Merge branch 'master' of https://github.com/chikashimiyama/Soundvision
This commit is contained in:
commit
2c3f13fc1d
14 changed files with 8751 additions and 673 deletions
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@ -21,6 +21,24 @@
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|||
<e p="UnitTest_SpectrumGeneratorPlayMode.cs" t="Include" />
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@ -40,6 +58,7 @@
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<e p="MIDI" t="Include">
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<e p="script" t="Include">
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<e p="CubeSync.cs" t="Include" />
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@ -70,11 +89,14 @@
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<e p="wave.cginc" t="Include" />
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<e p="Math" t="Include">
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<e p="Smoother.cs" t="Include" />
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<e p="Threshold.cs" t="Include" />
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</e>
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<e p="PdConnection" t="Include">
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<e p="DspController.cs" t="Include" />
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<e p="ISpectrumGenerator.cs" t="Include" />
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<e p="MidiClockCounter.cs" t="Include" />
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<e p="MidiLogger.cs" t="Include" />
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<e p="MidiParser.cs" t="Include" />
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<e p="PdArray.cs" t="Include" />
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@ -117,6 +139,7 @@
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@ -126,6 +149,175 @@
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<e p="ColorImageJointOverlayer.cs" t="Include" />
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<e p="UserImageMover.cs" t="Include" />
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<e p="Scripts" t="Include">
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<e p="BallMover.cs" t="Include" />
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<e p="FittingRoomDemo" t="Include">
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<e p="Attribution.txt" t="Include" />
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<e p="VFX" t="Include">
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<e p="DownloadMoreVFX.txt" t="Include" />
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<e p="PoseDetectionDemo" t="Include">
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<e p="RecorderDemo" t="Include">
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@ -9,6 +9,7 @@
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@ -34,6 +35,7 @@
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<Path>AudioSamples</Path>
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@ -63,6 +48,7 @@
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@ -70,6 +56,7 @@
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@ -86,6 +73,7 @@
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||||
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||||
|
@ -234,6 +223,7 @@
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|||
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|
||||
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@ -25,7 +25,7 @@
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@ -72,688 +72,706 @@
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144
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144
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UnityProject/Assets/Animations/BoxAnimation.anim.meta
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name: '[System 1]Initialize'
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source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
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1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define
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VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT
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1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n
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\ float3 ArcSphere_sphere_center_a;\n uint PADDING_0;\nCBUFFER_END\n\n\n#include
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1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
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spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n
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deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to
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VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer<uint> eventList;\nByteAddressBuffer
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inputAdditional;\n#endif\n\nvoid PositionSphere_0(inout float3 position, inout
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uint seed, inout float3 direction, float3 ArcSphere_sphere_center, float ArcSphere_sphere_radius,
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float ArcSphere_arc, float volumeFactor) /*positionMode:Surface spawnMode:Randomized
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|
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cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) + ArcSphere_sphere_center;\n
|
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\ \n}\nvoid SetAttribute_F01429A3(inout float lifetime, inout uint seed, float
|
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A, float B) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Uniform
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channels:XYZ */\n{\n lifetime = lerp(A,B,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid
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CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId
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||||
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||||
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||||
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|
||||
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|
||||
!VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
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||||
spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n
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deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
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to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
|
||||
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|
||||
inout uint seed, inout float3 direction, float3 ArcSphere_sphere_center, float
|
||||
ArcSphere_sphere_radius, float ArcSphere_arc, float volumeFactor) /*positionMode:Surface
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||||
spawnMode:Randomized */\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta
|
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||||
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|
||||
sincosTheta.y);\n sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction
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||||
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||||
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CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
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\ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x *
|
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|
||||
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|
||||
\ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 +
|
||||
0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
|
||||
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|
||||
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|
||||
\ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
|
||||
\ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
|
||||
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|
||||
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|
||||
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||||
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|
||||
\ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex
|
||||
= id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n int
|
||||
sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly
|
||||
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|
||||
(sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
\ bool alive = (bool)true;\n float age = (float)0;\n \n\n#if
|
||||
VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if
|
||||
VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n
|
||||
\ \n {\n PositionSphere_0( /*inout */position, /*inout
|
||||
*/seed, /*inout */direction, ArcSphere_sphere_center_a, (float)0.72, (float)6.283185,
|
||||
(float)1);\n }\n {\n SetAttribute_F01429A3( /*inout
|
||||
*/lifetime, /*inout */seed, (float)1, (float)3);\n }\n \n\n\n#if
|
||||
VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint deadIndex =
|
||||
deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n
|
||||
\ }\n }\n */\n \n\r\n#endif\r\n float3
|
||||
position = float3(0, 0, 0);\n uint seed = (uint)0;\n float3 direction
|
||||
= float3(0, 0, 1);\n float lifetime = (float)1;\n float3 velocity
|
||||
= float3(0, 0, 0);\n bool alive = (bool)true;\n float age = (float)0;\n
|
||||
\ \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId = particleIndex;\r\n#endif\r\n#if
|
||||
VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n
|
||||
\ \r\n {\n PositionSphere_0( /*inout */position, /*inout
|
||||
*/seed, /*inout */direction, ArcSphere_sphere_center_a, (float)0.720000029,
|
||||
(float)6.28318548, (float)1);\n }\n {\n SetAttribute_F01429A3(
|
||||
/*inout */lifetime, /*inout */seed, (float)1, (float)3);\n }\n \n\r\n\r\n#if
|
||||
VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n {\r\n\t\t\tuint deadIndex
|
||||
= deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n
|
||||
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|
||||
\ attributeBuffer.Store((index * 0x1 + 0x80000) << 2,asuint(lifetime));\n
|
||||
\ attributeBuffer.Store3((index * 0x8 + 0x4) << 2,asuint(velocity));\n
|
||||
\ attributeBuffer.Store((index * 0x8 + 0x3) << 2,uint(alive));\n attributeBuffer.Store((index
|
||||
* 0x8 + 0x7) << 2,asuint(age));\n \n\n }\n#else\n uint
|
||||
index = particleIndex;\n attributeBuffer.Store3((index * 0x8 + 0x0) <<
|
||||
2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x80000)
|
||||
* 0x8 + 0x7) << 2,asuint(age));\n \n\r\n }\r\n#else\r\n uint
|
||||
index = particleIndex;\r\n attributeBuffer.Store3((index * 0x8 + 0x0)
|
||||
<< 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x80000)
|
||||
<< 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x8 + 0x4)
|
||||
<< 2,asuint(velocity));\n attributeBuffer.Store((index * 0x8 + 0x3) <<
|
||||
2,uint(alive));\n attributeBuffer.Store((index * 0x8 + 0x7) << 2,asuint(age));\n
|
||||
\ \n\n#endif\n }\n}\n"
|
||||
\ \n\r\n#endif\r\n }\r\n}\r\n"
|
||||
- compute: 1
|
||||
name: '[System 1]Update'
|
||||
source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
|
||||
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
|
||||
1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define
|
||||
VFX_USE_MASS_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT
|
||||
1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n
|
||||
1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
|
||||
\ float Intensity_a;\n float deltaTime_a;\n uint2 PADDING_0;\nCBUFFER_END\nTexture3D
|
||||
VectorField_a;\nSamplerState samplerVectorField_a;\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
|
||||
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer
|
||||
attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer<uint> deadListOut;\n#endif\n\n#if
|
||||
VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer<uint> indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n
|
||||
\ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid
|
||||
VectorFieldForce_0(inout float3 velocity, float mass, float3 position, VFXSampler3D
|
||||
VectorField, float4x4 InvFieldTransform, float4x4 FieldTransform, float Intensity,
|
||||
float deltaTime) /*DataEncoding:UnsignedNormalized Mode:Absolute ClosedField:False
|
||||
ConserveMagnitude:False */\n{\n float3 vectorFieldCoord = mul(InvFieldTransform,
|
||||
float4(position,1.0f)).xyz;\n \n float3 value = SampleTexture(VectorField,
|
||||
vectorFieldCoord + 0.5f).xyz * 2.0f - 1.0f;\n value = mul(FieldTransform,float4(value,0.0f)).xyz;\n
