├── .gitignore
├── .idea
└── .idea.GPU Voxel Test
│ └── .idea
│ ├── .gitignore
│ ├── encodings.xml
│ └── vcs.xml
├── Assets
├── Compute.meta
├── Compute
│ ├── feedback.comp
│ ├── feedback.comp.meta
│ ├── feedback.compute
│ ├── feedback.compute.meta
│ ├── generate_voxels.compute
│ ├── generate_voxels.compute.meta
│ ├── voxelizer.comp
│ ├── voxelizer.comp.meta
│ ├── voxelizer.compute
│ ├── voxelizer.compute.meta
│ ├── voxels.hlsl
│ └── voxels.hlsl.meta
├── Materials.meta
├── Materials
│ ├── Voxel Basic.mat
│ ├── Voxel Basic.mat.meta
│ ├── Voxel Procedural.mat
│ └── Voxel Procedural.mat.meta
├── OutdoorsScene.unity
├── OutdoorsScene.unity.meta
├── Scripts.meta
├── Scripts
│ ├── CameraController.cs
│ ├── CameraController.cs.meta
│ ├── Data.meta
│ ├── Data
│ │ ├── ChunkFeedback.cs
│ │ ├── ChunkFeedback.cs.meta
│ │ ├── SubChunkFeedback.cs
│ │ ├── SubChunkFeedback.cs.meta
│ │ ├── Vertex.cs
│ │ └── Vertex.cs.meta
│ ├── Native.meta
│ ├── Native
│ │ ├── GenerateRandomVoxelsJob.cs
│ │ └── GenerateRandomVoxelsJob.cs.meta
│ ├── VoxelChunkGenerator.cs
│ └── VoxelChunkGenerator.cs.meta
├── Settings.meta
├── Settings
│ ├── HDRP Balanced.asset
│ ├── HDRP Balanced.asset.meta
│ ├── HDRP High Fidelity.asset
│ ├── HDRP High Fidelity.asset.meta
│ ├── HDRP Performant.asset
│ ├── HDRP Performant.asset.meta
│ ├── HDRPDefaultResources.meta
│ ├── HDRPDefaultResources
│ │ ├── DefaultLookDevProfile.asset
│ │ ├── DefaultLookDevProfile.asset.meta
│ │ ├── DefaultSettingsVolumeProfile.asset
│ │ ├── DefaultSettingsVolumeProfile.asset.meta
│ │ ├── FoliageDiffusionProfile.asset
│ │ ├── FoliageDiffusionProfile.asset.meta
│ │ ├── HDRenderPipelineAsset.asset
│ │ ├── HDRenderPipelineAsset.asset.meta
│ │ ├── HDRenderPipelineGlobalSettings.asset
│ │ ├── HDRenderPipelineGlobalSettings.asset.meta
│ │ ├── SkinDiffusionProfile.asset
│ │ └── SkinDiffusionProfile.asset.meta
│ ├── SkyandFogSettingsProfile.asset
│ └── SkyandFogSettingsProfile.asset.meta
├── Shaders.meta
└── Shaders
│ ├── DrawVoxelsGraph.shadergraph
│ ├── DrawVoxelsGraph.shadergraph.meta
│ ├── GetVertexData.hlsl
│ ├── GetVertexData.hlsl.meta
│ ├── ShadowPass.hlsl
│ └── ShadowPass.hlsl.meta
├── LICENSE
├── Packages
├── manifest.json
└── packages-lock.json
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── HDRPProjectSettings.asset
├── InputManager.asset
├── MemorySettings.asset
├── NavMeshAreas.asset
├── PackageManagerSettings.asset
├── Packages
│ └── com.unity.testtools.codecoverage
│ │ └── Settings.json
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── SceneTemplateSettings.json
├── ShaderGraphSettings.asset
├── TagManager.asset
├── TimeManager.asset
├── UnityConnectSettings.asset
├── VFXManager.asset
├── VersionControlSettings.asset
├── XRSettings.asset
└── boot.config
├── README.md
└── UserSettings
├── EditorUserSettings.asset
├── HDRPUserSettings.asset
└── Search.settings
/.gitignore:
--------------------------------------------------------------------------------
1 | # This .gitignore file should be placed at the root of your Unity project directory
2 |
3 | /[Ll]ibrary/
4 | /[Tt]emp/
5 | /[Oo]bj/
6 | /[Bb]uild/
7 | /[Bb]uild_IL2CPP/
8 | /[Bb]uilds/
9 | /[Ll]ogs/
10 | /[Ss]creenshots/
11 | /[Rr]ecordings/
12 |
13 | # Never ignore Asset meta data
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 | # TextMesh Pro files
20 | [Aa]ssets/TextMesh*Pro/
21 |
22 | # Visual Studio cache directory
23 | .vs/
24 |
25 | # Gradle cache directory
26 | .gradle/
27 |
28 | Build*.zip
29 |
30 | # Autogenerated VS/MD/Consulo solution and project files
31 | ExportedObj/
32 | .consulo/
33 | *.csproj
34 | *.unityproj
35 | *.sln
36 | *.suo
37 | *.tmp
38 | *.user
39 | *.userprefs
40 | *.pidb
41 | *.booproj
42 | *.svd
43 | *.pdb
44 | *.mdb
45 | *.opendb
46 | *.VC.db
47 |
48 | # Unity3D generated meta files
49 | *.pidb.meta
50 | *.pdb.meta
51 | *.mdb.meta
52 |
53 | # Unity3D generated file on crash reports
54 | sysinfo.txt
55 |
56 | # Builds
57 | *.apk
58 | *.unitypackage
59 |
60 | Tiled*Assets
61 |
62 |
63 | # Crashlytics generated file
64 | crashlytics-build.properties
65 | /.idea/.idea.Punch/.idea/statistic.xml
66 | /buildversion.txt
67 |
68 | # Common IntelliJ Platform excludes
69 |
70 | # User specific
71 | **/.idea/**/workspace.xml
72 | indexLayout.xml
73 | **/.idea/**/tasks.xml
74 | **/.idea/shelf/*
75 | **/.idea/dictionaries
76 | **/.idea/httpRequests/
77 |
78 | # Sensitive or high-churn files
79 | **/.idea/**/dataSources/
80 | **/.idea/**/dataSources.ids
81 | **/.idea/**/dataSources.xml
82 | **/.idea/**/dataSources.local.xml
83 | **/.idea/**/sqlDataSources.xml
84 | **/.idea/**/dynamic.xml
85 |
86 | # Rider
87 | # Rider auto-generates .iml files, and contentModel.xml
88 | **/.idea/**/*.iml
89 | **/.idea/**/contentModel.xml
90 | **/.idea/**/modules.xml
91 | /Assets/Deform/EditorResources/DeformSettings.asset
92 | Assets/Plugins/Sirenix/Demos/Sample - RPG Editor.unitypackage.meta
93 | Assets/Plugins/Sirenix/Demos/Editor Windows.unitypackage.meta
94 | Assets/Plugins/Sirenix/Demos/Custom Drawers.unitypackage.meta
95 | Assets/Plugins/Sirenix/Demos/Custom Attribute Processors.unitypackage.meta
96 | Assets/Imported/AmplifyImpostors/Plugins/EditorResources/RenderPipelinePackages/ImpostorsURP.unitypackage.meta
97 | Assets/Imported/AmplifyImpostors/Plugins/EditorResources/RenderPipelinePackages/ImpostorsLWRP.unitypackage.meta
98 | Assets/Imported/AmplifyImpostors/Plugins/EditorResources/RenderPipelinePackages/ImpostorsHDRP.unitypackage.meta
99 | Assets/Imported/AmplifyImpostors/Examples/SamplesURP.unitypackage.meta
100 | Assets/Imported/AmplifyImpostors/Examples/SamplesLWRP.unitypackage.meta
101 | Assets/Imported/AmplifyImpostors/Examples/SamplesHDRP.unitypackage.meta
102 | UserSettings/Layouts/CurrentMaximizeLayout.dwlt
103 | UserSettings/Layouts/default-2021.dwlt
104 | ProjectSettings/RiderScriptEditorPersistedState.asset
105 |
--------------------------------------------------------------------------------
/.idea/.idea.GPU Voxel Test/.idea/.gitignore:
--------------------------------------------------------------------------------
1 | # Default ignored files
2 | /shelf/
3 | /workspace.xml
4 | # Rider ignored files
5 | /contentModel.xml
6 | /.idea.GPU Voxel Test.iml
7 | /projectSettingsUpdater.xml
8 | /modules.xml
9 | # Editor-based HTTP Client requests
10 | /httpRequests/
11 | # Datasource local storage ignored files
12 | /dataSources/
13 | /dataSources.local.xml
14 |
--------------------------------------------------------------------------------
/.idea/.idea.GPU Voxel Test/.idea/encodings.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
--------------------------------------------------------------------------------
/.idea/.idea.GPU Voxel Test/.idea/vcs.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
--------------------------------------------------------------------------------
/Assets/Compute.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 97557a5d513709241b6862e91b4a83c1
3 | folderAsset: yes
4 | DefaultImporter:
5 | externalObjects: {}
6 | userData:
7 | assetBundleName:
8 | assetBundleVariant:
9 |
--------------------------------------------------------------------------------
/Assets/Compute/feedback.comp:
--------------------------------------------------------------------------------
1 | #version 460 core
2 |
3 | #define CHUNK_SIZE 80
4 |
5 | layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in;
6 |
7 | struct GeometryData {
8 | uint vertexCount;
9 | uint indexCount;
10 | };
11 |
12 | struct ChunkFeedback {
13 | uint vertexOffset;
14 | uint vertexCount;
15 | uint indexOffset;
16 | uint indexCount;
17 | };
18 |
19 | layout (std430, binding = 1) readonly buffer VoxelBuffer {
20 | int data[];
21 | } uVoxels;
22 |
23 | layout (std430, binding = 6) buffer FeedbackBuffer {
24 | GeometryData data;
25 | } uFeedback;
26 |
27 | layout (std430, binding = 7) writeonly buffer ChunkFeedbackBuffer {
28 | ChunkFeedback data[];
29 | } uChunkFeedback;
30 |
31 | shared uint sVertexCount;
32 | shared uint sIndexCount;
33 |
34 | uint to1D(in uvec3 pos) {
35 | return pos.x + CHUNK_SIZE * (pos.y + CHUNK_SIZE * pos.z);
36 | }
37 |
38 | int to1D(in ivec3 pos) {
39 | return pos.x + CHUNK_SIZE * (pos.y + CHUNK_SIZE * pos.z);
40 | }
41 |
42 | uvec3 to3D(in uint idx) {
43 | uint x = idx % CHUNK_SIZE;
44 | uint y = (idx / CHUNK_SIZE) % CHUNK_SIZE;
45 | uint z = idx / (CHUNK_SIZE * CHUNK_SIZE);
46 |
47 | // uint z = idx / (CHUNK_SIZE * CHUNK_SIZE);
48 | // idx -= (z * CHUNK_SIZE * CHUNK_SIZE);
49 | // uint y = idx / CHUNK_SIZE;
50 | // uint x = idx % CHUNK_SIZE;
51 | return uvec3(x, y, z);
52 | }
53 |
54 | bool hasVoxel(in ivec3 coord) {
55 | if (coord.x < 0 || coord.x >= CHUNK_SIZE ||
56 | coord.y < 0 || coord.y >= CHUNK_SIZE ||
57 | coord.z < 0 || coord.z >= CHUNK_SIZE) {
58 | return false;
59 | }
60 |
61 | int idx = to1D(coord);
62 | return uVoxels.data[idx] > 0;
63 | }
64 |
65 | void main() {
66 | if (gl_LocalInvocationIndex == 0) {
67 | sVertexCount = 0;
68 | sIndexCount = 0;
69 | }
70 |
71 | barrier();
72 |
73 | uint globalVoxelIndex = to1D(gl_GlobalInvocationID);
74 |
75 | if (uVoxels.data[globalVoxelIndex] > 0) {
76 | ivec3 coord = ivec3(gl_GlobalInvocationID);
77 |
78 | uint vertexCount = 0;
79 | uint indexCount = 0;
80 |
81 | if (!hasVoxel(coord + ivec3(1, 0, 0))) {
82 | vertexCount += 4;
83 | indexCount += 6;
84 | }
85 |
86 | if (!hasVoxel(coord + ivec3(-1, 0, 0))) {
87 | vertexCount += 4;
88 | indexCount += 6;
89 | }
90 |
91 | if (!hasVoxel(coord + ivec3(0, 1, 0))) {
92 | vertexCount += 4;
93 | indexCount += 6;
94 | }
95 |
96 | if (!hasVoxel(coord + ivec3(0, -1, 0))) {
97 | vertexCount += 4;
98 | indexCount += 6;
99 | }
100 |
101 | if (!hasVoxel(coord + ivec3(0, 0, 1))) {
102 | vertexCount += 4;
103 | indexCount += 6;
104 | }
105 |
106 | if (!hasVoxel(coord + ivec3(0, 0, -1))) {
107 | vertexCount += 4;
108 | indexCount += 6;
109 | }
110 |
111 | atomicAdd(sVertexCount, vertexCount);
112 | atomicAdd(sIndexCount, indexCount);
113 | }
114 |
115 | barrier();
116 |
117 | if (gl_LocalInvocationIndex == 0) {
118 | uint vertexOffset = atomicAdd(uFeedback.data.vertexCount, sVertexCount);
119 | uint indexOffset = atomicAdd(uFeedback.data.indexCount, sIndexCount);
120 |
121 | uint index = gl_WorkGroupID.x + 10 * (gl_WorkGroupID.y + 10 * gl_WorkGroupID.z);
122 |
123 | uChunkFeedback.data[index].vertexOffset = vertexOffset;
124 | uChunkFeedback.data[index].vertexCount = sVertexCount;
125 | uChunkFeedback.data[index].indexOffset = indexOffset;
126 | uChunkFeedback.data[index].indexCount = sIndexCount;
127 | }
128 | }
129 |
--------------------------------------------------------------------------------
/Assets/Compute/feedback.comp.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: aaecea494d1a3ed4fb1e13c29abe2eef
3 | ComputeShaderImporter:
4 | externalObjects: {}
5 | preprocessorOverride: 0
6 | userData:
7 | assetBundleName:
8 | assetBundleVariant:
9 |
--------------------------------------------------------------------------------
/Assets/Compute/feedback.compute:
--------------------------------------------------------------------------------
1 | #pragma kernel CSMain
2 | #include "voxels.hlsl"
3 |
4 | RWStructuredBuffer uVoxels;
5 | RWStructuredBuffer uIndirectArgs;
6 | RWStructuredBuffer uFeedback;
7 | RWStructuredBuffer uChunkFeedback;
8 |
9 | groupshared uint sVertexCount;
10 | groupshared uint sIndexCount;
11 |
12 | bool hasVoxel(int3 coord) {
13 | if (coord.x < 0 || coord.x >= CHUNK_SIZE ||
14 | coord.y < 0 || coord.y >= CHUNK_SIZE ||
15 | coord.z < 0 || coord.z >= CHUNK_SIZE) {
16 | return false;
17 | }
18 |
19 | int idx = to1D(coord);
20 | return uVoxels[idx] > 0;
21 | }
22 |
23 | [numthreads(8, 8, 8)]
24 | void CSMain (uint3 dispatchID : SV_DispatchThreadID, uint3 groupID : SV_GroupID, uint3 groupThreadID : SV_GroupThreadID)
25 | {
26 | if (groupThreadID.x == 0 && groupThreadID.y == 0 && groupThreadID.z == 0) {
27 | sVertexCount = 0;
28 | sIndexCount = 0;
29 | }
30 |
31 | AllMemoryBarrierWithGroupSync();
