├── .github ├── logo.png └── thumbnail.png ├── Assets ├── Models │ ├── Flower.fbx │ ├── Leaf.fbx │ ├── Leaf.fbx.meta │ └── Flower.fbx.meta ├── Textures │ ├── Leaf.png │ ├── diff.jpg │ ├── Flower.png │ ├── FlowerUV.png │ ├── Flower.png.meta │ ├── FlowerUV.png.meta │ ├── Leaf.png.meta │ └── diff.jpg.meta ├── Prefabs │ ├── Flower.prefab.meta │ ├── Leafs.prefab.meta │ ├── Flower.prefab │ └── Leafs.prefab ├── Models.meta ├── Prefabs.meta ├── Scenes.meta ├── Scenes │ ├── SampleScene.unity.meta │ └── SampleScene.unity ├── Scripts.meta ├── Shaders.meta ├── Materials.meta ├── Textures.meta ├── Scripts │ ├── Utils.meta │ ├── Branch.cs.meta │ ├── Blossom.cs.meta │ ├── InyNode.cs.meta │ ├── ProceduralIvy.cs.meta │ ├── Utils │ │ ├── Singleton.cs.meta │ │ ├── ListExtension.cs.meta │ │ ├── MeshManager.cs.meta │ │ ├── MeshGroupRenderer.cs.meta │ │ ├── ListExtension.cs │ │ ├── Singleton.cs │ │ ├── MeshGroupRenderer.cs │ │ └── MeshManager.cs │ ├── InyNode.cs │ ├── Blossom.cs │ ├── ProceduralIvy.cs │ └── Branch.cs ├── Materials │ ├── Env.mat.meta │ ├── Flower.mat.meta │ ├── Ivy 1.mat.meta │ ├── Ivy 2.mat.meta │ ├── Ivy.mat.meta │ ├── Leaf 1.mat.meta │ ├── Leaf 2.mat.meta │ ├── Leaf.mat.meta │ ├── Flower 1.mat.meta │ ├── Flower 2.mat.meta │ ├── Ivy.mat │ ├── Ivy 1.mat │ ├── Ivy 2.mat │ ├── Flower.mat │ ├── Flower 2.mat │ ├── Flower 1.mat │ ├── Leaf 1.mat │ ├── Leaf.mat │ ├── Leaf 2.mat │ └── Env.mat └── Shaders │ ├── Ivy.shader.meta │ ├── Blossom.shader.meta │ ├── WrapLambert.shader.meta │ ├── WrapLambert.shader │ ├── Blossom.shader │ └── Ivy.shader ├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── PresetManager.asset ├── EditorBuildSettings.asset ├── XRSettings.asset ├── VersionControlSettings.asset ├── TimeManager.asset ├── VFXManager.asset ├── AudioManager.asset ├── TagManager.asset ├── UnityConnectSettings.asset ├── EditorSettings.asset ├── PackageManagerSettings.asset ├── DynamicsManager.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── QualitySettings.asset └── ProjectSettings.asset ├── UserSettings └── EditorUserSettings.asset ├── README.md ├── .gitignore ├── .vscode └── settings.json ├── Packages ├── manifest.json └── packages-lock.json └── omnisharp.json /.github/logo.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ToughNutToCrack/ProceduralIvy/HEAD/.github/logo.png -------------------------------------------------------------------------------- /.github/thumbnail.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ToughNutToCrack/ProceduralIvy/HEAD/.github/thumbnail.png -------------------------------------------------------------------------------- /Assets/Models/Flower.fbx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ToughNutToCrack/ProceduralIvy/HEAD/Assets/Models/Flower.fbx -------------------------------------------------------------------------------- /Assets/Models/Leaf.fbx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ToughNutToCrack/ProceduralIvy/HEAD/Assets/Models/Leaf.fbx -------------------------------------------------------------------------------- /Assets/Textures/Leaf.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ToughNutToCrack/ProceduralIvy/HEAD/Assets/Textures/Leaf.png -------------------------------------------------------------------------------- /Assets/Textures/diff.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ToughNutToCrack/ProceduralIvy/HEAD/Assets/Textures/diff.jpg -------------------------------------------------------------------------------- /Assets/Textures/Flower.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ToughNutToCrack/ProceduralIvy/HEAD/Assets/Textures/Flower.png -------------------------------------------------------------------------------- /Assets/Textures/FlowerUV.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ToughNutToCrack/ProceduralIvy/HEAD/Assets/Textures/FlowerUV.png -------------------------------------------------------------------------------- /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2020.2.0f1 2 | m_EditorVersionWithRevision: 2020.2.0f1 (3721df5a8b28) 3 | -------------------------------------------------------------------------------- /ProjectSettings/ClusterInputManager.asset: 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-------------------------------------------------------------------------------- /Assets/Scripts/InyNode.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class IvyNode { 4 | Vector3 position; 5 | Vector3 normal; 6 | 7 | public IvyNode(Vector3 position, Vector3 normal) { 8 | this.position = position; 9 | this.normal = normal; 10 | } 11 | 12 | public Vector3 getPosition() => position; 13 | public Vector3 getNormal() => normal; 14 | 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 | m_RenderPipeSettingsPath: 11 | 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-------------------------------------------------------------------------------- 1 |

