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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<e p="UnitTest_SpectrumGeneratorPlayMode.cs" t="Include" />
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<e p="MaxP" t="Include">
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<e p="Shaders" t="Include">
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<e p="_Source" t="Include">
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<e p="Shaders" t="Include">
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<e p="Resources" t="Include">
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<e p="Blur.shader" t="Include" />
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<e p="DirtyLensFlare.shader" t="Include" />
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<e p="Scripts" t="Include">
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<e p="DirtyLensFlare.cs" t="Include" />
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<e p="Editor" t="Include">
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<e p="DirtyLensFlareEditor.cs" t="Include" />
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<e p="Resources" t="Include">
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<e p="Resources" t="Include">
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<e p="buildNumber.txt" t="Include" />
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<e p="buildNumber.txt" 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="MIDI" t="Include">
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<e p="script" 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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<e p="PositionBind.cs" t="Include" />
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<e p="PositionBind.cs" t="Include" />
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<e p="wave.cginc" t="Include" />
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<e p="wave.cginc" t="Include" />
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</e>
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<e p="Math" 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 p="Threshold.cs" t="Include" />
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</e>
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</e>
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<e p="PdConnection" t="Include">
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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="DspController.cs" t="Include" />
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<e p="ISpectrumGenerator.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="MidiParser.cs" t="Include" />
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<e p="PdArray.cs" t="Include" />
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<e p="PdArray.cs" t="Include" />
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<e p="PdArrayContainer.cs" t="Include" />
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<e p="PdArrayContainer.cs" t="Include" />
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@ -117,6 +139,7 @@
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<e p="WaveformVisualizerBehaviour.cs" t="Include" />
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<e p="WaveformVisualizerBehaviour.cs" t="Include" />
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</e>
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</e>
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</e>
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<e p="Third-Party-Notices.txt" t="Include" />
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<e p="ThridParty" t="Include">
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<e p="ThridParty" t="Include">
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<e p="Assets" t="Include">
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<e p="Assets" t="Include">
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<e p="Construction_Site_Column" t="Include">
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<e p="Construction_Site_Column" t="Include">
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@ -126,6 +149,175 @@
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<e p="ReadMe.txt" t="Include" />
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<e p="ReadMe.txt" t="Include" />
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</e>
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</e>
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</e>
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</e>
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<e p="AzureKinectExamples" t="Include">
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<e p="_Readme" t="Include">
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<e p="致盗版使用者-ToPiracyUsers.txt" t="Include" />
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</e>
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<e p="KinectDemos" t="Include">
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<e p="AvatarDemo" t="Include">
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<e p="Scripts" t="Include">
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<e p="CameraPitchCorrector.cs" t="Include" />
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<e p="OffsetNodeMover.cs" t="Include" />
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<e p="UserAvatarMatcher.cs" t="Include" />
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</e>
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</e>
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<e p="BackgroundRemovalDemo" t="Include">
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<e p="Scripts" t="Include">
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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>
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</e>
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<e p="BlobDetectionDemo" t="Include">
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<e p="Scripts" t="Include">
