├── .gitignore ├── Assets ├── ParticleSystem.meta ├── ParticleSystem │ ├── Scripts.meta │ ├── Scripts │ │ ├── Editor.meta │ │ ├── Editor │ │ │ ├── EmitterEditor.cs │ │ │ └── EmitterEditor.cs.meta │ │ ├── Emitter.cs │ │ └── Emitter.cs.meta │ ├── Shader.meta │ └── Shader │ │ ├── Resources.meta │ │ ├── Resources │ │ ├── particleCompute.compute │ │ └── particleCompute.compute.meta │ │ ├── Utilities.cginc │ │ ├── Utilities.cginc.meta │ │ ├── particleShader.shader │ │ ├── particleShader.shader.meta │ │ ├── particleShaderOpaque.shader │ │ └── particleShaderOpaque.shader.meta ├── Scenes.meta └── Scenes │ ├── Features Overview.meta │ ├── Features Overview.unity │ ├── Features Overview.unity.meta │ ├── Features Overview │ ├── Default.mat │ ├── Default.mat.meta │ ├── alpha.mat │ ├── alpha.mat.meta │ ├── color.mat │ ├── color.mat.meta │ ├── prof.jpg │ ├── prof.jpg.meta │ ├── size.mat │ ├── size.mat.meta │ ├── speed.mat │ ├── speed.mat.meta │ ├── textured.mat │ └── textured.mat.meta │ ├── Fire Scene.meta │ ├── Fire Scene │ ├── Campfire by filthycent.meta │ ├── Campfire by filthycent │ │ ├── CampfireMaterial.mat │ │ ├── CampfireMaterial.mat.meta │ │ ├── CampfireMesh.fbx │ │ ├── CampfireMesh.fbx.meta │ │ ├── CampfireShader.shader │ │ ├── CampfireShader.shader.meta │ │ ├── credit.txt │ │ └── credit.txt.meta │ ├── FirePPP.asset │ ├── FirePPP.asset.meta │ ├── Materials.meta │ ├── Materials │ │ ├── Floor.mat │ │ ├── Floor.mat.meta │ │ ├── embers.mat │ │ ├── embers.mat.meta │ │ ├── flame.mat │ │ ├── flame.mat.meta │ │ ├── smoke.mat │ │ └── smoke.mat.meta │ ├── Scripts.meta │ ├── Scripts │ │ ├── FPSDisplay.cs │ │ ├── FPSDisplay.cs.meta │ │ ├── Mover.cs │ │ ├── Mover.cs.meta │ │ ├── Visualizer.cs │ │ └── Visualizer.cs.meta │ ├── Textures.meta │ └── Textures │ │ ├── EmberAlpha.tif │ │ ├── EmberAlpha.tif.meta │ │ ├── SmokeAlpha.tif │ │ ├── SmokeAlpha.tif.meta │ │ ├── SoftAlpha.png │ │ └── SoftAlpha.png.meta │ ├── FireScene.unity │ ├── FireScene.unity.meta │ ├── Interactive Features.unity │ ├── Interactive Features.unity.meta │ ├── Stress Test.meta │ ├── Stress Test.unity │ ├── Stress Test.unity.meta │ ├── Stress Test │ ├── 10.prefab │ ├── 10.prefab.meta │ ├── 100.prefab │ ├── 100.prefab.meta │ ├── 1000.prefab │ ├── 1000.prefab.meta │ ├── 10000.prefab │ ├── 10000.prefab.meta │ ├── 100000.prefab │ ├── 100000.prefab.meta │ ├── 1000000.prefab │ ├── 1000000.prefab.meta │ ├── StressTestManager.cs │ └── StressTestManager.cs.meta │ ├── Water Scene.meta │ ├── Water Scene │ ├── Materials.meta │ ├── Materials │ │ ├── Ball.mat │ │ ├── Ball.mat.meta │ │ ├── Floor.mat │ │ ├── Floor.mat.meta │ │ ├── Fountain.mat │ │ ├── Fountain.mat.meta │ │ ├── Sky.mat │ │ ├── Sky.mat.meta │ │ ├── Water1.mat │ │ ├── Water1.mat.meta │ │ ├── Water2.mat │ │ ├── Water2.mat.meta │ │ ├── Water3.mat │ │ └── Water3.mat.meta │ ├── Meshes.meta │ ├── Meshes │ │ ├── Modern Fountain.blend │ │ └── Modern Fountain.blend.meta │ ├── Scripts.meta │ ├── Scripts │ │ ├── InteractiveBall.cs │ │ └── InteractiveBall.cs.meta │ ├── Textures.meta │ ├── Textures │ │ ├── checkerboard.png │ │ └── checkerboard.png.meta │ ├── WaterPPP.asset │ └── WaterPPP.asset.meta │ ├── WaterScene.unity │ └── WaterScene.unity.meta ├── LICENSE ├── Logs └── Packages-Update.log ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset └── VFXManager.asset ├── README.md └── img ├── GJEple9.png └── yqEsD54.png /.gitignore: -------------------------------------------------------------------------------- 1 | .DS_Store 2 | 3 | [Ll]ibrary/ 4 | [Tt]emp/ 5 | [Oo]bj/ 6 | [Bb]uild/ 7 | [Bb]uilds/ 8 | Assets/AssetStoreTools* 9 | 10 | # Visual Studio cache directory 11 | .vs/ 12 | 13 | # Autogenerated VS/MD/Consulo solution and project files 14 | ExportedObj/ 15 | .consulo/ 16 | *.csproj 17 | *.unityproj 18 | *.sln 19 | *.suo 20 | *.tmp 21 | *.user 22 | *.userprefs 23 | *.pidb 24 | *.booproj 25 | *.svd 26 | *.pdb 27 | *.opendb 28 | 29 | # Unity3D generated meta files 30 | *.pidb.meta 31 | *.pdb.meta 32 | 33 | # Unity3D Generated File On Crash Reports 34 | sysinfo.txt 35 | 36 | # Builds 37 | *.apk 38 | *.unitypackage 39 | -------------------------------------------------------------------------------- /Assets/ParticleSystem.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 82017ac421da15d41a083b20ad3bd9c1 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/ParticleSystem/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 05da7bdc3c4be00498947153b32e1279 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/ParticleSystem/Scripts/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 995152f9a45d3214998e4b541acac464 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/ParticleSystem/Scripts/Editor/EmitterEditor.