tntc

2 | 3 |

Procedural Ivy in Unity

4 | 5 |

6 | Youtube Channel 7 | Discord 8 | Website 9 | Twitter Follow 10 |

11 | 12 | [![Youtube Video](.github/thumbnail.png)](https://youtu.be/n5hQ6yMQIkI) 13 | 14 |

Check the full video on YouTube

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m_AdvancedSettingsExpanded: 1 18 | m_ScopedRegistriesSettingsExpanded: 1 19 | oneTimeWarningShown: 0 20 | m_Registries: 21 | - m_Id: main 22 | m_Name: 23 | m_Url: https://packages.unity.com 24 | m_Scopes: [] 25 | m_IsDefault: 1 26 | m_Capabilities: 7 27 | m_UserSelectedRegistryName: 28 | m_UserAddingNewScopedRegistry: 0 29 | m_RegistryInfoDraft: 30 | m_ErrorMessage: 31 | m_Original: 32 | m_Id: 33 | m_Name: 34 | m_Url: 35 | m_Scopes: [] 36 | m_IsDefault: 0 37 | m_Capabilities: 0 38 | m_Modified: 0 39 | m_Name: 40 | m_Url: 41 | m_Scopes: 42 | - 43 | m_SelectedScopeIndex: 0 44 | -------------------------------------------------------------------------------- /.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 | /[Mm]emoryCaptures/ 12 | 13 | # Asset meta data should only be ignored when the corresponding asset is also ignored 14 | !/[Aa]ssets/**/*.meta 15 | 16 | # Uncomment this line if you wish to ignore the asset store tools plugin 17 | # /[Aa]ssets/AssetStoreTools* 18 | 19 | # Autogenerated Jetbrains Rider plugin 20 | [Aa]ssets/Plugins/Editor/JetBrains* 21 | 22 | # Visual Studio cache directory 23 | .vs/ 24 | 25 | # Gradle cache directory 26 | .gradle/ 27 | 28 | # Autogenerated VS/MD/Consulo solution and project files 29 | ExportedObj/ 30 | .consulo/ 31 | *.csproj 32 | *.unityproj 33 | *.sln 34 | *.suo 35 | *.tmp 36 | *.user 37 | *.userprefs 38 | *.pidb 39 | *.booproj 40 | *.svd 41 | *.pdb 42 | *.mdb 43 | *.opendb 44 | *.VC.db 45 | 46 | # Unity3D generated meta files 47 | *.pidb.meta 48 | *.pdb.meta 49 | *.mdb.meta 50 | 51 | # Unity3D generated file on crash reports 52 | sysinfo.txt 53 | 54 | # Builds 55 | *.apk 56 | *.unitypackage 57 | 58 | # 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"**/*.unityproj":true, 14 | "**/*.dll":true, 15 | "**/*.exe":true, 16 | "**/*.pdf":true, 17 | "**/*.mid":true, 18 | "**/*.midi":true, 19 | "**/*.wav":true, 20 | "**/*.gif":true, 21 | "**/*.ico":true, 22 | "**/*.jpg":true, 23 | "**/*.jpeg":true, 24 | "**/*.png":true, 25 | "**/*.psd":true, 26 | "**/*.tga":true, 27 | "**/*.tif":true, 28 | "**/*.tiff":true, 29 | "**/*.3ds":true, 30 | "**/*.3DS":true, 31 | "**/*.fbx":true, 32 | "**/*.FBX":true, 33 | "**/*.lxo":true, 34 | "**/*.LXO":true, 35 | "**/*.ma":true, 36 | "**/*.MA":true, 37 | "**/*.obj":true, 38 | "**/*.OBJ":true, 39 | "**/*.asset":true, 40 | "**/*.cubemap":true, 41 | "**/*.flare":true, 42 | "**/*.mat":true, 43 | "**/*.meta":true, 44 | "**/*.prefab":true, 45 | "**/*.unity":true, 46 | "build/":true, 47 | "Build/":true, 48 | "Library/":true, 49 | "library/":true, 50 | "obj/":true, 51 | "Obj/":true, 52 | "ProjectSettings/":true, 53 | "temp/":true, 54 | "Temp/":true 55 | } 56 | } -------------------------------------------------------------------------------- /Assets/Scripts/Utils/Singleton.