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<e p="Blob.cs" t="Include" />
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<e p="BlobDetector.cs" t="Include" />
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<e p="CollisionLogger.cs" t="Include" />
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</e>
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</e>
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<e p="ColliderDemo" 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="BallSpawner.cs" t="Include" />
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<e p="DepthImageViewer.cs" t="Include" />
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<e p="DepthSpriteViewer.cs" t="Include" />
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<e p="EggMover.cs" t="Include" />
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<e p="EggSpawner.cs" t="Include" />
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<e p="HandColorOverlayer.cs" t="Include" />
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<e p="JumpTrigger.cs" t="Include" />
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<e p="SkeletonCollider.cs" t="Include" />
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</e>
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</e>
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<e p="FittingRoomDemo" t="Include">
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<e p="Scripts" t="Include">
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<e p="CategorySelector.cs" t="Include" />
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<e p="ModelSelector.cs" t="Include" />
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<e p="UserBodyBlender.cs" t="Include" />
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</e>
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</e>
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<e p="GestureDemo" t="Include">
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<e p="Scripts" t="Include">
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<e p="CubeGestureListener.cs" t="Include" />
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<e p="CubePresentationScript.cs" t="Include" />
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<e p="ModelGestureListener.cs" t="Include" />
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<e p="ModelPresentationScript.cs" t="Include" />
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</e>
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</e>
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<e p="MocapAnimatorDemo" t="Include">
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<e p="Scripts" t="Include">
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<e p="MocapPlayer.cs" t="Include" />
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<e p="MocapRecorder.cs" t="Include" />
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</e>
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</e>
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<e p="OverlayDemo" t="Include">
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<e p="Scripts" t="Include">
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<e p="JointOverlayer.cs" t="Include" />
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<e p="SkeletonOverlayer.cs" t="Include" />
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</e>
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</e>
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<e p="PointCloudDemo" 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>
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</e>
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<e p="PoseDetectionDemo" t="Include">
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<e p="Scripts" t="Include">
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<e p="StaticPoseDetector.cs" t="Include" />
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</e>
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</e>
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<e p="RecorderDemo" t="Include">
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<e p="Scripts" t="Include">
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<e p="BodyDataPlayerController.cs" t="Include" />
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<e p="PlayerDetectorController.cs" t="Include" />
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</e>
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</e>
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</e>
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<e p="KinectScripts" t="Include">
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<e p="AvatarController.cs" t="Include" />
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<e p="AvatarControllerClassic.cs" t="Include" />
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<e p="AvatarScaler.cs" t="Include" />
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<e p="BackgroundColorImage.cs" t="Include" />
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<e p="BackgroundDepthImage.cs" t="Include" />
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<e p="BackgroundInfraredImage.cs" t="Include" />
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<e p="BackgroundRemovalByDist.cs" t="Include" />
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<e p="BackgroundRemovalManager.cs" t="Include" />
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<e p="BackgroundUserBodyImage.cs" t="Include" />
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<e p="BodyDataRecorderPlayer.cs" t="Include" />
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<e p="CubemanController.cs" t="Include" />
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<e p="Filters" t="Include">
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<e p="BoneOrientationConstraints.cs" t="Include" />
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<e p="MahonyAHRS.cs" t="Include" />
