├── .gitignore ├── Assets ├── PlasmaMaterial.mat ├── PlasmaMaterial.mat.meta ├── PlasmaSampleScene.unity ├── PlasmaSampleScene.unity.meta ├── PlasmaTexture.cs └── PlasmaTexture.cs.meta ├── Images └── Plasma.jpg ├── LICENSE.md ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── BurstAotSettings_StandaloneOSX.json ├── 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 ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset └── readme.md /.gitignore: -------------------------------------------------------------------------------- 1 | .idea/ 2 | Library/ 3 | Temp/ 4 | Logs/ 5 | UserSettings/ 6 | obj/ 7 | *.csproj 8 | *.sln 9 | .DS_Store 10 | -------------------------------------------------------------------------------- /Assets/PlasmaMaterial.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_CorrespondingSourceObject: {fileID: 0} 8 | m_PrefabInstance: {fileID: 0} 9 | m_PrefabAsset: {fileID: 0} 10 | m_Name: PlasmaMaterial 11 | m_Shader: {fileID: 10752, guid: 0000000000000000f000000000000000, type: 0} 12 | m_ShaderKeywords: 13 | m_LightmapFlags: 4 14 | m_EnableInstancingVariants: 0 15 | m_DoubleSidedGI: 0 16 | m_CustomRenderQueue: -1 17 | stringTagMap: {} 18 | disabledShaderPasses: [] 19 | m_SavedProperties: 20 | serializedVersion: 3 21 | m_TexEnvs: 22 | - 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t)) + 2.4f * t; 53 | var w = 0.9f + math.sin(cx + math.cos(0.628f + t)) - 0.7f * t; 54 | var d = math.sqrt(cx * cx + cy * cy); 55 | var s = 7.0f * math.cos(d + w) * math.sin(k + w); 56 | var cc = math.cos(s + new float3(0.2f, 0.5f, 0.9f)) * 0.5f + 0.5f; 57 | return new Color(cc.x, cc.y, cc.z, 1); 58 | } 59 | 60 | void UpdateSetPixels(float invSize, float t) 61 | { 62 | var idx = 0; 63 | for (var y = 0; y < m_TextureSize; ++y) 64 | for (var x = 0; x < m_TextureSize; ++x) 65 | m_Colors[idx++] = CalcPlasmaPixel(x, y, invSize, t); 66 | m_Texture.SetPixels(m_Colors, 0); 67 | } 68 | 69 | void UpdateSetPixel(float invSize, float t) 70 | { 71 | for (var y = 0; y < m_TextureSize; ++y) 72 | for (var x = 0; x < m_TextureSize; ++x) 73 | m_Texture.SetPixel(x, y, CalcPlasmaPixel(x, y, invSize, t)); 74 | } 75 | 76 | [BurstCompile] 77 | struct CalcPlasmaIntoNativeArrayBurst : IJob 78 | { 79 | public NativeArray data; 80 | public int textureSize; 81 | public float invSize; 82 | public float t; 83 | public void Execute() 84 | { 85 | var idx = 0; 86 | for (var y = 0; y < textureSize; ++y) 87 | for (var x = 0; x < textureSize; ++x) 88 | data[idx++] = CalcPlasmaPixel(x, y, invSize, t); 89 | } 90 | } 91 | 92 | [BurstCompile] 93 | struct CalcPlasmaIntoNativeArrayBurstParallel : IJobParallelFor 94 | { 95 | // Our job accesses does not just access one element of 96 | // this array that maps to the job index -- 97 | // we compute whole row of pixels in one job invocation. Thus have to 98 | // tell the job safety system to stop checking that array 99 | // accesses map to job index on this array, via 100 | // the NativeDisableParallelForRestriction attribute. 101 | [NativeDisableParallelForRestriction] public NativeArray data; 102 | public int textureSize; 103 | public float invSize; 104 | public float t; 105 | public void Execute(int y) 106 | { 107 | var idx = y * textureSize; 108 | for (var x = 0; x < textureSize; ++x) 109 | data[idx++] = CalcPlasmaPixel(x, y, invSize, t); 110 | } 111 | } 112 | 113 | void UpdateSetPixelDataBurst(float invSize, float t) 114 | { 115 | var data = m_Texture.GetPixelData(0); 116 | var job = new CalcPlasmaIntoNativeArrayBurst() 117 | { 118 | data = data, 119 | textureSize = m_TextureSize, 120 | invSize = invSize, 121 | t = t 122 | }; 123 | job.Schedule().Complete(); 124 | } 125 | void UpdateSetPixelDataBurstParallel(float invSize, float t) 126 | { 127 | var data = m_Texture.GetPixelData(0); 128 | var job = new CalcPlasmaIntoNativeArrayBurstParallel() 129 | { 130 | data = data, 131 | textureSize = m_TextureSize, 132 | invSize = invSize, 133 | t = t 134 | }; 135 | job.Schedule(m_TextureSize, 1).Complete(); 