreeLibrary.cginc" - - sampler2D _MainTex; - sampler2D _BumpSpecMap; - sampler2D _TranslucencyMap; - - struct Input { - float4 screenPos; - float2 uv_MainTex; - fixed4 color : COLOR; // color.a = AO - /* - #if defined(BILLBOARD_FACE_CAMERA_POS) - float4 screenPos; - #endif - */ - }; - - void surf (Input IN, inout LeafSurfaceOutput o) { -#ifdef LOD_FADE_CROSSFADE - float2 vpos = IN.screenPos.xy / IN.screenPos.w * _ScreenParams.xy; - UNITY_APPLY_DITHER_CROSSFADE(vpos); -#endif - fixed4 c = tex2D(_MainTex, IN.uv_MainTex); - o.Albedo = c.rgb * IN.color.rgb * IN.color.a; - - fixed4 trngls = tex2D (_TranslucencyMap, IN.uv_MainTex); - o.Translucency = trngls.b; - o.Gloss = trngls.a * _Color.r; - o.Alpha = c.a; - /* - #if defined(BILLBOARD_FACE_CAMERA_POS) - float coverage = 1.0; - if (_TreeInstanceColor.a < 1.0) - { - coverage = ComputeAlphaCoverage(IN.screenPos, _TreeInstanceColor.a); - } - o.Alpha *= coverage; - #endif - */ - half4 norspc = tex2D (_BumpSpecMap, IN.uv_MainTex); - o.Specular = norspc.r; - o.Normal = UnpackNormalDXT5nm(norspc); - } - ENDCG - /* - // Pass to render object as a shadow caster - Pass { - Name "ShadowCaster" - Tags { "LightMode" = "ShadowCaster" } - - CGPROGRAM - - #pragma multi_compile_instancing - #pragma instancing_options procedural:setupGPUI - #pragma vertex vert_surf - #pragma fragment frag_surf - #pragma multi_compile_shadowcaster - #include "HLSLSupport.cginc" - #include "UnityCG.cginc" - #include "../../Include/GPUInstancerInclude.cginc" - #include "Lighting.cginc" - - #define INTERNAL_DATA - #define WorldReflectionVector(data,normal) data.worldRefl - - #include "UnityBuiltin3xTreeLibrary.cginc" - - sampler2D _MainTex; - - struct Input { - float2 uv_MainTex; - }; - - struct v2f_surf { - V2F_SHADOW_CASTER; - float2 hip_pack0 : TEXCOORD1; - UNITY_VERTEX_OUTPUT_STEREO - }; - float4 _MainTex_ST; - v2f_surf vert_surf (appdata_full v) { - v2f_surf o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - TreeVertLeaf (v); - o.hip_pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex); - TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) - return o; - } - fixed _Cutoff; - float4 frag_surf (v2f_surf IN) : SV_Target { - half alpha = tex2D(_MainTex, IN.hip_pack0.xy).a; - clip (alpha - _Cutoff); - SHADOW_CASTER_FRAGMENT(IN) - } - ENDCG - } - */ - } -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorLeavesOptimized_GPUI.shader.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorLeavesOptimized_GPUI.shader.meta deleted file mode 100644 index 2b931a0..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorLeavesOptimized_GPUI.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 1a3ca07dd1d1b7647b5a6d7026c4084c -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorLeaves_GPUI.shader b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorLeaves_GPUI.shader deleted file mode 100644 index ca1d18f..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorLeaves_GPUI.shader +++ /dev/null @@ -1,62 +0,0 @@ -// GPUInstancer enabled version of Unity built-in shader "Nature/Tree Creator Leaves" - -Shader "GPUInstancer/Nature/Tree Creator Leaves" { - Properties { - _Color ("Main Color", Color) = (1,1,1,1) - _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 - _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {} - _BumpMap ("Normalmap", 2D) = "bump" {} - _GlossMap ("Gloss (A)", 2D) = "black" {} - _TranslucencyMap ("Translucency (A)", 2D) = "white" {} - _ShadowOffset ("Shadow Offset (A)", 2D) = "black" {} - - // These are here only to provide default values - _Cutoff ("Alpha cutoff", Range(0,1)) = 0.3 - [HideInInspector] _TreeInstanceColor ("TreeInstanceColor", Vector) = (1,1,1,1) - [HideInInspector] _TreeInstanceScale ("TreeInstanceScale", Vector) = (1,1,1,1) - [HideInInspector] _SquashAmount ("Squash", Float) = 1 - } - - SubShader { - Tags { "IgnoreProjector"="True" "RenderType"="TreeLeaf" } - LOD 200 - - CGPROGRAM - - #pragma multi_compile_instancing - #pragma instancing_options procedural:setupGPUI - #pragma surface surf TreeLeaf alphatest:_Cutoff vertex:TreeVertLeaf addshadow nolightmap noforwardadd - #pragma multi_compile _ LOD_FADE_CROSSFADE - #include "UnityCG.cginc" - #include "../../Include/GPUInstancerInclude.cginc" - #include "UnityBuiltin3xTreeLibrary.cginc" - - sampler2D _MainTex; - sampler2D _BumpMap; - sampler2D _GlossMap; - sampler2D _TranslucencyMap; - half _Shininess; - - struct Input { - float4 screenPos; - float2 uv_MainTex; - fixed4 color : COLOR; - }; - - void surf (Input IN, inout LeafSurfaceOutput o) { -#ifdef LOD_FADE_CROSSFADE - float2 vpos = IN.screenPos.xy / IN.screenPos.w * _ScreenParams.xy; - UNITY_APPLY_DITHER_CROSSFADE(vpos); -#endif - fixed4 c = tex2D(_MainTex, IN.uv_MainTex); - o.Albedo = c.rgb * IN.color.rgb * IN.color.a; - o.Translucency = tex2D(_TranslucencyMap, IN.uv_MainTex).rgb; - o.Gloss = tex2D(_GlossMap, IN.uv_MainTex).a; - o.Alpha = c.a; - o.Specular = _Shininess; - o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex)); - } - ENDCG - } - -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorLeaves_GPUI.shader.