├── .gitattributes ├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── PresetManager.asset ├── NetworkManager.asset ├── XRSettings.asset ├── VersionControlSettings.asset ├── TimeManager.asset ├── EditorBuildSettings.asset ├── VFXManager.asset ├── AudioManager.asset ├── TagManager.asset ├── UnityConnectSettings.asset ├── PackageManagerSettings.asset ├── EditorSettings.asset ├── DynamicsManager.asset ├── NavMeshAreas.asset ├── GraphicsSettings.asset ├── Physics2DSettings.asset ├── QualitySettings.asset ├── InputManager.asset └── ProjectSettings.asset ├── Assets ├── Graphics │ ├── Init Maps │ │ ├── Name.psd │ │ ├── Circle.psd │ │ ├── Square.psd │ │ ├── Init Hexagon.psd │ │ ├── Init Random Squares.psd │ │ ├── Circle.psd.meta │ │ ├── Name.psd.meta │ │ ├── Square.psd.meta │ │ ├── Init Hexagon.psd.meta │ │ └── Init Random Squares.psd.meta │ ├── Init Maps.meta │ ├── Materials.meta │ └── Materials │ │ ├── Display.mat.meta │ │ └── Display.mat ├── Scripts │ ├── Compute Helper │ │ ├── Channel.cs │ │ ├── Resources.meta │ │ ├── Resources │ │ │ ├── Blur.compute.meta │ │ │ ├── Sharpen.compute.meta │ │ │ ├── Swizzle.compute.meta │ │ │ ├── ClearTexture.compute.meta │ │ │ ├── NormalizeTexture.compute.meta │ │ │ ├── ClearTexture.compute │ │ │ ├── Swizzle.compute │ │ │ ├── Sharpen.compute │ │ │ ├── NormalizeTexture.compute │ │ │ └── Blur.compute │ │ ├── Channel.cs.meta │ │ ├── Sharpen.cs.meta │ │ ├── ComputeHelper.cs.meta │ │ ├── GaussianBlur.cs.meta │ │ ├── Sharpen.cs │ │ ├── GaussianBlur.cs │ │ └── ComputeHelper.cs │ ├── Compute Helper.meta │ ├── Simulation.meta │ └── Simulation │ │ ├── Editor.meta │ │ ├── Simulation.compute.meta │ │ ├── Settings.cs.meta │ │ ├── Simulation.cs.meta │ │ ├── Editor │ │ ├── SimulationEditor.cs.meta │ │ └── SimulationEditor.cs │ │ ├── Settings.cs │ │ ├── Simulation.cs │ │ └── Simulation.compute ├── Scenes │ ├── Simulation.unity.meta │ └── Simulation.unity ├── Scenes.meta ├── Scripts.meta ├── Graphics.meta ├── Settings.meta └── Settings │ ├── Cells.asset.meta │ ├── Text.asset.meta │ ├── Growth.asset.meta │ ├── Ripples.asset.meta │ ├── Hex Division.asset.meta │ ├── Cells.asset │ ├── Growth.asset │ ├── Text.asset │ ├── Ripples.asset │ └── Hex Division.asset ├── README.md ├── .gitignore └── Packages ├── manifest.json └── packages-lock.json /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto 3 | -------------------------------------------------------------------------------- /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2020.3.0f1 2 | m_EditorVersionWithRevision: 2020.3.0f1 (c7b5465681fb) 3 | -------------------------------------------------------------------------------- /Assets/Graphics/Init Maps/Name.psd: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/SebLague/Reaction-Diffusion/HEAD/Assets/Graphics/Init Maps/Name.psd -------------------------------------------------------------------------------- /Assets/Graphics/Init Maps/Circle.psd: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/SebLague/Reaction-Diffusion/HEAD/Assets/Graphics/Init Maps/Circle.psd -------------------------------------------------------------------------------- /Assets/Graphics/Init Maps/Square.psd: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/SebLague/Reaction-Diffusion/HEAD/Assets/Graphics/Init Maps/Square.psd -------------------------------------------------------------------------------- /Assets/Graphics/Init Maps/Init Hexagon.psd: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/SebLague/Reaction-Diffusion/HEAD/Assets/Graphics/Init Maps/Init Hexagon.psd -------------------------------------------------------------------------------- /Assets/Graphics/Init Maps/Init Random Squares.psd: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/SebLague/Reaction-Diffusion/HEAD/Assets/Graphics/Init Maps/Init Random Squares.psd -------------------------------------------------------------------------------- /ProjectSettings/ClusterInputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!236 &1 4 | ClusterInputManager: 5 | m_ObjectHideFlags: 0 6 | m_Inputs: [] 7 | -------------------------------------------------------------------------------- /Assets/Scripts/Compute Helper/Channel.cs: -------------------------------------------------------------------------------- 1 | namespace ComputeShaderUtility 2 | { 3 | 4 | public enum Channel 5 | { 6 | Red, 7 | Green, 8 | Blue, 9 | Alpha, 10 | Zero 11 | } 12 | } -------------------------------------------------------------------------------- /ProjectSettings/PresetManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!1386491679 &1 4 | PresetManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_DefaultPresets: {} 8 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Reaction-Diffusion 2 | 3 | Video here: https://www.youtube.com/watch?v=kzwT3wQWAHE 4 | 5 | ![Reaction-Diffusion](https://github.com/SebLague/Images/blob/master/Reaction-Diffusion.png?raw=true) 6 | -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- /Assets/Scripts/Compute Helper/Resources/ClearTexture.compute: -------------------------------------------------------------------------------- 1 | #pragma kernel ClearTexture 2 | 3 | RWTexture2D Source; 4 | uint width; 5 | uint height; 6 | 7 | [numthreads(8,8,1)] 8 | void ClearTexture (uint3 id : SV_DispatchThreadID) 9 | { 10 | if (id.x < 0 || id.x >= width || id.y < 0 || id.y >= height) { 11 | return; 12 | } 13 | 14 | Source[id.xy] = 0; 15 | } -------------------------------------------------------------------------------- /ProjectSettings/VFXManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!937362698 &1 4 | VFXManager: 5 | m_ObjectHideFlags: 0 6 | m_IndirectShader: {fileID: 0} 7 | m_CopyBufferShader: {fileID: 0} 8 | m_SortShader: {fileID: 0} 9 | m_StripUpdateShader: {fileID: 0} 10 | 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tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /Assets/Scripts/Compute Helper/Resources/Swizzle.compute: -------------------------------------------------------------------------------- 1 | #pragma kernel Swizzle 2 | 3 | RWTexture2D Source; 4 | uint width; 5 | uint height; 6 | 7 | // Masks 8 | float4 x; 9 | float4 y; 10 | float4 z; 11 | float4 w; 12 | 13 | [numthreads(8,8,1)] 14 | void Swizzle (uint3 id : SV_DispatchThreadID) 15 | { 16 | if (id.x < 0 || id.x >= width || id.y < 0 || id.y >= height) { 17 | return; 18 | } 19 | 20 | float4 colour = Source[id.xy]; 21 | 22 | // Mask each channel 23 | float red = dot(colour, x); 24 | float green = dot(colour, y); 25 | float blue = dot(colour, z); 26 | float alpha = dot(colour, w); 27 | 28 | Source[id.xy] = float4(red, green, blue, alpha); 29 | } -------------------------------------------------------------------------------- /Assets/Scripts/Compute Helper/Resources/Sharpen.compute: -------------------------------------------------------------------------------- 1 | #pragma kernel Sharpen 2 | 3 | RWTexture2D Source; 4 | RWTexture2D Result; 5 | int width; 6 | int height; 7 | 8 | [numthreads(8,8,1)] 9 | void Sharpen (int3 id : SV_DispatchThreadID) 10 | { 11 | if (id.x >= width || id.y >= height) { 12 | return; 13 | } 14 | 15 | float4 centre = Source[id.xy]; 16 | float4 up = Source[int2(id.x, min(id.y + 1, height-1))]; 17 | float4 down = Source[int2(id.x, max(id.y - 1, 0))]; 18 | float4 left = Source[int2(max(id.x - 1, 0), id.y)]; 19 | float4 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m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: d85e0c0abf419d4409a4a345eebbf59d, type: 3} 13 | m_Name: Hex Division 14 | m_EditorClassIdentifier: 15 | numStepsPerFrame: 4 16 | displayMode: 2 17 | initMap: {fileID: 2800000, guid: ea49c45f13d268547b4c8b83af6fd430, type: 3} 18 | feedRate: 0.0325 19 | removeRate: 0.062 20 | diffuseRateA: 1 21 | diffuseRateB: 0.5 22 | diffuseRadius: 6 23 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 1 7 | m_Enabled: 0 8 | m_TestMode: 0 9 | m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events 10 | m_EventUrl: https://cdp.cloud.unity3d.com/v1/events 11 | m_ConfigUrl: https://config.uca.cloud.unity3d.com 12 | m_TestInitMode: 0 13 | CrashReportingSettings: 14 | m_EventUrl: https://perf-events.cloud.unity3d.com 15 | m_Enabled: 0 16 | m_LogBufferSize: 10 17 | m_CaptureEditorExceptions: 1 18 | UnityPurchasingSettings: 19 | m_Enabled: 0 20 | m_TestMode: 0 21 | UnityAnalyticsSettings: 22 | m_Enabled: 0 23 | m_TestMode: 0 24 | m_InitializeOnStartup: 1 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /Assets/Scripts/Compute Helper/Sharpen.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace ComputeShaderUtility 6 | { 7 | public static class Sharpen 8 | { 9 | static ComputeShader sharpenCompute; 10 | 11 | public static void SharpenEffect(RenderTexture texture, int iterations = 1) 12 | { 13 | if (sharpenCompute == null) 14 | { 15 | sharpenCompute = (ComputeShader)Resources.Load("Sharpen"); 16 | } 17 | 18 | RenderTexture resultTexture = new RenderTexture(texture.descriptor); 19 | sharpenCompute.SetTexture(0, "Source", texture); 20 | sharpenCompute.SetTexture(0, "Result", resultTexture); 21 | sharpenCompute.SetInt("width", texture.width); 22 | sharpenCompute.SetInt("height", texture.height); 23 | 24 | for (int i = 0; i < iterations; i++) 25 | { 26 | 27 | ComputeHelper.Dispatch(sharpenCompute, texture.width, texture.height); 28 | ComputeHelper.CopyRenderTexture(resultTexture, texture); 29 | } 30 | resultTexture.Release(); 31 | 32 | } 33 | } 34 | } -------------------------------------------------------------------------------- /ProjectSettings/PackageManagerSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &1 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 61 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 13964, guid: 0000000000000000e000000000000000, type: 0} 13 | m_Name: 14 | m_EditorClassIdentifier: 15 | m_ScopedRegistriesSettingsExpanded: 1 16 | oneTimeWarningShown: 0 17 | m_Registries: 18 | - m_Id: main 19 | m_Name: 20 | m_Url: https://packages.unity.com 21 | m_Scopes: [] 22 | m_IsDefault: 1 23 | m_UserSelectedRegistryName: 24 | m_UserAddingNewScopedRegistry: 0 25 | m_RegistryInfoDraft: 26 | m_ErrorMessage: 27 | m_Original: 28 | m_Id: 29 | m_Name: 30 | m_Url: 31 | m_Scopes: [] 32 | m_IsDefault: 0 33 | m_Modified: 0 34 | m_Name: 35 | m_Url: 36 | m_Scopes: 37 | - 38 | m_SelectedScopeIndex: 0 39 | -------------------------------------------------------------------------------- /Assets/Scripts/Compute Helper/Resources/NormalizeTexture.compute: -------------------------------------------------------------------------------- 1 | #pragma kernel CalculateMinMax 2 | 3 | static const int intScalar = 100000; 4 | RWTexture2D Source; 5 | uint width; 6 | uint height; 7 | 8 | RWStructuredBuffer minMaxBuffer; 9 | 10 | [numthreads(8,8,1)] 11 | void CalculateMinMax (uint3 id : SV_DispatchThreadID) 12 | { 13 | 14 | if (id.x < 0 || id.x >= width || id.y < 0 || id.y >= height) { 15 | return; 16 | } 17 | 18 | float value = Source[id.xy].x; 19 | int valueInt = (int)(value * intScalar); 20 | 21 | InterlockedMin(minMaxBuffer[0], valueInt); 22 | InterlockedMax(minMaxBuffer[1], valueInt); 23 | } 24 | 25 | #pragma kernel NormalizeTexture 26 | [numthreads(8,8,1)] 27 | void NormalizeTexture (uint3 id : SV_DispatchThreadID) 28 | { 29 | 30 | if (id.x < 0 || id.x >= width || id.y < 0 || id.y >= height) { 31 | return; 32 | } 33 | 34 | float minValue = (float)minMaxBuffer[0] / intScalar; 35 | float maxValue = (float)minMaxBuffer[1] / intScalar; 36 | 37 | float value = Source[id.xy].x; 38 | float normalizedValue = (value - minValue) / (maxValue - minValue); 39 | 40 | Source[id.xy] = normalizedValue; 41 | } -------------------------------------------------------------------------------- /Assets/Scripts/Simulation/Editor/SimulationEditor.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEditor; 5 | 6 | [CustomEditor(typeof(Simulation))] 7 | public class SimulationEditor : Editor 8 | { 9 | 10 | Editor settingsEditor; 11 | bool settingsFoldout; 12 | 13 | public override void OnInspectorGUI() 14 | { 15 | DrawDefaultInspector(); 16 | Simulation sim = target as Simulation; 17 | 18 | if (sim.settings != null) 19 | { 20 | DrawSettingsEditor(sim.settings, ref settingsFoldout, ref settingsEditor); 21 | EditorPrefs.SetBool(nameof(settingsFoldout), settingsFoldout); 22 | } 23 | } 24 | 25 | void DrawSettingsEditor(Object settings, ref bool foldout, ref Editor editor) 26 | { 27 | if (settings != null) 28 | { 29 | foldout = EditorGUILayout.InspectorTitlebar(foldout, settings); 30 | if (foldout) 31 | { 32 | CreateCachedEditor(settings, null, ref editor); 33 | editor.OnInspectorGUI(); 34 | } 35 | 36 | } 37 | } 38 | 39 | private void OnEnable() 40 | { 41 | settingsFoldout = EditorPrefs.GetBool(nameof(settingsFoldout), false); 42 | } 43 | } 44 | -------------------------------------------------------------------------------- /Assets/Scripts/Compute Helper/Resources/Blur.compute: -------------------------------------------------------------------------------- 1 | RWTexture2D Source; 2 | RWTexture2D HorizontalPassTexture; 3 | StructuredBuffer kernelValues; 4 | uint width; 5 | uint height; 6 | uint kernelSize; 7 | 8 | #pragma kernel HorizontalPass 9 | 10 | [numthreads(8,8,1)] 11 | void HorizontalPass (uint3 id : SV_DispatchThreadID) 12 | { 13 | if (id.x < 0 || id.x >= width || id.y < 0 || id.y >= height) { 14 | return; 15 | } 16 | 17 | float4 colour = 0; 18 | for (uint i = 0; i < kernelSize; i ++) { 19 | int x = min(max(0, id.x - kernelSize/2 + i), width-1); 20 | colour += Source[int2(x, id.y)] * kernelValues[i]; 21 | } 22 | HorizontalPassTexture[id.xy] = colour; 23 | } 24 | 25 | #pragma kernel VerticalPass 26 | 27 | [numthreads(8,8,1)] 28 | void VerticalPass (uint3 id : SV_DispatchThreadID) 29 | { 30 | if (id.x < 0 || id.x >= width || id.y < 0 || id.y >= height) { 31 | return; 32 | } 33 | 34 | float4 colour = 0; 35 | for (uint i = 0; i < kernelSize; i ++) { 36 | int y = min(max(0, id.y - kernelSize/2 + i), height-1); 37 | colour += HorizontalPassTexture[int2(id.x, y)] * kernelValues[i]; 38 | } 39 | Source[id.xy] = colour; 40 | } -------------------------------------------------------------------------------- /Assets/Scripts/Simulation/Settings.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | [CreateAssetMenu] 6 | public class Settings : ScriptableObject 7 | { 8 | public enum DisplayMode 9 | { 10 | AB, 11 | Greyscale, 12 | Delta1, 13 | Delta2 14 | } 15 | 16 | public int numStepsPerFrame = 1; 17 | 18 | public DisplayMode displayMode; 19 | public Texture2D initMap; 20 | 21 | [Header("Behaviour")] 22 | [Range(0, 0.1f)] 23 | public float feedRate; 24 | [Range(0, 0.1f)] 25 | public float removeRate; 26 | [Range(0, 1f)] 27 | public float diffuseRateA; 28 | [Range(0, 1f)] 29 | public float diffuseRateB; 30 | [Range(2, 8)] 31 | public int diffuseRadius; 32 | 33 | 34 | public void SendToShader(ComputeShader compute) 35 | { 36 | compute.SetFloat(nameof(feedRate), feedRate); 37 | compute.SetFloat(nameof(removeRate), removeRate); 38 | compute.SetFloat(nameof(diffuseRateA), diffuseRateA); 39 | compute.SetFloat(nameof(diffuseRateB), diffuseRateB); 40 | compute.SetInt(nameof(diffuseRadius), diffuseRadius); 41 | 42 | // Processing 43 | compute.SetInt("displayMode", (int)displayMode); 44 | } 45 | } 46 | -------------------------------------------------------------------------------- /ProjectSettings/EditorSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!159 &1 4 | EditorSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 