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class Singleton : MonoBehaviour where T: MonoBehaviour{ 4 | 5 | public static bool verbose = false; 6 | public static bool keepAlive = true; 7 | 8 | private static T _instance = null; 9 | public static T instance { 10 | get { 11 | if(_instance == null){ 12 | _instance = GameObject.FindObjectOfType(); 13 | if(_instance == null){ 14 | var singletonObj = new GameObject(); 15 | singletonObj.name = typeof(T).ToString(); 16 | _instance = singletonObj.AddComponent(); 17 | } 18 | } 19 | return _instance; 20 | } 21 | } 22 | 23 | static public bool isInstanceAlive{ 24 | get { return _instance != null; } 25 | } 26 | 27 | public virtual void Awake(){ 28 | if (_instance != null){ 29 | if(verbose) 30 | Debug.Log("SingleAccessPoint, Destroy duplicate instance " + name + " of " + instance.name); 31 | Destroy(gameObject); 32 | return; 33 | } 34 | 35 | _instance = GetComponent(); 36 | 37 | if(keepAlive){ 38 | DontDestroyOnLoad(gameObject); 39 | } 40 | 41 | if (_instance == null){ 42 | if(verbose) 43 | Debug.LogError("SingleAccessPoint<" + typeof(T).Name + "> Instance null in Awake"); 44 | return; 45 | } 46 | 47 | if(verbose) 48 | Debug.Log("SingleAccessPoint instance found " + instance.GetType().Name); 49 | 50 | } 51 | 52 | } -------------------------------------------------------------------------------- /Assets/Scripts/Blossom.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | 6 | public class Blossom : MonoBehaviour { 7 | const string AMOUNT = "_Amount"; 8 | const float MAX = 0.5f; 9 | 10 | Material material; 11 | List renderers; 12 | 13 | bool animate; 14 | float growthSpeed = 2; 15 | float currentAmount = -1; 16 | 17 | public void init(Material material) { 18 | this.material = new Material(material); 19 | } 20 | 21 | void Start() { 22 | renderers = new List(); 23 | foreach (Transform t in transform) { 24 | MeshRenderer r = t.GetComponent(); 25 | renderers.Add(r); 26 | r.material = material; 27 | } 28 | 29 | material.SetFloat(AMOUNT, currentAmount); 30 | animate = false; 31 | } 32 | 33 | public void grow(float growthSpeed) { 34 | this.growthSpeed = growthSpeed; 35 | animate = true; 36 | } 37 | 38 | public bool isGrowing() { 39 | return animate || currentAmount >= MAX; 40 | } 41 | 42 | void Update() { 43 | if (animate) { 44 | currentAmount += Time.deltaTime * growthSpeed; 45 | material.SetFloat(AMOUNT, currentAmount); 46 | if (currentAmount >= MAX) { 47 | animate = false; 48 | material.SetFloat(AMOUNT, MAX); 49 | foreach (var r in renderers) { 50 | MeshManager.instance.addMesh(r.transform, r.GetComponent().mesh, r.GetComponent().sharedMaterial); 51 | } 52 | } 53 | } 54 | } 55 | } 56 | 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ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 57 | -------------------------------------------------------------------------------- /Assets/Shaders/Blossom.shader: -------------------------------------------------------------------------------- 1 | Shader "TNTC/Blossom"{ 2 | Properties{ 3 | _MainTex ("Texture", 2D) = "white" {} 4 | _Color ("Color", Color) = (1, 1, 1, 1) 5 | _ColorEnd ("Color End", Color) = (1, 1, 1, 1) 6 | _ColorCenter ("Color Center", Color) = (1, 1, 1, 1) 7 | _NormalMap ("Normal Map", 2D) = "bump" {} 8 | _Amount("Amount", Range(-1.0, 1.0)) = 0 9 | _Radius("Radius", float) = 0 10 | [MaterialToggle] _Leaf("isLeaf", Float) = 0.1 11 | [MaterialToggle] _Horizontal("Horizontal", Float) = 0.1 12 | } 13 | 14 | SubShader{ 15 | Tags { "RenderType"="Opaque"} 16 | LOD 100 17 | 18 | CGPROGRAM 19 | #pragma surface surf WrapLambert addshadow 20 | 21 | sampler2D _MainTex; 22 | sampler2D _NormalMap; 23 | float4 _Color; 24 | float4 _ColorEnd; 25 | float4 _ColorCenter; 26 | float _Amount; 27 | float _Radius; 28 | float _Leaf; 29 | float _Horizontal; 30 | 31 | struct Input { 32 | float2 uv_MainTex; 33 | float2 uv_NormalMap; 34 | }; 35 | 36 | half4 LightingWrapLambert (SurfaceOutput s, half3 lightDir, half atten) { 37 | half NdotL = dot (s.Normal, lightDir); 38 | half diff = NdotL * 0.5 + 0.5; 39 | half4 c; 40 | c.rgb = s.Albedo * _LightColor0.rgb * clamp(diff * atten, 0.4, 1); 41 | c.a = s.Alpha; 42 | return c; 43 | } 44 | 45 | void surf (Input IN, inout SurfaceOutput o) { 46 | half4 c = tex2D (_MainTex, IN.uv_MainTex); 47 | o.Normal = UnpackNormal (tex2D (_NormalMap, IN.uv_NormalMap)); 48 | float2 p = (2 * IN.uv_MainTex) - 1; 49 | o.Albedo = lerp(lerp(_Color, _ColorEnd, c.g), _ColorCenter, c.r); 50 | 51 | if(_Leaf == 0){ 52 | o.Alpha = 1 - (p.x * p.x + p.y * p.y) + _Amount; 53 | }else{ 54 | if(_Horizontal == 1){ 55 | o.Alpha = 1 - saturate(IN.uv_MainTex.x - _Amount); 56 | }else{ 57 | o.Alpha = 1 - saturate(IN.uv_MainTex.y - _Amount); 58 | } 59 | } 60 | 61 | clip (o.Alpha - .5); 62 | } 63 | ENDCG 64 | } 65 | 66 | } -------------------------------------------------------------------------------- /Assets/Scripts/Utils/MeshGroupRenderer.