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorLeaves_GPUI.shader.meta deleted file mode 100644 index 106cda4..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Nature/TreeCreator/TreeCreatorLeaves_GPUI.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 1d9aa1a7cfb666b42af58ba597cf0d03 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/ShadowsOnly_GPUI.shader b/Assets/Art/Art Plugins/GPUInstancer/Shaders/ShadowsOnly_GPUI.shader deleted file mode 100644 index 08726a7..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/ShadowsOnly_GPUI.shader +++ /dev/null @@ -1,48 +0,0 @@ -Shader "Hidden/GPUInstancer/ShadowsOnly" { - - SubShader { - Tags { - "Queue" = "Transparent" - } - // Pass to render object as a shadow caster - Pass { - Name "ShadowCaster" - Tags { - "LightMode" = "ShadowCaster" - } - - CGPROGRAM - #include "UnityCG.cginc" - #include "Include/GPUInstancerInclude.cginc" - #pragma vertex vert - #pragma fragment frag - #pragma target 3.0 - #pragma multi_compile_shadowcaster - #pragma multi_compile_instancing // allow instanced shadow pass for most of the shaders - #pragma instancing_options procedural:setupGPUI - - struct v2f { - V2F_SHADOW_CASTER; - UNITY_VERTEX_OUTPUT_STEREO - }; - - v2f vert( appdata_base v ) - { - v2f o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) - return o; - } - - float4 frag(v2f i) : SV_Target - { - SHADOW_CASTER_FRAGMENT(i); - } - - - ENDCG - } - - } -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/ShadowsOnly_GPUI.shader.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/ShadowsOnly_GPUI.shader.meta deleted file mode 100644 index 339e45a..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/ShadowsOnly_GPUI.shader.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: d52a38c4e70daf4449eaab298ba27ce6 -timeCreated: 1523267079 -licenseType: Free -ShaderImporter: - externalObjects: {} - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/StandardRoughness_GPUI.shader b/Assets/Art/Art Plugins/GPUInstancer/Shaders/StandardRoughness_GPUI.shader deleted file mode 100644 index 3d434c9..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/StandardRoughness_GPUI.shader +++ /dev/null @@ -1,236 +0,0 @@ -// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) - -Shader "GPUInstancer/Standard (Roughness setup)" -{ - Properties - { - _Color("Color", Color) = (1,1,1,1) - _MainTex("Albedo", 2D) = "white" {} - - _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 - - _Glossiness("Roughness", Range(0.0, 1.0)) = 0.5 - _SpecGlossMap("Roughness Map", 2D) = "white" {} - - _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 - _MetallicGlossMap("Metallic", 2D) = "white" {} - - [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 - [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0 - - _BumpScale("Scale", Float) = 1.0 - _BumpMap("Normal Map", 2D) = "bump" {} - - _Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02 - _ParallaxMap ("Height Map", 2D) = "black" {} - - _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 - _OcclusionMap("Occlusion", 2D) = "white" {} - - _EmissionColor("Color", Color) = (0,0,0) - _EmissionMap("Emission", 2D) = "white" {} - - _DetailMask("Detail Mask", 2D) = "white" {} - - _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {} - _DetailNormalMapScale("Scale", Float) = 1.0 - _DetailNormalMap("Normal Map", 2D) = "bump" {} - - [Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0 - - - // Blending state - [HideInInspector] _Mode ("__mode", Float) = 0.0 - [HideInInspector] _SrcBlend ("__src", Float) = 1.0 - [HideInInspector] _DstBlend ("__dst", Float) = 0.0 - [HideInInspector] _ZWrite ("__zw", Float) = 1.0 - } - - CGINCLUDE - #define UNITY_SETUP_BRDF_INPUT RoughnessSetup - ENDCG - - SubShader - { - Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } - LOD 300 - - - // ------------------------------------------------------------------ - // Base forward pass (directional light, emission, lightmaps, ...) - Pass - { - Name "FORWARD" - Tags { "LightMode" = "ForwardBase" } - - Blend [_SrcBlend] [_DstBlend] - ZWrite [_ZWrite] - - CGPROGRAM - #include "UnityCG.cginc" - #include "Include/GPUInstancerInclude.cginc" - #pragma target 3.5 - - // ------------------------------------- - #pragma shader_feature _NORMALMAP - #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON - #pragma shader_feature _EMISSION - #pragma shader_feature _METALLICGLOSSMAP - #pragma shader_feature _SPECGLOSSMAP - #pragma shader_feature ___ _DETAIL_MULX2 - #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF - #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF - #pragma shader_feature _PARALLAXMAP - - #pragma multi_compile_fwdbase - #pragma multi_compile_fog - #pragma multi_compile_instancing - #pragma instancing_options procedural:setupGPUI - #pragma multi_compile _ LOD_FADE_CROSSFADE - - #pragma vertex vertBase - #pragma fragment fragBaseAllGPUI - #include "UnityStandardCoreForward.cginc" - #include "Include/GPUIStandardInclude.cginc" - - ENDCG - } - // ------------------------------------------------------------------ - // Additive forward pass (one light per pass) - Pass - { - Name "FORWARD_DELTA" - Tags { "LightMode" = "ForwardAdd" } - Blend [_SrcBlend] One - Fog { Color (0,0,0,0) } // in additive pass fog should be black - ZWrite Off - ZTest LEqual - - CGPROGRAM - #include "UnityCG.cginc" - #include "Include/GPUInstancerInclude.cginc" - #pragma target 3.5 - - // ------------------------------------- - - #pragma shader_feature _NORMALMAP - #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON - #pragma shader_feature _METALLICGLOSSMAP - #pragma shader_feature _SPECGLOSSMAP - #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF - #pragma shader_feature ___ _DETAIL_MULX2 - #pragma shader_feature _PARALLAXMAP - - #pragma multi_compile_fwdadd_fullshadows - #pragma multi_compile_fog - #pragma multi_compile_instancing - #pragma instancing_options procedural:setupGPUI - #pragma multi_compile _ LOD_FADE_CROSSFADE - - #pragma vertex vertAdd - #pragma fragment fragAdd - #include "UnityStandardCoreForward.cginc" - - ENDCG - } - // ------------------------------------------------------------------ - // Shadow rendering pass - Pass { - Name "ShadowCaster" - Tags { "LightMode" = "ShadowCaster" } - - ZWrite On ZTest LEqual - - CGPROGRAM - #include "UnityCG.cginc" - #include "Include/GPUInstancerInclude.cginc" - #pragma target 3.5 - - // ------------------------------------- - - #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON - #pragma shader_feature _METALLICGLOSSMAP - #pragma shader_feature _PARALLAXMAP - #pragma multi_compile_shadowcaster - #pragma multi_compile_instancing - #pragma instancing_options procedural:setupGPUI - //#pragma multi_compile _ LOD_FADE_CROSSFADE - - #pragma vertex vertShadowCaster - #pragma fragment fragShadowCaster - - #include "UnityStandardShadow.cginc" - - ENDCG - } - // ------------------------------------------------------------------ - // Deferred pass - Pass - { - Name "DEFERRED" - Tags { "LightMode" = "Deferred" } - - CGPROGRAM - #include "UnityCG.cginc" - #include "Include/GPUInstancerInclude.cginc" - #pragma target 3.0 - #pragma exclude_renderers nomrt - - - // ------------------------------------- - #pragma shader_feature _NORMALMAP - #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON - #pragma shader_feature _EMISSION - #pragma shader_feature _METALLICGLOSSMAP - #pragma shader_feature _SPECGLOSSMAP - #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF - #pragma shader_feature ___ _DETAIL_MULX2 - #pragma shader_feature _PARALLAXMAP - - #pragma multi_compile_prepassfinal - #pragma multi_compile_instancing - #pragma instancing_options procedural:setupGPUI - #pragma multi_compile _ LOD_FADE_CROSSFADE - - #pragma vertex vertDeferredGPUI - #pragma fragment fragDeferredGPUI - - #include "UnityStandardCore.cginc" - #include "Include/GPUIStandardInclude.cginc" - - ENDCG - } - - // ------------------------------------------------------------------ - // Extracts information for lightmapping, GI (emission, albedo, ...) - // This pass it not used during regular rendering. - Pass - { - Name "META" - Tags { "LightMode"="Meta" } - - Cull Off - - CGPROGRAM - #include "UnityCG.cginc" - #include "Include/GPUInstancerInclude.cginc" - #pragma vertex vert_meta - #pragma fragment frag_meta - - #pragma shader_feature _EMISSION - #pragma shader_feature _METALLICGLOSSMAP - #pragma shader_feature _SPECGLOSSMAP - #pragma shader_feature ___ _DETAIL_MULX2 - #pragma shader_feature EDITOR_VISUALIZATION - - #pragma multi_compile_instancing - #pragma instancing_options procedural:setupGPUI - - #include "UnityStandardMeta.cginc" - ENDCG - } - } - - FallBack "GPUInstancer/VertexLit" - CustomEditor "StandardRoughnessShaderGUI" -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/StandardRoughness_GPUI.shader.