32 |
33 | uint globalVoxelIndex = to1D(dispatchID);
34 |
35 | if (uVoxels[globalVoxelIndex] > 0) {
36 | int3 coord = int3(dispatchID);
37 |
38 | uint vertexCount = 0;
39 | uint indexCount = 0;
40 |
41 | if (!hasVoxel(coord + int3(1, 0, 0))) {
42 | vertexCount += 4;
43 | indexCount += 6;
44 | }
45 |
46 | if (!hasVoxel(coord + int3(-1, 0, 0))) {
47 | vertexCount += 4;
48 | indexCount += 6;
49 | }
50 |
51 | if (!hasVoxel(coord + int3(0, 1, 0))) {
52 | vertexCount += 4;
53 | indexCount += 6;
54 | }
55 |
56 | if (!hasVoxel(coord + int3(0, -1, 0))) {
57 | vertexCount += 4;
58 | indexCount += 6;
59 | }
60 |
61 | if (!hasVoxel(coord + int3(0, 0, 1))) {
62 | vertexCount += 4;
63 | indexCount += 6;
64 | }
65 |
66 | if (!hasVoxel(coord + int3(0, 0, -1))) {
67 | vertexCount += 4;
68 | indexCount += 6;
69 | }
70 |
71 | InterlockedAdd(sVertexCount, vertexCount);
72 | InterlockedAdd(sIndexCount, indexCount);
73 | }
74 |
75 | AllMemoryBarrierWithGroupSync();
76 |
77 | if (groupThreadID.x == 0 && groupThreadID.y == 0 && groupThreadID.z == 0)
78 | {
79 | uint vertexOffset = 0, indexOffset = 0;
80 |
81 | InterlockedAdd(uFeedback[0].vertexCount, sVertexCount, vertexOffset);
82 | InterlockedAdd(uFeedback[0].indexCount, sIndexCount, indexOffset);
83 |
84 | uint index = groupID.x + 10 * (groupID.y + 10 * groupID.z);
85 |
86 | uChunkFeedback[index].vertexOffset = vertexOffset;
87 | uChunkFeedback[index].vertexCount = sVertexCount;
88 | uChunkFeedback[index].indexOffset = indexOffset;
89 | uChunkFeedback[index].indexCount = sIndexCount;
90 |
91 | uIndirectArgs[0] = uFeedback[0].indexCount;
92 | }
93 | }
--------------------------------------------------------------------------------
/Assets/Compute/feedback.compute.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: dcf5afbcdd664499ba15c19b51a26d36
3 | timeCreated: 1681064567
--------------------------------------------------------------------------------
/Assets/Compute/generate_voxels.compute:
--------------------------------------------------------------------------------
1 | #pragma kernel CSMain
2 | #include "voxels.hlsl"
3 | #include "Library\PackageCache\jp.keijiro.noiseshader@2.0.0/Shader/ClassicNoise3D.hlsl"
4 |
5 | RWStructuredBuffer uVoxels;
6 |
7 | float3 uPosition = float3(0, 0, 0);
8 | float uFrequency = 0.1f;
9 | float uAmplitude = 0.5f;
10 |
11 | [numthreads(8, 8, 8)]
12 | void CSMain (uint3 dispatchID : SV_DispatchThreadID)
13 | {
14 | const uint globalVoxelIndex = to1D(dispatchID);
15 |
16 | int3 coord = int3(dispatchID);
17 | float3 position = float3(coord) + uPosition;
18 |
19 | float noise = ClassicNoise(position * uFrequency) * uAmplitude;
20 |
21 | if (noise > 0)
22 | {
23 | uVoxels[globalVoxelIndex] = 1;
24 | } else
25 | {
26 | uVoxels[globalVoxelIndex] = 0;
27 | }
28 | }
--------------------------------------------------------------------------------
/Assets/Compute/generate_voxels.compute.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 7c81d6f263c142b0ab66023d5cb2aefa
3 | timeCreated: 1681424603
--------------------------------------------------------------------------------
/Assets/Compute/voxelizer.comp:
--------------------------------------------------------------------------------
1 | #version 460 core
2 |
3 | #define CHUNK_SIZE 80
4 |
5 | layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in;
6 |
7 | struct Vertex {
8 | float px, py, pz;
9 | float tx, ty;
10 | float nx, ny, nz;
11 | };
12 |
13 | struct GeometryData {
14 | uint vertexCount;
15 | uint indexCount;
16 | };
17 |
18 | struct ChunkFeedback {
19 | uint vertexOffset;
20 | uint vertexCount;
21 | uint indexOffset;
22 | uint indexCount;
23 | };
24 |
25 | struct DrawCommandData {
26 | uint indexCount;
27 | uint instanceCount;
28 | uint firstIndex;
29 | int vertexOffset;
30 | uint firstInstance;
31 | };
32 |
33 | layout (std430, binding = 1) readonly buffer VoxelBuffer {
34 | int data[];
35 | } uVoxels;
36 |
37 | layout (std430, binding = 2) writeonly buffer VertexBuffer {
38 | Vertex data[];
39 | } uVertices;
40 |
41 | layout (std430, binding = 3) writeonly buffer IndexBuffer {
42 | uint data[];
43 | } uIndices;
44 |
45 | layout (std430, binding = 6) readonly buffer FeedbackBuffer {
46 | GeometryData data;
47 | } uFeedback;
48 |
49 | layout (std430, binding = 7) readonly buffer ChunkFeedbackBuffer {
50 | ChunkFeedback data[];
51 | } uChunkFeedback;
52 |
53 | shared uint sVertexOffset;
54 | shared uint sVertexCount;
55 | shared uint sIndexOffset;
56 | shared uint sIndexCount;
57 | shared uint sChunkIndex;
58 |
59 | uint to1D(in uvec3 pos) {
60 | return pos.x + CHUNK_SIZE * (pos.y + CHUNK_SIZE * pos.z);
61 | }
62 |
63 | int to1D(in ivec3 pos) {
64 | return pos.x + CHUNK_SIZE * (pos.y + CHUNK_SIZE * pos.z);
65 | }
66 |
67 | uvec3 to3D(in uint idx) {
68 | uint x = idx % CHUNK_SIZE;
69 | uint y = (idx / CHUNK_SIZE) % CHUNK_SIZE;
70 | uint z = idx / (CHUNK_SIZE * CHUNK_SIZE);
71 |
72 | // uint z = idx / (CHUNK_SIZE * CHUNK_SIZE);
73 | // idx -= (z * CHUNK_SIZE * CHUNK_SIZE);
74 | // uint y = idx / CHUNK_SIZE;
75 | // uint x = idx % CHUNK_SIZE;
76 | return uvec3(x, y, z);
77 | }
78 |
79 | bool hasVoxel(in ivec3 coord) {
80 | if (coord.x < 0 || coord.x >= CHUNK_SIZE ||
81 | coord.y < 0 || coord.y >= CHUNK_SIZE ||
82 | coord.z < 0 || coord.z >= CHUNK_SIZE) {
83 | return false;
84 | }
85 |
86 | int idx = to1D(coord);
87 | return uVoxels.data[idx] > 0;
88 | }
89 |
90 | void setVertex(out Vertex vertex, in vec3 position, in vec2 texcoord, in vec3 normal) {
91 | vertex.px = position.x; vertex.py = position.y; vertex.pz = position.z;
92 | vertex.tx = texcoord.x; vertex.ty = texcoord.y;
93 | vertex.nx = normal.x; vertex.ny = normal.y; vertex.nz = normal.z;
94 | }
95 |
96 | void main() {
97 | if (gl_LocalInvocationIndex == 0) {
98 | // sChunkIndex = uChunkIndices.data[gl_WorkGroupID.x + 10 * (gl_WorkGroupID.y + 10 * gl_WorkGroupID.z)];
99 | sChunkIndex = gl_WorkGroupID.x + 10 * (gl_WorkGroupID.y + 10 * gl_WorkGroupID.z);
100 | sVertexOffset = uChunkFeedback.data[sChunkIndex].vertexOffset;
