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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class GpuCullCamera : MonoBehaviour
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{
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public static GpuCullCamera inst;
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public Camera cam;
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Plane[] cameraFrustumPlanes = new Plane[6];
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[HideInInspector]
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private void OnEnable()
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{
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inst = this;
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cam = Camera.main;
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}
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// Start is called before the first frame update
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void Start()
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void Update()
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private void LateUpdate()
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{
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cameraFrustumPlanes = GeometryUtility.CalculateFrustumPlanes(cam);
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for (int i = 0; i < cameraFrustumPlanes.Length; i++)
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{
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Vector3 normal = -cameraFrustumPlanes[i].normal;
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frustumPlanes[i] = new Vector4(normal.x, normal.y, normal.z, -cameraFrustumPlanes[i].distance);
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#pragma kernel CSMain
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struct InstData
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{
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float3 pos;
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float3 angle;
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float3 scale;
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};
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RWStructuredBuffer<InstData> _InstDataBuffer;
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//
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float4 _FrustumPlanes[6];
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float3 _BoundMin;
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float3 _BoundMax;
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AppendStructuredBuffer<uint> _CullIDsBuffer;
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float4 EularToQuaternion(float3 angle)
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{
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float X = angle.x * 0.0174532925 / 2;
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float Y = angle.y * 0.0174532925 / 2;
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float Z = angle.z * 0.0174532925 / 2;
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float x = sin(X) * cos(Y) * cos(Z) + cos(X) * sin(Y) * sin(Z);
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float y = cos(X) * sin(Y) * cos(Z) - sin(X) * cos(Y) * sin(Z);
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float z = cos(X) * cos(Y) * sin(Z) - sin(X) * sin(Y) * cos(Z);
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float w = cos(X) * cos(Y) * cos(Z) + sin(X) * sin(Y) * sin(Z);
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return float4(x, y, z, w);
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}
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float4x4 TRSMatrix(float3 position, float4 rotation, float3 scale)
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{
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float4x4 m = 0.0;
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m[0][0] = (1.0 - 2.0 * (rotation.y * rotation.y + rotation.z * rotation.z)) * scale.x;
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m[1][0] = (rotation.x * rotation.y + rotation.z * rotation.w) * scale.x * 2.0;
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m[2][0] = (rotation.x * rotation.z - rotation.y * rotation.w) * scale.x * 2.0;
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m[3][0] = 0.0;
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m[0][1] = (rotation.x * rotation.y - rotation.z * rotation.w) * scale.y * 2.0;
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m[1][1] = (1.0 - 2.0 * (rotation.x * rotation.x + rotation.z * rotation.z)) * scale.y;
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m[2][1] = (rotation.y * rotation.z + rotation.x * rotation.w) * scale.y * 2.0;
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m[3][1] = 0.0;
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m[0][2] = (rotation.x * rotation.z + rotation.y * rotation.w) * scale.z * 2.0;
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m[1][2] = (rotation.y * rotation.z - rotation.x * rotation.w) * scale.z * 2.0;
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m[2][2] = (1.0 - 2.0 * (rotation.x * rotation.x + rotation.y * rotation.y)) * scale.z;
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m[3][2] = 0.0;
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m[0][3] = position.x;
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m[1][3] = position.y;
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m[2][3] = position.z;
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m[3][3] = 1.0;
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return m;
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}
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bool IsOutsideThePlane(float4 plane, float3 position)
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{
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return dot(plane.xyz, position) + plane.w > 0;
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}
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void FrustumCull(float index)
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{
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InstData instData = _InstDataBuffer[index];
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//
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float4x4 m = TRSMatrix(instData.pos, EularToQuaternion(instData.angle), instData.scale);
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float4 boundPoints[8];
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boundPoints[0] = mul(m, float4(_BoundMin, 1));
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boundPoints[1] = mul(m, float4(_BoundMax, 1));
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boundPoints[2] = mul(m, float4(_BoundMax.x, _BoundMax.y, _BoundMin.z, 1));
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boundPoints[3] = mul(m, float4(_BoundMax.x, _BoundMin.y, _BoundMax.z, 1));
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boundPoints[4] = mul(m, float4(_BoundMax.x, _BoundMin.y, _BoundMin.z, 1));
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boundPoints[5] = mul(m, float4(_BoundMin.x, _BoundMax.y, _BoundMax.z, 1));
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boundPoints[6] = mul(m, float4(_BoundMin.x, _BoundMax.y, _BoundMin.z, 1));
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boundPoints[7] = mul(m, float4(_BoundMin.x, _BoundMin.y, _BoundMax.z, 1));
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for (int i = 0; i < 6; i++)
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{
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for (int j = 0; j < 8; j++)
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{
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float3 p = boundPoints[j].xyz;
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if (!IsOutsideThePlane(_FrustumPlanes[i], p))
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{
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break;
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}
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if (j == 7)
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{
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return;
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}
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}
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}
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_CullIDsBuffer.Append(index);
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}
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// We used to just be able to use (1, 1, 1) threads for whatever population (not sure the old limit), but a Unity update
|
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// imposed a thread limit of 65535. Now, to populations above that, we need to be more granular with our threads.