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<e p="FollowSensorTransform.cs" t="Include" />
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<e p="ForegroundToRawImage.cs" t="Include" />
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<e p="ForegroundToRenderer.cs" t="Include" />
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<e p="Interfaces" t="Include">
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<e p="DepthSensorBase.cs" t="Include" />
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<e p="DepthSensorInterface.cs" t="Include" />
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<e p="DummyK2Interface.cs" t="Include" />
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<e p="Kinect2Interface.cs" t="Include" />
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<e p="Kinect4AzureInterface.cs" t="Include" />
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<e p="RealSenseInterface.cs" t="Include" />
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<e p="KinectGestureManager.cs" t="Include" />
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<e p="KinectInterop.cs" t="Include" />
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<e p="KinectManager.cs" t="Include" />
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<e p="MultiScene" t="Include">
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<e p="ForegroundFiltBodyShader.compute" t="Include" />
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<e p="ForegroundShader.shader" t="Include" />
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<e p="GradientShader.shader" t="Include" />
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<e p="InfraredImageShader.shader" t="Include" />
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<e p="InvertShader.shader" t="Include" />
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<e p="MedianShader.shader" t="Include" />
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<e p="PointCloudColorShaderK2.compute" t="Include" />
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<e p="PointCloudVertexShaderAll.compute" t="Include" />
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<e p="PointCloudVertexShaderCRK2.compute" t="Include" />
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<e p="SceneMeshShader.shader" t="Include" />
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<e p="UserBlendShader.shader" t="Include" />
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<e p="UserBodyImageShader.shader" t="Include" />
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<e p="UserHistImageShader.shader" t="Include" />
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<e p="UserMeshShader.shader" t="Include" />
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</e>
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<e p="SDK" t="Include">
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<e p="Kinect4AzureSDK" t="Include">
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<e p="AzureKinectSDK_License.txt" t="Include" />
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<e p="k4a-resources.txt" t="Include" />
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<e p="RealSenseSDK2.0" t="Include">
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<e p="RealSenseSDK_License.txt" t="Include" />
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</e>
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<e p="Editor" t="Include">
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<e p="Editor" t="Include">
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<e p="KinectCopyPluginDataHelper.cs" t="Include" />
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<e p="KinectCopyPluginDataHelper.cs" t="Include" />
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<Path>Library/PackageCache/com.unity.collab-proxy@1.2.15</Path>
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<Path>Library/PackageCache/com.unity.collab-proxy@1.2.15</Path>
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<Path>Library/PackageCache/com.unity.collab-proxy@1.2.16</Path>
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<Path>Library/PackageCache/com.unity.collab-proxy@1.2.16</Path>
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<Path>Library/PackageCache/com.unity.ext.nunit@1.0.0</Path>
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<Path>Library/PackageCache/com.unity.multiplayer-hlapi@1.0.2</Path>
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<Path>Library/PackageCache/com.unity.package-manager-ui@2.0.7</Path>
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<Path>Library/PackageCache/com.unity.package-manager-ui@2.0.7</Path>
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<Path>AudioSamples</Path>
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<Path>AudioSamples</Path>
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<Path>Library</Path>
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<Path>Library</Path>
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<Path>Logs</Path>
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<Path>Logs</Path>
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<Path>Temp</Path>
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<Path>obj</Path>
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<Path>obj</Path>
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<change beforePath="$PROJECT_DIR$/Assets/Scenes/Examples/KinectSceneGraph/CreatePlane.cs.cs.meta" beforeDir="false" />
|
<change beforePath="$PROJECT_DIR$/Assets/Shader.meta" beforeDir="false" />
|
||||||
<change beforePath="$PROJECT_DIR$/Assets/Scenes/Examples/KinectSceneGraph/Max Kinect Effect.shadergraph" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Scenes/Examples/KinectSceneGraph/Max Kinect Effect.shadergraph" afterDir="false" />
|
|
||||||
<change beforePath="$PROJECT_DIR$/Assets/Scenes/Examples/PostProcessing/PostProcessing/Scene Settings Profile.asset" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Scenes/Examples/PostProcessing/PostProcessing/Scene Settings Profile.asset" afterDir="false" />