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Copyright © Daniel Shervheim, 2019 3 | // www.danielshervheim.com 4 | // 5 | 6 | using UnityEngine; 7 | using System.Collections; 8 | using UnityEditor; 9 | 10 | [CustomEditor(typeof(Emitter))] 11 | public class EmitterEditor : Editor { 12 | private bool showSimulationProperties = false; 13 | private bool showEmitterProperties = false; 14 | private bool showSpawnRateProperties = false; 15 | private bool showVelocityProperties = false; 16 | private bool showLifetimeProperties = false; 17 | private bool showColliders = false; 18 | 19 | private SerializedProperty particleMaterial; 20 | private SerializedProperty sphereColliders; 21 | private SerializedProperty boxColliders; 22 | 23 | void OnEnable() { 24 | particleMaterial = serializedObject.FindProperty("particleMaterial"); 25 | sphereColliders = serializedObject.FindProperty("sphereColliders"); 26 | boxColliders = serializedObject.FindProperty("boxColliders"); 27 | } 28 | 29 | public override void OnInspectorGUI() { 30 | Emitter emitter = (Emitter)target; 31 | 32 | EditorGUILayout.Space(); 33 | EditorGUILayout.Space(); 34 | EditorGUILayout.PropertyField(particleMaterial, true); 35 | serializedObject.ApplyModifiedProperties(); 36 | 37 | EditorGUILayout.Space(); 38 | showSimulationProperties = EditorGUILayout.Foldout(showSimulationProperties, "Simulation Properties", true); 39 | if (showSimulationProperties) { 40 | emitter.coefficientOfRestitution = EditorGUILayout.Slider("Coefficient of Resitution", emitter.coefficientOfRestitution, 0f, 1f); 41 | emitter.randomizeCOR = EditorGUILayout.Toggle("Randomize COR", emitter.randomizeCOR); 42 | emitter.gravity = EditorGUILayout.Vector3Field("Gravity", emitter.gravity); 43 | } 44 | 45 | EditorGUILayout.Space(); 46 | showEmitterProperties = EditorGUILayout.Foldout(showEmitterProperties, "Emitter Properties", true); 47 | emitter.visualizeEmitter = showEmitterProperties; 48 | emitter.visualizeVelocity = showEmitterProperties; 49 | if (showEmitterProperties) { 50 | emitter.emitterShape = (Emitter.EmitterShape)EditorGUILayout.EnumPopup("Shape", emitter.emitterShape); 51 | emitter.emitterPosition = EditorGUILayout.Vector3Field("Position", emitter.emitterPosition); 52 | emitter.emitterRotation = EditorGUILayout.Vector3Field("Rotation", emitter.emitterRotation); 53 | 54 | if (emitter.emitterShape == Emitter.EmitterShape.Rectangle) { 55 | emitter.rectangleWidth = EditorGUILayout.FloatField("Width", emitter.rectangleWidth); 56 | emitter.rectangleLength = EditorGUILayout.FloatField("Length", emitter.rectangleLength); 57 | } 58 | else if (emitter.emitterShape == Emitter.EmitterShape.Circle) { 59 | emitter.circleRadius = EditorGUILayout.FloatField("Radius", emitter.circleRadius); 60 | } 61 | else if (emitter.emitterShape == Emitter.EmitterShape.Sphere) { 62 | emitter.sphereRadius = EditorGUILayout.FloatField("Radius", emitter.sphereRadius); 63 | } 64 | else if (emitter.emitterShape == Emitter.EmitterShape.Cone) { 65 | emitter.coneRadius = EditorGUILayout.FloatField("Radius", emitter.coneRadius); 66 | emitter.coneAngle = EditorGUILayout.Slider("Angle", emitter.coneAngle, 0f, 90f); 67 | } 68 | } 69 | 70 | EditorGUILayout.Space(); 71 | showSpawnRateProperties = EditorGUILayout.Foldout(showSpawnRateProperties, "Particle Spawn Rate", true); 72 | if (showSpawnRateProperties) { 73 | EditorGUILayout.BeginHorizontal(); 74 | emitter.particlesPer = EditorGUILayout.IntField(emitter.particlesPer); 75 | GUILayout.Label("particles per"); 76 | emitter.timeStep = EditorGUILayout.FloatField(emitter.timeStep); 77 | GUILayout.Label("second"); 78 | EditorGUILayout.EndHorizontal(); 79 | EditorGUILayout.BeginHorizontal(); 80 | GUILayout.Label("Limit to"); 81 | emitter.particleCount = EditorGUILayout.IntField(emitter.particleCount); 82 | GUILayout.Label("particles"); 83 | EditorGUILayout.EndHorizontal(); 84 | } 85 | 86 | EditorGUILayout.Space(); 87 | showVelocityProperties = EditorGUILayout.Foldout(showVelocityProperties, "Particle Velocity", true); 88 | if (showVelocityProperties) { 89 | emitter.minimumVelocity = EditorGUILayout.FloatField("Minimum (m/s)", emitter.minimumVelocity); 90 | emitter.maximumVelocity = EditorGUILayout.FloatField("Maximum (m/s)", emitter.maximumVelocity); 91 | emitter.randomness = EditorGUILayout.Slider("Randomization Factor", emitter.randomness, 0f, 1f); 92 | emitter.percentageAtDeath = EditorGUILayout.Slider("Percentage At Death", emitter.percentageAtDeath, 0f, 1f); 93 | } 94 | 95 | EditorGUILayout.Space(); 96 | showLifetimeProperties = EditorGUILayout.Foldout(showLifetimeProperties, "Particle Lifetime", true); 97 | if (showLifetimeProperties) { 98 | emitter.minimumLifetime = EditorGUILayout.FloatField("Minimum (s)", emitter.minimumLifetime); 99 | emitter.maximumLifetime = EditorGUILayout.FloatField("Maximum (s)", emitter.maximumLifetime); 100 | } 101 | 102 | EditorGUILayout.Space(); 103 | showColliders = EditorGUILayout.Foldout(showColliders, "Colliders", true); 104 | if (showColliders) { 105 | EditorGUI.indentLevel++; 106 | EditorGUILayout.PropertyField(sphereColliders, true); 107 | if (GUILayout.Button("Transfer sphere colliders from scene")) { 108 | emitter.TransferSphereColliders(); 109 | } 110 | 111 | EditorGUILayout.PropertyField(boxColliders, true); 112 | if (GUILayout.Button("Transfer box colliders from scene")) { 113 | emitter.TransferBoxColliders(); 114 | } 115 | 116 | EditorGUI.indentLevel--; 117 | string msg = "Transfering colliders from the scene will overwrite any currently set particle colliders."; 118 | msg += " Collider rotation is currently not supported."; 119 | EditorGUILayout.HelpBox(msg, MessageType.Warning); 120 | 121 | emitter.updateEachFrame = EditorGUILayout.Toggle("Update Colliders in Real-time", emitter.updateEachFrame); 122 | 123 | serializedObject.ApplyModifiedProperties(); 124 | } 125 | } 126 | } -------------------------------------------------------------------------------- /Assets/ParticleSystem/Scripts/Editor/EmitterEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 437cb917f9919b247bf426077dfa2ac2 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/ParticleSystem/Scripts/Emitter.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d18ce4037626dba48b40c842156ef25a 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/ParticleSystem/Shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 74c74b3b11c2c7a459e6ee73398f0569 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/ParticleSystem/Shader/Resources.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3b85cd4e896ee504c87ead018f7fef25 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/ParticleSystem/Shader/Resources/particleCompute.compute: -------------------------------------------------------------------------------- 1 | // 2 | // Copyright © Daniel Shervheim, 2019 3 | // www.danielshervheim.com 4 | // 5 | 6 | #define THREAD_GROUPS 256 7 | #define EPSILON 0.005 8 | 9 | 10 | 11 | struct Particle { 12 | float3 position; 13 | float3 originalPosition; 14 | float3 velocity; 15 | float3 originalVelocity; 16 | float lifetime; 17 | float age; 18 | }; 19 | RWStructuredBuffer particleBuffer; 20 | 21 | 22 | 23 | struct SphereCollider { 24 | float3 center; 25 | float radius; 26 | }; 27 | RWStructuredBuffer sphereColliderBuffer; 28 | int sphereColliderCount = 0; 29 | 30 | 31 | 32 | struct BoxCollider { 33 | float3 center, extents; 34 | }; 35 | RWStructuredBuffer boxColliderBuffer; 36 | int boxColliderCount = 0; 37 | 38 | 39 | 40 | float percentageAtDeath; 41 | float coefficientOfRestitution; 42 | int randomizeCOR; 43 | float3 gravity; 44 | float dt; 45 | 46 | 47 | 48 | /* Random method from: 49 | http://www.reedbeta.com/blog/quick-and-easy-gpu-random-numbers-in-d3d11/ */ 50 | uint rand_xorshift(uint rng_state) { 51 | rng_state ^= (rng_state << 13); 52 | rng_state ^= (rng_state >> 17); 53 | rng_state ^= (rng_state << 5); 54 | return rng_state; 55 | } 56 | 57 | 58 | 59 | /* Detects whether a point collided with a sphere. This is NOT a CCD approach, so high velocity particles 60 | may theoretically pass through smaller spheres. */ 61 | int pointSphereIntersection(float3 p, float3 pPrev, SphereCollider sphere, inout float3 hitPoint, inout float3 hitNormal) { 62 | if (length(p-sphere.center) > sphere.radius) return 0; 63 | 64 | hitPoint = sphere.center + normalize((p+pPrev)/2.0-sphere.center)*(sphere.radius+EPSILON); 65 | hitNormal = normalize(hitPoint - sphere.center); 66 | return 1; 67 | } 68 | 69 | 70 | 71 | /* Detects whether a line segment intersects an AABB. This is basically a CCD approach with the 72 | retracing ommitted (we simply return the hitPoint as the original (pre-collision) position). 