|
||||
\ \n velocity += ((value * Intensity) / mass) * deltaTime;\n}\nvoid EulerIntegration(inout
|
||||
VectorField_a;\nSamplerState samplerVectorField_a;\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
|
||||
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
|
||||
attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer<uint>
|
||||
deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer<uint>
|
||||
indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint
|
||||
dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid VectorFieldForce_0(inout
|
||||
float3 velocity, float mass, float3 position, VFXSampler3D VectorField, float4x4
|
||||
InvFieldTransform, float4x4 FieldTransform, float Intensity, float deltaTime)
|
||||
/*DataEncoding:UnsignedNormalized Mode:Absolute ClosedField:False ConserveMagnitude:False
|
||||
*/\n{\n float3 vectorFieldCoord = mul(InvFieldTransform, float4(position,1.0f)).xyz;\n
|
||||
\ \n float3 value = SampleTexture(VectorField, vectorFieldCoord + 0.5f).xyz
|
||||
* 2.0f - 1.0f;\n value = mul(FieldTransform,float4(value,0.0f)).xyz;\n \n
|
||||
\ velocity += ((value * Intensity) / mass) * deltaTime;\n}\nvoid EulerIntegration(inout
|
||||
float3 position, float3 velocity, float deltaTime)\n{\n position += velocity
|
||||
* deltaTime;\n}\nvoid Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid
|
||||
Reap(float age, float lifetime, inout bool alive)\n{\n if(age > lifetime)
|
||||
{ alive = false; }\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3
|
||||
groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint
|
||||
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
|
||||
* NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool
|
||||
alive = (attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3
|
||||
position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\tfloat
|
||||
lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x80000) << 2));\n\t\t\tfloat3
|
||||
{ alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
|
||||
CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
|
||||
\ : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP
|
||||
+ groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif
|
||||
(id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index
|
||||
* 0x8 + 0x3) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 position
|
||||
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\tfloat lifetime
|
||||
= asfloat(attributeBuffer.Load((index * 0x1 + 0x80000) << 2));\n\t\t\tfloat3
|
||||
velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\tfloat
|
||||
mass = (float)1;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x8
|
||||
+ 0x7) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition
|
||||
= position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t VectorFieldForce_0( /*inout
|
||||
+ 0x7) << 2));\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition
|
||||
= position;\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t VectorFieldForce_0( /*inout
|
||||
*/velocity, mass, position, GetVFXSampler(VectorField_a, samplerVectorField_a),
|
||||
float4x4(0.5,0,0,0,0,0.5,0,0,0,0,0.5,0,0,0,0,1), float4x4(2,0,0,0,0,2,0,0,0,0,2,0,0,0,0,1),
|
||||
Intensity_a, deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout */position,
|
||||
velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age,
|
||||
lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index
|
||||
lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index
|
||||
* 0x8 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index
|
||||
* 0x8 + 0x4) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index *
|
||||
0x8 + 0x7) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint
|
||||
indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex]
|
||||
= index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index
|
||||
* 0x8 + 0x3) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex]
|
||||
= index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
|
||||
0x8 + 0x7) << 2,asuint(age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint
|
||||
indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
|
||||
= index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index
|
||||
* 0x8 + 0x3) << 2,uint(alive));\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
|
||||
= index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
|
||||
* 0x8 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index
|
||||
* 0x1 + 0x80000) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index
|
||||
* 0x8 + 0x4) << 2));\n\t\tfloat mass = (float)1;\n\t\tbool alive = (attributeBuffer.Load((index
|
||||
* 0x8 + 0x3) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index *
|
||||
0x8 + 0x7) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition
|
||||
= position;\n#endif\n\t\t\n\t\t{\n\t\t VectorFieldForce_0( /*inout */velocity,
|
||||
mass, position, GetVFXSampler(VectorField_a, samplerVectorField_a), float4x4(0.5,0,0,0,0,0.5,0,0,0,0,0.5,0,0,0,0,1),
|
||||
float4x4(2,0,0,0,0,2,0,0,0,0,2,0,0,0,0,1), Intensity_a, deltaTime_a);\n\t\t}\n\t\tEulerIntegration(
|
||||
/*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age,
|
||||
lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x8
|
||||
+ 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x4)
|
||||
<< 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8 + 0x3) << 2,uint(alive));\n\t\tattributeBuffer.Store((index
|
||||
* 0x8 + 0x7) << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint
|
||||
indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex]
|
||||
= index;\n#endif\n#endif\n\t}\n}\n"
|
||||
0x8 + 0x7) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition
|
||||
= position;\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t VectorFieldForce_0( /*inout
|
||||
*/velocity, mass, position, GetVFXSampler(VectorField_a, samplerVectorField_a),
|
||||
float4x4(0.5,0,0,0,0,0.5,0,0,0,0,0.5,0,0,0,0,1), float4x4(2,0,0,0,0,2,0,0,0,0,2,0,0,0,0,1),
|
||||
Intensity_a, deltaTime_a);\n\t\t}\n\t\tEulerIntegration( /*inout */position,
|
||||
velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age,
|
||||
lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index *
|
||||
0x8 + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x8
|
||||
+ 0x4) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8 + 0x3)
|
||||