|
|
||||||
<change beforePath="$PROJECT_DIR$/Assets/Scripts/PdConnection/ISpectrumGenerator.cs" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Scripts/PdConnection/ISpectrumGenerator.cs" afterDir="false" />
|
|
||||||
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|
|
||||||
<change beforePath="$PROJECT_DIR$/UnityProject.sln" beforeDir="false" afterPath="$PROJECT_DIR$/UnityProject.sln" afterDir="false" />
|
|
||||||
<change beforePath="$PROJECT_DIR$/UnityProject.sln.DotSettings.user" beforeDir="false" afterPath="$PROJECT_DIR$/UnityProject.sln.DotSettings.user" afterDir="false" />
|
|
||||||
</list>
|
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|
||||||
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|
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|
||||||
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|
<option name="SHOW_DIALOG" value="false" />
|
||||||
|
@ -63,6 +48,7 @@
|
||||||
<setting file="file://$PROJECT_DIR$/Assets/Scripts/PdConnection/PdBackend.cs" root0="FORCE_HIGHLIGHTING" />
|
<setting file="file://$PROJECT_DIR$/Assets/Scripts/PdConnection/PdBackend.cs" root0="FORCE_HIGHLIGHTING" />
|
||||||
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|
<setting file="file://$PROJECT_DIR$/Assets/Scripts/PdConnection/PdConstant.cs" root0="FORCE_HIGHLIGHTING" />
|
||||||
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|
<setting file="file://$PROJECT_DIR$/Assets/Scripts/TemplateLibrary/ChangeObserver.cs" root0="FORCE_HIGHLIGHTING" />
|
||||||
|
<setting file="file://$PROJECT_DIR$/Assets/Scenes/Examples/MIDI/script/PositionBind.cs" root0="FORCE_HIGHLIGHTING" />
|
||||||
<setting file="file://$PROJECT_DIR$/Assets/Scenes/Examples/VisualEffectGraph/VisualEffectGraph.unity" root0="FORCE_HIGHLIGHTING" />
|
<setting file="file://$PROJECT_DIR$/Assets/Scenes/Examples/VisualEffectGraph/VisualEffectGraph.unity" root0="FORCE_HIGHLIGHTING" />
|
||||||
<setting file="file://$PROJECT_DIR$/Assets/ThridParty/Windows/Kinect/InfraredFrameReader.cs" root0="FORCE_HIGHLIGHTING" />
|
<setting file="file://$PROJECT_DIR$/Assets/ThridParty/Windows/Kinect/InfraredFrameReader.cs" root0="FORCE_HIGHLIGHTING" />
|
||||||
<setting file="file://$PROJECT_DIR$/Assets/Scenes/Examples/VisualEffectGraph/script/SmokeBind.cs" root0="FORCE_HIGHLIGHTING" />
|
<setting file="file://$PROJECT_DIR$/Assets/Scenes/Examples/VisualEffectGraph/script/SmokeBind.cs" root0="FORCE_HIGHLIGHTING" />
|
||||||
|
@ -70,6 +56,7 @@
|
||||||
<setting file="file://$PROJECT_DIR$/Assets/Scenes/Examples/VisualEffectGraph/script/FlareBind.cs" root0="FORCE_HIGHLIGHTING" />
|
<setting file="file://$PROJECT_DIR$/Assets/Scenes/Examples/VisualEffectGraph/script/FlareBind.cs" root0="FORCE_HIGHLIGHTING" />
|
||||||
<setting file="file://$PROJECT_DIR$/ProjectSettings/QualitySettings.asset" root0="FORCE_HIGHLIGHTING" />
|
<setting file="file://$PROJECT_DIR$/ProjectSettings/QualitySettings.asset" root0="FORCE_HIGHLIGHTING" />
|
||||||
<setting file="file://$PROJECT_DIR$/Assets/ThridParty/Windows/Kinect/InfraredFrame.cs" root0="FORCE_HIGHLIGHTING" />
|
<setting file="file://$PROJECT_DIR$/Assets/ThridParty/Windows/Kinect/InfraredFrame.cs" root0="FORCE_HIGHLIGHTING" />
|
||||||
|
<setting file="file://$PROJECT_DIR$/Assets/Scenes/Examples/MIDI/script/CubeSync.cs" root0="FORCE_HIGHLIGHTING" />
|
||||||
<setting file="file://$PROJECT_DIR$/Assets/Editor/AppBuilder.cs" root0="FORCE_HIGHLIGHTING" />
|
<setting file="file://$PROJECT_DIR$/Assets/Editor/AppBuilder.cs" root0="FORCE_HIGHLIGHTING" />
|
||||||
<setting file="file://$PROJECT_DIR$/Assets/Prefabs/Specttrum.prefab" root0="FORCE_HIGHLIGHTING" />
|
<setting file="file://$PROJECT_DIR$/Assets/Prefabs/Specttrum.prefab" root0="FORCE_HIGHLIGHTING" />
|
||||||
<setting file="file://$PROJECT_DIR$/Assets/Scripts/CreatePlane.cs.cs" root0="FORCE_HIGHLIGHTING" />
|
<setting file="file://$PROJECT_DIR$/Assets/Scripts/CreatePlane.cs.cs" root0="FORCE_HIGHLIGHTING" />
|
||||||
|
@ -86,6 +73,7 @@
|
||||||
<setting file="file://$PROJECT_DIR$/Assets/ThridParty/KinectView/Scripts/InfraredSourceManager.cs" root0="FORCE_HIGHLIGHTING" />
|
<setting file="file://$PROJECT_DIR$/Assets/ThridParty/KinectView/Scripts/InfraredSourceManager.cs" root0="FORCE_HIGHLIGHTING" />
|
||||||
<setting file="file://$PROJECT_DIR$/Assets/Editor/UnitTest/UnitTest_SpectrumGeneratorPlayMode.cs" root0="FORCE_HIGHLIGHTING" />
|
<setting file="file://$PROJECT_DIR$/Assets/Editor/UnitTest/UnitTest_SpectrumGeneratorPlayMode.cs" root0="FORCE_HIGHLIGHTING" />
|
||||||
<setting file="file://$PROJECT_DIR$/Assets/Scripts/VideoInput/KinectManagerBehaviour.cs" root0="FORCE_HIGHLIGHTING" />
|
<setting file="file://$PROJECT_DIR$/Assets/Scripts/VideoInput/KinectManagerBehaviour.cs" root0="FORCE_HIGHLIGHTING" />
|
||||||
|
<setting file="file://$PROJECT_DIR$/Assets/Scripts/PdConnection/MidiClockCounter.cs" root0="FORCE_HIGHLIGHTING" />
|
||||||
<setting file="file://$PROJECT_DIR$/Assets/Scripts/VideoInput/InfraredCamera.cs" root0="FORCE_HIGHLIGHTING" />
|
<setting file="file://$PROJECT_DIR$/Assets/Scripts/VideoInput/InfraredCamera.cs" root0="FORCE_HIGHLIGHTING" />
|
||||||
<setting file="file://$PROJECT_DIR$/Assets/ThridParty/KinectView/Scripts/DisableOnStart.cs" root0="FORCE_HIGHLIGHTING" />
|
<setting file="file://$PROJECT_DIR$/Assets/ThridParty/KinectView/Scripts/DisableOnStart.cs" root0="FORCE_HIGHLIGHTING" />
|
||||||
<setting file="file://$PROJECT_DIR$/Assets/Scripts/VideoInput/ComponentFactory.cs" root0="FORCE_HIGHLIGHTING" />
|
<setting file="file://$PROJECT_DIR$/Assets/Scripts/VideoInput/ComponentFactory.cs" root0="FORCE_HIGHLIGHTING" />
|
||||||
|
@ -96,6 +84,7 @@
|
||||||
<setting file="file://$PROJECT_DIR$/Assets/Scripts/Visualizer/WaterfallVisualizer.cs.meta" root0="FORCE_HIGHLIGHTING" />
|
<setting file="file://$PROJECT_DIR$/Assets/Scripts/Visualizer/WaterfallVisualizer.cs.meta" root0="FORCE_HIGHLIGHTING" />
|
||||||
<setting file="file://$PROJECT_DIR$/Assets/Scripts/Visualizer/SpectrumVisualizer.cs" root0="FORCE_HIGHLIGHTING" />
|
<setting file="file://$PROJECT_DIR$/Assets/Scripts/Visualizer/SpectrumVisualizer.cs" root0="FORCE_HIGHLIGHTING" />