9 7 | m_ExternalVersionControlSupport: Visible Meta Files 8 | m_SerializationMode: 2 9 | m_LineEndingsForNewScripts: 0 10 | m_DefaultBehaviorMode: 1 11 | m_PrefabRegularEnvironment: {fileID: 0} 12 | m_PrefabUIEnvironment: {fileID: 0} 13 | m_SpritePackerMode: 4 14 | m_SpritePackerPaddingPower: 1 15 | m_EtcTextureCompressorBehavior: 1 16 | m_EtcTextureFastCompressor: 1 17 | m_EtcTextureNormalCompressor: 2 18 | m_EtcTextureBestCompressor: 4 19 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd;asmdef;rsp;asmref 20 | m_ProjectGenerationRootNamespace: 21 | m_CollabEditorSettings: 22 | inProgressEnabled: 1 23 | m_EnableTextureStreamingInEditMode: 1 24 | m_EnableTextureStreamingInPlayMode: 1 25 | m_AsyncShaderCompilation: 1 26 | m_EnterPlayModeOptionsEnabled: 0 27 | m_EnterPlayModeOptions: 3 28 | m_ShowLightmapResolutionOverlay: 1 29 | m_UseLegacyProbeSampleCount: 1 30 | m_AssetPipelineMode: 1 31 | m_CacheServerMode: 0 32 | m_CacheServerEndpoint: 33 | m_CacheServerNamespacePrefix: default 34 | m_CacheServerEnableDownload: 1 35 | m_CacheServerEnableUpload: 1 36 | -------------------------------------------------------------------------------- /ProjectSettings/DynamicsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- 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m_WorldBounds: 28 | m_Center: {x: 0, y: 0, z: 0} 29 | m_Extent: {x: 250, y: 250, z: 250} 30 | m_WorldSubdivisions: 8 31 | m_FrictionType: 0 32 | m_EnableEnhancedDeterminism: 0 33 | m_EnableUnifiedHeightmaps: 1 34 | m_DefaultMaxAngluarSpeed: 7 35 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | 13 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Asset meta data should only be ignored when the corresponding asset is also ignored 18 | !/[Aa]ssets/**/*.meta 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Autogenerated Jetbrains Rider plugin 24 | /[Aa]ssets/Plugins/Editor/JetBrains* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | 29 | # Gradle cache directory 30 | .gradle/ 31 | 32 | # Autogenerated VS/MD/Consulo solution and project files 33 | ExportedObj/ 34 | .consulo/ 35 | *.csproj 36 | *.unityproj 37 | *.sln 38 | *.suo 39 | *.tmp 40 | *.user 41 | *.userprefs 42 | *.pidb 43 | *.booproj 44 | *.svd 45 | *.pdb 46 | *.mdb 47 | *.opendb 48 | *.VC.db 49 | 50 | # Unity3D generated meta files 51 | *.pidb.meta 52 | *.pdb.meta 53 | *.mdb.meta 54 | 55 | # Unity3D generated file on crash reports 56 | sysinfo.txt 57 | 58 | # Builds 59 | *.apk 60 | *.aab 61 | *.unitypackage 62 | 63 | # Crashlytics generated file 64 | crashlytics-build.properties 65 | 66 | # Packed Addressables 67 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* 68 | 69 | # Temporary auto-generated Android Assets 70 | /[Aa]ssets/[Ss]treamingAssets/aa.meta 71 | /[Aa]ssets/[Ss]treamingAssets/aa/* 72 | -------------------------------------------------------------------------------- /ProjectSettings/NavMeshAreas.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!126 &1 4 | NavMeshProjectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | areas: 8 | - name: Walkable 9 | cost: 1 10 | - name: Not Walkable 11 | cost: 1 12 | - name: Jump 13 | cost: 2 14 | - name: 15 | cost: 1 16 | - name: 17 | cost: 1 18 | - name: 19 | cost: 1 20 | - name: 21 | cost: 1 22 | - name: 23 | cost: 1 24 | - name: 25 | cost: 1 26 | - name: 27 | cost: 1 28 | - name: 29 | cost: 1 30 | - name: 31 | cost: 1 32 | - name: 33 | cost: 1 34 | - name: 35 | cost: 1 36 | - name: 37 | cost: 1 38 | - name: 39 | cost: 1 40 | - name: 41 | cost: 1 42 | - name: 43 | cost: 1 44 | - name: 45 | cost: 1 46 | - name: 47 | cost: 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"com.unity.modules.terrainphysics": "1.0.0", 27 | "com.unity.modules.tilemap": "1.0.0", 28 | "com.unity.modules.ui": "1.0.0", 29 | "com.unity.modules.uielements": "1.0.0", 30 | "com.unity.modules.umbra": "1.0.0", 31 | "com.unity.modules.unityanalytics": "1.0.0", 32 | "com.unity.modules.unitywebrequest": "1.0.0", 33 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 34 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 35 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 36 | "com.unity.modules.unitywebrequestwww": "1.0.0", 37 | "com.unity.modules.vehicles": "1.0.0", 38 | "com.unity.modules.video": "1.0.0", 39 | "com.unity.modules.vr": "1.0.0", 40 | "com.unity.modules.wind": "1.0.0", 41 | "com.unity.modules.xr": "1.0.0" 42 | } 43 | } 44 | -------------------------------------------------------------------------------- /ProjectSettings/GraphicsSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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m_NewContactsPerJob: 30 28 | m_CollideContactsPerJob: 100 29 | m_ClearFlagsPerJob: 200 30 | m_ClearBodyForcesPerJob: 200 31 | m_SyncDiscreteFixturesPerJob: 50 32 | m_SyncContinuousFixturesPerJob: 50 33 | m_FindNearestContactsPerJob: 100 34 | m_UpdateTriggerContactsPerJob: 100 35 | m_IslandSolverCostThreshold: 100 36 | m_IslandSolverBodyCostScale: 1 37 | m_IslandSolverContactCostScale: 10 38 | m_IslandSolverJointCostScale: 10 39 | m_IslandSolverBodiesPerJob: 50 40 | m_IslandSolverContactsPerJob: 50 41 | m_AutoSimulation: 1 42 | m_QueriesHitTriggers: 1 43 | m_QueriesStartInColliders: 1 44 | m_CallbacksOnDisable: 1 45 | m_ReuseCollisionCallbacks: 1 46 | m_AutoSyncTransforms: 0 47 | m_AlwaysShowColliders: 0 48 | m_ShowColliderSleep: 1 49 | m_ShowColliderContacts: 0 50 | m_ShowColliderAABB: 0 51 | m_ContactArrowScale: 0.2 52 | m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412} 53 | m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432} 54 | m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745} 55 | m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804} 56 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 57 | -------------------------------------------------------------------------------- /Assets/Scripts/Compute Helper/GaussianBlur.