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using UnityEngine; 3 | 4 | public class MeshGroupRenderer : MonoBehaviour { 5 | const string COLOR = "_Color"; 6 | const string COLOREND = "_ColorEnd"; 7 | 8 | public MeshFilter meshFilter; 9 | public MeshRenderer meshRenderer; 10 | MeshGroup meshGroup; 11 | Material lastAddedMaterial; 12 | 13 | // public bool validate(string materialName, Color color, Color colorEnd){ 14 | // bool result = true; 15 | // if(meshGroup != null){ 16 | // result = 17 | // (materialName == meshGroup.materialName) && 18 | // (color == meshGroup.color) && 19 | // (colorEnd == meshGroup.colorEnd); 20 | // } 21 | // return result; 22 | // } 23 | 24 | public bool add(Transform t, Mesh mesh, Material material) { 25 | Color color = material.GetColor(COLOR); 26 | Color colorEnd = material.GetColor(COLOREND); 27 | // bool isValid = validate(material.name,color, colorEnd); 28 | // if(isValid){ 29 | if (meshGroup == null) { 30 | meshGroup = new MeshGroup(material.name, color, colorEnd); 31 | } 32 | meshGroup.meshes.Add(mesh); 33 | meshGroup.transforms.Add(t); 34 | lastAddedMaterial = material; 35 | // } 36 | return true; 37 | } 38 | 39 | public void combineAndRender() { 40 | if (meshGroup != null) { 41 | Mesh mesh = combineMeshes(meshGroup); 42 | meshFilter.mesh = mesh; 43 | meshRenderer.material = lastAddedMaterial; 44 | } 45 | } 46 | 47 | Mesh combineMeshes(MeshGroup group) { 48 | var combine = new CombineInstance[group.meshes.Count]; 49 | for (int i = 0; i < group.meshes.Count; i++) { 50 | combine[i].mesh = group.meshes[i]; 51 | combine[i].transform = group.transforms[i].localToWorldMatrix; 52 | } 53 | 54 | var mesh = new Mesh { indexFormat = UnityEngine.Rendering.IndexFormat.UInt32 }; 55 | mesh.CombineMeshes(combine, true); 56 | mesh.Optimize(); 57 | 58 | for (int i = 0; i < group.meshes.Count; i++) { 59 | if (group.transforms[i] != null) { 60 | Destroy(group.transforms[i].gameObject); 61 | } 62 | } 63 | 64 | return mesh; 65 | } 66 | } -------------------------------------------------------------------------------- /Assets/Shaders/Ivy.shader: -------------------------------------------------------------------------------- 1 | Shader "TNTC/Ivy"{ 2 | Properties{ 3 | _MainTex ("Texture", 2D) = "white" {} 4 | _Color ("Color", Color) = (1, 1, 1, 1) 5 | _ColorEnd ("Color End", Color) = (1, 1, 1, 1) 6 | _NormalMap ("Normal Map", 2D) = "bump" {} 7 | _Amount("Amount", Range(-1.0, 0.5)) = 0 8 | _Radius("Radius", float) = 0 9 | [MaterialToggle] _Horizontal("Horizontal", Float) = 0.1 10 | } 11 | 12 | SubShader{ 13 | Tags { "RenderType"="Opaque"} 14 | LOD 100 15 | 16 | CGPROGRAM 17 | #pragma surface surf WrapLambert vertex:vert addshadow 18 | // #pragma surface surf NoLighting 19 | 20 | sampler2D _MainTex; 21 | sampler2D _NormalMap; 22 | float4 _Color; 23 | float4 _ColorEnd; 24 | float _Amount; 25 | float _Radius; 26 | float _Horizontal; 27 | 28 | struct Input { 29 | float2 uv_MainTex; 30 | float2 uv_NormalMap; 31 | }; 32 | 33 | fixed4 LightingNoLighting(SurfaceOutput s, fixed3 lightDir, fixed atten){ 34 | fixed4 c; 35 | c.rgb = s.Albedo; 36 | c.a = s.Alpha; 37 | return c; 38 | } 39 | 40 | half4 LightingWrapLambert (SurfaceOutput s, half3 lightDir, half atten) { 41 | half NdotL = dot (s.Normal, lightDir); 42 | half diff = NdotL * 0.5 + 0.5; 43 | half4 c; 44 | c.rgb = s.Albedo * _LightColor0.rgb * clamp(diff * atten, 0.4, 1); 45 | c.a = s.Alpha; 46 | return c; 47 | } 48 | 49 | void vert (inout appdata_full v) { 50 | v.vertex.xyz 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textureFormat: -1 71 | textureCompression: 1 72 | compressionQuality: 50 73 | crunchedCompression: 0 74 | allowsAlphaSplitting: 0 75 | overridden: 0 76 | androidETC2FallbackOverride: 0 77 | forceMaximumCompressionQuality_BC6H_BC7: 0 78 | spriteSheet: 79 | serializedVersion: 2 80 | sprites: [] 81 | outline: [] 82 | physicsShape: [] 83 | bones: [] 84 | spriteID: 85 | internalID: 0 86 | vertices: [] 87 | indices: 88 | edges: [] 89 | weights: [] 90 | secondaryTextures: [] 91 | spritePackingTag: 92 | pSDRemoveMatte: 0 93 | pSDShowRemoveMatteOption: 0 94 | userData: 95 | assetBundleName: 96 | assetBundleVariant: 97 | -------------------------------------------------------------------------------- /Assets/Scripts/Utils/MeshManager.