├── .gitignore ├── Assets ├── Readme.asset ├── Readme.asset.meta ├── Scenes.meta ├── Scenes │ ├── SampleScene.meta │ ├── SampleScene.unity │ ├── SampleScene.unity.meta │ ├── SampleScene │ │ ├── LightingData.asset │ │ └── LightingData.asset.meta │ ├── SampleSceneLightingSettings.lighting │ └── SampleSceneLightingSettings.lighting.meta ├── Scripts.meta ├── Scripts │ ├── ComputeMeshArray.compute │ ├── ComputeMeshArray.compute.meta │ ├── ComputeMeshArrayInclude.hlsl │ ├── ComputeMeshArrayInclude.hlsl.meta │ ├── DrawingGPUInstanceMeshArray.cs │ ├── DrawingGPUInstanceMeshArray.cs.meta │ ├── MeshArrayColor.shader │ ├── MeshArrayColor.shader.meta │ ├── SimpleCameraController.cs │ └── SimpleCameraController.cs.meta ├── Settings.meta ├── Settings │ ├── ForwardRenderer.asset │ ├── ForwardRenderer.asset.meta │ ├── UniversalRP-HighQuality.asset │ ├── UniversalRP-HighQuality.asset.meta │ ├── UniversalRP-LowQuality.asset │ ├── UniversalRP-LowQuality.asset.meta │ ├── UniversalRP-MediumQuality.asset │ └── UniversalRP-MediumQuality.asset.meta └── Textures.meta ├── LICENSE ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── AutoStreamingSettings.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── SceneTemplateSettings.json ├── TagManager.asset ├── TimeManager.asset ├── URPProjectSettings.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset ├── README.md ├── Readme ├── pic_0.png └── pic_1.png └── UserSettings └── EditorUserSettings.asset /.gitignore: -------------------------------------------------------------------------------- 1 | /.idea/ 2 | /Library/ 3 | /Logs/ 4 | /obj/ 5 | /Temp/ 6 | /UserSettings/ 7 | *.csproj 8 | *.sln 9 | *.suo 10 | *.tmp 11 | *.user 12 | *.log 13 | /Packages/com.unity.render-pipelines.universal@10.6.0/Documentation~/ 14 | -------------------------------------------------------------------------------- /Assets/Readme.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 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: 11500000, guid: fcf7219bab7fe46a1ad266029b2fee19, type: 3} 13 | m_Name: Readme 14 | m_EditorClassIdentifier: 15 | icon: {fileID: 2800000, guid: 7801804018a7dcf42abb827444e18660, type: 3} 16 | title: Universal Render Pipeline Template 17 | sections: 18 | - heading: Universal Render Pipeline 19 | text: 'The Universal Project Template configures Project settings for Projects where performance, wide platform support, and ease of customizing graphics are the primary considerations.' 20 | linkText: 21 | url: 22 | - heading: 23 | text: 'This Template uses the Universal Render Pipeline (URP) and Shader Graph.' 24 | linkText: 25 | url: 26 | - heading: 27 | text: 'URP is prebuilt Scriptable Render Pipeline that is quick and easy to customize, and lets you create optimized graphics across a wide range of platforms. URP also includes an optimized 2D renderer complete with 2D lights and pixel perfect rendering, and an integrated post-processing solution.' 28 | linkText: 29 | url: 30 | - heading: 31 | text: 'Shader Graph is a tool that allows you to create shaders using a visual node editor instead of writing code.' 32 | linkText: 33 | url: 34 | - heading: 35 | text: 'This template contains a sample Scene that contains examples of how to configure lighting settings, Materials, Shaders, and post-processing effects in URP, several preconfigured Universal Render Pipeline Assets that let you quickly swap between graphics quality levels, and Presets that have been optimized for use with URP.' 36 | linkText: 37 | url: 38 | - heading: 39 | text: 'This template contains a sample Scene that contains examples of how to configure lighting settings, Materials, Shaders, and post-processing effects in URP, several preconfigured Universal Render Pipeline Assets that let you quickly swap between graphics quality levels, and Presets that have been optimized for use with URP.' 40 | linkText: 41 | url: 42 | - heading: 43 | text: 'To read more about URP and its built-in features, see the ' 44 | linkText: URP documentation. 45 | url: https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html 46 | - heading: 47 | text: 'For more information about Shader Graph, see the ' 48 | linkText: Shader Graph documentation 49 | url: https://docs.unity3d.com/Packages/com.unity.shadergraph@latest 50 | loadedLayout: 1 51 | -------------------------------------------------------------------------------- /Assets/Readme.