|
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[numthreads(128, 1, 1)]
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void CSMain(uint3 id : SV_DispatchThreadID)
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Assets/GameRes/Main/SceneArt/VRScene/Materials/GPUGrass/Grass.cs
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158
Assets/GameRes/Main/SceneArt/VRScene/Materials/GPUGrass/Grass.cs
Normal file
@@ -0,0 +1,158 @@
|
||||
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||||
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using System.Collections.Generic;
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||||
using UnityEngine;
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||||
using UnityEngine.Rendering;
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public class Grass : MonoBehaviour
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{
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public Mesh mesh;
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public Material material;
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public Bounds bounds;
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public float scaleMult;
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public bool isReceiveShadow;
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public Vector3 objectBoundMax;
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int kernel = 0;
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ComputeBuffer cullIDsBuffer;
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ComputeBuffer argsBuffer;
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public Transform root;
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List<InstData> dataInfors = new List<InstData>();
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private struct InstData
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{
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public Vector3 pos;
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public Vector3 angle;
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public Vector3 scale;
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//
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{
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GetDataInfors();
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InitializeBuffers();
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}
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void GetDataInfors()
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{
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{
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dataInfors.Add(instData);
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//
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t.gameObject.SetActive(false);
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//
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//
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Graphics.DrawMeshInstancedIndirect(mesh, 0, material, bounds, argsBuffer, 0, null, shadowCastingMode, isReceiveShadow, LayerMask.NameToLayer("Instance"));
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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public class GrassTest : MonoBehaviour
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{
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public Material material;
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// Mesh Properties struct to be read from the GPU.
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public Transform root;
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List<InstData> dataInfors = new List<InstData>();
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private struct InstData
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{
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public Vector3 pos;
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public Vector3 angle;
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public Vector3 scale;
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//
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m_Texture: {fileID: 0}
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m_Texture: {fileID: 0}
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//https://gist.github.com/ArieLeo/d7e6bc5485caa9ba99cd3a59d0f53404
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#ifndef SHADER_GRAPH_SUPPORT_H
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||||
#define SHADER_GRAPH_SUPPORT_H
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// You could also upload the model matrix
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struct InstData
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{
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float3 pos;
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float3 angle;
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float3 scale;
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};
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float4 EularToQuaternion(float3 angle)
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{
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float X = angle.x * 0.0174532925 / 2;
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float Y = angle.y * 0.0174532925 / 2;
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float Z = angle.z * 0.0174532925 / 2;
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float x = sin(X) * cos(Y) * cos(Z) + cos(X) * sin(Y) * sin(Z);
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float y = cos(X) * sin(Y) * cos(Z) - sin(X) * cos(Y) * sin(Z);
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float z = cos(X) * cos(Y) * sin(Z) - sin(X) * sin(Y) * cos(Z);
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float w = cos(X) * cos(Y) * cos(Z) + sin(X) * sin(Y) * sin(Z);
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return float4(x, y, z, w);
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}
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float4x4 TRSMatrix(float3 position, float3 angle, float3 scale)
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{
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float4 rotation = EularToQuaternion(angle);
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float4x4 m = 0.0;
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m[3][1] = 0.0;
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m[1][2] = (rotation.y * rotation.z - rotation.x * rotation.w) * scale.z * 2.0;
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m[2][2] = (1.0 - 2.0 * (rotation.x * rotation.x + rotation.y * rotation.y)) * scale.z;
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m[3][2] = 0.0;
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m[0][3] = position.x;
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m[1][3] = position.y;
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m[2][3] = position.z;
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m[3][3] = 1.0;
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return m;
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}
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inline void SetUnityMatrices(uint instanceID, inout float4x4 objectToWorld, inout float4x4 worldToObject)
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{
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#if UNITY_ANY_INSTANCING_ENABLED
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//Get Data
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InstData instData = _InstDataBuffer[_CullIDsBuffer[instanceID]];
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//InstData instData = _InstDataBuffer[instanceID];
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//Build Matrix
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objectToWorld = mul(objectToWorld, TRSMatrix(instData.pos, instData.angle, instData.scale));
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//objectToWorld = mul(objectToWorld, instData.mat);
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//Transform objectToWorld
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float3x3 w2oRotation;
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w2oRotation[0] = objectToWorld[1].yzx * objectToWorld[2].zxy - objectToWorld[1].zxy * objectToWorld[2].yzx;
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w2oRotation[1] = objectToWorld[0].zxy * objectToWorld[2].yzx - objectToWorld[0].yzx * objectToWorld[2].zxy;
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w2oRotation[2] = objectToWorld[0].yzx * objectToWorld[1].zxy - objectToWorld[0].zxy * objectToWorld[1].yzx;
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float det = dot(objectToWorld[0].xyz, w2oRotation[0]);
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w2oRotation = transpose(w2oRotation);
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w2oRotation *= rcp(det);
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float3 w2oPosition = mul(w2oRotation, -objectToWorld._14_24_34);
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worldToObject._11_21_31_41 = float4(w2oRotation._11_21_31, 0.0f);
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worldToObject._12_22_32_42 = float4(w2oRotation._12_22_32, 0.0f);
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worldToObject._13_23_33_43 = float4(w2oRotation._13_23_33, 0.0f);
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worldToObject._14_24_34_44 = float4(w2oPosition, 1.0f);
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#endif
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}
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void grassPassThroughVec3_float(in float3 In, out float3 Out)
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{
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Out = In;
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}
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void setup()
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{
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#if UNITY_ANY_INSTANCING_ENABLED
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SetUnityMatrices(unity_InstanceID, unity_ObjectToWorld, unity_WorldToObject);
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#endif
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}
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#endif
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Reference in New Issue
Block a user