73 | I borrowed bits of implementations from the following websites: 74 | https://www.gamedev.net/forums/topic/338987-aabb---line-segment-intersection-test/ 75 | https://www.gamedev.net/forums/topic/551816-finding-the-aabb-surface-normal-from-an-intersection-point-on-aabb/ */ 76 | int lineBoxIntersection(float3 p, float3 pPrev, BoxCollider box, inout float3 hitPoint, inout float3 hitNormal) { 77 | hitPoint = pPrev; 78 | hitNormal = float3(0,0,0); 79 | 80 | float3 d = (p-pPrev)/2.0; 81 | float3 e = box.extents; 82 | float3 c = (p+d - box.center); 83 | float3 ad = abs(d); 84 | 85 | if (abs(c.x) > e.x+ad.x) return 0; 86 | if (abs(c.y) > e.y+ad.y) return 0; 87 | if (abs(c.z) > e.z+ad.z) return 0; 88 | 89 | if (abs(d.y*c.z-d.z*c.y) > e.y*ad.z+e.z*ad.y) return 0; 90 | if (abs(d.z*c.x-d.x*c.z) > e.z*ad.x+e.x*ad.z) return 0; 91 | if (abs(d.x*c.y-d.y*c.x) > e.x*ad.y+e.y*ad.x) return 0; 92 | 93 | // calculate hit normal 94 | float min = 10000.0; 95 | 96 | float3 newP = pPrev - box.center; 97 | 98 | float distance = abs(box.extents.x - abs(newP.x)); 99 | if (distance < min) { 100 | min = distance; 101 | hitNormal = sign(newP.x)*float3(1,0,0); 102 | } 103 | 104 | distance = abs(box.extents.y - abs(newP.y)); 105 | if (distance < min) { 106 | min = distance; 107 | hitNormal = sign(newP.y)*float3(0,1,0); 108 | } 109 | 110 | distance = abs(box.extents.z - abs(newP.z)); 111 | if (distance < min) { 112 | min = distance; 113 | hitNormal = sign(newP.z)*float3(0,0,1); 114 | } 115 | 116 | hitNormal = normalize(hitNormal); 117 | 118 | return 1; 119 | } 120 | 121 | 122 | 123 | 124 | float3 reflect(float3 vec, float3 normal) { 125 | normal = normalize(normal); 126 | return vec - 2.0*dot(vec, normal)*normal; 127 | } 128 | 129 | 130 | 131 | void updateParticle(uint i) { 132 | particleBuffer[i].velocity += gravity*dt; 133 | 134 | float percentAgeLeft = 1.0 - saturate(particleBuffer[i].age/particleBuffer[i].lifetime); // 1:0 135 | float scale = saturate(percentAgeLeft*(1.0-percentageAtDeath) + percentageAtDeath); 136 | 137 | particleBuffer[i].position += scale*(particleBuffer[i].velocity*dt); 138 | } 139 | 140 | 141 | 142 | void resetParticle(uint i) { 143 | particleBuffer[i].velocity = particleBuffer[i].originalVelocity; 144 | particleBuffer[i].position = particleBuffer[i].originalPosition; 145 | particleBuffer[i].age = 0; 146 | } 147 | 148 | 149 | 150 | #pragma kernel CSMain 151 | [numthreads(THREAD_GROUPS,1,1)] 152 | void CSMain (uint3 id : SV_DispatchThreadID) { 153 | 154 | // Increment the particles age by the frame time. 155 | particleBuffer[id.x].age += dt; 156 | 157 | // If the particle has been "born", start moving it. 158 | if (particleBuffer[id.x].age >= 0) { 159 | float3 oldPos = particleBuffer[id.x].position; 160 | updateParticle(id.x); 161 | 162 | // recalculate COR to factor in randomization 163 | float corScale = 1.0; 164 | if (randomizeCOR == 1) { 165 | uint seed = id.x; 166 | corScale = float(rand_xorshift(seed)) * (1.0 / 4294967296.0); // 0-1 167 | } 168 | 169 | // sphere collider collision check 170 | if (sphereColliderCount > 0) 171 | { 172 | for (int s = 0; s < sphereColliderCount; s++) { 173 | float3 hitPoint, hitNormal; 174 | if (pointSphereIntersection(particleBuffer[id.x].position, oldPos, sphereColliderBuffer[s], hitPoint, hitNormal) == 1) { 175 | particleBuffer[id.x].position = hitPoint; 176 | float3 r = reflect(particleBuffer[id.x].velocity, normalize(hitNormal)); 177 | particleBuffer[id.x].velocity = saturate(coefficientOfRestitution*corScale)*r; 178 | } 179 | } 180 | } 181 | 182 | // box collider collision check 183 | if (boxColliderCount > 0) 184 | { 185 | for (int b = 0; b < boxColliderCount; b++) { 186 | float3 hitPoint, hitNormal; 187 | if (lineBoxIntersection(particleBuffer[id.x].position, oldPos, boxColliderBuffer[b], hitPoint, hitNormal) == 1) { 188 | particleBuffer[id.x].position = hitPoint; 189 | float3 r = reflect(particleBuffer[id.x].velocity, normalize(hitNormal)); 190 | particleBuffer[id.x].velocity = saturate(coefficientOfRestitution*corScale)*r; 191 | } 192 | } 193 | } 194 | 195 | 196 | 197 | // ground collision check 198 | if (particleBuffer[id.x].position.y < 0) { 199 | particleBuffer[id.x].position.y = EPSILON; 200 | particleBuffer[id.x].velocity.y *= -saturate(coefficientOfRestitution * corScale); 201 | } 202 | 203 | // If the particle has "died", reset it to be "born" again. 204 | if (particleBuffer[id.x].age > particleBuffer[id.x].lifetime) { 205 | resetParticle(id.x); 206 | } 207 | } 208 | } -------------------------------------------------------------------------------- /Assets/ParticleSystem/Shader/Resources/particleCompute.compute.