|
||||||
<setting file="file://$PROJECT_DIR$/Assets/Scripts/PdConnection/PdArraySelector.cs" root0="FORCE_HIGHLIGHTING" />
|
<setting file="file://$PROJECT_DIR$/Assets/Scripts/PdConnection/PdArraySelector.cs" root0="FORCE_HIGHLIGHTING" />
|
||||||
|
<setting file="file://$PROJECT_DIR$/Assets/Scripts/PdConnection/MidiLogger.cs" root0="FORCE_HIGHLIGHTING" />
|
||||||
<setting file="file://$PROJECT_DIR$/Assets/Scripts/Visualizer/CombMesh.cs" root0="FORCE_HIGHLIGHTING" />
|
<setting file="file://$PROJECT_DIR$/Assets/Scripts/Visualizer/CombMesh.cs" root0="FORCE_HIGHLIGHTING" />
|
||||||
<setting file="file://$PROJECT_DIR$/Assets/ThridParty/KinectScript/KinectBuffer.cs" root0="FORCE_HIGHLIGHTING" />
|
<setting file="file://$PROJECT_DIR$/Assets/ThridParty/KinectScript/KinectBuffer.cs" root0="FORCE_HIGHLIGHTING" />
|
||||||
<setting file="file://$PROJECT_DIR$/Assets/Scripts/Visualizer/CombMesh.cs.meta" root0="FORCE_HIGHLIGHTING" />
|
<setting file="file://$PROJECT_DIR$/Assets/Scripts/Visualizer/CombMesh.cs.meta" root0="FORCE_HIGHLIGHTING" />
|
||||||
|
@ -234,6 +223,7 @@
|
||||||
<workItem from="1571146025733" duration="919000" />
|
<workItem from="1571146025733" duration="919000" />
|
||||||
<workItem from="1571153225138" duration="76000" />
|
<workItem from="1571153225138" duration="76000" />
|
||||||
<workItem from="1571216505468" duration="820000" />
|
<workItem from="1571216505468" duration="820000" />
|
||||||
|
<workItem from="1572195974043" duration="667000" />
|
||||||
</task>
|
</task>
|
||||||
<task id="LOCAL-00001" summary="add Kinect Manager">
|
<task id="LOCAL-00001" summary="add Kinect Manager">
|
||||||
<created>1562485186899</created>
|
<created>1562485186899</created>
|
||||||
|
|
|
@ -25,7 +25,7 @@
|
||||||
<DebugType>full</DebugType>
|
<DebugType>full</DebugType>
|
||||||
<Optimize>false</Optimize>
|
<Optimize>false</Optimize>
|
||||||
<OutputPath>Temp\bin\Debug\</OutputPath>
|
<OutputPath>Temp\bin\Debug\</OutputPath>
|
||||||
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|
@ -49,10 +49,10 @@
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@ -72,688 +72,706 @@
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|
@ -25,7 +25,7 @@
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||||||
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|
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||||||
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||||||
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@ -49,10 +49,10 @@
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||||||
|
inWeight: 0.33333334
|
||||||
|
outWeight: 0.33333334
|
||||||
|
- serializedVersion: 3
|
||||||
|
time: 1
|
||||||
|
value: 1.6818619
|
||||||
|
inSlope: 4.800001
|
||||||
|
outSlope: 0
|
||||||
|
tangentMode: 5
|
||||||
|
weightedMode: 0
|
||||||
|
inWeight: 0.33333334
|
||||||
|
outWeight: 0.33333334
|
||||||
|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
attribute: m_LocalPosition.x
|
||||||
|
path:
|
||||||
|
classID: 4
|
||||||
|
script: {fileID: 0}
|
||||||
|
- curve:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Curve:
|
||||||
|
- serializedVersion: 3
|
||||||
|
time: 0
|
||||||
|
value: 1.6644897
|
||||||
|
inSlope: 0
|
||||||
|
outSlope: 0
|
||||||
|
tangentMode: 136
|
||||||
|
weightedMode: 0
|
||||||
|
inWeight: 0.33333334
|
||||||
|
outWeight: 0.33333334
|
||||||
|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
attribute: m_LocalPosition.y
|
||||||
|
path:
|
||||||
|
classID: 4
|
||||||
|
script: {fileID: 0}
|
||||||
|
- curve:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Curve:
|
||||||
|
- serializedVersion: 3
|
||||||
|
time: 0
|
||||||
|
value: 3.043197
|
||||||
|
inSlope: 0
|
||||||
|
outSlope: 0
|
||||||
|
tangentMode: 136
|
||||||
|
weightedMode: 0
|
||||||
|
inWeight: 0.33333334
|
||||||
|
outWeight: 0.33333334
|
||||||
|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
attribute: m_LocalPosition.z
|
||||||
|
path:
|
||||||
|
classID: 4
|
||||||
|
script: {fileID: 0}
|
||||||
|
m_EulerEditorCurves: []
|
||||||
|
m_HasGenericRootTransform: 0
|
||||||
|
m_HasMotionFloatCurves: 0
|
||||||
|
m_Events: []
|
8
UnityProject/Assets/Animations/BoxAnimation.anim.meta
Normal file
8
UnityProject/Assets/Animations/BoxAnimation.anim.meta
Normal file
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 4e1273c776f65fa44a0134c67d60bca2
|
||||||
|
NativeFormatImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
mainObjectFileID: 7400000
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -41,7 +41,6 @@ MonoBehaviour:
|
||||||
- {fileID: 8926484042661614611}
|
- {fileID: 8926484042661614611}
|
||||||
- {fileID: 8926484042661614634}
|
- {fileID: 8926484042661614634}
|
||||||
- {fileID: 8926484042661614653}
|
- {fileID: 8926484042661614653}
|
||||||
- {fileID: 8926484042661614691}
|
|
||||||
- {fileID: 8926484042661614694}
|
- {fileID: 8926484042661614694}
|
||||||
m_UIPosition: {x: 0, y: 0}
|
m_UIPosition: {x: 0, y: 0}
|
||||||
m_UICollapsed: 1
|
m_UICollapsed: 1
|
||||||
|
@ -76,136 +75,140 @@ VisualEffectResource:
|
||||||
m_ShaderSources:
|
m_ShaderSources:
|
||||||
- compute: 1
|
- compute: 1
|
||||||
name: '[System 1]Initialize'
|
name: '[System 1]Initialize'
|
||||||
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_SEED_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define
|
1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define
|
||||||
VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT
|
VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_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_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
|
||||||
\ float3 ArcSphere_sphere_center_a;\n uint PADDING_0;\nCBUFFER_END\n\n\n#include
|
\ float3 ArcSphere_sphere_center_a;\n uint PADDING_0;\nCBUFFER_END\n\n\r\n#include
|
||||||
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
|
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
|
||||||
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
|
||||||
attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if
|
attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
|
||||||
!VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
|
!VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
|
||||||
spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n
|
spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n
|
||||||
\ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint
|
\ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint
|
||||||
systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer<uint>
|
nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer<uint>
|
||||||
deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to
|
deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
|
||||||
fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if
|
to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
|
||||||
VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer<uint> eventList;\nByteAddressBuffer
|
VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer<uint> eventList;\r\nByteAddressBuffer
|
||||||
inputAdditional;\n#endif\n\nvoid PositionSphere_0(inout float3 position, inout
|
inputAdditional;\r\n#endif\r\n\r\nvoid PositionSphere_0(inout float3 position,
|
||||||
uint seed, inout float3 direction, float3 ArcSphere_sphere_center, float ArcSphere_sphere_radius,
|
inout uint seed, inout float3 direction, float3 ArcSphere_sphere_center, float
|
||||||
float ArcSphere_arc, float volumeFactor) /*positionMode:Surface spawnMode:Randomized
|
ArcSphere_sphere_radius, float ArcSphere_arc, float volumeFactor) /*positionMode:Surface
|
||||||
*/\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta = ArcSphere_arc * RAND;\n
|
spawnMode:Randomized */\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta
|
||||||
\ float rNorm = pow(volumeFactor + (1 - volumeFactor) * RAND, 1.0f / 3.0f);\n
|
= ArcSphere_arc * RAND;\n float rNorm = pow(volumeFactor + (1 - volumeFactor)
|
||||||
\ \n float2 sincosTheta;\n sincos(theta, sincosTheta.x, sincosTheta.y);\n
|
* RAND, 1.0f / 3.0f);\n \n float2 sincosTheta;\n sincos(theta, sincosTheta.x,
|
||||||
\ sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction = float3(sincosTheta,
|
sincosTheta.y);\n sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction
|
||||||
cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) + ArcSphere_sphere_center;\n
|
= float3(sincosTheta, cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius)
|
||||||
\ \n}\nvoid SetAttribute_F01429A3(inout float lifetime, inout uint seed, float
|
+ ArcSphere_sphere_center;\n \n}\nvoid SetAttribute_F01429A3(inout float
|
||||||
A, float B) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Uniform
|
lifetime, inout uint seed, float A, float B) /*attribute:lifetime Composition:Overwrite
|
||||||
channels:XYZ */\n{\n lifetime = lerp(A,B,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid
|
Source:Slot Random:Uniform channels:XYZ */\n{\n lifetime = lerp(A,B,RAND);\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
|
||||||
CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId
|
CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
|
||||||
\ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if
|
\ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x *
|
||||||
!VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if
|
NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y
|
||||||
VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput
|
* dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
|
||||||
* 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
|
\ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 +
|
||||||
* 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint
|
0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
|
||||||
currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId
|
* 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n
|
||||||
= min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n
|
\ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
|
||||||
|
\ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
|
||||||
\ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
|
\ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
|
||||||
on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n
|
on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
|
||||||
\ int sourceIndex = eventList[id];\n#endif\n uint particleIndex
|
\ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex
|
||||||
= id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int
|
= 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
|
sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly
|
||||||
(and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for
|
(and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for
|
||||||
(sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount
|
(sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount
|
||||||
+= uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n
|
+= uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n
|
||||||
\ if (id < currentSumSpawnCount)\n {\n break;\n
|
\ if (id < currentSumSpawnCount)\n {\n break;\n
|
||||||
\ }\n }\n */\n \n\n#endif\n float3 position
|
\ }\n }\n */\n \n\r\n#endif\r\n float3
|
||||||
= float3(0,0,0);\n uint seed = (uint)0;\n float3 direction = float3(0,0,1);\n
|
position = float3(0, 0, 0);\n uint seed = (uint)0;\n float3 direction
|
||||||
\ float lifetime = (float)1;\n float3 velocity = float3(0,0,0);\n
|
= float3(0, 0, 1);\n float lifetime = (float)1;\n float3 velocity
|
||||||
\ bool alive = (bool)true;\n float age = (float)0;\n \n\n#if
|
= float3(0, 0, 0);\n bool alive = (bool)true;\n float age = (float)0;\n
|
||||||
VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if
|
\ \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId = particleIndex;\r\n#endif\r\n#if
|
||||||
VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n
|
VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n
|
||||||
\ \n {\n PositionSphere_0( /*inout */position, /*inout
|
\ \r\n {\n PositionSphere_0( /*inout */position, /*inout
|
||||||