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/StandardRoughness_GPUI.shader.meta deleted file mode 100644 index 6d012c8..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/StandardRoughness_GPUI.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: a6ff62a28ade81143bf987163fdc00f8 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/StandardSpecular_GPUI.shader b/Assets/Art/Art Plugins/GPUInstancer/Shaders/StandardSpecular_GPUI.shader deleted file mode 100644 index 4b17eb1..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/StandardSpecular_GPUI.shader +++ /dev/null @@ -1,243 +0,0 @@ -// GPUInstancer enabled version of Unity built-in shader "Standard (Specular setup)" - -Shader "GPUInstancer/Standard (Specular setup)" -{ - Properties - { - _Color("Color", Color) = (1,1,1,1) - _MainTex("Albedo", 2D) = "white" {} - - _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 - - _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5 - _GlossMapScale("Smoothness Factor", Range(0.0, 1.0)) = 1.0 - [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0 - - _SpecColor("Specular", Color) = (0.2,0.2,0.2) - _SpecGlossMap("Specular", 2D) = "white" {} - [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 - [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0 - - _BumpScale("Scale", Float) = 1.0 - _BumpMap("Normal Map", 2D) = "bump" {} - - _Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02 - _ParallaxMap ("Height Map", 2D) = "black" {} - - _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 - _OcclusionMap("Occlusion", 2D) = "white" {} - - _EmissionColor("Color", Color) = (0,0,0) - _EmissionMap("Emission", 2D) = "white" {} - - _DetailMask("Detail Mask", 2D) = "white" {} - - _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {} - _DetailNormalMapScale("Scale", Float) = 1.0 - _DetailNormalMap("Normal Map", 2D) = "bump" {} - - [Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0 - - - // Blending state - [HideInInspector] _Mode ("__mode", Float) = 0.0 - [HideInInspector] _SrcBlend ("__src", Float) = 1.0 - [HideInInspector] _DstBlend ("__dst", Float) = 0.0 - [HideInInspector] _ZWrite ("__zw", Float) = 1.0 - } - - CGINCLUDE - #define UNITY_SETUP_BRDF_INPUT SpecularSetup - ENDCG - - SubShader - { - Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } - LOD 300 - - - // ------------------------------------------------------------------ - // Base forward pass (directional light, emission, lightmaps, ...) - Pass - { - Name "FORWARD" - Tags { "LightMode" = "ForwardBase" } - - Blend [_SrcBlend] [_DstBlend] - ZWrite [_ZWrite] - - CGPROGRAM - #include "UnityCG.cginc" - #include "Include/GPUInstancerInclude.cginc" - #pragma target 3.0 - - // ------------------------------------- - - #pragma shader_feature _NORMALMAP - #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON - #pragma shader_feature _EMISSION - #pragma shader_feature _SPECGLOSSMAP - #pragma shader_feature ___ _DETAIL_MULX2 - #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A - #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF - #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF - #pragma shader_feature _PARALLAXMAP - - #pragma multi_compile_fwdbase - #pragma multi_compile_fog - #pragma multi_compile_instancing - #pragma instancing_options procedural:setupGPUI - // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes. - #pragma multi_compile _ LOD_FADE_CROSSFADE - - #pragma vertex vertBase - #pragma fragment fragBaseAllGPUI - - #include "UnityStandardCoreForward.cginc" - #include "Include/GPUIStandardInclude.cginc" - - ENDCG - } - // ------------------------------------------------------------------ - // Additive forward pass (one light per pass) - Pass - { - Name "FORWARD_DELTA" - Tags { "LightMode" = "ForwardAdd" } - Blend [_SrcBlend] One - Fog { Color (0,0,0,0) } // in additive pass fog should be black - ZWrite Off - ZTest LEqual - - CGPROGRAM - #include "UnityCG.cginc" - #include "Include/GPUInstancerInclude.cginc" - #pragma target 3.0 - - // ------------------------------------- - - #pragma shader_feature _NORMALMAP - #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON - #pragma shader_feature _SPECGLOSSMAP - #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A - #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF - #pragma shader_feature ___ _DETAIL_MULX2 - #pragma shader_feature _PARALLAXMAP - - #pragma multi_compile_fwdadd_fullshadows - #pragma multi_compile_fog - #pragma multi_compile_instancing - #pragma instancing_options procedural:setupGPUI - // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes. - #pragma multi_compile _ LOD_FADE_CROSSFADE - - #pragma vertex vertAdd - #pragma fragment fragAdd - #include "UnityStandardCoreForward.cginc" - - ENDCG - } - // ------------------------------------------------------------------ - // Shadow rendering pass - Pass { - Name "ShadowCaster" - Tags { "LightMode" = "ShadowCaster" } - - ZWrite On ZTest LEqual - - CGPROGRAM - #include "UnityCG.cginc" - #include "Include/GPUInstancerInclude.cginc" - #pragma target 3.0 - - // ------------------------------------- - - - #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON - #pragma shader_feature _SPECGLOSSMAP - #pragma shader_feature _PARALLAXMAP - #pragma multi_compile_shadowcaster - #pragma multi_compile_instancing - #pragma instancing_options procedural:setupGPUI - // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes. - //#pragma multi_compile _ LOD_FADE_CROSSFADE - - #pragma vertex vertShadowCaster - #pragma fragment fragShadowCaster - - #include "UnityStandardShadow.cginc" - - ENDCG - } - // ------------------------------------------------------------------ - // Deferred pass - Pass - { - Name "DEFERRED" - Tags { "LightMode" = "Deferred" } - - CGPROGRAM - #include "UnityCG.cginc" - #include "Include/GPUInstancerInclude.cginc" - #pragma target 3.0 - #pragma exclude_renderers nomrt - - - // ------------------------------------- - - #pragma shader_feature _NORMALMAP - #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON - #pragma shader_feature _EMISSION - #pragma shader_feature _SPECGLOSSMAP - #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A - #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF - #pragma shader_feature ___ _DETAIL_MULX2 - #pragma shader_feature _PARALLAXMAP - - #pragma multi_compile_prepassfinal - #pragma multi_compile_instancing - #pragma instancing_options procedural:setupGPUI - // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes. - #pragma multi_compile _ LOD_FADE_CROSSFADE - - #pragma vertex vertDeferredGPUI - #pragma fragment fragDeferredGPUI - - #include "UnityStandardCore.cginc" - #include "Include/GPUIStandardInclude.cginc" - - ENDCG - } - - // ------------------------------------------------------------------ - // Extracts information for lightmapping, GI (emission, albedo, ...) - // This pass it not used during regular rendering. - Pass - { - Name "META" - Tags { "LightMode"="Meta" } - - Cull Off - - CGPROGRAM - #include "UnityCG.cginc" - #include "Include/GPUInstancerInclude.cginc" - #pragma vertex vert_meta - #pragma fragment frag_meta - - #pragma shader_feature _EMISSION - #pragma shader_feature _SPECGLOSSMAP - #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A - #pragma shader_feature ___ _DETAIL_MULX2 - #pragma shader_feature EDITOR_VISUALIZATION - - #pragma multi_compile_instancing - #pragma instancing_options procedural:setupGPUI - #include "UnityStandardMeta.cginc" - ENDCG - } - } - - FallBack "GPUInstancer/VertexLit" - CustomEditor "StandardShaderGUI" -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/StandardSpecular_GPUI.shader.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/StandardSpecular_GPUI.shader.meta deleted file mode 100644 index 7325307..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/StandardSpecular_GPUI.shader.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 10ed5e64fe6d3ee46be341267e8aea5b -timeCreated: 1524070560 -licenseType: Free -ShaderImporter: - externalObjects: {} - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Standard_GPUI.shader b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Standard_GPUI.shader deleted file mode 100644 index 359f8e7..