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9b7f88973c1c53a4896a1376ed7e69ae 3 | ComputeShaderImporter: 4 | externalObjects: {} 5 | currentAPIMask: 4 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/ParticleSystem/Shader/Utilities.cginc: -------------------------------------------------------------------------------- 1 | #define ZERO 1e-15 2 | #define PI 3.14159265359 3 | #define RAD2DEG (180.0/PI) 4 | #define DEG2RAD (PI/180.0) 5 | 6 | 7 | 8 | /* The following functions were found at the following sources: 9 | 10 | setMagnitude, clampMagnitude, sqrMagnitude, angleBetween 11 | https://github.com/Unity-Technologies/UnityCsReference/blob/master/Runtime/Export/Vector3.cs 12 | 13 | safeNormalize, lookRotation 14 | https://gist.github.com/aeroson/043001ca12fe29ee911e 15 | 16 | rotateVector 17 | https://pastebin.com/fAFp6NnN */ 18 | 19 | 20 | 21 | float3 setMagnitude(float3 dir, float len) { 22 | if (length(dir) < ZERO) { 23 | return float3(0.0, 0.0, 0.0); 24 | } 25 | else { 26 | return normalize(dir) * len; 27 | } 28 | } 29 | 30 | float3 clampMagnitude(float3 dir, float max) { 31 | if (length(dir) > max) { 32 | return setMagnitude(dir, max); 33 | } 34 | else { 35 | return dir; 36 | } 37 | } 38 | 39 | float sqrMagnitude(float3 vec) { 40 | return vec.x*vec.x + vec.y*vec.y + vec.z*vec.z; 41 | } 42 | 43 | float angleBetween(float3 from, float3 to) { 44 | float denominator = sqrt(sqrMagnitude(from) * sqrMagnitude(to)); 45 | 46 | if (denominator < ZERO) { 47 | return 0.0; 48 | } 49 | 50 | float dotted = clamp(dot(from, to) / denominator, -1.0, 1.0); 51 | return acos(dotted) * RAD2DEG; 52 | } 53 | 54 | float3 safeNormalize(float3 vec) { 55 | if (length(vec) < ZERO) { 56 | return float3(0, 0, 0); 57 | } 58 | else { 59 | return normalize(vec); 60 | } 61 | } 62 | 63 | float4 lookRotation(float3 forward, float3 up) { 64 | forward = safeNormalize(forward); 65 | float3 right = safeNormalize(cross(up, forward)); 66 | up = cross(forward, right); 67 | 68 | float m00 = right.x; 69 | float m01 = right.y; 70 | float m02 = right.z; 71 | float m10 = up.x; 72 | float m11 = up.y; 73 | float m12 = up.z; 74 | float m20 = forward.x; 75 | float m21 = forward.y; 76 | float m22 = forward.z; 77 | 78 | float num8 = (m00 + m11) + m22; 79 | 80 | float4 quaternion = float4(0, 0, 0, 0); 81 | 82 | if (num8 > 0) { 83 | float num = sqrt(num8 + 1); 84 | quaternion.w = num * 0.5; 85 | num = 0.5 / num; 86 | quaternion.x = (m12 - m21) * num; 87 | quaternion.y = (m20 - m02) * num; 88 | quaternion.z = (m01 - m10) * num; 89 | return quaternion; 90 | } 91 | if ((m00 >= m11) && (m00 >= m22)) { 92 | float num7 = sqrt(((1 + m00) - m11) - m22); 93 | float num4 = 0.5 / num7; 94 | quaternion.x = 0.5 * num7; 95 | quaternion.y = (m01 + m10) * num4; 96 | quaternion.z = (m02 + m20) * num4; 97 | quaternion.w = (m12 - m21) * num4; 98 | return quaternion; 99 | } 100 | if (m11 > m22) { 101 | float num6 = sqrt(((1 + m11) - m00) - m22); 102 | float num3 = 0.5 / num6; 103 | quaternion.x = (m10 + m01) * num3; 104 | quaternion.y = 0.5 * num6; 105 | quaternion.z = (m21 + m12) * num3; 106 | quaternion.w = (m20 - m02) * num3; 107 | return quaternion; 108 | } 109 | float num5 =sqrt(((1 + m22) - m00) - m11); 110 | float num2 = 0.5 / num5; 111 | quaternion.x = (m20 + m02) * num2; 112 | quaternion.y = (m21 + m12) * num2; 113 | quaternion.z = 0.5 * num5; 114 | quaternion.w = (m01 - m10) * num2; 115 | return quaternion; 116 | } 117 | 118 | float3 rotateVector(float3 vec, float4 quat) { 119 | float3 result = float3(0, 0, 0); 120 | float num12 = quat.x + quat.x; 121 | float num2 = quat.y + quat.y; 122 | float num = quat.z + quat.z; 123 | float num11 = quat.w * num12; 124 | float num10 = quat.w * num2; 125 | float num9 = quat.w * num; 126 | float num8 = quat.x * num12; 127 | float num7 = quat.x * num2; 128 | float num6 = quat.x * num; 129 | float num5 = quat.y * num2; 130 | float num4 = quat.y * num; 131 | float num3 = quat.z * num; 132 | float num15 = ((vec.x * ((1 - num5) - num3)) + (vec.y * (num7 - num9))) + (vec.z * (num6 + num10)); 133 | float num14 = ((vec.x * (num7 + num9)) + (vec.y * ((1 - num8) - num3))) + (vec.z * (num4 - num11)); 134 | float num13 = ((vec.x * (num6 - num10)) + (vec.y * (num4 + num11))) + (vec.z * ((1 - num8) - num5)); 135 | result.x = num15; 136 | result.y = num14; 137 | result.z = num13; 138 | return result; 139 | } 140 | -------------------------------------------------------------------------------- /Assets/ParticleSystem/Shader/Utilities.