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace ComputeShaderUtility 6 | { 7 | 8 | public static class GaussianBlur 9 | { 10 | static ComputeShader blurCompute; 11 | 12 | public static void Blur(RenderTexture texture, int halfBlurSize = 8, float sigma = 5) 13 | { 14 | if (blurCompute == null) 15 | { 16 | blurCompute = (ComputeShader)Resources.Load("Blur"); 17 | } 18 | int kernelSize = Mathf.Abs(halfBlurSize) * 2 + 1; 19 | float[] kernelValues = Calculate1DGaussianKernel(kernelSize, sigma); 20 | 21 | ComputeBuffer kernelValueBuffer = new ComputeBuffer(kernelValues.Length, sizeof(float)); 22 | kernelValueBuffer.SetData(kernelValues); 23 | RenderTexture horizontalPassTexture = new RenderTexture(texture.descriptor); 24 | 25 | blurCompute.SetBuffer(0, "kernelValues", kernelValueBuffer); 26 | blurCompute.SetTexture(0, "HorizontalPassTexture", horizontalPassTexture); 27 | blurCompute.SetTexture(0, "Source", texture); 28 | 29 | blurCompute.SetBuffer(1, "kernelValues", kernelValueBuffer); 30 | blurCompute.SetTexture(1, "HorizontalPassTexture", horizontalPassTexture); 31 | blurCompute.SetTexture(1, "Source", texture); 32 | 33 | blurCompute.SetInt("kernelSize", kernelSize); 34 | blurCompute.SetInt("width", texture.width); 35 | blurCompute.SetInt("height", texture.height); 36 | 37 | ComputeHelper.Dispatch(blurCompute, texture.width, texture.height, kernelIndex: 0); 38 | ComputeHelper.Dispatch(blurCompute, texture.width, texture.height, kernelIndex: 1); 39 | 40 | horizontalPassTexture.Release(); 41 | kernelValueBuffer.Release(); 42 | 43 | } 44 | 45 | static float CalculateGaussianValue(int x, float sigma) 46 | { 47 | float c = 2 * sigma * sigma; 48 | return Mathf.Exp(-x * x / c) / Mathf.Sqrt(c * Mathf.PI); 49 | } 50 | 51 | public static float[] Calculate1DGaussianKernel(int kernelSize, float sigma) 52 | { 53 | float[] kernelValues = new float[kernelSize]; 54 | float sum = 0; 55 | for (int i = 0; i < kernelSize; i++) 56 | { 57 | kernelValues[i] = CalculateGaussianValue(i - kernelSize / 2, sigma); 58 | sum += kernelValues[i]; 59 | } 60 | 61 | for (int i = 0; i < kernelSize; i++) 62 | { 63 | kernelValues[i] /= sum; 64 | } 65 | 66 | return kernelValues; 67 | } 68 | } 69 | } -------------------------------------------------------------------------------- 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72 | - _SrcBlend: 1 73 | - _UVSec: 0 74 | - _ZWrite: 1 75 | m_Colors: 76 | - _Color: {r: 1, g: 1, b: 1, a: 1} 77 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} 78 | m_BuildTextureStacks: [] 79 | -------------------------------------------------------------------------------- /Assets/Scripts/Simulation/Simulation.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Experimental.Rendering; 3 | using ComputeShaderUtility; 4 | 5 | public class Simulation : MonoBehaviour 6 | { 7 | public int width = 1920; 8 | public int height = 1080; 9 | public ComputeShader compute; 10 | 11 | public Settings settings; 12 | 13 | public FilterMode filterMode = FilterMode.Point; 14 | public GraphicsFormat format = ComputeHelper.defaultGraphicsFormat; 15 | 16 | protected RenderTexture map; 17 | protected RenderTexture newMap; 18 | protected RenderTexture displayMap; 19 | bool needsDisplayUpdate = true; 20 | 21 | 22 | protected virtual void Start() 23 | { 24 | Time.fixedDeltaTime = 1 / 60.0f; 25 | Init(); 26 | 27 | var material = transform.GetComponentInChildren().material; 28 | material.mainTexture = displayMap; 29 | } 30 | 31 | 32 | void Init() 33 | { 34 | 35 | // Create render textures 36 | ComputeHelper.CreateRenderTexture(ref map, width, height, filterMode, format, "Map"); 37 | ComputeHelper.CreateRenderTexture(ref newMap, width, height, filterMode, format, "New Map"); 38 | ComputeHelper.CreateRenderTexture(ref displayMap, width, height, filterMode, format, "Display Map"); 39 | 40 | compute.SetInt("width", width); 41 | compute.SetInt("height", height); 42 | 43 | compute.SetTexture(0, "Map", map); 44 | compute.SetTexture(0, "InitMap", settings.initMap); 45 | ComputeHelper.Dispatch(compute, width, height, 1, kernelIndex: 0); 46 | } 47 | 48 | 49 | 50 | void RunSimulation() 51 | { 52 | compute.SetFloat("deltaTime", Time.fixedDeltaTime); 53 | compute.SetTexture(1, "Map", map); 54 | compute.SetTexture(1, "NewMap", newMap); 55 | 56 | settings.SendToShader(compute); 57 | 58 | // Run 59 | ComputeHelper.Dispatch(compute, width, height, 1, kernelIndex: 