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using UnityEngine; 3 | 4 | public class MeshGroup { 5 | public string materialName; 6 | public Color color; 7 | public Color colorEnd; 8 | public List meshes; 9 | public List transforms; 10 | 11 | public MeshGroup(string materialName, Color materialColor, Color materialColorEnd) { 12 | this.materialName = materialName; 13 | this.color = materialColor; 14 | this.colorEnd = materialColorEnd; 15 | this.meshes = new List(); 16 | this.transforms = new List(); 17 | } 18 | } 19 | 20 | // public class MeshChunk { 21 | // public Mesh mesh; 22 | // public Transform transform; 23 | 24 | // public MeshChunk(Mesh mesh, Transform transform) { 25 | // this.mesh = mesh; 26 | // this.transform = transform; 27 | // } 28 | // } 29 | 30 | public class MeshManager : Singleton { 31 | Dictionary meshGroupRenderers; 32 | GameObject meshParent; 33 | 34 | public void addMesh(Transform t, Mesh mesh, Material material) { 35 | if (meshParent == null) { 36 | meshParent = new GameObject("meshParent"); 37 | } 38 | 39 | if (meshGroupRenderers == null) { 40 | meshGroupRenderers = new Dictionary(); 41 | } 42 | 43 | if (meshGroupRenderers.ContainsKey(material.name)) { 44 | meshGroupRenderers[material.name].add(t, mesh, material); 45 | } else { 46 | GameObject render = new GameObject("meshGroup - " + material.name); 47 | print("new object:" + material.name); 48 | render.transform.SetParent(meshParent.transform); 49 | 50 | MeshFilter mFilter = render.AddComponent(); 51 | MeshRenderer mRenderer = render.AddComponent(); 52 | 53 | MeshGroupRenderer groupRenderer = render.AddComponent(); 54 | groupRenderer.meshFilter = mFilter; 55 | groupRenderer.meshRenderer = mRenderer; 56 | groupRenderer.add(t, mesh, material); 57 | meshGroupRenderers.Add(material.name, groupRenderer); 58 | } 59 | 60 | } 61 | 62 | public void combineAll() { 63 | if (meshGroupRenderers != null) { 64 | foreach (var group in meshGroupRenderers) { 65 | group.Value.combineAndRender(); 66 | } 67 | meshGroupRenderers.Clear(); 68 | Resources.UnloadUnusedAssets(); 69 | } 70 | } 71 | 72 | } 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streamingMipmapsMaxFileIORequests: 1024 213 | particleRaycastBudget: 4096 214 | asyncUploadTimeSlice: 2 215 | asyncUploadBufferSize: 16 216 | asyncUploadPersistentBuffer: 1 217 | resolutionScalingFixedDPIFactor: 1 218 | excludedTargetPlatforms: [] 219 | m_PerPlatformDefaultQuality: 220 | Android: 2 221 | Lumin: 5 222 | Nintendo 3DS: 5 223 | Nintendo Switch: 5 224 | PS4: 5 225 | PSP2: 2 226 | Stadia: 5 227 | Standalone: 5 228 | WebGL: 3 229 | Windows Store Apps: 5 230 | XboxOne: 5 231 | iPhone: 2 232 | tvOS: 2 233 | -------------------------------------------------------------------------------- /Assets/Scripts/ProceduralIvy.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class ProceduralIvy : MonoBehaviour { 6 | 7 | public Camera cam; 8 | [Space] 9 | public float recycleInterval = 30; 10 | [Space] 11 | public int branches = 3; 12 | public int maxPointsForBranch = 20; 13 | public float segmentLength = .002f; 14 | public float branchRadius = 0.02f; 15 | [Space] 16 | public Material branchMaterial; 17 | public Material leafMaterial; 18 | public Material flowerMaterial; 19 | [Space] 20 | public Blossom leafPrefab; 21 | public Blossom flowerPrefab; 22 | [Space] 23 | public bool wantBlossoms; 24 | 25 | int ivyCount = 0; 26 | 27 | void Update() { 28 | 29 | if (Input.GetKeyUp(KeyCode.Space)) { 30 | // call this method when you are ready to group your meshes 31 | combineAndClear(); 32 | } 33 | 34 | if (Input.GetMouseButtonDown(0)) { 35 | Ray ray = cam.ScreenPointToRay(Input.mousePosition); 36 | RaycastHit hit; 37 | if (Physics.Raycast(ray, out hit, 100)) { 38 | createIvy(hit); 39 | } 40 | } 41 | } 42 | 43 | Vector3 findTangentFromArbitraryNormal(Vector3 normal) { 44 | Vector3 t1 = Vector3.Cross(normal, Vector3.forward); 45 | Vector3 t2 = Vector3.Cross(normal, Vector3.up); 46 | if (t1.magnitude > t2.magnitude) { 47 | return t1; 48 | } 49 | return t2; 50 | } 51 | 52 | public void createIvy(RaycastHit hit) { 53 | Vector3 tangent = findTangentFromArbitraryNormal(hit.normal); 