101 | sIndexOffset = uChunkFeedback.data[sChunkIndex].indexOffset;
102 | sVertexCount = uChunkFeedback.data[sChunkIndex].vertexCount;
103 | sIndexCount = uChunkFeedback.data[sChunkIndex].indexCount;
104 | }
105 |
106 | barrier();
107 |
108 | uint globalVoxelIndex = to1D(gl_GlobalInvocationID);
109 |
110 | if (uVoxels.data[globalVoxelIndex] > 0) {
111 | ivec3 coord = ivec3(gl_GlobalInvocationID);
112 |
113 | uint vertexCount = 0;
114 | uint indexCount = 0;
115 |
116 | vec3 position = vec3(coord);
117 | // +X
118 | if (!hasVoxel(coord + ivec3(1, 0, 0))) {
119 | uint vertexOffset = atomicAdd(sVertexOffset, 4);
120 | uint indexOffset = atomicAdd(sIndexOffset, 6);
121 |
122 | setVertex(uVertices.data[vertexOffset + 0], position + vec3(0.5, 0.5, 0.5), vec2(0.0, 0.0), vec3(1.0, 0.0, 0.0));
123 | setVertex(uVertices.data[vertexOffset + 1], position + vec3(0.5, -0.5, 0.5), vec2(0.0, 1.0), vec3(1.0, 0.0, 0.0));
124 | setVertex(uVertices.data[vertexOffset + 2], position + vec3(0.5, -0.5, -0.5), vec2(1.0, 1.0), vec3(1.0, 0.0, 0.0));
125 | setVertex(uVertices.data[vertexOffset + 3], position + vec3(0.5, 0.5, -0.5), vec2(1.0, 0.0), vec3(1.0, 0.0, 0.0));
126 |
127 | uIndices.data[indexOffset + 0] = vertexOffset;
128 | uIndices.data[indexOffset + 1] = vertexOffset + 1;
129 | uIndices.data[indexOffset + 2] = vertexOffset + 2;
130 |
131 | uIndices.data[indexOffset + 3] = vertexOffset + 2;
132 | uIndices.data[indexOffset + 4] = vertexOffset + 3;
133 | uIndices.data[indexOffset + 5] = vertexOffset;
134 | }
135 |
136 | // -X
137 | if (!hasVoxel(coord + ivec3(-1, 0, 0))) {
138 | uint vertexOffset = atomicAdd(sVertexOffset, 4);
139 | uint indexOffset = atomicAdd(sIndexOffset, 6);
140 |
141 | setVertex(uVertices.data[vertexOffset + 0], position + vec3(-0.5, 0.5, -0.5), vec2(0.0, 0.0), vec3(-1.0, 0.0, 0.0));
142 | setVertex(uVertices.data[vertexOffset + 1], position + vec3(-0.5, -0.5, -0.5), vec2(0.0, 1.0), vec3(-1.0, 0.0, 0.0));
143 | setVertex(uVertices.data[vertexOffset + 2], position + vec3(-0.5, -0.5, 0.5), vec2(1.0, 1.0), vec3(-1.0, 0.0, 0.0));
144 | setVertex(uVertices.data[vertexOffset + 3], position + vec3(-0.5, 0.5, 0.5), vec2(1.0, 0.0), vec3(-1.0, 0.0, 0.0));
145 |
146 | uIndices.data[indexOffset + 0] = vertexOffset;
147 | uIndices.data[indexOffset + 1] = vertexOffset + 1;
148 | uIndices.data[indexOffset + 2] = vertexOffset + 2;
149 |
150 | uIndices.data[indexOffset + 3] = vertexOffset + 2;
151 | uIndices.data[indexOffset + 4] = vertexOffset + 3;
152 | uIndices.data[indexOffset + 5] = vertexOffset;
153 | }
154 |
155 | // +Y
156 | if (!hasVoxel(coord + ivec3(0, 1, 0))) {
157 | uint vertexOffset = atomicAdd(sVertexOffset, 4);
158 | uint indexOffset = atomicAdd(sIndexOffset, 6);
159 |
160 | setVertex(uVertices.data[vertexOffset + 0], position + vec3(-0.5, 0.5, -0.5), vec2(0.0, 0.0), vec3(0.0, 1.0, 0.0));
161 | setVertex(uVertices.data[vertexOffset + 1], position + vec3(-0.5, 0.5, 0.5), vec2(0.0, 1.0), vec3(0.0, 1.0, 0.0));
162 | setVertex(uVertices.data[vertexOffset + 2], position + vec3(0.5, 0.5, 0.5), vec2(1.0, 1.0), vec3(0.0, 1.0, 0.0));
163 | setVertex(uVertices.data[vertexOffset + 3], position + vec3(0.5, 0.5, -0.5), vec2(1.0, 0.0), vec3(0.0, 1.0, 0.0));
164 |
165 | uIndices.data[indexOffset + 0] = vertexOffset;
166 | uIndices.data[indexOffset + 1] = vertexOffset + 1;
167 | uIndices.data[indexOffset + 2] = vertexOffset + 2;
168 |
169 | uIndices.data[indexOffset + 3] = vertexOffset + 2;
170 | uIndices.data[indexOffset + 4] = vertexOffset + 3;
171 | uIndices.data[indexOffset + 5] = vertexOffset;
172 | }
173 |
174 | // -Y
175 | if (!hasVoxel(coord + ivec3(0, -1, 0))) {
176 | uint vertexOffset = atomicAdd(sVertexOffset, 4);
177 | uint indexOffset = atomicAdd(sIndexOffset, 6);
178 |
179 | setVertex(uVertices.data[vertexOffset + 0], position + vec3(-0.5, -0.5, 0.5), vec2(0.0, 0.0), vec3(0.0, -1.0, 0.0));
180 | setVertex(uVertices.data[vertexOffset + 1], position + vec3(-0.5, -0.5, -0.5), vec2(0.0, 1.0), vec3(0.0, -1.0, 0.0));
181 | setVertex(uVertices.data[vertexOffset + 2], position + vec3(0.5, -0.5, -0.5), vec2(1.0, 1.0), vec3(0.0, -1.0, 0.0));
182 | setVertex(uVertices.data[vertexOffset + 3], position + vec3(0.5, -0.5, 0.5), vec2(1.0, 0.0), vec3(0.0, -1.0, 0.0));
183 |
184 | uIndices.data[indexOffset + 0] = vertexOffset;
185 | uIndices.data[indexOffset + 1] = vertexOffset + 1;
186 | uIndices.data[indexOffset + 2] = vertexOffset + 2;
187 |
188 | uIndices.data[indexOffset + 3] = vertexOffset + 2;
189 | uIndices.data[indexOffset + 4] = vertexOffset + 3;
190 | uIndices.data[indexOffset + 5] = vertexOffset;
191 | }
192 |
193 | // +Z
194 | if (!hasVoxel(coord + ivec3(0, 0, 1))) {
195 | uint vertexOffset = atomicAdd(sVertexOffset, 4);
196 | uint indexOffset = atomicAdd(sIndexOffset, 6);
197 |
198 | setVertex(uVertices.data[vertexOffset + 0], position + vec3(-0.5, 0.5, 0.5), vec2(0.0, 0.0), vec3(0.0, 0.0, 1.0));
199 | setVertex(uVertices.data[vertexOffset + 1], position + vec3(-0.5, -0.5, 0.5), vec2(0.0, 1.0), vec3(0.0, 0.0, 1.0));
200 | setVertex(uVertices.data[vertexOffset + 2], position + vec3(0.5, -0.5, 0.5), vec2(1.0, 1.0), vec3(0.0, 0.0, 1.0));
201 | setVertex(uVertices.data[vertexOffset + 3], position + vec3(0.5, 0.5, 0.5), vec2(1.0, 0.0), vec3(0.0, 0.0, 1.0));
202 |
203 | uIndices.data[indexOffset + 0] = vertexOffset;
204 | uIndices.data[indexOffset + 1] = vertexOffset + 1;
205 | uIndices.data[indexOffset + 2] = vertexOffset + 2;
206 |
207 | uIndices.data[indexOffset + 3] = vertexOffset + 2;
208 | uIndices.data[indexOffset + 4] = vertexOffset + 3;
209 | uIndices.data[indexOffset + 5] = vertexOffset;
210 | }
211 |
212 | // -Z
213 | if (!hasVoxel(coord + ivec3(0, 0, -1))) {
214 | uint vertexOffset = atomicAdd(sVertexOffset, 4);
215 | uint indexOffset = atomicAdd(sIndexOffset, 6);
216 |
217 | setVertex(uVertices.data[vertexOffset + 0], position + vec3(0.5, 0.5, -0.5), vec2(0.0, 0.0), vec3(0.0, 0.0, -1.0));