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Standard_GPUI.shader +++ /dev/null @@ -1,252 +0,0 @@ -// GPUInstancer enabled version of Unity built-in shader "Standard" - -Shader "GPUInstancer/Standard" -{ - Properties - { - _Color("Color", Color) = (1,1,1,1) - _MainTex("Albedo", 2D) = "white" {} - - _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 - - _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5 - _GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0 - [Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0 - - [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 - _MetallicGlossMap("Metallic", 2D) = "white" {} - - [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 - [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0 - - _BumpScale("Scale", Float) = 1.0 - _BumpMap("Normal Map", 2D) = "bump" {} - - _Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02 - _ParallaxMap ("Height Map", 2D) = "black" {} - - _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 - _OcclusionMap("Occlusion", 2D) = "white" {} - - _EmissionColor("Color", Color) = (0,0,0) - _EmissionMap("Emission", 2D) = "white" {} - - _DetailMask("Detail Mask", 2D) = "white" {} - - _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {} - _DetailNormalMapScale("Scale", Float) = 1.0 - _DetailNormalMap("Normal Map", 2D) = "bump" {} - - [Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0 - - - // Blending state - [HideInInspector] _Mode ("__mode", Float) = 0.0 - [HideInInspector] _SrcBlend ("__src", Float) = 1.0 - [HideInInspector] _DstBlend ("__dst", Float) = 0.0 - [HideInInspector] _ZWrite ("__zw", Float) = 1.0 - } - - CGINCLUDE - #define UNITY_SETUP_BRDF_INPUT MetallicSetup - ENDCG - - SubShader - { - Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } - LOD 300 - - - // ------------------------------------------------------------------ - // Base forward pass (directional light, emission, lightmaps, ...) - Pass - { - Name "FORWARD" - Tags { "LightMode" = "ForwardBase" } - - Blend [_SrcBlend] [_DstBlend] - ZWrite [_ZWrite] - - CGPROGRAM - #include "UnityCG.cginc" - #include "Include/GPUInstancerInclude.cginc" - #pragma target 3.0 - - // ------------------------------------- - - #pragma shader_feature _NORMALMAP - #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON - #pragma shader_feature _EMISSION - #pragma shader_feature _METALLICGLOSSMAP - #pragma shader_feature ___ _DETAIL_MULX2 - #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A - #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF - #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF - #pragma shader_feature _PARALLAXMAP - - #pragma multi_compile_fwdbase - #pragma multi_compile_fog - #pragma multi_compile_instancing - #pragma instancing_options procedural:setupGPUI - // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes. - #pragma multi_compile _ LOD_FADE_CROSSFADE - - #pragma vertex vertBase - #pragma fragment fragBaseAllGPUI - - - #include "UnityStandardCoreForward.cginc" - #include "Include/GPUIStandardInclude.cginc" - - - - ENDCG - } - // ------------------------------------------------------------------ - // Additive forward pass (one light per pass) - - Pass - { - Name "FORWARD_DELTA" - Tags { "LightMode" = "ForwardAdd" } - Blend [_SrcBlend] One - Fog { Color (0,0,0,0) } // in additive pass fog should be black - ZWrite Off - ZTest LEqual - - CGPROGRAM - #include "UnityCG.cginc" - #include "Include/GPUInstancerInclude.cginc" - #pragma target 3.0 - - // ------------------------------------- - #pragma shader_feature _NORMALMAP - #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON - #pragma shader_feature _METALLICGLOSSMAP - #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A - #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF - #pragma shader_feature ___ _DETAIL_MULX2 - #pragma shader_feature _PARALLAXMAP - - #pragma multi_compile_fwdadd_fullshadows - #pragma multi_compile_fog - #pragma multi_compile_instancing - #pragma instancing_options procedural:setupGPUI - // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes. - #pragma multi_compile _ LOD_FADE_CROSSFADE - - #pragma vertex vertAdd - #pragma fragment fragAdd - //#pragma fragment fragAddAllGPUI - - #include "UnityStandardCoreForward.cginc" - //#include "Include/GPUIStandardInclude.cginc" - - - ENDCG - } - - // ------------------------------------------------------------------ - // Shadow rendering pass - - Pass { - Name "ShadowCaster" - Tags { "LightMode" = "ShadowCaster" } - - ZWrite On ZTest LEqual - - CGPROGRAM - #include "UnityCG.cginc" - #include "Include/GPUInstancerInclude.cginc" - #pragma target 3.0 - - // ------------------------------------- - #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON - #pragma shader_feature _METALLICGLOSSMAP - #pragma shader_feature _PARALLAXMAP - #pragma multi_compile_shadowcaster - #pragma multi_compile_instancing - #pragma instancing_options procedural:setupGPUI - // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes. - //#pragma multi_compile _ LOD_FADE_CROSSFADE - - #pragma vertex vertShadowCaster - #pragma fragment fragShadowCaster - #include "UnityStandardShadow.cginc" - - ENDCG - } - - // ------------------------------------------------------------------ - // Deferred pass - Pass - { - Name "DEFERRED" - Tags { "LightMode" = "Deferred" } - - CGPROGRAM - #include "UnityCG.cginc" - #include "Include/GPUInstancerInclude.cginc" - #pragma target 3.0 - #pragma exclude_renderers nomrt - - - // ------------------------------------- - - #pragma shader_feature _NORMALMAP - #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON - #pragma shader_feature _EMISSION - #pragma shader_feature _METALLICGLOSSMAP - #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A - #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF - #pragma shader_feature ___ _DETAIL_MULX2 - #pragma shader_feature _PARALLAXMAP - - #pragma multi_compile_prepassfinal - #pragma multi_compile_instancing - #pragma instancing_options procedural:setupGPUI - // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes. - #pragma multi_compile _ LOD_FADE_CROSSFADE - - #pragma vertex vertDeferredGPUI - #pragma fragment fragDeferredGPUI - - #include "UnityStandardCore.cginc" - #include "Include/GPUIStandardInclude.cginc" - - ENDCG - } - - // ------------------------------------------------------------------ - // Extracts information for lightmapping, GI (emission, albedo, ...) - // This pass it not used during regular rendering. - Pass - { - Name "META" - Tags { "LightMode"="Meta" } - - Cull Off - - CGPROGRAM - #include "UnityCG.cginc" - #include "Include/GPUInstancerInclude.cginc" - #pragma vertex vert_meta - #pragma fragment frag_meta - - #pragma shader_feature _EMISSION - #pragma shader_feature _METALLICGLOSSMAP - #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A - #pragma shader_feature ___ _DETAIL_MULX2 - #pragma shader_feature EDITOR_VISUALIZATION - #pragma multi_compile_instancing - #pragma instancing_options procedural:setupGPUI - - #include "UnityStandardMeta.cginc" - ENDCG - } - } - - - FallBack "GPUInstancer/VertexLit" - CustomEditor "StandardShaderGUI" -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Standard_GPUI.shader.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/Standard_GPUI.shader.meta deleted file mode 100644 index 43dbd8c..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/Standard_GPUI.shader.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: b018d5a5e2799dd469d0d9f2474d499c -timeCreated: 1515863945 -licenseType: Free -ShaderImporter: - externalObjects: {} - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/VertexLit_GPUI.shader b/Assets/Art/Art Plugins/GPUInstancer/Shaders/VertexLit_GPUI.shader deleted file mode 100644 index fc1c4c6..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/VertexLit_GPUI.shader +++ /dev/null @@ -1,127 +0,0 @@ -// GPUInstancer enabled version of Unity built-in shader "Vertexlit" - -Shader "GPUInstancer/VertexLit" { -Properties { - _MainTex ("Main Texture", 2D) = "white" { } -} -SubShader { - Tags { "RenderType"="Opaque" } - LOD 200 - - CGPROGRAM - #include "UnityCG.cginc" - #include "Include/GPUInstancerInclude.cginc" - #pragma surface surf Lambert - #pragma multi_compile_instancing - #pragma instancing_options procedural:setupGPUI - - sampler2D _MainTex; - - struct Input { - float2 uv_MainTex; - fixed4 color : COLOR; - }; - - void surf (Input IN, inout SurfaceOutput o) { - fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * IN.color; - o.Albedo = c.rgb; - o.Alpha = c.a; - } - - ENDCG -} -SubShader { - Tags { "RenderType"="Opaque" } - Pass { - Tags { "LightMode" = "Vertex" } - ColorMaterial AmbientAndDiffuse - Lighting On - SetTexture [_MainTex] { - constantColor (1,1,1,1) - combine texture * primary DOUBLE, constant // UNITY_OPAQUE_ALPHA_FFP - } - } - - // Lightmapped - Pass - { - Tags{ "LIGHTMODE" = "VertexLM" "RenderType" = "Opaque" } - - CGPROGRAM - #include "UnityCG.cginc" - #include "Include/GPUInstancerInclude.cginc" - #pragma vertex vert - #pragma fragment frag - #pragma target 2.0 - #pragma multi_compile_instancing - #pragma instancing_options procedural:setupGPUI - #pragma multi_compile_fog - - #define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)) - - float4 _MainTex_ST; - - struct appdata - { - float3 pos : POSITION; - float3 uv1 : TEXCOORD1; - float3 uv0 : TEXCOORD0; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct v2f - { - float2 uv0 : TEXCOORD0; - float2 uv1 : TEXCOORD1; - #if USING_FOG - fixed fog : TEXCOORD2; - #endif - float4 pos : SV_POSITION; - - UNITY_VERTEX_OUTPUT_STEREO - }; - - v2f vert(appdata IN) - { - v2f o; - UNITY_SETUP_INSTANCE_ID(IN); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - - o.uv0 = IN.