*/seed, /*inout */direction, ArcSphere_sphere_center_a, (float)0.72, (float)6.283185,
|
*/seed, /*inout */direction, ArcSphere_sphere_center_a, (float)0.720000029,
|
||||||
(float)1);\n }\n {\n SetAttribute_F01429A3( /*inout
|
(float)6.28318548, (float)1);\n }\n {\n SetAttribute_F01429A3(
|
||||||
*/lifetime, /*inout */seed, (float)1, (float)3);\n }\n \n\n\n#if
|
/*inout */lifetime, /*inout */seed, (float)1, (float)3);\n }\n \n\r\n\r\n#if
|
||||||
VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint deadIndex =
|
VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n {\r\n\t\t\tuint deadIndex
|
||||||
deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n
|
= deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n
|
||||||
\ attributeBuffer.Store3((index * 0x8 + 0x0) << 2,asuint(position));\n
|
\ attributeBuffer.Store3((index * 0x8 + 0x0) << 2,asuint(position));\n
|
||||||
\ attributeBuffer.Store((index * 0x1 + 0x80000) << 2,asuint(lifetime));\n
|
\ attributeBuffer.Store((index * 0x1 + 0x80000) << 2,asuint(lifetime));\n
|
||||||
\ attributeBuffer.Store3((index * 0x8 + 0x4) << 2,asuint(velocity));\n
|
\ attributeBuffer.Store3((index * 0x8 + 0x4) << 2,asuint(velocity));\n
|
||||||
\ attributeBuffer.Store((index * 0x8 + 0x3) << 2,uint(alive));\n attributeBuffer.Store((index
|
\ attributeBuffer.Store((index * 0x8 + 0x3) << 2,uint(alive));\n attributeBuffer.Store((index
|
||||||
* 0x8 + 0x7) << 2,asuint(age));\n \n\n }\n#else\n uint
|
* 0x8 + 0x7) << 2,asuint(age));\n \n\r\n }\r\n#else\r\n uint
|
||||||
index = particleIndex;\n attributeBuffer.Store3((index * 0x8 + 0x0) <<
|
index = particleIndex;\r\n attributeBuffer.Store3((index * 0x8 + 0x0)
|
||||||
2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x80000)
|
<< 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x80000)
|
||||||
<< 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x8 + 0x4)
|
<< 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x8 + 0x4)
|
||||||
<< 2,asuint(velocity));\n attributeBuffer.Store((index * 0x8 + 0x3) <<
|
<< 2,asuint(velocity));\n attributeBuffer.Store((index * 0x8 + 0x3) <<
|
||||||
2,uint(alive));\n attributeBuffer.Store((index * 0x8 + 0x7) << 2,asuint(age));\n
|
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
|
- compute: 1
|
||||||
name: '[System 1]Update'
|
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
|
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
|
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
|
\ 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
|
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\n\nRWByteAddressBuffer
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
|
||||||
attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer<uint> deadListOut;\n#endif\n\n#if
|
attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer<uint>
|
||||||
VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer<uint> indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n
|
deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer<uint>
|
||||||
\ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid
|
indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint
|
||||||
VectorFieldForce_0(inout float3 velocity, float mass, float3 position, VFXSampler3D
|
dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid VectorFieldForce_0(inout
|
||||||
VectorField, float4x4 InvFieldTransform, float4x4 FieldTransform, float Intensity,
|
float3 velocity, float mass, float3 position, VFXSampler3D VectorField, float4x4
|
||||||
float deltaTime) /*DataEncoding:UnsignedNormalized Mode:Absolute ClosedField:False
|
InvFieldTransform, float4x4 FieldTransform, float Intensity, float deltaTime)
|
||||||
ConserveMagnitude:False */\n{\n float3 vectorFieldCoord = mul(InvFieldTransform,
|
/*DataEncoding:UnsignedNormalized Mode:Absolute ClosedField:False ConserveMagnitude:False
|
||||||
float4(position,1.0f)).xyz;\n \n float3 value = SampleTexture(VectorField,
|
*/\n{\n float3 vectorFieldCoord = mul(InvFieldTransform, float4(position,1.0f)).xyz;\n
|
||||||
vectorFieldCoord + 0.5f).xyz * 2.0f - 1.0f;\n value = mul(FieldTransform,float4(value,0.0f)).xyz;\n
|
\ \n float3 value = SampleTexture(VectorField, vectorFieldCoord + 0.5f).xyz
|
||||||
\ \n velocity += ((value * Intensity) / mass) * deltaTime;\n}\nvoid EulerIntegration(inout
|
* 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
|
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
|
* 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)
|
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
|
{ alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
|
||||||
groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint
|
CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
|
||||||
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
|
\ : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP
|
||||||
* NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool
|
+ groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif
|
||||||
alive = (attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3
|
(id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index
|
||||||
position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\tfloat
|
* 0x8 + 0x3) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 position
|
||||||
lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x80000) << 2));\n\t\t\tfloat3
|
= 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
|
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
|
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
|
+ 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;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t VectorFieldForce_0( /*inout
|
= 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),
|
*/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),
|
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,
|
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,
|
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 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index
|
||||||
* 0x8 + 0x4) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((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