218 | setVertex(uVertices.data[vertexOffset + 1], position + vec3(0.5, -0.5, -0.5), vec2(0.0, 1.0), vec3(0.0, 0.0, -1.0));
219 | setVertex(uVertices.data[vertexOffset + 2], position + vec3(-0.5, -0.5, -0.5), vec2(1.0, 1.0), vec3(0.0, 0.0, -1.0));
220 | setVertex(uVertices.data[vertexOffset + 3], position + vec3(-0.5, 0.5, -0.5), vec2(1.0, 0.0), vec3(0.0, 0.0, -1.0));
221 |
222 | uIndices.data[indexOffset + 0] = vertexOffset;
223 | uIndices.data[indexOffset + 1] = vertexOffset + 1;
224 | uIndices.data[indexOffset + 2] = vertexOffset + 2;
225 |
226 | uIndices.data[indexOffset + 3] = vertexOffset + 2;
227 | uIndices.data[indexOffset + 4] = vertexOffset + 3;
228 | uIndices.data[indexOffset + 5] = vertexOffset;
229 | }
230 | }
231 | }
232 |
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/Assets/Compute/voxelizer.compute:
--------------------------------------------------------------------------------
1 | #pragma kernel CSMain
2 | #include "voxels.hlsl"
3 |
4 | RWStructuredBuffer uVertices;
5 | RWStructuredBuffer uIndices;
6 | StructuredBuffer uVoxels;
7 | StructuredBuffer uChunkFeedback;
8 |
9 | groupshared uint sVertexOffset;
10 | groupshared uint sVertexCount;
11 | groupshared uint sIndexOffset;
12 | groupshared uint sIndexCount;
13 | groupshared uint sChunkIndex;
14 |
15 | bool hasVoxel(int3 coord) {
16 | if (coord.x < 0 || coord.x >= CHUNK_SIZE ||
17 | coord.y < 0 || coord.y >= CHUNK_SIZE ||
18 | coord.z < 0 || coord.z >= CHUNK_SIZE) {
19 | return false;
20 | }
21 |
22 | int idx = to1D(coord);
23 | return uVoxels[idx] > 0;
24 | }
25 |
26 | void setVertex(out Vertex vertex, in float3 position, in float2 texcoord, in float3 normal) {
27 | vertex.position = position;
28 | vertex.texcoord = texcoord;
29 | vertex.normal = normal;
30 | }
31 |
32 | [numthreads(8, 8, 8)]
33 | void CSMain (uint3 dispatchID : SV_DispatchThreadID, uint3 groupID : SV_GroupID, uint3 groupThreadID : SV_GroupThreadID)
34 | {
35 | if (groupThreadID.x == 0 && groupThreadID.y == 0 && groupThreadID.z == 0) {
36 | sChunkIndex = groupID.x + 10 * (groupID.y + 10 * groupID.z);
37 | sVertexOffset = uChunkFeedback[sChunkIndex].vertexOffset;
38 | sIndexOffset = uChunkFeedback[sChunkIndex].indexOffset;
39 | sVertexCount = uChunkFeedback[sChunkIndex].vertexCount;
40 | sIndexCount = uChunkFeedback[sChunkIndex].indexCount;
41 | }
42 |
43 | AllMemoryBarrierWithGroupSync();
44 |
45 | uint globalVoxelIndex = to1D(dispatchID);
46 |
47 | if (uVoxels[globalVoxelIndex] > 0)
48 | {
49 | int3 coord = int3(dispatchID);
50 | float3 position = float3(coord);
51 |
52 | uint vertexOffset = 0, indexOffset = 0;
53 |
54 | // +X
55 | if (!hasVoxel(coord + int3(1, 0, 0))) {
56 | InterlockedAdd(sVertexOffset, 4, vertexOffset);
57 | InterlockedAdd(sIndexOffset, 6, indexOffset);
58 |
59 | setVertex(uVertices[vertexOffset + 0], position + float3(0.5, 0.5, 0.5), float2(0.0, 0.0), float3(1.0, 0.0, 0.0));
60 | setVertex(uVertices[vertexOffset + 1], position + float3(0.5, -0.5, 0.5), float2(0.0, 1.0), float3(1.0, 0.0, 0.0));
61 | setVertex(uVertices[vertexOffset + 2], position + float3(0.5, -0.5, -0.5), float2(1.0, 1.0), float3(1.0, 0.0, 0.0));
62 | setVertex(uVertices[vertexOffset + 3], position + float3(0.5, 0.5, -0.5), float2(1.0, 0.0), float3(1.0, 0.0, 0.0));
63 |
64 | uIndices[indexOffset + 0] = vertexOffset;
65 | uIndices[indexOffset + 1] = vertexOffset + 1;
66 | uIndices[indexOffset + 2] = vertexOffset + 2;
67 |
68 | uIndices[indexOffset + 3] = vertexOffset + 2;
69 | uIndices[indexOffset + 4] = vertexOffset + 3;
70 | uIndices[indexOffset + 5] = vertexOffset;
71 | }
72 |
73 | // -X
74 | if (!hasVoxel(coord + int3(-1, 0, 0))) {
75 | InterlockedAdd(sVertexOffset, 4, vertexOffset);
76 | InterlockedAdd(sIndexOffset, 6, indexOffset);
77 |
78 | setVertex(uVertices[vertexOffset + 0], position + float3(-0.5, 0.5, -0.5), float2(0.0, 0.0), float3(-1.0, 0.0, 0.0));
79 | setVertex(uVertices[vertexOffset + 1], position + float3(-0.5, -0.5, -0.5), float2(0.0, 1.0), float3(-1.0, 0.0, 0.0));
80 | setVertex(uVertices[vertexOffset + 2], position + float3(-0.5, -0.5, 0.5), float2(1.0, 1.0), float3(-1.0, 0.0, 0.0));
81 | setVertex(uVertices[vertexOffset + 3], position + float3(-0.5, 0.5, 0.5), float2(1.0, 0.0), float3(-1.0, 0.0, 0.0));
82 |
83 | uIndices[indexOffset + 0] = vertexOffset;
84 | uIndices[indexOffset + 1] = vertexOffset + 1;
85 | uIndices[indexOffset + 2] = vertexOffset + 2;
86 |
87 | uIndices[indexOffset + 3] = vertexOffset + 2;
88 | uIndices[indexOffset + 4] = vertexOffset + 3;
89 | uIndices[indexOffset + 5] = vertexOffset;
90 | }
91 |
92 | // +Y
93 | if (!hasVoxel(coord + int3(0, 1, 0))) {
94 | InterlockedAdd(sVertexOffset, 4, vertexOffset);
95 | InterlockedAdd(sIndexOffset, 6, indexOffset);
96 |
97 | setVertex(uVertices[vertexOffset + 0], position + float3(-0.5, 0.5, -0.5), float2(0.0, 0.0), float3(0.0, 1.0, 0.0));
98 | setVertex(uVertices[vertexOffset + 1], position + float3(-0.5, 0.5, 0.5), float2(0.0, 1.0), float3(0.0, 1.0, 0.0));
99 | setVertex(uVertices[vertexOffset + 2], position + float3(0.5, 0.5, 0.5), float2(1.0, 1.0), float3(0.0, 1.0, 0.0));
100 | setVertex(uVertices[vertexOffset + 3], position + float3(0.5, 0.5, -0.5), float2(1.0, 0.0), float3(0.0, 1.0, 0.0));
101 |
102 | uIndices[indexOffset + 0] = vertexOffset;
103 | uIndices[indexOffset + 1] = vertexOffset + 1;
104 | uIndices[indexOffset + 2] = vertexOffset + 2;
105 |
106 | uIndices[indexOffset + 3] = vertexOffset + 2;
107 | uIndices[indexOffset + 4] = vertexOffset + 3;
108 | uIndices[indexOffset + 5] = vertexOffset;
109 | }
110 |
111 | // -Y
112 | if (!hasVoxel(coord + int3(0, -1, 0))) {
113 | InterlockedAdd(sVertexOffset, 4, vertexOffset);
114 | InterlockedAdd(sIndexOffset, 6, indexOffset);
115 |
116 | setVertex(uVertices[vertexOffset + 0], position + float3(-0.5, -0.5, 0.5), float2(0.0, 0.0), float3(0.0, -1.0, 0.0));
117 | setVertex(uVertices[vertexOffset + 1], position + float3(-0.5, -0.5, -0.5), float2(0.0, 1.0), float3(0.0, -1.0, 0.0));
118 | setVertex(uVertices[vertexOffset + 2], position + float3(0.5, -0.5, -0.5), float2(1.0, 1.0), float3(0.0, -1.0, 0.0));