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 83c2ed844a8c74b779a4c823d16594b1 3 | timeCreated: 1484217493 4 | licenseType: Store 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | 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userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 02a3527b6b33a924e8ec66aa805ea717 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/ComputeMeshArray.compute: -------------------------------------------------------------------------------- 1 | #pragma kernel ComputeIndex2D 2 | #pragma kernel ComputeMeshData 3 | #pragma kernel ComputeCullingUpdate 4 | 5 | #include "ComputeMeshArrayInclude.hlsl" 6 | 7 | struct Thread 8 | { 9 | uint id : SV_DispatchThreadID; 10 | }; 11 | 12 | RWStructuredBuffer Index2D; 13 | RWStructuredBuffer OringinalDataBuffer; 14 | AppendStructuredBuffer CullBuffer; 15 | 16 | bool _IsCheckPosition; 17 | uint _Length; 18 | float _Interval; 19 | float _CullingDistacne; 20 | float4 _CameraPosition; 21 | float4 _CameraForward; 22 | float _CameraHaflDiagonalFovDotProductor; 23 | 24 | [numthreads(16,1,1)] 25 | void ComputeIndex2D(Thread thread) 26 | { 27 | uint id = thread.id; 28 | Index2D[id] = Index_to_Index2D(id,_Length); 29 | } 30 | 31 | [numthreads(16,1,1)] 32 | void ComputeMeshData(Thread thread) 33 | { 34 | uint id = thread.id; 35 | float2 id_2D = Index2D[id]; 36 | float2 pos = (id_2D - _Length * 0.5 + 0.5) * _Interval; 37 | OringinalDataBuffer[id].Position = float3(pos.x,0,pos.y); 38 | 39 | if (_IsCheckPosition) 40 | OringinalDataBuffer[id].Color = float4(id_2D.x,id_2D.y,0,1)/_Length; 41 | else 42 | OringinalDataBuffer[id].Color = float4(Random(id_2D.x * id_2D.y * (1-0.008)),Random(id_2D.x * id_2D.y * 0.008),Random(id+2),1); 43 | 44 | } 45 | 46 | [numthreads(16,1,1)] 47 | void ComputeCullingUpdate(Thread thread) 48 | { 49 | uint id = thread.id; 50 | float2 id_2D = Index2D[id]; 51 | float3 pos = OringinalDataBuffer[id].Position; 52 | 53 | float forward = dot(normalize(pos - _CameraPosition.xyz),_CameraForward.xyz); 54 | if (forward < _CameraHaflDiagonalFovDotProductor) 55 | return; 56 | 57 | float distance = length(abs(pos - _CameraPosition.xyz)); 58 | if (distance > _CullingDistacne + 150) 59 | return; 60 | if(distance > _CullingDistacne + 50) 61 | if((uint)id_2D.x%4 != 0 || (uint)id_2D.y%4 != 0) 62 | return; 63 | if(distance > _CullingDistacne) 64 | if((uint)id_2D.x%2 != 0 || (uint)id_2D.y%2 != 0) 65 | return; 66 | 67 | CullBuffer.Append(OringinalDataBuffer[id]); 68 | } 69 | 70 | 71 | -------------------------------------------------------------------------------- /Assets/Scripts/ComputeMeshArray.compute.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 02d0680d6ef7be8439f13de5024d956e 3 | ComputeShaderImporter: 4 | externalObjects: {} 5 | currentAPIMask: 4 6 | preprocessorOverride: 0 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/ComputeMeshArrayInclude.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef COMPUTE_MESH_ARRAY_INCLUDE 2 | #define COMPUTE_MESH_ARRAY_INCLUDE 3 | 4 | struct MeshArrayData 5 | { 6 | float3 Position; 7 | float4 Color; 8 | }; 9 | 10 | float2 Index_to_Index2D(uint index , uint length) 11 | { 12 | float2 index2D; 13 | index2D.x = (index+1)%length; 14 | index2D.y = (index)/length; 15 | return index2D; 16 | } 17 | 18 | float Random(uint number) 19 | { 20 | return frac(sin(dot(float2(number,number+3),float2(12.9898,78.233)))*43758.5453123); 21 | } 22 | 23 | #endif -------------------------------------------------------------------------------- /Assets/Scripts/ComputeMeshArrayInclude.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4610c65b99104160b988e5787acb810e 3 | timeCreated: 1647565028 -------------------------------------------------------------------------------- /Assets/Scripts/DrawingGPUInstanceMeshArray.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Runtime.InteropServices; 4 | using Unity.Mathematics; 5 | using UnityEditor; 6 | using UnityEngine; 7 | 8 | public class DrawingGPUInstanceMeshArray : MonoBehaviour 9 | { 10 | 11 | public ComputeShader computeShader; 12 | private InstanceDataBuffer _buffer; 13 | private uint[] _args = new uint[5] { 0, 0, 0, 0, 0 }; 14 | private int _kernelOfComupteIndex2D; 15 | private int _kernelOfComputeMeshData; 16 | private int _kernelOfComupteCulling; 17 | private static readonly int InstanceBuffer = Shader.PropertyToID("_InstanceBuffer"); 18 | 19 | public new Camera camera; 20 | private float _cameraFov; 21 | private float _cameraHalfDiagonalFovDotProduct; 22 | public bool checkSingleMeshPosition; 23 | 24 | [Space] 25 | public int length = 512; 26 | public float interval = 1.5f; 27 | 28 | public Mesh mesh; 29 | public Shader