|
0x8 + 0x7) << 2,asuint(age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint
|
||||||
indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex]
|
indirectIndex = indirectBuffer.IncrementCounter();\r\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
|
= 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\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex]
|
* 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;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
|
= 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
|
* 0x8 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index
|
||||||
* 0x1 + 0x80000) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((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 + 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 + 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
|
0x8 + 0x7) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition
|
||||||
= position;\n#endif\n\t\t\n\t\t{\n\t\t VectorFieldForce_0( /*inout */velocity,
|
= position;\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t VectorFieldForce_0( /*inout
|
||||||
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),
|
*/velocity, mass, position, GetVFXSampler(VectorField_a, samplerVectorField_a),
|
||||||
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(
|
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),
|
||||||
/*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age,
|
Intensity_a, deltaTime_a);\n\t\t}\n\t\tEulerIntegration( /*inout */position,
|
||||||
lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x8
|
velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age,
|
||||||
+ 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x4)
|
lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index *
|
||||||
<< 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8 + 0x3) << 2,uint(alive));\n\t\tattributeBuffer.Store((index
|
0x8 + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x8
|
||||||
* 0x8 + 0x7) << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint
|
+ 0x4) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8 + 0x3)
|
||||||
indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex]
|
<< 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x8 + 0x7) << 2,asuint(age));\n\t\t\n\r\n#if
|
||||||
= index;\n#endif\n#endif\n\t}\n}\n"
|
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
|
- compute: 0
|
||||||
name: '[System 1]Quad Output'
|
name: '[System 1]Quad Output'
|
||||||
source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull
|
source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
|
||||||
Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\"
|
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
|
\"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
|
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
|
!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>
|
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
|
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
|
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\"
|
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
|
}\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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
* 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
|
= 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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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|
m_Overridden: 1
|
||||||
|
m_Vector2f:
|
||||||
|
m_Array: []
|
||||||
|
m_Vector3f:
|
||||||
|
m_Array: []
|
||||||
|
m_Vector4f:
|
||||||
|
m_Array: []
|
||||||
|
m_Uint:
|
||||||
|
m_Array: []
|
||||||
|
m_Int:
|
||||||
|
m_Array: []
|
||||||
|
m_Matrix4x4f:
|
||||||
|
m_Array: []
|
||||||
|
m_AnimationCurve:
|
||||||
|
m_Array: []
|
||||||
|
m_Gradient:
|
||||||
|
m_Array: []
|
||||||
|
m_NamedObject:
|
||||||
|
m_Array: []
|
||||||
|
m_Bool:
|
||||||
|
m_Array: []
|
||||||
|
--- !u!73398921 &2090901589
|
||||||
|
VFXRenderer:
|
||||||
|
m_ObjectHideFlags: 2
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 2090901585}
|
||||||
|
m_Enabled: 0
|
||||||
|
m_CastShadows: 0
|
||||||
|
m_ReceiveShadows: 0
|
||||||
|
m_DynamicOccludee: 1
|
||||||
|
m_MotionVectors: 0
|
||||||
|
m_LightProbeUsage: 0
|
||||||
|
m_ReflectionProbeUsage: 0
|
||||||
|
m_RenderingLayerMask: 1
|
||||||
|
m_RendererPriority: 0
|
||||||
|
m_Materials:
|
||||||
|
- {fileID: 0}
|
||||||
|
m_StaticBatchInfo:
|
||||||
|
firstSubMesh: 0
|
||||||
|
subMeshCount: 0
|
||||||
|
m_StaticBatchRoot: {fileID: 0}
|
||||||
|
m_ProbeAnchor: {fileID: 0}
|
||||||
|
m_LightProbeVolumeOverride: {fileID: 0}
|
||||||
|
m_ScaleInLightmap: 1
|
||||||
|
m_ReceiveGI: 1
|
||||||
|
m_PreserveUVs: 0
|
||||||
|
m_IgnoreNormalsForChartDetection: 0
|
||||||
|
m_ImportantGI: 0
|
||||||
|
m_StitchLightmapSeams: 0
|
||||||
|
m_SelectedEditorRenderState: 3
|
||||||
|
m_MinimumChartSize: 4
|
||||||
|
m_AutoUVMaxDistance: 0.5
|
||||||
|
m_AutoUVMaxAngle: 89
|
||||||
|
m_LightmapParameters: {fileID: 0}
|
||||||
|
m_SortingLayerID: 0
|
||||||
|
m_SortingLayer: 0
|
||||||
|
m_SortingOrder: 0
|
|
@ -1,6 +1,5 @@
|
||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: a136572b1ed0a3d4baf99141901819b6
|
guid: 5444cbcd2f9f82e45943deff771abbc0
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
DefaultImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
userData:
|
userData:
|
|
@ -17,7 +17,7 @@
|
||||||
"com.unity.textmeshpro": "2.0.1",
|
"com.unity.textmeshpro": "2.0.1",
|
||||||
"com.unity.timeline": "1.1.0",
|
"com.unity.timeline": "1.1.0",
|
||||||
"com.unity.ugui": "1.0.0",
|
"com.unity.ugui": "1.0.0",
|
||||||
"com.unity.visualeffectgraph": "6.9.1-preview",
|
"com.unity.visualeffectgraph": "6.9.2-preview",
|
||||||
"com.unity.xr.legacyinputhelpers": "2.0.2",
|
"com.unity.xr.legacyinputhelpers": "2.0.2",
|
||||||
"com.unity.modules.ai": "1.0.0",
|
"com.unity.modules.ai": "1.0.0",
|
||||||
"com.unity.modules.androidjni": "1.0.0",
|
"com.unity.modules.androidjni": "1.0.0",
|
||||||
|
|
Loading…
Reference in a new issue