119 | setVertex(uVertices[vertexOffset + 3], position + float3(0.5, -0.5, 0.5), float2(1.0, 0.0), float3(0.0, -1.0, 0.0));
120 |
121 | uIndices[indexOffset + 0] = vertexOffset;
122 | uIndices[indexOffset + 1] = vertexOffset + 1;
123 | uIndices[indexOffset + 2] = vertexOffset + 2;
124 |
125 | uIndices[indexOffset + 3] = vertexOffset + 2;
126 | uIndices[indexOffset + 4] = vertexOffset + 3;
127 | uIndices[indexOffset + 5] = vertexOffset;
128 | }
129 |
130 | // +Z
131 | if (!hasVoxel(coord + int3(0, 0, 1))) {
132 | InterlockedAdd(sVertexOffset, 4, vertexOffset);
133 | InterlockedAdd(sIndexOffset, 6, indexOffset);
134 |
135 | setVertex(uVertices[vertexOffset + 0], position + float3(-0.5, 0.5, 0.5), float2(0.0, 0.0), float3(0.0, 0.0, 1.0));
136 | setVertex(uVertices[vertexOffset + 1], position + float3(-0.5, -0.5, 0.5), float2(0.0, 1.0), float3(0.0, 0.0, 1.0));
137 | setVertex(uVertices[vertexOffset + 2], position + float3(0.5, -0.5, 0.5), float2(1.0, 1.0), float3(0.0, 0.0, 1.0));
138 | setVertex(uVertices[vertexOffset + 3], position + float3(0.5, 0.5, 0.5), float2(1.0, 0.0), float3(0.0, 0.0, 1.0));
139 |
140 | uIndices[indexOffset + 0] = vertexOffset;
141 | uIndices[indexOffset + 1] = vertexOffset + 1;
142 | uIndices[indexOffset + 2] = vertexOffset + 2;
143 |
144 | uIndices[indexOffset + 3] = vertexOffset + 2;
145 | uIndices[indexOffset + 4] = vertexOffset + 3;
146 | uIndices[indexOffset + 5] = vertexOffset;
147 | }
148 |
149 | // -Z
150 | if (!hasVoxel(coord + int3(0, 0, -1))) {
151 | InterlockedAdd(sVertexOffset, 4, vertexOffset);
152 | InterlockedAdd(sIndexOffset, 6, indexOffset);
153 |
154 | setVertex(uVertices[vertexOffset + 0], position + float3(0.5, 0.5, -0.5), float2(0.0, 0.0), float3(0.0, 0.0, -1.0));
155 | setVertex(uVertices[vertexOffset + 1], position + float3(0.5, -0.5, -0.5), float2(0.0, 1.0), float3(0.0, 0.0, -1.0));
156 | setVertex(uVertices[vertexOffset + 2], position + float3(-0.5, -0.5, -0.5), float2(1.0, 1.0), float3(0.0, 0.0, -1.0));
157 | setVertex(uVertices[vertexOffset + 3], position + float3(-0.5, 0.5, -0.5), float2(1.0, 0.0), float3(0.0, 0.0, -1.0));
158 |
159 | uIndices[indexOffset + 0] = vertexOffset;
160 | uIndices[indexOffset + 1] = vertexOffset + 1;
161 | uIndices[indexOffset + 2] = vertexOffset + 2;
162 |
163 | uIndices[indexOffset + 3] = vertexOffset + 2;
164 | uIndices[indexOffset + 4] = vertexOffset + 3;
165 | uIndices[indexOffset + 5] = vertexOffset;
166 | }
167 | }
168 | }
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1 | #define CHUNK_SIZE 80
2 |
3 | struct Vertex {
4 | float3 position;
5 | float2 texcoord;
6 | float3 normal;
7 | };
8 |
9 | struct GeometryData {
10 | uint vertexCount;
11 | uint indexCount;
12 | };
13 |
14 | struct ChunkFeedback {
15 | uint vertexOffset;
16 | uint vertexCount;
17 | uint indexOffset;
18 | uint indexCount;
19 | };
20 |
21 | uint to1D(uint3 pos) {
22 | return pos.x + CHUNK_SIZE * (pos.y + CHUNK_SIZE * pos.z);
23 | }
24 |
25 | int to1D(int3 pos) {
26 | return pos.x + CHUNK_SIZE * (pos.y + CHUNK_SIZE * pos.z);
27 | }
28 |
29 | uint3 to3D(uint idx) {
30 | uint x = idx % CHUNK_SIZE;
31 | uint y = (idx / CHUNK_SIZE) % CHUNK_SIZE;
32 | uint z = idx / (CHUNK_SIZE * CHUNK_SIZE);
33 |
34 | return uint3(x, y, z);
35 | }
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/Assets/Scripts/CameraController.cs:
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1 | using UnityEngine;
2 |
3 | public class CameraController : MonoBehaviour
4 | {
5 | public float moveSpeed = 5;
6 | public float sensitivity = 100.0f;
7 |
8 | private float _rotationX;
9 | private float _rotationY;
10 |
11 | private void Awake()
12 | {
13 | // lock cursor
14 | Cursor.lockState = CursorLockMode.Locked;
15 | }
16 |
17 | void Update()
18 | {
19 | Move();
20 | MouseLook();
21 | UpdateMouseLock();
22 | }
23 |
24 | private void UpdateMouseLock()
25 | {
26 | if (Input.GetKeyDown(KeyCode.Escape))
27 | {
28 | Cursor.lockState = Cursor.lockState == CursorLockMode.None ? CursorLockMode.Locked : CursorLockMode.None;
29 | }
30 | }
31 |
32 | private void OnApplicationFocus(bool hasFocus)
33 | {
34 | Cursor.lockState = CursorLockMode.Locked;
35 | }
36 |
37 | private void Move()
38 | {
39 | if (Input.GetKey(KeyCode.W))
40 | {
41 | transform.Translate(Vector3.forward * moveSpeed * Time.deltaTime);
42 | }
43 | if (Input.GetKey(KeyCode.S))
44 | {
45 | transform.Translate(Vector3.back * moveSpeed * Time.deltaTime);
46 | }
47 | if (Input.GetKey(KeyCode.A))
48 | {
49 | transform.Translate(Vector3.left * moveSpeed * Time.deltaTime);
50 | }
51 | if (Input.GetKey(KeyCode.D))
52 | {
53 | transform.Translate(Vector3.right * moveSpeed * Time.deltaTime);
54 | }
55 | }
56 |
57 | private void MouseLook()
58 | {
59 | // only update if cursor is locked
60 | if (Cursor.lockState != CursorLockMode.Locked)
61 | return;
62 |
63 | var mouseX = Input.GetAxis("Mouse X") * sensitivity * Time.deltaTime;
64 | var mouseY = -Input.GetAxis("Mouse Y") * sensitivity * Time.deltaTime;
65 |
66 | _rotationX -= mouseY;
67 | _rotationX = Mathf.Clamp(_rotationX, -90.0f, 90.0f);
68 |
69 | _rotationY += mouseX;
70 |
71 | transform.localEulerAngles = new Vector3(-_rotationX, _rotationY, 0.0f);
72 | }
73 | }
74 |
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2 | guid: 68e0c584d67a4ec09457ef16d95200e9
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/Assets/Scripts/Data/ChunkFeedback.cs:
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1 | namespace Data
2 | {
3 | public struct ChunkFeedback {
4 | public uint vertexCount;
5 | public uint indexCount;
6 | }
7 | }
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1 | fileFormatVersion: 2
2 | guid: e16b20b5775d42068ef202cc45856e0b
3 | timeCreated: 1681068641
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/Assets/Scripts/Data/SubChunkFeedback.cs:
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1 | namespace Data
2 | {
3 | public struct SubChunkFeedback {