54 | GameObject ivy = new GameObject("Ivy " + ivyCount); 55 | ivy.transform.SetParent(transform); 56 | for (int i = 0; i < branches; i++) { 57 | Vector3 dir = Quaternion.AngleAxis(360 / branches * i + Random.Range(0, 360 / branches), hit.normal) * tangent; 58 | List nodes = createBranch(maxPointsForBranch, hit.point, hit.normal, dir); 59 | GameObject branch = new GameObject("Branch " + i); 60 | Branch b = branch.AddComponent(); 61 | if (!wantBlossoms) { 62 | b.init(nodes, branchRadius, branchMaterial); 63 | } else { 64 | b.init(nodes, branchRadius, branchMaterial, leafMaterial, leafPrefab, flowerMaterial, flowerPrefab, i == 0); 65 | } 66 | branch.transform.SetParent(ivy.transform); 67 | } 68 | 69 | ivyCount++; 70 | } 71 | 72 | Vector3 calculateTangent(Vector3 p0, Vector3 p1, Vector3 normal) { 73 | var heading = p1 - p0; 74 | var distance = heading.magnitude; 75 | var direction = heading / distance; 76 | return Vector3.Cross(normal, direction).normalized; 77 | } 78 | 79 | Vector3 applyCorrection(Vector3 p, Vector3 normal) { 80 | return p + normal * 0.01f; 81 | } 82 | 83 | bool isOccluded(Vector3 from, Vector3 to) { 84 | Ray ray = new Ray(from, (to - from) / (to - from).magnitude); 85 | return Physics.Raycast(ray, (to - from).magnitude); 86 | } 87 | 88 | bool isOccluded(Vector3 from, Vector3 to, Vector3 normal) { 89 | return isOccluded(applyCorrection(from, normal), applyCorrection(to, normal)); 90 | } 91 | 92 | Vector3 calculateMiddlePoint(Vector3 p0, Vector3 p1, Vector3 normal) { 93 | Vector3 middle = (p0 + p1) / 2; 94 | var h = p0 - p1; 95 | var distance = h.magnitude; 96 | var dir = h / distance; 97 | return middle + normal * distance; 98 | } 99 | 100 | List createBranch(int count, Vector3 pos, Vector3 normal, Vector3 dir) { 101 | 102 | if (count == maxPointsForBranch) { 103 | IvyNode rootNode = new IvyNode(pos, normal); 104 | return new List { rootNode }.join(createBranch(count - 1, pos, normal, dir)); 105 | } else if (count < maxPointsForBranch && count > 0) { 106 | 107 | if (count % 2 == 0) { 108 | dir = Quaternion.AngleAxis(Random.Range(-20.0f, 20.0f), normal) * dir; 109 | } 110 | 111 | RaycastHit hit; 112 | Ray ray = new Ray(pos, normal); 113 | Vector3 p1 = pos + normal * segmentLength; 114 | 115 | if (Physics.Raycast(ray, out hit, segmentLength)) { 116 | p1 = hit.point; 117 | } 118 | ray = new Ray(p1, dir); 119 | 120 | if (Physics.Raycast(ray, out hit, segmentLength)) { 121 | Vector3 p2 = hit.point; 122 | IvyNode p2Node = new IvyNode(p2, -dir); 123 | return new List { p2Node }.join(createBranch(count - 1, p2, -dir, normal)); 124 | } else { 125 | Vector3 p2 = p1 + dir * segmentLength; 126 | ray = new Ray(applyCorrection(p2, normal), -normal); 127 | if (Physics.Raycast(ray, out hit, segmentLength)) { 128 | Vector3 p3 = hit.point; 129 | IvyNode p3Node = new IvyNode(p3, normal); 130 | 131 | if (isOccluded(p3, pos, normal)) { 132 | Vector3 middle = calculateMiddlePoint(p3, pos, (normal + dir) / 2); 133 | 134 | Vector3 m0 = (pos + middle) / 2; 135 | Vector3 m1 = (p3 + middle) / 2; 136 | 137 | IvyNode m0Node = new IvyNode(m0, normal); 138 | IvyNode m1Node = new IvyNode(m1, normal); 139 | 140 | return new List { m0Node, m1Node, p3Node }.join(createBranch(count - 3, p3, normal, dir)); 141 | } 142 | 143 | return new List { p3Node }.join(createBranch(count - 1, p3, normal, dir)); 144 | } else { 145 | Vector3 p3 = p2 - normal * segmentLength; 146 | ray = new Ray(applyCorrection(p3, normal), -normal); 147 | 148 | if (Physics.Raycast(ray, out hit, segmentLength)) { 149 | Vector3 p4 = hit.point; 150 | IvyNode p4Node = new IvyNode(p4, normal); 151 | 152 | if (isOccluded(p4, pos, normal)) { 153 | Vector3 middle = calculateMiddlePoint(p4, pos, (normal + dir) / 2); 154 | Vector3 m0 = (pos + middle) / 2; 155 | Vector3 m1 = (p4 + middle) / 2; 156 | 157 | IvyNode m0Node = new IvyNode(m0, normal); 158 | IvyNode m1Node = new IvyNode(m1, normal); 159 | 160 | return new List { m0Node, m1Node, p4Node }.join(createBranch(count - 3, p4, normal, dir)); 161 | } 162 | 163 | return new List { p4Node }.join(createBranch(count - 1, p4, normal, dir)); 164 | } else { 165 | Vector3 p4 = p3 - normal * segmentLength; 166 | IvyNode p4Node = new IvyNode(p4, dir); 167 | 168 | if (isOccluded(p4, pos, normal)) { 