1); 60 | 61 | ComputeHelper.CopyRenderTexture(newMap, map); 62 | 63 | } 64 | 65 | void Display() 66 | { 67 | 68 | compute.SetTexture(2, "Map", map); 69 | compute.SetTexture(2, "DisplayMap", displayMap); 70 | ComputeHelper.Dispatch(compute, width, height, 1, kernelIndex: 2); 71 | 72 | } 73 | 74 | 75 | void FixedUpdate() 76 | { 77 | for (int i = 0; i < settings.numStepsPerFrame; i++) 78 | { 79 | RunSimulation(); 80 | } 81 | needsDisplayUpdate = true; 82 | } 83 | 84 | 85 | void Update() 86 | { 87 | if (Input.GetKeyDown(KeyCode.Escape)) 88 | { 89 | Application.Quit(); 90 | } 91 | 92 | if (needsDisplayUpdate) 93 | { 94 | Display(); 95 | needsDisplayUpdate = false; 96 | } 97 | 98 | } 99 | 100 | void OnDestroy() 101 | { 102 | ComputeHelper.Release(map, displayMap, newMap); 103 | } 104 | 105 | } 106 | -------------------------------------------------------------------------------- /Assets/Scripts/Simulation/Simulation.compute: -------------------------------------------------------------------------------- 1 | #pragma kernel Init 2 | #pragma kernel Update 3 | #pragma kernel Display 4 | 5 | RWTexture2D Map; 6 | RWTexture2D NewMap; 7 | RWTexture2D DisplayMap; 8 | 9 | Texture2D InitMap; 10 | float deltaTime; 11 | int width; 12 | int height; 13 | 14 | float feedRate; 15 | float removeRate; 16 | float diffuseRateA; 17 | float diffuseRateB; 18 | int diffuseRadius; 19 | 20 | int displayMode; 21 | 22 | [numthreads(8,8,1)] 23 | void Init (uint3 id : SV_DispatchThreadID) 24 | { 25 | if ((int)id.x >= width || (int)id.y >= height) { 26 | return; 27 | } 28 | 29 | // Read from init map: 30 | float4 initVals = InitMap[id.xy]; 31 | Map[id.xy] = float4(1, initVals.r, 0, 0); 32 | return; 33 | } 34 | 35 | 36 | [numthreads(8,8,1)] 37 | void Update (uint3 id : SV_DispatchThreadID) 38 | { 39 | if ((int)id.x >= width || (int)id.y >= height) { 40 | return; 41 | }// 42 | 43 | float2 uv = float2(id.x/(width-1.0), id.y / (height-1.0)); 44 | 45 | float2 currentValues = Map[id.xy].xy; 46 | float a = currentValues.x; 47 | float b = currentValues.y; 48 | 49 | 50 | float2 diffuseStrength = 0; 51 | 52 | 53 | float2 sum = 0; 54 | float weightSum; 55 | for (int offsetY = -diffuseRadius; offsetY <= diffuseRadius; offsetY ++) { 56 | for (int offsetX = -diffuseRadius; offsetX <= diffuseRadius; offsetX ++) { 57 | if (offsetX == 0 && offsetY == 0) { 58 | continue; 59 | } 60 | int2 samplePos = id.xy + int2(offsetX, offsetY); 61 | samplePos = min(int2(width-1, height-1), max(0, samplePos)); 62 | float sqrDst = offsetX * offsetX + offsetY * offsetY; 63 | 64 | if (sqrDst <= diffuseRadius * diffuseRadius) { 65 | float weight = 1.0 / sqrt(sqrDst); 66 | sum += Map[samplePos].xy * weight; 67 | weightSum += weight; 68 | } 69 | } 70 | } 71 | 72 | diffuseStrength = sum / weightSum - currentValues; 73 | 74 | 75 | float deltaA = (diffuseRateA * diffuseStrength.x - a * b * b + feedRate * (1-a)); 76 | float newA = a + deltaA; 77 | 78 | float deltaB = (diffuseRateB * diffuseStrength.y + a * b * b - (removeRate + feedRate) * b); 79 | float newB = b + deltaB; 80 | 81 | NewMap[id.xy] = float4(max(0, newA), min(newB, 1), deltaA, deltaB); 82 | } 83 | 84 | [numthreads(8,8,1)] 85 | void Display (uint3 id : SV_DispatchThreadID) 86 | { 87 | if ((int)id.x >= width || (int)id.y >= height) { 88 | return; 89 | } 90 | 91 | float4 m = Map[id.xy]; 92 | float a = m.x; 93 | float b = m.y; 94 | float deltaA = m.z; 95 | float deltaB = m.w; 96 | 97 | const float deltaAThreshold = 0.0005; 98 | deltaA = max(0, deltaA - deltaAThreshold); 99 | 100 | if (displayMode == 0) { 101 | DisplayMap[id.xy] = m; 102 | } 103 | else if (displayMode == 1) { 104 | DisplayMap[id.xy] = a-b; 105 | } 106 | else if (displayMode == 2) { 107 | float4 col = float4(deltaA * 350, deltaB * 250, 0, 0) + float4(0, 0, b, 0); 108 | col = 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"com.unity.modules.unitywebrequest": "1.0.0" 309 | } 310 | }, 311 | "com.unity.modules.vr": { 312 | "version": "1.0.0", 313 | "depth": 0, 314 | "source": "builtin", 315 | "dependencies": { 316 | "com.unity.modules.jsonserialize": "1.0.0", 317 | "com.unity.modules.physics": "1.0.0", 318 | "com.unity.modules.xr": "1.0.0" 319 | } 320 | }, 321 | "com.unity.modules.wind": { 322 | "version": "1.0.0", 323 | "depth": 0, 324 | "source": "builtin", 325 | "dependencies": {} 326 | }, 327 | "com.unity.modules.xr": { 328 | "version": "1.0.0", 329 | "depth": 0, 330 | "source": "builtin", 331 | "dependencies": { 332 | "com.unity.modules.physics": "1.0.0", 333 | "com.unity.modules.jsonserialize": "1.0.0", 334 | "com.unity.modules.subsystems": "1.0.0" 335 | } 336 | } 337 | } 338 | } 339 | -------------------------------------------------------------------------------- /Assets/Scripts/Compute Helper/ComputeHelper.cs: -------------------------------------------------------------------------------- 1 | namespace ComputeShaderUtility 2 | { 3 | using UnityEngine; 4 | using UnityEngine.Experimental.Rendering; 5 | 6 | // This class contains some helper functions to make life a little easier working with compute shaders 7 | 8 | public static class ComputeHelper 9 | { 10 | 11 | public const FilterMode defaultFilterMode = FilterMode.Bilinear; 12 | public const GraphicsFormat defaultGraphicsFormat = GraphicsFormat.R16G16B16A16_SFloat; 13 | 14 | // 15 | static ComputeShader normalizeTextureCompute; 16 | static ComputeShader clearTextureCompute; 17 | static ComputeShader swizzleTextureCompute; 18 | 19 | 20 | 21 | 22 | // Subscribe to this event to be notified when buffers created in edit mode should be released 23 | // (i.e before script compilation occurs, and when exitting edit mode) 24 | public static event System.Action shouldReleaseEditModeBuffers; 25 | 26 | /// Convenience method for dispatching a compute shader. 