136 | } 137 | 138 | void Update() 139 | { 140 | CreateTextureIfNeeded(); 141 | 142 | var t = Time.time; 143 | 144 | var t0 = Time.realtimeSinceStartup; 145 | var invSize = 1.0f / m_TextureSize; 146 | switch (m_Method) 147 | { 148 | case PlasmaTextureMethod.SetPixels: UpdateSetPixels(invSize, t); break; 149 | case PlasmaTextureMethod.SetPixel: UpdateSetPixel(invSize, t); break; 150 | case PlasmaTextureMethod.SetPixelDataBurst: UpdateSetPixelDataBurst(invSize, t); break; 151 | case PlasmaTextureMethod.SetPixelDataBurstParallel: UpdateSetPixelDataBurstParallel(invSize, t); break; 152 | } 153 | // All the above calculations wrote new pixel values into a CPU 154 | // side texture memory copy. We need to send it off to the GPU now. 155 | m_Texture.Apply(); 156 | var t1 = Time.realtimeSinceStartup; 157 | var dt = t1 - t0; 158 | 159 | // Update "time it took" UI indicator 160 | if (m_UpdateTime < 0) 161 | m_UpdateTime = dt; 162 | else 163 | m_UpdateTime = Mathf.Lerp(m_UpdateTime, dt, 0.3f); 164 | if (m_UITime != null) 165 | m_UITime.text = $"Texture {m_TextureSize}x{m_TextureSize} update {m_Method}: {m_UpdateTime*1000.0f:F2}ms"; 166 | } 167 | } 168 | -------------------------------------------------------------------------------- /Assets/PlasmaTexture.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 05a1ff087bdfc4cc4b4c2a9dc43f5d39 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Images/Plasma.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Unity-Technologies/UnityTextureAccessApiExamples/b9497316e5e8ed29e4852ed598e2202f6d0e0350/Images/Plasma.jpg -------------------------------------------------------------------------------- /LICENSE.md: -------------------------------------------------------------------------------- 1 | Unity Texture Access API examples © 2021 Unity Technologies 2 | 3 | Licensed under the Unity Companion License for Unity-dependent projects (see https://unity3d.com/legal/licenses/unity_companion_license). 4 | 5 | Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions. 6 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.burst": "1.4.4", 4 | "com.unity.ide.rider": "1.2.1", 5 | "com.unity.test-framework": "1.1.19", 6 | "com.unity.ugui": "1.0.0", 7 | "com.unity.modules.ai": "1.0.0", 8 | "com.unity.modules.androidjni": "1.0.0", 9 | "com.unity.modules.animation": "1.0.0", 10 | "com.unity.modules.assetbundle": "1.0.0", 11 | "com.unity.modules.audio": "1.0.0", 12 | "com.unity.modules.cloth": "1.0.0", 13 | "com.unity.modules.director": "1.0.0", 14 | "com.unity.modules.imageconversion": "1.0.0", 15 | "com.unity.modules.imgui": "1.0.0", 16 | "com.unity.modules.jsonserialize": "1.0.0", 17 | "com.unity.modules.particlesystem": "1.0.0", 18 | "com.unity.modules.physics": "1.0.0", 19 | 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"m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /readme.md: -------------------------------------------------------------------------------- 1 | # Unity 2020.1+ Texture Access API examples 2 | 3 | Unity 2020.1 added `Texture2D.GetPixelData` and related APIs for C# Jobs/Burst compatible way of reading & writing texture pixels 4 | (see [documentation](https://docs.unity3d.com/2020.1/Documentation/ScriptReference/Texture2D.GetPixelData.html)). 5 | 6 | This repository contains a small example of that. Required Unity version is **2020.1** or later. 7 | 8 | ## Procedural Plasma Texture 9 | 10 | An example where a "plasma effect" texture is updated on the CPU every frame. 11 | 12 | ![Plasma](/Images/Plasma.jpg?raw=true "Plasma") 13 | 14 | `Assets/PlasmaSampleScene` is the sample scene and code. 15 | 16 | Time it takes to compute plasma and update a 512x512 texture, on 2019 MacBookPro (Core i9 2.4GHz, 8 cores / 16 threads): 17 | 18 | - `SetPixels`: **113ms**, 19 | - `SetPixel`: 140ms, 20 | - `SetPixelData` w/ Burst: 17ms, 21 | - `SetPixelData` w/ Burst, parallel jobs: **1.7ms**. 22 | 23 | 24 | --------------------------------------------------------------------------------