shader; 30 | private Material _material; 31 | private Bounds _bounds; 32 | private Vector3 _boundsCenter; 33 | private Vector3 _boundsSize; 34 | private float3 _singleInMeshSize; 35 | private int _count; 36 | 37 | public float cullingDistacne = 10f; 38 | 39 | struct MeshArrayData 40 | { 41 | public float3 Position; 42 | public float4 Color; 43 | } 44 | struct IndirectArgumentData 45 | { 46 | public uint IndexCountPerInstance; 47 | public uint InstanceCount; 48 | public uint StartIndexLocation; 49 | public uint BaseVertexLocation; 50 | public uint StartInstanceLocation; 51 | } 52 | 53 | struct InstanceDataBuffer 54 | { 55 | public ComputeBuffer Index2D; 56 | public ComputeBuffer ArgBuffer; 57 | public ComputeBuffer Origin; 58 | public ComputeBuffer Culling; 59 | } 60 | 61 | 62 | private void Awake() 63 | { 64 | _singleInMeshSize = mesh.bounds.size; 65 | _material = new Material(shader); 66 | _count = length * length; 67 | _boundsCenter = math.float3(0,0,0); 68 | _boundsSize = math.float3((length - 1) * interval+_singleInMeshSize.x, _singleInMeshSize.y, (length - 1) * interval+_singleInMeshSize.z); 69 | _bounds = new Bounds(_boundsCenter,_boundsSize); 70 | 71 | _buffer = new InstanceDataBuffer(); 72 | _buffer.Index2D = new ComputeBuffer(_count, Marshal.SizeOf(typeof(float2)), ComputeBufferType.Structured); 73 | _buffer.ArgBuffer = new ComputeBuffer(1, _args.Length * sizeof(uint), ComputeBufferType.IndirectArguments); 74 | _buffer.Origin = new ComputeBuffer(_count,Marshal.SizeOf(typeof(MeshArrayData)),ComputeBufferType.Structured); 75 | _buffer.Culling = new ComputeBuffer(_count,Marshal.SizeOf(typeof(MeshArrayData)),ComputeBufferType.Append); 76 | _args[0] = (uint)mesh.GetIndexCount(0); 77 | _buffer.ArgBuffer.SetData(_args); 78 | 79 | _kernelOfComupteIndex2D = computeShader.FindKernel("ComputeIndex2D"); 80 | _kernelOfComputeMeshData = computeShader.FindKernel("ComputeMeshData"); 81 | _kernelOfComupteCulling = computeShader.FindKernel("ComputeCullingUpdate"); 82 | } 83 | 84 | private void Start() 85 | { 86 | computeShader.SetInt("_Length",length); 87 | computeShader.SetFloat("_Interval",interval); 88 | computeShader.SetBool("_IsCheckPosition",checkSingleMeshPosition); 89 | 90 | UpdateFov(); 91 | 92 | computeShader.SetBuffer(_kernelOfComupteIndex2D,"Index2D",_buffer.Index2D); 93 | computeShader.Dispatch(_kernelOfComupteIndex2D, _count / 16, 1, 1); 94 | 95 | computeShader.SetBuffer(_kernelOfComputeMeshData,"Index2D",_buffer.Index2D); 96 | computeShader.SetBuffer(_kernelOfComputeMeshData,"OringinalDataBuffer",_buffer.Origin); 97 | computeShader.Dispatch(_kernelOfComputeMeshData, _count / 16, 1, 1); 98 | 99 | computeShader.SetBuffer(_kernelOfComupteCulling,"Index2D",_buffer.Index2D); 100 | computeShader.SetBuffer(_kernelOfComupteCulling,"ArgBuffer",_buffer.ArgBuffer); 101 | computeShader.SetBuffer(_kernelOfComupteCulling,"CullBuffer",_buffer.Culling); 102 | computeShader.SetBuffer(_kernelOfComupteCulling,"OringinalDataBuffer",_buffer.Origin); 103 | 104 | Shader.SetGlobalBuffer(InstanceBuffer,_buffer.Culling); 105 | } 106 | 107 | void Update() 108 | { 109 | UpdateFov(); 110 | 111 | _buffer.Culling.SetCounterValue(0); 112 | computeShader.SetFloat("_CullingDistacne",cullingDistacne); 113 | computeShader.SetVector("_CameraPosition",camera.gameObject.transform.position); 114 | computeShader.SetVector("_CameraForward",camera.transform.forward); 115 | computeShader.Dispatch(_kernelOfComupteCulling, _count / 16, 1, 1); 116 | ComputeBuffer.CopyCount(_buffer.Culling,_buffer.ArgBuffer,sizeof(uint)); 117 | Graphics.DrawMeshInstancedIndirect(mesh,0,_material,_bounds,_buffer.ArgBuffer); 118 | } 119 | 120 | float GetCameraHalfDiagonalFovDotProduct(Camera cam) 121 | { 122 | float ratio = (float)Screen.width / Screen.height; 123 | float camVerticalFov = cam.fieldOfView * Mathf.Deg2Rad; 124 | float camFarDistance = cam.farClipPlane; 125 | float camFarHeight = camFarDistance * math.tan(camVerticalFov * 0.5f) * 2; 126 | float camFarWidth = camFarHeight * ratio; 127 | float camFarDiagonal = math.sqrt(camFarHeight * camFarHeight + camFarWidth * camFarWidth); 128 | float camFarDiagonalHalf = camFarDiagonal * 0.5f; 129 | float camHypotenuse = math.sqrt(camFarDistance * camFarDistance + camFarDiagonalHalf * camFarDiagonalHalf); 130 | float cosHalfCamDiagonalFov = camFarDistance / camHypotenuse; 131 | return cosHalfCamDiagonalFov; 132 | } 133 | 134 | private void UpdateFov() 135 | { 136 | if (Math.Abs(camera.fieldOfView - _cameraFov) > 0) 137 | { 138 | _cameraHalfDiagonalFovDotProduct = GetCameraHalfDiagonalFovDotProduct(camera); 139 | _cameraFov = camera.fieldOfView; 140 | computeShader.SetFloat("_CameraHaflDiagonalFovDotProductor",_cameraHalfDiagonalFovDotProduct); 141 | } 142 | } 143 | 144 | private void OnDestroy() 145 | { 146 | _buffer.Index2D.Dispose(); 147 | _buffer.ArgBuffer.Dispose(); 148 | _buffer.Origin.Dispose(); 149 | _buffer.Culling.Dispose(); 150 | Destroy(_material); 151 | } 152 | 153 | private void OnDrawGizmos() 154 | { 155 | Gizmos.color = Color.yellow; 156 | Gizmos.DrawWireCube(_boundsCenter,_boundsSize); 157 | } 158 | 159 | [ContextMenu("Check Mesh Count")] 160 | private void CheckMeshCount() 161 | { 162 | IndirectArgumentData[] data = new IndirectArgumentData[1]; 163 | _buffer.ArgBuffer.GetData(data); 164 | Debug.LogFormat("Mesh:{0} Vertex:{1}", data[0].InstanceCount, data[0].InstanceCount * mesh.vertexCount); 165 | } 166 | } 167 | -------------------------------------------------------------------------------- /Assets/Scripts/DrawingGPUInstanceMeshArray.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a9eaaf9869c9d4642b7ae0daced537fe 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: 7 | - computeShader: {fileID: 7200000, guid: 02d0680d6ef7be8439f13de5024d956e, type: 3} 8 | - camera: {instanceID: 0} 9 | - mesh: {fileID: 10208, guid: 0000000000000000e000000000000000, type: 0} 10 | - shader: {fileID: 4800000, guid: c2db7b5246f61b24f98f5cfbb416f2f2, type: 3} 11 | executionOrder: 0 12 | icon: {instanceID: 0} 13 | userData: 14 | assetBundleName: 15 | assetBundleVariant: 16 | -------------------------------------------------------------------------------- /Assets/Scripts/MeshArrayColor.shader: -------------------------------------------------------------------------------- 1 | Shader "GPU_Instance/MeshArrayColor" 2 | { 3 | Properties 4 | { 5 | [MainTexture] _BaseMap("Texture", 2D) = "white" {} 6 | [MainColor] _BaseColor("Color", Color) = (1, 1, 1, 1) 7 | _Cutoff("AlphaCutout", Range(0.0, 1.0)) = 0.5 8 | 9 | // BlendMode 10 | [HideInInspector] _Surface("__surface", Float) = 0.0 11 | [HideInInspector] _Blend("__blend", Float) = 0.0 12 | [HideInInspector] _AlphaClip("__clip", Float) = 0.0 13 | [HideInInspector] _SrcBlend("Src", Float) = 1.0 14 | [HideInInspector] _DstBlend("Dst", Float) = 0.0 15 | [HideInInspector] _ZWrite("ZWrite", Float) = 1.0 16 | [HideInInspector] _Cull("__cull", Float) = 2.0 17 | 18 | // Editmode props 19 | [HideInInspector] _QueueOffset("Queue offset", Float) = 0.0 20 | 21 | // ObsoleteProperties 22 | [HideInInspector] _MainTex("BaseMap", 2D) = "white" {} 23 | [HideInInspector] _Color("Base Color", Color) = (0.5, 0.5, 0.5, 1) 24 | [HideInInspector] _SampleGI("SampleGI", float) = 0.0 // needed from bakedlit 25 | } 26 | SubShader 27 | { 28 | Tags { "RenderType" = "Opaque" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" } 29 | LOD 100 30 | 31 | Blend [_SrcBlend][_DstBlend] 32 | ZWrite [_ZWrite] 33 | Cull [_Cull] 34 | 35 | Pass 36 | { 37 | Name "SquareArrayColor" 38 | HLSLPROGRAM 39 | // Required to compile gles 2.0 with standard srp library 40 | #pragma prefer_hlslcc gles 41 | #pragma exclude_renderers d3d11_9x 42 | 43 | #pragma vertex vert 44 | #pragma fragment frag 45 | #pragma shader_feature _ALPHATEST_ON 46 | #pragma shader_feature _ALPHAPREMULTIPLY_ON 47 | 48 | 49 | // ------------------------------------- 50 | // Unity defined keywords 51 | #pragma multi_compile_fog 52 | #pragma multi_compile_instancing 53 | #pragma instancing_options procedural:setup 54 | 55 | void setup() 56 | { 57 | 58 | } 59 | 60 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" 61 | #include "ComputeMeshArrayInclude.hlsl" 62 | 63 | CBUFFER_START(UnityPerMaterial) 64 | float4 _BaseMap_ST; 65 | half4 _BaseColor; 66 | half _Cutoff; 67 | half _Surface; 68 | int _UV; 69 | 70 | CBUFFER_END 71 | TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); 72 | 73 | StructuredBuffer _InstanceBuffer; 74 | 75 | struct Attributes 76 | { 77 | float4 positionOS : POSITION; 78 | float2 uv : TEXCOORD0; 79 | 80 | UNITY_VERTEX_INPUT_INSTANCE_ID 81 | }; 82 | 83 | struct Varyings 84 | { 85 | float2 uv : TEXCOORD0; 86 | float fogCoord : TEXCOORD1; 87 | float4 vertex : SV_POSITION; 88 | 89 | UNITY_VERTEX_INPUT_INSTANCE_ID 90 | UNITY_VERTEX_OUTPUT_STEREO 91 | }; 92 | 93 | Varyings vert(Attributes input) 94 | { 95 | Varyings output = (Varyings)0; 96 | 97 | UNITY_SETUP_INSTANCE_ID(input); 98 | UNITY_TRANSFER_INSTANCE_ID(input, output); 99 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); 100 | 101 | float3 PositionOS = input.positionOS.xyz; 102 | 103 | #if UNITY_ANY_INSTANCING_ENABLED 104 | PositionOS += _InstanceBuffer[unity_InstanceID].Position; 105 | #endif 106 | 107 | VertexPositionInputs vertexInput = GetVertexPositionInputs(PositionOS); 108 | output.vertex = vertexInput.positionCS; 109 | output.uv = (input.uv + _BaseMap_ST.zw) * _BaseMap_ST.xy; 110 | output.fogCoord = ComputeFogFactor(vertexInput.positionCS.z); 111 | return output; 112 | } 113 | 114 | half4 frag(Varyings input) : SV_Target 115 | { 116 | UNITY_SETUP_INSTANCE_ID(input); 117 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); 118 | 119 | half2 uv = input.uv; 120 | half4 texColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv); 121 | half3 color = texColor.rgb * _BaseColor.rgb; 122 | 123 | #if UNITY_ANY_INSTANCING_ENABLED 124 | color *= _InstanceBuffer[unity_InstanceID].Color.rgb; 125 | #endif 126 | 127 | half alpha = texColor.a * _BaseColor.a; 128 | AlphaDiscard(alpha, _Cutoff); 129 | 130 | #ifdef _ALPHAPREMULTIPLY_ON 131 | color *= alpha; 132 | #endif 133 | 134 | color = MixFog(color, input.fogCoord); 135 | alpha = OutputAlpha(alpha, _Surface); 136 | 137 | return half4(color, alpha); 138 | } 139 | ENDHLSL 140 | } 141 | 142 | } 143 | FallBack "Hidden/Universal Render Pipeline/FallbackError" 144 | } 145 | -------------------------------------------------------------------------------- /Assets/Scripts/MeshArrayColor.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c2db7b5246f61b24f98f5cfbb416f2f2 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Scripts/SimpleCameraController.cs: -------------------------------------------------------------------------------- 1 | #if ENABLE_INPUT_SYSTEM 2 | using UnityEngine.InputSystem; 3 | #endif 4 | 5 | using UnityEngine; 6 | 7 | namespace UnityTemplateProjects 8 | { 9 | public class SimpleCameraController : MonoBehaviour 10 | { 11 | class CameraState 12 | { 13 | public float yaw; 14 | public float pitch; 15 | public float roll; 16 | public float x; 17 | public float y; 18 | public float z; 19 | 20 | public void SetFromTransform(Transform t) 21 | { 22 | pitch = t.eulerAngles.x; 23 | yaw = t.eulerAngles.y; 24 | roll = t.eulerAngles.z; 25 | x = t.position.x; 26 | y = t.position.y; 27 | z = t.position.z; 28 | } 29 | 30 | public void Translate(Vector3 translation) 31 | { 32 | Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation; 33 | 34 | x += rotatedTranslation.x; 35 | y += rotatedTranslation.y; 36 | z += rotatedTranslation.z; 37 | } 38 | 39 | public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct) 40 | { 41 | yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct); 42 | pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct); 43 | roll = Mathf.Lerp(roll, target.roll, rotationLerpPct); 44 | 45 | x = Mathf.Lerp(x, target.x, positionLerpPct); 46 | y = Mathf.Lerp(y, target.y, positionLerpPct); 47 | z = Mathf.Lerp(z, target.z, positionLerpPct); 48 | } 49 | 50 | public void UpdateTransform(Transform t) 51 | { 52 | t.eulerAngles = new Vector3(pitch, yaw, roll); 53 | t.position = new Vector3(x, y, z); 54 | } 55 | } 56 | 57 | CameraState m_TargetCameraState = new CameraState(); 58 | CameraState m_InterpolatingCameraState = new CameraState(); 59 | 60 | [Header("Movement Settings")] 61 | [Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")] 62 | public float boost = 3.5f; 63 | 64 | [Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1f)] 65 | public float positionLerpTime = 0.2f; 66 | 67 | [Header("Rotation Settings")] 68 | [Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")] 69 | public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f)); 70 | 71 | [Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target."), Range(0.001f, 1f)] 72 | public float rotationLerpTime = 0.01f; 73 | 74 | [Tooltip("Whether or not to invert our Y axis for mouse input to rotation.")] 