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 110b1115f2e30ad4e91b8e6ccf3ce607 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/ParticleSystem/Shader/particleShader.shader: -------------------------------------------------------------------------------- 1 | // 2 | // Copyright © Daniel Shervheim, 2019 3 | // www.danielshervheim.com 4 | // 5 | 6 | Shader "Custom/particleShader" { 7 | Properties { 8 | // these are all set in Emitter.cs 9 | _AlbedoBirth ("Albedo (birth)", Color) = (0,0,0,1) 10 | _AlbedoDeath ("Albedo (death)", Color) = (0,0,0,1) 11 | _AlbedoTexture ("Albedo (texture)", 2D) = "defaulttexture" {} 12 | 13 | [Normal] 14 | _NormalTexture ("Normal (texture)", 2D) = "defaulttexture" {} 15 | 16 | [HDR] 17 | _EmissionBirth ("Emission (birth)", Color) = (0,0,0,1) 18 | [HDR] 19 | _EmissionDeath ("Emission (death)", Color) = (0,0,0,1) 20 | [HDR] 21 | _EmissionTexture ("Emission (texture)", 2D) = "defaulttexture" {} 22 | 23 | _SizeBirth ("Size (birth)", float) = 1.0 24 | _SizeDeath ("Size (death)", float) = 0.0 25 | 26 | _AlphaBirth ("Alpha (birth)", float) = 1.0 27 | _AlphaDeath ("Alpha (death)", float) = 0.0 28 | _AlphaTexture ("Alpha (texture)", 2D) = "white" {} 29 | 30 | _Smoothness ("Smoothness", Range(0,1)) = 0.5 31 | _Metallic ("Metallic", Range(0,1)) = 0.0 32 | 33 | [MaterialToggle] 34 | _FollowVelocity ("Follow Velocity", Range(0, 1)) = 0 35 | } 36 | SubShader { 37 | Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType"="Transparent" } 38 | LOD 200 39 | 40 | /* We must prevent culling or else the shadow calculations aren't done for 41 | when the quads are not technically "facing" us, even though they are via 42 | vertex rotation. */ 43 | Cull Off 44 | ZWrite On 45 | Blend SrcAlpha OneMinusSrcAlpha 46 | 47 | CGPROGRAM 48 | 49 | /* vertex:vert specifices a custom vertex function, and addshadow forces 50 | shadow recalculations so particles correctly shadow, and are shaded. */ 51 | #pragma surface surf Standard vertex:vert nolightmap alpha:fade addshadow 52 | 53 | /* Enables instancing support for this shader. */ 54 | #pragma instancing_options procedural:setup assumeuniformscaling 55 | 56 | /* Target shader model 5.0, for instancing. */ 57 | #pragma target 5.0 58 | 59 | fixed4 _AlbedoBirth; 60 | fixed4 _AlbedoDeath; 61 | sampler2D _AlbedoTexture; 62 | 63 | sampler2D _NormalTexture; 64 | 65 | half4 _EmissionBirth; 66 | half4 _EmissionDeath; 67 | sampler2D _EmissionTexture; 68 | 69 | float _SizeBirth; 70 | float _SizeDeath; 71 | 72 | float _AlphaBirth; 73 | float _AlphaDeath; 74 | sampler2D _AlphaTexture; 75 | 76 | half _Smoothness; 77 | half _Metallic; 78 | 79 | int _FollowVelocity; 80 | 81 | struct Input { 82 | float3 position; 83 | float3 velocity; 84 | float lifetime; 85 | float age; 86 | 87 | float2 uv_AlbedoTexture; 88 | float2 uv_EmissionTexture; 89 | float2 uv_NormalTexture; 90 | float2 uv_AlphaTexture; 91 | }; 92 | 93 | #ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED 94 | #include "Utilities.cginc" 95 | struct Particle { 96 | float3 position; 97 | float3 originalPosition; 98 | float3 velocity; 99 | float3 originalVelocity; 100 | float lifetime; 101 | float age; 102 | }; 103 | StructuredBuffer particleBuffer; 104 | #endif 105 | 106 | void vert(inout appdata_full v, out Input data) { 107 | UNITY_INITIALIZE_OUTPUT(Input, data); 108 | #ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED 109 | // set the frag parameters 110 | data.position = particleBuffer[unity_InstanceID].position; 111 | data.velocity = particleBuffer[unity_InstanceID].velocity; 112 | data.lifetime = particleBuffer[unity_InstanceID].lifetime; 113 | data.age = particleBuffer[unity_InstanceID].age; 114 | 115 | // get the forward look direction vector 116 | float3 forward = mul((float3x3)unity_CameraToWorld, float3(0,0,1)); 117 | 118 | // and the up vector 119 | float3 up = (_FollowVelocity == 1) ? normalize(particleBuffer[unity_InstanceID].velocity) : float3(0,1,0); 120 | 121 | // create a rotation so the mesh is facing the viewer, and pointed in the correct direction 122 | float4 quat = lookRotation(forward, up); 123 | 124 | // rotate the vertex according to the look rotation. 125 | float3 positionRotated = rotateVector(v.vertex.xyz, quat); 126 | 127 | // scale the vertex and set it its new position, offset by the particle position. 128 | float size = lerp(_SizeBirth, _SizeDeath, saturate(particleBuffer[unity_InstanceID].age / particleBuffer[unity_InstanceID].lifetime)); 129 | v.vertex.xyz = positionRotated*size + particleBuffer[unity_InstanceID].position; 130 | 131 | // rotate the normal to match the rotated point. 132 | // v.normal = rotateVector(v.normal, quat); 133 | // v.normal = float3(0, 1, 0); 134 | #endif 135 | } 136 | 137 | // required for DrawMeshInstancedIndirect(). 