27 | /// It calculates the number of thread groups based on the number of iterations needed. 28 | public static void Dispatch(ComputeShader cs, int numIterationsX, int numIterationsY = 1, int numIterationsZ = 1, int kernelIndex = 0) 29 | { 30 | Vector3Int threadGroupSizes = GetThreadGroupSizes(cs, kernelIndex); 31 | int numGroupsX = Mathf.CeilToInt(numIterationsX / (float)threadGroupSizes.x); 32 | int numGroupsY = Mathf.CeilToInt(numIterationsY / (float)threadGroupSizes.y); 33 | int numGroupsZ = Mathf.CeilToInt(numIterationsZ / (float)threadGroupSizes.y); 34 | cs.Dispatch(kernelIndex, numGroupsX, numGroupsY, numGroupsZ); 35 | } 36 | 37 | 38 | 39 | public static void CreateStructuredBuffer(ref ComputeBuffer buffer, int count) 40 | { 41 | int stride = System.Runtime.InteropServices.Marshal.SizeOf(typeof(T)); 42 | bool createNewBuffer = buffer == null || !buffer.IsValid() || buffer.count != count || buffer.stride != stride; 43 | if (createNewBuffer) 44 | { 45 | Release(buffer); 46 | buffer = new ComputeBuffer(count, stride); 47 | } 48 | } 49 | 50 | public static void CreateStructuredBuffer(ref ComputeBuffer buffer, T[] data) 51 | { 52 | CreateStructuredBuffer(ref buffer, data.Length); 53 | buffer.SetData(data); 54 | } 55 | 56 | public static ComputeBuffer CreateAndSetBuffer(T[] data, ComputeShader cs, string nameID, int kernelIndex = 0) 57 | { 58 | ComputeBuffer buffer = null; 59 | CreateAndSetBuffer(ref buffer, data, cs, nameID, kernelIndex); 60 | return buffer; 61 | } 62 | 63 | public static void CreateAndSetBuffer(ref ComputeBuffer buffer, T[] data, ComputeShader cs, string nameID, int kernelIndex = 0) 64 | { 65 | int stride = System.Runtime.InteropServices.Marshal.SizeOf(typeof(T)); 66 | CreateStructuredBuffer(ref buffer, data.Length); 67 | buffer.SetData(data); 68 | cs.SetBuffer(kernelIndex, nameID, buffer); 69 | } 70 | 71 | public static ComputeBuffer CreateAndSetBuffer(int length, ComputeShader cs, string nameID, int kernelIndex = 0) 72 | { 73 | ComputeBuffer buffer = null; 74 | CreateAndSetBuffer(ref buffer, length, cs, nameID, kernelIndex); 75 | return buffer; 76 | } 77 | 78 | public static void CreateAndSetBuffer(ref ComputeBuffer buffer, int length, ComputeShader cs, string nameID, int kernelIndex = 0) 79 | { 80 | CreateStructuredBuffer(ref buffer, length); 81 | cs.SetBuffer(kernelIndex, nameID, buffer); 82 | } 83 | 84 | /// Releases supplied buffer/s if not null 85 | public static void Release(params ComputeBuffer[] buffers) 86 | { 87 | for (int i = 0; i < buffers.Length; i++) 88 | { 89 | if (buffers[i] != null) 90 | { 91 | buffers[i].Release(); 92 | } 93 | } 94 | } 95 | 96 | /// Releases supplied render textures/s if not null 97 | public static void Release(params RenderTexture[] textures) 98 | { 99 | for (int i = 0; i < textures.Length; i++) 100 | { 101 | if (textures[i] != null) 102 | { 103 | textures[i].Release(); 104 | } 105 | } 106 | } 107 | 108 | public static Vector3Int GetThreadGroupSizes(ComputeShader compute, int kernelIndex = 0) 109 | { 110 | uint x, y, z; 111 | compute.GetKernelThreadGroupSizes(kernelIndex, out x, out y, out z); 112 | return new Vector3Int((int)x, (int)y, (int)z); 113 | } 114 | 115 | // ------ Texture Helpers ------ 116 | 117 | public static void CreateRenderTexture(ref RenderTexture texture, int width, int height) 118 | { 119 | CreateRenderTexture(ref texture, width, height, defaultFilterMode, defaultGraphicsFormat); 120 | } 121 | 122 | 123 | public static void CreateRenderTexture(ref RenderTexture texture, int width, int height, FilterMode filterMode, GraphicsFormat format, string name = "Unnamed") 124 | { 125 | if (texture == null || !texture.IsCreated() || texture.width != width || texture.height != height || texture.graphicsFormat != format) 126 | { 127 | if (texture != null) 128 | { 129 | texture.Release(); 130 | } 131 | texture = new RenderTexture(width, height, 0); 132 | texture.graphicsFormat = format; 133 | texture.enableRandomWrite = true; 134 | 135 | texture.autoGenerateMips = false; 136 | texture.Create(); 137 | } 138 | texture.name = name; 139 | texture.wrapMode = TextureWrapMode.Clamp; 140 | texture.filterMode = filterMode; 141 | } 142 | 143 | /// Copy the contents of one render texture into another. Assumes textures are the same size. 144 | public static void CopyRenderTexture(Texture source, RenderTexture target) 145 | { 146 | Graphics.Blit(source, target); 147 | } 148 | 149 | /// Swap channels of texture, or set to zero. For example, if inputs are: (green, red, zero, zero) 150 | /// then red and