75 | public bool invertY = false; 76 | 77 | #if ENABLE_INPUT_SYSTEM 78 | InputAction movementAction; 79 | InputAction verticalMovementAction; 80 | InputAction lookAction; 81 | InputAction boostFactorAction; 82 | bool mouseRightButtonPressed; 83 | 84 | void Start() 85 | { 86 | var map = new InputActionMap("Simple Camera Controller"); 87 | 88 | lookAction = map.AddAction("look", binding: "/delta"); 89 | movementAction = map.AddAction("move", binding: "/leftStick"); 90 | verticalMovementAction = map.AddAction("Vertical Movement"); 91 | boostFactorAction = map.AddAction("Boost Factor", binding: "/scroll"); 92 | 93 | lookAction.AddBinding("/rightStick").WithProcessor("scaleVector2(x=15, y=15)"); 94 | movementAction.AddCompositeBinding("Dpad") 95 | .With("Up", "/w") 96 | .With("Up", "/upArrow") 97 | .With("Down", "/s") 98 | .With("Down", "/downArrow") 99 | .With("Left", "/a") 100 | .With("Left", "/leftArrow") 101 | .With("Right", "/d") 102 | .With("Right", "/rightArrow"); 103 | verticalMovementAction.AddCompositeBinding("Dpad") 104 | .With("Up", "/pageUp") 105 | .With("Down", "/pageDown") 106 | .With("Up", "/e") 107 | .With("Down", "/q") 108 | .With("Up", "/rightshoulder") 109 | .With("Down", "/leftshoulder"); 110 | boostFactorAction.AddBinding("/Dpad").WithProcessor("scaleVector2(x=1, y=4)"); 111 | 112 | movementAction.Enable(); 113 | lookAction.Enable(); 114 | verticalMovementAction.Enable(); 115 | boostFactorAction.Enable(); 116 | } 117 | #endif 118 | 119 | void OnEnable() 120 | { 121 | m_TargetCameraState.SetFromTransform(transform); 122 | m_InterpolatingCameraState.SetFromTransform(transform); 123 | } 124 | 125 | Vector3 GetInputTranslationDirection() 126 | { 127 | Vector3 direction = Vector3.zero; 128 | #if ENABLE_INPUT_SYSTEM 129 | var moveDelta = movementAction.ReadValue(); 130 | direction.x = moveDelta.x; 131 | direction.z = moveDelta.y; 132 | direction.y = verticalMovementAction.ReadValue().y; 133 | #else 134 | if (Input.GetKey(KeyCode.W)) 135 | { 136 | direction += Vector3.forward; 137 | } 138 | if (Input.GetKey(KeyCode.S)) 139 | { 140 | direction += Vector3.back; 141 | } 142 | if (Input.GetKey(KeyCode.A)) 143 | { 144 | direction += Vector3.left; 145 | } 146 | if (Input.GetKey(KeyCode.D)) 147 | { 148 | direction += Vector3.right; 149 | } 150 | if (Input.GetKey(KeyCode.Q)) 151 | { 152 | direction += Vector3.down; 153 | } 154 | if (Input.GetKey(KeyCode.E)) 155 | { 156 | direction += Vector3.up; 157 | } 158 | #endif 159 | return direction; 160 | } 161 | 162 | void Update() 163 | { 164 | // Exit Sample 165 | 166 | if (IsEscapePressed()) 167 | { 168 | Application.Quit(); 169 | #if UNITY_EDITOR 170 | UnityEditor.EditorApplication.isPlaying = false; 171 | #endif 172 | } 173 | 174 | // Hide and lock cursor when right mouse button pressed 175 | if (IsRightMouseButtonDown()) 176 | { 177 | Cursor.lockState = CursorLockMode.Locked; 178 | } 179 | 180 | // Unlock and show cursor when right mouse button released 181 | if (IsRightMouseButtonUp()) 182 | { 183 | Cursor.visible = true; 184 | Cursor.lockState = CursorLockMode.None; 185 | } 186 | 187 | // Rotation 188 | if (IsCameraRotationAllowed()) 189 | { 190 | var mouseMovement = GetInputLookRotation() * Time.deltaTime * 5; 191 | if (invertY) 192 | mouseMovement.y = -mouseMovement.y; 193 | 194 | var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude); 195 | 196 | m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor; 197 | m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor; 198 | } 199 | 200 | // Translation 201 | var translation = GetInputTranslationDirection() * Time.deltaTime; 202 | 203 | // Speed up movement when shift key held 204 | if (IsBoostPressed()) 205 | { 206 | translation *= 10.0f; 207 | } 208 | 209 | // Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel) 210 | boost += GetBoostFactor(); 211 | translation *= Mathf.Pow(2.0f, boost); 212 | 213 | m_TargetCameraState.Translate(translation); 214 | 215 | // Framerate-independent interpolation 216 | // Calculate the lerp amount, such that we get 99% of the way to our target in the specified time 217 | var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime); 218 | var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime); 219 | m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct); 220 | 221 | m_InterpolatingCameraState.UpdateTransform(transform); 222 | } 223 | 224 | float GetBoostFactor() 225 | { 226 | #if ENABLE_INPUT_SYSTEM 227 | return boostFactorAction.ReadValue().y * 0.01f; 228 | #else 229 | return Input.mouseScrollDelta.y * 0.2f; 230 | #endif 231 | } 232 | 233 | Vector2 GetInputLookRotation() 234 | { 235 | #if ENABLE_INPUT_SYSTEM 236 | return lookAction.ReadValue(); 237 | #else 238 | return new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y")) * 10; 239 | #endif 240 | } 241 | 242 | bool IsBoostPressed() 243 | { 244 | #if ENABLE_INPUT_SYSTEM 245 | bool boost = Keyboard.current != null ? Keyboard.current.leftShiftKey.isPressed : false; 246 | boost |= Gamepad.current != null ? Gamepad.current.xButton.isPressed : false; 247 | return boost; 248 | #else 249 | return Input.GetKey(KeyCode.LeftShift); 250 | #endif 251 | 252 | } 253 | 254 | bool IsEscapePressed() 255 | { 256 | #if ENABLE_INPUT_SYSTEM 257 | return Keyboard.current != null ? Keyboard.current.escapeKey.isPressed : false; 258 | #else 259 | return Input.GetKey(KeyCode.Escape); 260 | #endif 261 | } 262 | 263 | bool IsCameraRotationAllowed() 264 | { 265 | #if ENABLE_INPUT_SYSTEM 266 | bool canRotate = Mouse.current != null ? Mouse.current.rightButton.isPressed : false; 267 | canRotate |= Gamepad.current != null ? Gamepad.current.rightStick.ReadValue().magnitude > 0 : false; 268 | return canRotate; 269 | #else 270 | return Input.GetMouseButton(1); 271 | #endif 272 | } 273 | 274 | bool IsRightMouseButtonDown() 275 | { 276 | #if ENABLE_INPUT_SYSTEM 277 | return Mouse.current != null ? 