<< 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x8 + 0x7) << 2,asuint(age));\n\t\t\n\r\n#if
|
||||
VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex]
|
||||
= index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n"
|
||||
- compute: 0
|
||||
name: '[System 1]Quad Output'
|
||||
source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull
|
||||
Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\"
|
||||
source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
|
||||
Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\"
|
||||
\"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend
|
||||
SrcAlpha One \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if
|
||||
!defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE
|
||||
|
@ -228,7 +231,7 @@ VisualEffectResource:
|
|||
attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer<uint>
|
||||
indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer
|
||||
deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat
|
||||
nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\n\t\t\n\t\t//
|
||||
nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\t\r\n\t\t//
|
||||
Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"
|
||||
}\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\n\t\t\tstruct
|
||||
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
|
||||
|
@ -284,13 +287,13 @@ VisualEffectResource:
|
|||
position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat
|
||||
lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x80000) << 2));\n\t\t\t\t\t\tfloat3
|
||||
velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3
|
||||
color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool
|
||||
color = float3(1, 1, 1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool
|
||||
alive = (attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
||||
axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3
|
||||
axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat
|
||||
axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3
|
||||
axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat
|
||||
angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat
|
||||
pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat
|
||||
pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat
|
||||
pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.100000001;\n\t\t\t\t\t\tfloat
|
||||
scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat
|
||||
scaleZ = (float)1;\n\t\t\t\t\t\tfloat age = asfloat(attributeBuffer.Load((index
|
||||
* 0x8 + 0x7) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
|
||||
|
@ -299,17 +302,17 @@ VisualEffectResource:
|
|||
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat
|
||||
lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x80000) << 2));\n\t\t\t\t\t\tfloat3
|
||||
velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3
|
||||
color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3
|
||||
axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3
|
||||
axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat
|
||||
color = float3(1, 1, 1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3
|
||||
axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3
|
||||
axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat
|
||||
angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat
|
||||
pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat
|
||||
pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat
|
||||
pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.100000001;\n\t\t\t\t\t\tfloat
|
||||
scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat
|
||||
scaleZ = (float)1;\n\t\t\t\t\t\tfloat age = asfloat(attributeBuffer.Load((index
|
||||
* 0x8 + 0x7) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_6(
|
||||
/*inout */axisX, /*inout */axisY, /*inout */axisZ, position, velocity);\n\t\t\t\t{\n\t\t\t\t
|
||||
\ SetAttribute_3278B22F( /*inout */size, (float)0.35);\n\t\t\t\t}\n\t\t\t\tSetAttribute_D5151644(
|
||||
\ SetAttribute_3278B22F( /*inout */size, (float)0.349999994);\n\t\t\t\t}\n\t\t\t\tSetAttribute_D5151644(
|
||||
/*inout */scaleX, Scale_c);\n\t\t\t\tAttributeFromCurve_53691388( /*inout */scaleX,
|
||||
\ /*inout */scaleY, age, lifetime, Scale_d);\n\t\t\t\tColorOverLife_733E3(age,
|
||||
lifetime, /*inout */color, /*inout */alpha, gradient_e);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
|
||||
|
@ -365,7 +368,7 @@ VisualEffectResource:
|
|||
VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient,
|
||||
VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color
|
||||
= VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a
|
||||
= saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n"
|
||||
= saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n"
|
||||
m_Infos:
|
||||
m_Expressions:
|
||||
m_Expressions:
|
||||
|
@ -1972,8 +1975,7 @@ MonoBehaviour:
|
|||
m_Regex:
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m_RegexMaxLength: 0
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m_Direction: 0
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m_LinkedSlots:
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m_LinkedSlots: []
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||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
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|
@ -2857,99 +2859,6 @@ MonoBehaviour:
|
|||
m_RegexMaxLength: 0
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||||
m_Direction: 0
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m_LinkedSlots: []
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--- !u!114 &8926484042661614691
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 955b0c175a6f3bb4582e92f3de8f0626, type: 3}
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m_EditorClassIdentifier:
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m_UICollapsed: 0
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m_UISuperCollapsed: 0
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m_InputSlots:
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m_OutputSlots:
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@ -1,6 +1,5 @@
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@ -17,7 +17,7 @@
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"com.unity.modules.androidjni": "1.0.0",
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||||
|
|
Loading…
Reference in a new issue