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw; - o.uv1 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw; - - #if USING_FOG - float3 eyePos = UnityObjectToViewPos(IN.pos); - float fogCoord = length(eyePos.xyz); - UNITY_CALC_FOG_FACTOR_RAW(fogCoord); - o.fog = saturate(unityFogFactor); - #endif - - o.pos = UnityObjectToClipPos(IN.pos); - return o; - } - - sampler2D _MainTex; - - fixed4 frag(v2f IN) : SV_Target - { - fixed4 col; - fixed4 tex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.uv0.xy); - half3 bakedColor = DecodeLightmap(tex); - - tex = tex2D(_MainTex, IN.uv1.xy); - col.rgb = tex.rgb * bakedColor; - col.a = 1.0f; - - #if USING_FOG - col.rgb = lerp(unity_FogColor.rgb, col.rgb, IN.fog); - #endif - - return col; - - } - - ENDCG - } -} -} diff --git a/Assets/Art/Art Plugins/GPUInstancer/Shaders/VertexLit_GPUI.shader.meta b/Assets/Art/Art Plugins/GPUInstancer/Shaders/VertexLit_GPUI.shader.meta deleted file mode 100644 index e56f8f7..0000000 --- a/Assets/Art/Art Plugins/GPUInstancer/Shaders/VertexLit_GPUI.shader.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: d11ba8e9d976597429a63a1deb722c9c -timeCreated: 1517355593 -licenseType: Free -ShaderImporter: - externalObjects: {} - defaultTextures: [] - userData: - assetBundleName: - 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m_SizeDelta: {x: 101.73618, y: 27.057497} + m_SizeDelta: {x: 102, y: 27} m_Pivot: {x: 0.5, y: 1} --- !u!114 &2132655118 MonoBehaviour: @@ -577084,7 +575709,7 @@ RectTransform: m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5} m_AnchoredPosition: {x: -0, y: 0} - m_SizeDelta: {x: 43.291996, y: 18.399097} + m_SizeDelta: {x: 45, y: 22} m_Pivot: {x: 0.5, y: 0.5} --- !u!114 &2133228621 MonoBehaviour: @@ -577107,7 +575732,7 @@ MonoBehaviour: m_PersistentCalls: m_Calls: [] m_FontData: - m_Font: {fileID: 10102, guid: 0000000000000000e000000000000000, type: 0} + m_Font: {fileID: 12800000, guid: f1bb5c5741a83a448bbf1e3680967481, type: 3} m_FontSize: 18 m_FontStyle: 0 m_BestFit: 0 @@ -578417,7 +577042,7 @@ RectTransform: m_AnchorMin: {x: 1, y: 0.5} m_AnchorMax: {x: 1, y: 0.5} m_AnchoredPosition: {x: -2, y: 0} - m_SizeDelta: {x: 9.740699, y: 18.399097} + m_SizeDelta: {x: 9, y: 22} m_Pivot: {x: 1, y: 0.5} --- !u!114 &2136429313 MonoBehaviour: @@ -578440,7 +577065,7 @@ MonoBehaviour: m_PersistentCalls: m_Calls: [] m_FontData: - m_Font: {fileID: 10102, guid: 0000000000000000e000000000000000, type: 0} + m_Font: {fileID: 12800000, guid: f1bb5c5741a83a448bbf1e3680967481, type: 3} m_FontSize: 18 m_FontStyle: 0 m_BestFit: 0 @@ -578495,7 +577120,7 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5} - m_AnchoredPosition: {x: -13.78805, y: 0} + m_AnchoredPosition: {x: -14, y: 0} m_SizeDelta: {x: 20, y: 20} m_Pivot: {x: 0.5, y: 0.5} --- !u!114 &2136465401 @@ -578900,7 +577525,7 @@ MonoBehaviour: m_PersistentCalls: m_Calls: [] m_FontData: - m_Font: {fileID: 10102, guid: 0000000000000000e000000000000000, type: 0} + m_Font: {fileID: 12800000, guid: f1bb5c5741a83a448bbf1e3680967481, type: 3} m_FontSize: 20 m_FontStyle: 0 m_BestFit: 0 @@ -580228,10 +578853,10 @@ RectTransform: - {fileID: 1577804042} m_Father: {fileID: 2146737938} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} - m_AnchorMin: {x: 0, y: 0} - m_AnchorMax: {x: 0, y: 0} - m_AnchoredPosition: {x: 0, y: 0} - m_SizeDelta: {x: 0, y: 0} + m_AnchorMin: {x: 0, y: 1} + m_AnchorMax: {x: 0, y: 1} + m_AnchoredPosition: {x: 329.5, y: -30} + m_SizeDelta: {x: 135, y: 60} m_Pivot: {x: 0.5, y: 0.5} --- !u!114 &2141812421 MonoBehaviour: @@ -580493,7 +579118,7 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5} - m_AnchoredPosition: {x: -14.87035, y: 0} + m_AnchoredPosition: {x: -14.5, y: 0} m_SizeDelta: {x: 20, y: 20} m_Pivot: {x: 0.5, y: 0.5} --- !u!114 &2142354140 @@ -580571,7 +579196,7 @@ RectTransform: m_AnchorMin: {x: 1, y: 0.5} m_AnchorMax: {x: 1, y: 0.5} m_AnchoredPosition: {x: -390.7, y: 27.177933} - m_SizeDelta: {x: 13.740699, y: 18.399097} + m_SizeDelta: {x: 13, y: 22} m_Pivot: {x: 1, y: 0.5} --- !u!114 &2142842795 MonoBehaviour: @@ -582129,3 +580754,4 @@ SceneRoots: - {fileID: 1268763411} - {fileID: 526200830} - {fileID: 337842630} + - {fileID: 1154582060} diff --git a/Assets/Script/Controller/RawImageController.cs b/Assets/Script/Controller/RawImageController.cs index 2def2dc..8887e8c 100644 --- a/Assets/Script/Controller/RawImageController.cs +++ b/Assets/Script/Controller/RawImageController.cs @@ -22,10 +22,12 @@ public class RawImageController : MonoBehaviour path = ImagePath + Name; RawImage = transform.GetChild(0).GetComponent(); - transform.Find("L_Button").GetComponent