green channels will be swapped, and blue and alpha channels will be set to zero. 151 | public static void SwizzleTexture(Texture texture, Channel x, Channel y, Channel z, Channel w) 152 | { 153 | if (swizzleTextureCompute == null) 154 | { 155 | swizzleTextureCompute = (ComputeShader)Resources.Load("Swizzle"); 156 | } 157 | 158 | swizzleTextureCompute.SetInt("width", texture.width); 159 | swizzleTextureCompute.SetInt("height", texture.height); 160 | swizzleTextureCompute.SetTexture(0, "Source", texture); 161 | swizzleTextureCompute.SetVector("x", ChannelToMask(x)); 162 | swizzleTextureCompute.SetVector("y", ChannelToMask(y)); 163 | swizzleTextureCompute.SetVector("z", ChannelToMask(z)); 164 | swizzleTextureCompute.SetVector("w", ChannelToMask(w)); 165 | Dispatch(swizzleTextureCompute, texture.width, texture.height, 1, 0); 166 | } 167 | 168 | /// Sets all pixels of supplied texture to 0 169 | public static void ClearRenderTexture(RenderTexture source) 170 | { 171 | if (clearTextureCompute == null) 172 | { 173 | clearTextureCompute = (ComputeShader)Resources.Load("ClearTexture"); 174 | } 175 | clearTextureCompute.SetInt("width", source.width); 176 | clearTextureCompute.SetInt("height", source.height); 177 | clearTextureCompute.SetTexture(0, "Source", source); 178 | Dispatch(clearTextureCompute, source.width, source.height, 1, 0); 179 | } 180 | 181 | /// Work in progress, currently only works with one channel and very slow 182 | public static void NormalizeRenderTexture(RenderTexture source) 183 | { 184 | if (normalizeTextureCompute == null) 185 | { 186 | normalizeTextureCompute = (ComputeShader)Resources.Load("NormalizeTexture"); 187 | } 188 | 189 | normalizeTextureCompute.SetInt("width", source.width); 190 | normalizeTextureCompute.SetInt("height", source.height); 191 | normalizeTextureCompute.SetTexture(0, "Source", source); 192 | normalizeTextureCompute.SetTexture(1, "Source", source); 193 | 194 | ComputeBuffer minMaxBuffer = CreateAndSetBuffer(new int[] { int.MaxValue, 0 }, normalizeTextureCompute, "minMaxBuffer", 0); 195 | normalizeTextureCompute.SetBuffer(1, "minMaxBuffer", minMaxBuffer); 196 | 197 | Dispatch(normalizeTextureCompute, source.width, source.height, 1, 0); 198 | Dispatch(normalizeTextureCompute, source.width, source.height, 1, 1); 199 | 200 | //int[] data = new int[2]; 201 | //minMaxBuffer.GetData(data); 202 | //Debug.Log(data[0] + " " + data[1]); 203 | 204 | Release(minMaxBuffer); 205 | } 206 | 207 | // https://cmwdexint.com/2017/12/04/computeshader-setfloats/ 208 | public static float[] PackFloats(params float[] values) 209 | { 210 | float[] packed = new float[values.Length * 4]; 211 | for (int i = 0; i < values.Length; i++) 212 | { 213 | packed[i * 4] = values[i]; 214 | } 215 | return values; 216 | } 217 | 218 | // Only run compute shaders if this is true 219 | // This is only relevant for compute shaders that run outside of playmode 220 | public static bool CanRunEditModeCompute 221 | { 222 | get 223 | { 224 | return CheckIfCanRunInEditMode(); 225 | } 226 | } 227 | 228 | // Set all values from settings object on the shader. Note, variable names must be an exact match in the shader. 229 | // Settings object can be any class/struct containing vectors/ints/floats/bools 230 | public static void SetParams(System.Object settings, ComputeShader shader, string variableNamePrefix = "", string variableNameSuffix = "") 231 | { 232 | var fields = settings.GetType().GetFields(); 233 | foreach (var field in fields) 234 | { 235 | var fieldType = field.FieldType; 236 | string shaderVariableName = variableNamePrefix + field.Name + variableNameSuffix; 237 | 238 | if (fieldType == typeof(UnityEngine.Vector4) || fieldType == typeof(Vector3) || fieldType == typeof(Vector2)) 239 | { 240 | shader.SetVector(shaderVariableName, (Vector4)field.GetValue(settings)); 241 | } 242 | else if (fieldType == typeof(int)) 243 | { 244 | shader.SetInt(shaderVariableName, (int)field.GetValue(settings)); 245 | } 246 | else if (fieldType == typeof(float)) 247 | { 248 | shader.SetFloat(shaderVariableName, (float)field.GetValue(settings)); 249 | } 250 | else if (fieldType == typeof(bool)) 251 | { 252 | shader.SetBool(shaderVariableName, (bool)field.GetValue(settings)); 253 | } 254 | else 255 | { 256 | Debug.Log($"Type {fieldType} not implemented"); 257 | } 258 | } 259 | } 260 | 261 | 262 | 263 | static Vector4 ChannelToMask(Channel channel) 264 | { 265 | switch (channel) 266 | { 267 | case Channel.Red: 268 | return new Vector4(1, 0, 0, 0); 269 | case Channel.Green: 270 | return new Vector4(0, 1, 0, 0); 271 | case Channel.Blue: 272 | return new Vector4(0, 0, 1, 0); 273 | case Channel.Alpha: 274 | return new Vector4(0, 0, 0, 1); 275 | case Channel.Zero: 276 | return new Vector4(0, 0, 0, 0); 277 | default: 278 | return Vector4.zero; 279 | } 280 | } 281 | 282 | 283 | // Editor helpers: 284 | 285 | #if UNITY_EDITOR 286 | static UnityEditor.PlayModeStateChange playModeState; 287 | 288 | static ComputeHelper() 289 | { 290 | // Monitor play mode state 291 | UnityEditor.EditorApplication.playModeStateChanged -= MonitorPlayModeState; 292 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