4 | public uint vertexOffset;
5 | public uint vertexCount;
6 | public uint indexOffset;
7 | public uint indexCount;
8 | }
9 | }
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2 | guid: eeb829513b32415f8860be8af3a376fb
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/Assets/Scripts/Data/Vertex.cs:
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1 | using System.Runtime.InteropServices;
2 | using UnityEngine;
3 |
4 | namespace Data
5 | {
6 | [StructLayout(LayoutKind.Sequential)]
7 | public struct Vertex
8 | {
9 | public Vector3 Position; // 12
10 | public Vector2 UV; // 8
11 | public Vector3 Normal; // 12
12 | }
13 | }
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2 | guid: fabe03daea6941cea1d24735bb9eff74
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/Assets/Scripts/Native/GenerateRandomVoxelsJob.cs:
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1 | using Unity.Burst;
2 | using Unity.Collections;
3 | using Unity.Jobs;
4 | using Unity.Mathematics;
5 |
6 | namespace Native
7 | {
8 | [BurstCompile]
9 | public struct GenerateRandomVoxelsJob : IJobParallelFor
10 | {
11 | public NativeArray Voxels;
12 |
13 | public void Execute(int index)
14 | {
15 | Voxels[index] = Random.CreateFromIndex((uint)index).NextInt(0, 2);
16 | }
17 | }
18 | }
--------------------------------------------------------------------------------
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/Assets/Scripts/VoxelChunkGenerator.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using Data;
3 | using Native;
4 | using Unity.Collections;
5 | using Unity.Jobs;
6 | using UnityEngine;
7 | using UnityEngine.Rendering;
8 |
9 | [RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
10 | public class VoxelChunkGenerator : MonoBehaviour
11 | {
12 | private const int ChunkSize = 80;
13 | private const int ChunkSize3 = ChunkSize * ChunkSize * ChunkSize;
14 | private const int WorkGroupSize = 8;
15 | private const int SubChunkSize = ChunkSize / WorkGroupSize;
16 | private const int VoxelCount = ChunkSize * ChunkSize * ChunkSize;
17 |
18 | public bool draw = true;
19 | public float frequency = 0.1f;
20 | public float amplitude = 1f;
21 | public Vector3 position;
22 | public Vector3 movementSpeed = new Vector3(5, 5, 5);
23 |
24 | public ComputeShader generateVoxelsComputeShader;
25 | public ComputeShader voxelizerComputeShader;
26 | public ComputeShader feedbackComputeShader;
27 | public Material drawMaterial;
28 |
29 | private ComputeBuffer _voxelBuffer;
30 | private ComputeBuffer _chunkFeedbackBuffer;
31 | private ComputeBuffer _subChunkFeedbackBuffer;
32 | private ComputeBuffer _vertexBuffer;
33 | private ComputeBuffer _indexBuffer;
34 | private ComputeBuffer _indirectBuffer;
35 |
36 | private int _generateVoxelsKernelId;
37 | private int _voxelizerKernelId;
38 | private int _feedbackKernelId;
39 | private Mesh _mesh;
40 | private MeshFilter _meshFilter;
41 |
42 | private readonly ChunkFeedback[] _chunkFeedback = new ChunkFeedback[1];
43 |
44 | private unsafe void Start()
45 | {
46 | // get mesh filter
47 | _meshFilter = GetComponent();
48 |
49 | // create mesh
50 | _mesh = new Mesh
51 | {
52 | name = "Voxel Chunk",
53 | indexFormat = IndexFormat.UInt32
54 | };
55 | _meshFilter.sharedMesh = _mesh;
56 |
57 | // get kernel ids
58 | _generateVoxelsKernelId = generateVoxelsComputeShader.FindKernel("CSMain");
59 | _voxelizerKernelId = voxelizerComputeShader.FindKernel("CSMain");
60 | _feedbackKernelId = feedbackComputeShader.FindKernel("CSMain");
61 |
62 | // create buffers
63 | _voxelBuffer = new ComputeBuffer(ChunkSize3, sizeof(int));
64 | _chunkFeedbackBuffer = new ComputeBuffer(1, sizeof(ChunkFeedback));
65 | _chunkFeedbackBuffer.SetData(new []{ new ChunkFeedback() });
66 | _subChunkFeedbackBuffer = new ComputeBuffer(SubChunkSize * SubChunkSize * SubChunkSize, sizeof(SubChunkFeedback));
67 | _subChunkFeedbackBuffer.SetData(new SubChunkFeedback[SubChunkSize * SubChunkSize * SubChunkSize]);
68 | // max voxels * 4 vertices per face * 6 faces per voxel
69 | _vertexBuffer = new ComputeBuffer(VoxelCount * 4 * 6, sizeof(Vertex));
70 | // max voxels * 6 faces per voxel * 6 indices per face
71 | _indexBuffer = new ComputeBuffer(VoxelCount * 6 * 6, sizeof(int));
72 |
73 | _indirectBuffer = new ComputeBuffer(1, sizeof(uint) * 5, ComputeBufferType.IndirectArguments);
74 | _indirectBuffer.SetData(new uint[] { 0, 1, 0, 0, 0 });
75 |
76 | // bind buffers
77 | generateVoxelsComputeShader.SetBuffer(_generateVoxelsKernelId, "uVoxels", _voxelBuffer);
78 |
79 | voxelizerComputeShader.SetBuffer(_voxelizerKernelId, "uVertices", _vertexBuffer);
80 | voxelizerComputeShader.SetBuffer(_voxelizerKernelId, "uIndices", _indexBuffer);
81 | voxelizerComputeShader.SetBuffer(_voxelizerKernelId, "uVoxels", _voxelBuffer);
82 | voxelizerComputeShader.SetBuffer(_voxelizerKernelId, "uChunkFeedback", _subChunkFeedbackBuffer);
83 |
84 | feedbackComputeShader.SetBuffer(_feedbackKernelId, "uVoxels", _voxelBuffer);
85 | feedbackComputeShader.SetBuffer(_feedbackKernelId, "uFeedback", _chunkFeedbackBuffer);
86 | feedbackComputeShader.SetBuffer(_feedbackKernelId, "uChunkFeedback", _subChunkFeedbackBuffer);
87 | feedbackComputeShader.SetBuffer(_voxelizerKernelId, "uIndirectArgs", _indirectBuffer);
88 |
89 | // copy material
90 | drawMaterial = new Material(drawMaterial);
91 | drawMaterial.SetBuffer("Vertices", _vertexBuffer);
92 | drawMaterial.SetBuffer("Indices", _indexBuffer);
93 | }
94 |
95 | private void Update()
96 | {
97 | MoveNoiseOrigin();
98 |
99 | // generate voxels
100 | generateVoxelsComputeShader.Dispatch(_generateVoxelsKernelId, SubChunkSize, SubChunkSize, SubChunkSize);
101 | // gather index and vertex count
102 | feedbackComputeShader.Dispatch(_feedbackKernelId, SubChunkSize, SubChunkSize, SubChunkSize);
103 | // generate mesh
104 | voxelizerComputeShader.Dispatch(_voxelizerKernelId, SubChunkSize, SubChunkSize, SubChunkSize);
105 |
106 | if (draw)
107 | DrawProcedural();
108 |
109 | Reset();
110 | }
111 |