169 | Vector3 middle = calculateMiddlePoint(p4, pos, (normal + dir) / 2); 170 | 171 | Vector3 m0 = (pos + middle) / 2; 172 | Vector3 m1 = (p4 + middle) / 2; 173 | 174 | IvyNode m0Node = new IvyNode(m0, dir); 175 | IvyNode m1Node = new IvyNode(m1, dir); 176 | 177 | return new List { m0Node, m1Node, p4Node }.join(createBranch(count - 3, p4, dir, -normal)); 178 | } 179 | return new List { p4Node }.join(createBranch(count - 1, p4, dir, -normal)); 180 | } 181 | } 182 | } 183 | 184 | } 185 | return null; 186 | } 187 | 188 | void combineAndClear() { 189 | MeshManager.instance.combineAll(); 190 | foreach (Transform t in transform) { 191 | Destroy(t.gameObject); 192 | } 193 | } 194 | 195 | } -------------------------------------------------------------------------------- /Assets/Scripts/Branch.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using UnityEngine; 3 | 4 | public class Branch : MonoBehaviour { 5 | const string AMOUNT = "_Amount"; 6 | const string RADIUS = "_Radius"; 7 | const float MAX = 0.5f; 8 | 9 | List branchNodes; 10 | 11 | Mesh mesh; 12 | Material material; 13 | MeshFilter meshFilter; 14 | MeshRenderer meshRenderer; 15 | 16 | Material leafMaterial; 17 | Material flowerMaterial; 18 | Blossom leafPrefab; 19 | Blossom flowerPrefab; 20 | bool wantBlossoms; 21 | Dictionary blossoms; 22 | 23 | float branchRadius = 0.02f; 24 | int meshFaces = 8; 25 | 26 | bool animate; 27 | float growthSpeed = 2; 28 | float currentAmount = -1; 29 | 30 | public void init(List branchNodes, float branchRadius, Material material) { 31 | this.branchNodes = branchNodes; 32 | this.branchRadius = branchRadius; 33 | this.material = new Material(material); 34 | mesh = createMesh(branchNodes); 35 | } 36 | 37 | public void init(List branchNodes, float branchRadius, Material material, Material leafMaterial, Blossom leafPrefab, Material flowerMaterial, Blossom flowerPrefab, bool isFirst) { 38 | this.branchNodes = branchNodes; 39 | this.branchRadius = branchRadius; 40 | this.material = new Material(material); 41 | mesh = createMesh(branchNodes); 42 | 43 | this.leafMaterial = leafMaterial; 44 | this.flowerMaterial = flowerMaterial; 45 | this.leafPrefab = leafPrefab; 46 | this.flowerPrefab = flowerPrefab; 47 | this.wantBlossoms = true; 48 | blossoms = createBlossoms(branchNodes, isFirst); 49 | } 50 | 51 | void Start() { 52 | meshFilter = gameObject.AddComponent(); 53 | meshRenderer = gameObject.AddComponent(); 54 | if (material == null) { 55 | material = new Material(Shader.Find("Specular")); 56 | } 57 | 58 | leafMaterial = material; 59 | meshRenderer.material = material; 60 | if (mesh != null) { 61 | meshFilter.mesh = mesh; 62 | } 63 | 64 | material.SetFloat(RADIUS, branchRadius); 65 | material.SetFloat(AMOUNT, currentAmount); 66 | animate = true; 67 | } 68 | 69 | void Update() { 70 | if (animate) { 71 | currentAmount += Time.deltaTime * growthSpeed; 72 | material.SetFloat(AMOUNT, currentAmount); 73 | 74 | if (wantBlossoms) { 75 | var estimateNodeID = (int)remap(currentAmount, -.5f, .5f, 0, branchNodes.Count - 1); 76 | 77 | if (blossoms.ContainsKey(estimateNodeID)) { 78 | Blossom b = blossoms[estimateNodeID]; 79 | if (!b.isGrowing()) { 80 | b.grow(growthSpeed); 81 | } 82 | } 83 | } 84 | 85 | if (currentAmount >= MAX) { 86 | animate = false; 87 | material.SetFloat(AMOUNT, MAX); 88 | MeshManager.instance.addMesh(transform, meshFilter.mesh, meshRenderer.sharedMaterial); 89 | } 90 | } 91 | 92 | } 93 | 94 | float remap(float input, float oldLow, float oldHigh, float newLow, float newHigh) { 95 | float t = Mathf.InverseLerp(oldLow, oldHigh, input); 96 | return Mathf.Lerp(newLow, newHigh, t); 97 | } 98 | 99 | Mesh createMesh(List nodes) { 100 | Mesh branchMesh = new Mesh(); 101 | 102 | Vector3[] vertices = new Vector3[(nodes.Count) * meshFaces * 4]; 103 | Vector3[] normals = new Vector3[nodes.Count * meshFaces * 4]; 104 | Vector2[] uv = new Vector2[nodes.Count * meshFaces * 4]; 105 | int[] triangles = new int[(nodes.Count - 1) * meshFaces * 6]; 106 | 107 | for (int i = 0; i < nodes.Count; i++) { 108 | float vStep = (2f * Mathf.PI) / meshFaces; 109 | 110 | var fw = Vector3.zero; 111 | if (i > 0) { 112 | fw = branchNodes[i - 1].getPosition() - branchNodes[i].getPosition(); 113 | } 114 | 115 | if (i < branchNodes.Count - 1) { 116 | fw += branchNodes[i].getPosition() - branchNodes[i + 1].getPosition(); 117 | } 118 | 119 | if (fw == Vector3.zero) { 120 | fw = Vector3.forward; 121 | } 122 | 123 | fw.Normalize(); 124 | 125 | var up = branchNodes[i].getNormal(); 126 | up.Normalize(); 127 | 128 | for (int v = 0; v < meshFaces; v++) { 129 | var orientation = Quaternion.LookRotation(fw, up); 130 | Vector3 xAxis = Vector3.up; 131 | Vector3 yAxis = Vector3.right; 132 | Vector3 pos = branchNodes[i].getPosition(); 133 | pos += orientation * xAxis * (branchRadius * Mathf.Sin(v * vStep)); 134 | pos += orientation * yAxis * (branchRadius * Mathf.Cos(v * vStep)); 135 | 136 | vertices[i * meshFaces + v] = pos; 137 | 138 | var diff = pos - branchNodes[i].getPosition(); 139 | normals[i * meshFaces + v] = diff / diff.magnitude; 140 | 141 | float uvID = remap(i, 0, nodes.Count - 1, 0, 1); 142 | uv[i * meshFaces + v] = new Vector2((float)v / meshFaces, uvID); 143 | } 144 | 145 | if (i + 1 < nodes.Count) { 146 | for (int v = 0; v < meshFaces; v++) { 147 | triangles[i * meshFaces * 6 + v * 6] = ((v + 1) % meshFaces) + i * meshFaces; 148 | triangles[i * meshFaces * 6 + v * 6 + 1] = triangles[i * meshFaces * 6 + v * 6 + 4] = v + i * meshFaces; 149 | triangles[i * meshFaces * 6 + v * 6 + 2] = triangles[i * meshFaces * 6 + v * 6 + 3] = ((v + 1) % meshFaces + meshFaces) + i * meshFaces; 150 | triangles[i * meshFaces * 6 + v * 6 + 5] = (meshFaces + v % meshFaces) + i * meshFaces; 151 | } 152 | } 153 | } 154 | 155 | branchMesh.vertices = vertices; 156 | branchMesh.triangles = triangles; 157 | branchMesh.normals = normals; 158 | branchMesh.uv = uv; 159 | return branchMesh; 160 | } 161 | 162 | Dictionary createBlossoms(List nodes, bool isFirst) { 163 | 164 | Dictionary bls = new Dictionary(); 165 | for (int i = 0; i < nodes.Count; i++) { 166 | 167 | var r = Random.Range(0, 10); 168 | if (i > 0 || isFirst) { 169 | 170 | if (r > 2) { 171 | Vector3 n = nodes[i].getNormal(); 172 | Vector3 otherNormal = Vector3.up; 173 | Vector3 fw = Vector3.forward; 174 | if (i > 0) { 175 | fw = nodes[i - 1].getPosition() - nodes[i].getPosition(); 176 | otherNormal = nodes[i - 1].getNormal(); 177 | } else if (i < nodes.Count - 1) { 178 | fw = nodes[i].getPosition() - nodes[i + 1].getPosition(); 179 | otherNormal = nodes[i + 1].getNormal(); 180 | } 181 | 182 | var isFlower = (r == 3) && Vector3.Dot(n, otherNormal) >= .95f; 183 | 184 | var prefab = leafPrefab; 185 | if (isFlower) { 186 | prefab = flowerPrefab; 187 | } 188 | 189 | Quaternion rotation = Quaternion.LookRotation((fw).normalized, n); 190 | float flowerOffset = isFlower ? 0.02f : 0; 191 | float uvID = remap(i, 0, nodes.Count - 1, 0, 1); 192 | Blossom b = Instantiate(prefab, nodes[i].getPosition() + nodes[i].getNormal() * (branchRadius + flowerOffset), rotation); 193 | b.init(isFlower ? flowerMaterial : leafMaterial); 194 | b.transform.SetParent(transform); 195 | bls.Add(i, b); 196 | } 197 | } 198 | 199 | 200 | } 201 | return bls; 202 | } 203 | 204 | 205 | void OnDrawGizmosSelected() { 206 | 207 | if (branchNodes != null) { 208 | for (int i = 0; i < branchNodes.Count; i++) { 209 | Gizmos.DrawSphere(branchNodes[i].getPosition(), .002f); 210 | Gizmos.color = Color.white; 211 | 212 | Gizmos.color = Color.blue; 213 | 214 | var fw = Vector3.zero; 215 | if (i > 0) { 216 | fw = branchNodes[i - 1].getPosition() - branchNodes[i].getPosition(); 217 | } 218 | 219 | if (i < branchNodes.Count - 1) { 220 | fw += branchNodes[i].getPosition() - branchNodes[i + 1].getPosition(); 221 | } 222 | 223 | fw.Normalize(); 224 | 225 | var up = branchNodes[i].getNormal(); 226 | up.Normalize(); 227 | 228 | Vector3.OrthoNormalize(ref up, ref fw); 229 | 230 | float vStep = (2f * Mathf.PI) / meshFaces; 231 | for (int v = 0; v < meshFaces; v++) { 232 | 233 | Gizmos.DrawLine(branchNodes[i].getPosition(), branchNodes[i].getPosition() + fw * .05f); 234 | 235 | var orientation = Quaternion.LookRotation(fw, up); 236 | Vector3 xAxis = Vector3.up; 237 | Vector3 yAxis = Vector3.right; 238 | Vector3 pos = branchNodes[i].getPosition(); 239 | pos += orientation * xAxis * (branchRadius * Mathf.Sin(v * vStep)); 240 | pos += orientation * yAxis * (branchRadius * Mathf.Cos(v * 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