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No Surrender of Others' Freedom. 541 | 542 | If conditions are imposed on you (whether by court order, agreement or 543 | otherwise) that contradict the conditions of this License, they do not 544 | excuse you from the conditions of this License. If you cannot convey a 545 | covered work so as to satisfy simultaneously your obligations under this 546 | License and any other pertinent obligations, then as a consequence you may 547 | not convey it at all. For example, if you agree to terms that obligate you 548 | to collect a royalty for further conveying from those to whom you convey 549 | the Program, the only way you could satisfy both those terms and this 550 | License would be to refrain entirely from conveying the Program. 551 | 552 | 13. Use with the GNU Affero General Public License. 553 | 554 | Notwithstanding any other provision of this License, you have 555 | permission to link or combine any covered work with a work licensed 556 | under version 3 of the GNU Affero General Public License into a single 557 | combined work, and to convey the resulting work. The terms of this 558 | License will continue to apply to the part which is the covered work, 559 | but the special requirements of the GNU Affero General Public License, 560 | section 13, concerning interaction through a network will apply to the 561 | combination as such. 562 | 563 | 14. Revised Versions of this License. 564 | 565 | The Free Software Foundation may publish revised and/or new versions of 566 | the GNU General Public License from time to time. Such new versions will 567 | be similar in spirit to the present version, but may differ in detail to 568 | address new problems or concerns. 569 | 570 | Each version is given a distinguishing version number. If the 571 | Program specifies that a certain numbered version of the GNU General 572 | Public License "or any later version" applies to it, you have the 573 | option of following the terms and conditions either of that numbered 574 | version or of any later version published by the Free Software 575 | Foundation. If the Program does not specify a version number of the 576 | GNU General Public License, you may choose any version ever published 577 | by the Free Software Foundation. 578 | 579 | If the Program specifies that a proxy can decide which future 580 | versions of the GNU General Public License can be used, that proxy's 581 | public statement of acceptance of a version permanently authorizes you 582 | to choose that version for the Program. 583 | 584 | Later license versions may give you additional or different 585 | permissions. However, no additional obligations are imposed on any 586 | author or copyright holder as a result of your choosing to follow a 587 | later version. 588 | 589 | 15. Disclaimer of Warranty. 590 | 591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY 592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT 593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY 594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, 595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 596 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM 597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF 598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 599 | 600 | 16. Limitation of Liability. 601 | 602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING 603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS 604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY 605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE 606 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF 607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD 608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), 609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF 610 | SUCH DAMAGES. 