138 | void setup () {} 139 | 140 | void surf (Input IN, inout SurfaceOutputStandard o) { 141 | float t = saturate(IN.age/IN.lifetime); 142 | o.Albedo = tex2D(_AlbedoTexture, IN.uv_AlbedoTexture) * lerp(_AlbedoBirth, _AlbedoDeath, t); 143 | o.Emission = tex2D(_EmissionTexture, IN.uv_EmissionTexture) * lerp(_EmissionBirth, _EmissionDeath, t); 144 | o.Alpha = tex2D(_AlphaTexture, IN.uv_AlphaTexture) * lerp(_AlphaBirth, _AlphaDeath, t); 145 | o.Normal = tex2D(_NormalTexture, IN.uv_NormalTexture); 146 | o.Metallic = _Metallic; 147 | o.Smoothness = _Smoothness; 148 | } 149 | 150 | ENDCG 151 | } 152 | 153 | FallBack "Diffuse" 154 | } -------------------------------------------------------------------------------- /Assets/ParticleSystem/Shader/particleShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2251262a961b49047b563d4d9447f176 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/ParticleSystem/Shader/particleShaderOpaque.shader: -------------------------------------------------------------------------------- 1 | // 2 | // Copyright © Daniel Shervheim, 2019 3 | // www.danielshervheim.com 4 | // 5 | 6 | Shader "Custom/particleShaderOpaque" { 7 | Properties { 8 | // these are all set in Emitter.cs 9 | _AlbedoBirth ("Albedo (birth)", Color) = (0,0,0,1) 10 | _AlbedoDeath ("Albedo (death)", Color) = (0,0,0,1) 11 | _AlbedoTexture ("Albedo (texture)", 2D) = "defaulttexture" {} 12 | 13 | [Normal] 14 | _NormalTexture ("Normal (texture)", 2D) = "defaulttexture" {} 15 | 16 | [HDR] 17 | _EmissionBirth ("Emission (birth)", Color) = (0,0,0,1) 18 | [HDR] 19 | _EmissionDeath ("Emission (death)", Color) = (0,0,0,1) 20 | [HDR] 21 | _EmissionTexture ("Emission (texture)", 2D) = "defaulttexture" {} 22 | 23 | _SizeBirth ("Size (birth)", float) = 1.0 24 | _SizeDeath ("Size (death)", float) = 0.0 25 | 26 | _Smoothness ("Smoothness", Range(0,1)) = 0.5 27 | _Metallic ("Metallic", Range(0,1)) = 0.0 28 | 29 | [MaterialToggle] 30 | _FollowVelocity ("Follow Velocity", Range(0, 1)) = 0 31 | } 32 | SubShader { 33 | Tags { "RenderType"="Opaque" } 34 | LOD 200 35 | 36 | /* We must prevent culling or else the shadow calculations aren't done for 37 | when the quads are not technically "facing" us, even though they are via 38 | vertex rotation. */ 39 | Cull Off 40 | 41 | CGPROGRAM 42 | 43 | /* vertex:vert specifices a custom vertex function, and addshadow forces 44 | shadow recalculations so particles correctly shadow, and are shaded. */ 45 | #pragma surface surf Standard vertex:vert nolightmap addshadow 46 | 47 | /* Enables instancing support for this shader. */ 48 | #pragma instancing_options procedural:setup assumeuniformscaling 49 | 50 | /* Target shader model 5.0, for instancing. */ 51 | #pragma target 5.0 52 | 53 | fixed4 _AlbedoBirth; 54 | fixed4 _AlbedoDeath; 55 | sampler2D _AlbedoTexture; 56 | 57 | sampler2D _NormalTexture; 58 | 59 | half4 _EmissionBirth; 60 | half4 _EmissionDeath; 61 | sampler2D _EmissionTexture; 62 | 63 | float _SizeBirth; 64 | float _SizeDeath; 65 | 66 | half _Smoothness; 67 | half _Metallic; 68 | 69 | int _FollowVelocity; 70 | 71 | struct Input { 72 | float3 position; 73 | float3 velocity; 74 | float lifetime; 75 | float age; 76 | 77 | float2 uv_AlbedoTexture; 78 | float2 uv_EmissionTexture; 79 | float2 uv_NormalTexture; 80 | float2 uv_AlphaTexture; 81 | }; 82 | 83 | #ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED 84 | #include "Utilities.cginc" 85 | struct Particle { 86 | float3 position; 87 | float3 originalPosition; 88 | float3 velocity; 89 | float3 originalVelocity; 90 | float lifetime; 91 | float age; 92 | }; 93 | StructuredBuffer particleBuffer; 94 | #endif 95 | 96 | void vert(inout appdata_full v, out Input data) { 97 | UNITY_INITIALIZE_OUTPUT(Input, data); 98 | #ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED 99 | // set the frag parameters 100 | data.position = particleBuffer[unity_InstanceID].position; 101 | data.velocity = particleBuffer[unity_InstanceID].velocity; 102 | data.lifetime = particleBuffer[unity_InstanceID].lifetime; 103 | data.age = particleBuffer[unity_InstanceID].age; 104 | 105 | // get the forward look direction vector 106 | float3 forward = mul((float3x3)unity_CameraToWorld, float3(0,0,1)); 107 | 108 | // and the up vector 109 | float3 up = (_FollowVelocity == 1) ? normalize(particleBuffer[unity_InstanceID].velocity) : float3(0,1,0); 110 | 111 | // create a rotation so the mesh is facing the viewer, and pointed in the correct direction 112 | float4 quat = lookRotation(forward, up); 113 | 114 | // rotate the vertex according to the look rotation. 115 | float3 positionRotated = rotateVector(v.vertex.xyz, quat); 116 | 117 | // scale the vertex and set it its new position, offset by the particle position. 118 | float size = lerp(_SizeBirth, _SizeDeath, saturate(particleBuffer[unity_InstanceID].age / particleBuffer[unity_InstanceID].lifetime)); 119 | v.vertex.xyz = positionRotated*size + particleBuffer[unity_InstanceID].position; 120 | 121 | // rotate the normal to match the rotated point. 