112 | private void MoveNoiseOrigin()
113 | {
114 | position += movementSpeed * Time.deltaTime;
115 |
116 | generateVoxelsComputeShader.SetFloat("uFrequency", frequency);
117 | generateVoxelsComputeShader.SetFloat("uAmplitude", amplitude);
118 | generateVoxelsComputeShader.SetVector("uPosition", position);
119 | }
120 |
121 | private void DrawProcedural()
122 | {
123 | var bounds = new Bounds(Vector3.one * ChunkSize / 2f, Vector3.one * ChunkSize);
124 | Graphics.DrawProceduralIndirect(drawMaterial, bounds, MeshTopology.Triangles, _indirectBuffer);
125 | }
126 |
127 | private void Reset()
128 | {
129 | _chunkFeedback[0] = new ChunkFeedback();
130 | _chunkFeedbackBuffer.SetData(_chunkFeedback);
131 | }
132 |
133 | private void OnDestroy()
134 | {
135 | _voxelBuffer.Release();
136 | _chunkFeedbackBuffer.Release();
137 | _subChunkFeedbackBuffer.Release();
138 | _vertexBuffer.Release();
139 | _indexBuffer.Release();
140 | _indirectBuffer.Release();
141 | Destroy(_mesh);
142 | }
143 |
144 | #region Legacy examples
145 |
146 | ///
147 | /// Create a mesh in the usual way, read data from buffers and assign to mesh
148 | ///
149 | private void VisualiseChunkMesh()
150 | {
151 | var chunkFeedback = _chunkFeedback[0];
152 |
153 | // get vertices and indices
154 | var vertices = new Vertex[chunkFeedback.vertexCount];
155 | var indices = new int[chunkFeedback.indexCount];
156 |
157 | _vertexBuffer.GetData(vertices, 0, 0, (int) chunkFeedback.vertexCount);
158 | _indexBuffer.GetData(indices, 0, 0, (int) chunkFeedback.indexCount);
159 |
160 | // create mesh data arrays
161 | var meshVertices = new Vector3[chunkFeedback.vertexCount];
162 | var meshUVs = new Vector2[chunkFeedback.vertexCount];
163 | var meshNormals = new Vector3[chunkFeedback.vertexCount];
164 |
165 | for (var i = 0; i < chunkFeedback.vertexCount; i++)
166 | {
167 | var vertex = vertices[i];
168 | meshVertices[i] = vertex.Position;
169 | meshUVs[i] = vertex.UV;
170 | meshNormals[i] = vertex.Normal;
171 | }
172 |
173 | // assign data to mesh
174 | _mesh.Clear();
175 | _mesh.vertices = meshVertices;
176 | _mesh.uv = meshUVs;
177 | _mesh.normals = meshNormals;
178 | _mesh.SetIndices(indices, MeshTopology.Triangles, 0);
179 | }
180 |
181 | ///
182 | /// Fill the voxel buffer with random values
183 | ///
184 | private void GenerateRandomVoxelsCpu()
185 | {
186 | var voxels = new NativeArray(ChunkSize * ChunkSize * ChunkSize, Allocator.Temp);
187 |
188 | var generateRandomVoxelsJob = new GenerateRandomVoxelsJob
189 | {
190 | Voxels = voxels
191 | };
192 |
193 | generateRandomVoxelsJob.Schedule(voxels.Length, ChunkSize).Complete();
194 |
195 | // set buffer data
196 | _voxelBuffer.SetData(voxels);
197 |
198 | voxels.Dispose();
199 | }
200 |
201 | #endregion
202 | }
203 |
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1 |
2 | #ifndef VOXEL_MESH_INFO
3 | #define VOXEL_MESH_INFO
4 |
5 | #include
6 |
7 | StructuredBuffer Indices;
8 | StructuredBuffer Vertices;
9 |
10 | void GetVertexData_float(float vertexId, out float3 position, out float2 texcoord, out float3 normal)
11 | {
12 | const int index = Indices[round(vertexId)];
13 | position = Vertices[index].position;
14 | texcoord = Vertices[index].texcoord;
15 | normal = Vertices[index].normal;
16 | }
17 |
18 | #endif
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/LICENSE:
--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
/Packages/manifest.json:
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1 | {
2 | "scopedRegistries": [
3 | {
4 | "name": "Keijiro",
5 | "url": "https://registry.npmjs.com",
6 | "scopes": [ "jp.keijiro" ]
7 | }
8 | ],
9 | "dependencies": {
10 | "jp.keijiro.noiseshader": "2.0.0",
11 | "com.unity.collab-proxy": "2.0.0",
12 | "com.unity.feature.development": "1.0.1",
13 | "com.unity.ide.rider": "3.0.18",
14 | "com.unity.ide.visualstudio": "2.0.17",
15 | "com.unity.ide.vscode": "1.2.5",
16 | "com.unity.recorder": "3.0.3",
17 | "com.unity.render-pipelines.high-definition": "12.1.10",
18 | "com.unity.test-framework": "1.1.31",
19 | "com.unity.textmeshpro": "3.0.6",
20 | "com.unity.timeline": "1.6.4",
21 | "com.unity.ugui": "1.0.0",
22 | "com.unity.visualscripting": "1.8.0",
23 | "com.unity.modules.ai": "1.0.0",
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1 | # GPU voxel mesh generation and drawing in Unity HDRP
2 |
3 | This is an experiment to generate a cubic voxel chunk mesh as efficiently as possible. This is insanely fast, meshing and drawing at around 650 FPS on my RTX 4090. The mesh generation itself is much faster than that, running at more than 1000 FPS with camera disabled.
4 |
5 | https://user-images.githubusercontent.com/14143603/231909731-d0047d10-7ccd-440d-8c25-6b64d07315ad.mp4
6 |
7 | This example uses a 3D noise library to generate voxel data. You can control frequency, amplitude, offset and speed of the noise via inspector in Unity.
8 |
9 | ## What you can learn from it
10 |
11 | - How to create a mesh on gpu
12 | - How to use shader graph with a custom function to draw a mesh using Graphics.DrawProceduralIndirect. This was only recently made possible when Unity added VertexId node to shader graph.
13 |
14 | ## How it works
15 |
16 | - generate voxels compute -> voxel data (0/1) is generated using 3d noise
17 | - feedback compute -> iterates all voxels and calculates the count of vertices and indices which will be required for the mesh
18 | - voxelizer compute -> iterates all voxels and writes vertex and index data into the buffers
19 | - the mesh is drawn with Graphics.DrawProceduralIndirect using data from index and vertex buffers
20 |
21 | The mesh is generated on the GPU and is never read back to the CPU to create a Mesh object, that would be very slow by comparison (5 FPS).
22 |
23 | ## Credits
24 |
25 | - [OpenGL voxelizer compute shaders by Demurzasty](https://github.com/demurzasty/HolyGrail)
26 | - [GPU Noise by keijiro](https://github.com/keijiro/NoiseShader)
27 |
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