611 | 612 | 17. Interpretation of Sections 15 and 16. 613 | 614 | If the disclaimer of warranty and limitation of liability provided 615 | above cannot be given local legal effect according to their terms, 616 | reviewing courts shall apply local law that most closely approximates 617 | an absolute waiver of all civil liability in connection with the 618 | Program, unless a warranty or assumption of liability accompanies a 619 | copy of the Program in return for a fee. 620 | 621 | END OF TERMS AND CONDITIONS 622 | 623 | How to Apply These Terms to Your New Programs 624 | 625 | If you develop a new program, and you want it to be of the greatest 626 | possible use to the public, the best way to achieve this is to make it 627 | free software which everyone can redistribute and change under these terms. 628 | 629 | To do so, attach the following notices to the program. It is safest 630 | to attach them to the start of each source file to most effectively 631 | state the exclusion of warranty; and each file should have at least 632 | the "copyright" line and a pointer to where the full notice is found. 633 | 634 | 635 | Copyright (C) 636 | 637 | This program is free software: you can redistribute it and/or modify 638 | it under the terms of the GNU General Public License as published by 639 | the Free Software Foundation, either version 3 of the License, or 640 | (at your option) any later version. 641 | 642 | This program is distributed in the hope that it will be useful, 643 | but WITHOUT ANY WARRANTY; without even the implied warranty of 644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 645 | GNU General Public License for more details. 646 | 647 | You should have received a copy of the GNU General Public License 648 | along with this program. If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | Copyright (C) 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . 675 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.collab-proxy": "1.13.5", 4 | "com.unity.ide.rider": "2.0.7", 5 | "com.unity.ide.visualstudio": "2.0.11", 6 | "com.unity.ide.vscode": "1.2.4", 7 | "com.unity.render-pipelines.universal": "10.6.0", 8 | "com.unity.test-framework": "1.1.29", 9 | "com.unity.textmeshpro": "3.0.6", 10 | "com.unity.timeline": "1.4.8", 11 | "com.unity.ugui": "1.0.0", 12 | "com.unity.modules.ai": "1.0.0", 13 | "com.unity.modules.androidjni": "1.0.0", 14 | "com.unity.modules.animation": "1.0.0", 15 | "com.unity.modules.assetbundle": "1.0.0", 16 | "com.unity.modules.audio": "1.0.0", 17 | "com.unity.modules.autostreaming": "1.0.0", 18 | "com.unity.modules.cloth": "1.0.0", 19 | "com.unity.modules.director": "1.0.0", 20 | 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"dependencies": {} 217 | }, 218 | "com.unity.modules.jsonserialize": { 219 | "version": "1.0.0", 220 | "depth": 0, 221 | "source": "builtin", 222 | "dependencies": {} 223 | }, 224 | "com.unity.modules.particlesystem": { 225 | "version": "1.0.0", 226 | "depth": 0, 227 | "source": "builtin", 228 | "dependencies": {} 229 | }, 230 | "com.unity.modules.physics": { 231 | "version": "1.0.0", 232 | "depth": 0, 233 | "source": "builtin", 234 | "dependencies": {} 235 | }, 236 | "com.unity.modules.physics2d": { 237 | "version": "1.0.0", 238 | "depth": 0, 239 | "source": "builtin", 240 | "dependencies": {} 241 | }, 242 | "com.unity.modules.screencapture": { 243 | "version": "1.0.0", 244 | "depth": 0, 245 | "source": "builtin", 246 | "dependencies": { 247 | "com.unity.modules.imageconversion": "1.0.0" 248 | } 249 | }, 250 | "com.unity.modules.subsystems": { 251 | "version": "1.0.0", 252 | "depth": 1, 253 | "source": "builtin", 254 | "dependencies": { 255 | "com.unity.modules.jsonserialize": "1.0.0" 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| } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity_GPUInstanceCulling 2 | This is a solution of Unity instancing mesh render with GPU culling. 3 | 4 | Unity version: 2020.3.21f1c1 5 | 6 | ![RenderScaleComparison](./Readme/pic_0.png) 7 | ![RenderScaleComparison](./Readme/pic_1.png) -------------------------------------------------------------------------------- /Readme/pic_0.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/TakeshiCho/Unity_GPUInstanceCulling/5e317ea1368226d4d6758b5b8ca9517b503b4599/Readme/pic_0.png -------------------------------------------------------------------------------- /Readme/pic_1.png: -------------------------------------------------------------------------------- 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