122 | v.normal = rotateVector(v.normal, quat); 123 | // v.normal = float3(0, 1, 0); 124 | #endif 125 | } 126 | 127 | // required for DrawMeshInstancedIndirect(). 128 | void setup () {} 129 | 130 | void surf (Input IN, inout SurfaceOutputStandard o) { 131 | float t = 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| upperLegTwist: 0.5 76 | legTwist: 0.5 77 | armStretch: 0.05 78 | legStretch: 0.05 79 | feetSpacing: 0 80 | rootMotionBoneName: 81 | rootMotionBoneRotation: {x: 0, y: 0, z: 0, w: 1} 82 | hasTranslationDoF: 0 83 | hasExtraRoot: 0 84 | skeletonHasParents: 1 85 | lastHumanDescriptionAvatarSource: {instanceID: 0} 86 | animationType: 0 87 | humanoidOversampling: 1 88 | additionalBone: 0 89 | userData: 90 | assetBundleName: 91 | assetBundleVariant: 92 | -------------------------------------------------------------------------------- /Assets/Scenes/Fire Scene/Campfire by filthycent/CampfireShader.shader: -------------------------------------------------------------------------------- 1 | // 2 | // Copyright © Daniel Shervheim, 2019 3 | // www.danielshervheim.com 4 | // 5 | 6 | Shader "Custom/CampfireShader" { 7 | Properties { 8 | _Albedo1 ("Albedo1", Color) = (1,1,1,1) 9 | _Albedo2 ("Albedo2", Color) = (1,1,1,1) 10 | _AlbedoAdd ("AlbedoAdd", float) = 0.0 11 | _AlbedoMult ("AlbedoMult", float) = 1.0 12 | [HDR] 13 | _Emission1 ("Emission1", Color) = (0,0,0,1) 14 | [HDR] 15 | _Emission2 ("Emission2", Color) = (0,0,0,1) 16 | _EmissionAdd ("EmissionAdd", float) = 0.0 17 | _EmissionMult ("EmissionMult", float) = 1.0 18 | } 19 | SubShader { 20 | Tags { "RenderType"="Opaque" } 21 | LOD 200 22 | 23 | CGPROGRAM 24 | // Physically based Standard lighting model, and enable shadows on all light types 25 | #pragma surface surf Standard fullforwardshadows vertex:vert 26 | 27 | // Use shader model 3.0 target, to get nicer looking lighting 28 | #pragma target 3.0 29 | 30 | struct Input { 31 | float3 worldPosition; 32 | }; 33 | 34 | float4 _Albedo1; 35 | float4 _Albedo2; 36 | float _AlbedoAdd; 37 | float _AlbedoMult; 38 | float4 _Emission1; 39 | float4 _Emission2; 40 | float _EmissionAdd; 41 | float _EmissionMult; 42 | 43 | void vert(inout appdata_full v, out Input data) { 44 | data.worldPosition = mul(unity_ObjectToWorld, v.vertex).xyz; 45 | } 46 | 47 | void surf (Input IN, inout SurfaceOutputStandard o) { 48 | 49 | float at = saturate(_AlbedoMult*IN.worldPosition.y + _AlbedoAdd); 50 | float ot = saturate(_EmissionMult*IN.worldPosition.y + _EmissionAdd); 51 | 52 | o.Albedo = lerp(_Albedo1, _Albedo2, at); 53 | o.Emission = lerp(_Emission1, _Emission2, ot); 54 | o.Metallic = 0; 55 | o.Smoothness = 0; 56 | } 57 | ENDCG 58 | } 59 | FallBack "Diffuse" 60 | } 61 | -------------------------------------------------------------------------------- /Assets/Scenes/Fire Scene/Campfire by filthycent/CampfireShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fc30386096c067f40805229ee4a4b07a 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scenes/Fire Scene/Campfire by filthycent/credit.txt: 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{} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scenes/Fire Scene/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 94a80e4b139dff24faac338b01c034c7 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scenes/Fire Scene/Scripts/FPSDisplay.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Copyright © Daniel Shervheim, 2019 3 | // www.danielshervheim.com 4 | // 5 | 6 | using System.Collections; 7 | using System.Collections.Generic; 8 | using UnityEngine; 9 | 10 | public class FPSDisplay : MonoBehaviour { 11 | 12 | public int numParticles = 0; 13 | 14 | bool show = true; 15 | 16 | // Use this for initialization 17 | void Start () { 18 | Emitter[] emitters = GameObject.FindObjectsOfType(); 19 | 20 | foreach (Emitter e in emitters) { 21 | numParticles += e.particleCount; 22 | } 23 | } 24 | 25 | void Update() { 26 | if (Input.GetKeyUp(KeyCode.RightShift)) { 27 | show = !show; 28 | } 29 | } 30 | 31 | void OnGUI() { 32 | if (show) { 33 | GUI.Label(new Rect(25, 25, 100, 25), numParticles + " particles"); 34 | GUI.Label(new Rect(25, 50, 100, 25), 1.0f/Time.smoothDeltaTime + " fps"); 35 | } 36 | } 37 | } 38 | -------------------------------------------------------------------------------- /Assets/Scenes/Fire Scene/Scripts/FPSDisplay.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9edabf4d51127424db649da7f996ab8b 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scenes/Fire Scene/Scripts/Mover.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Copyright © Daniel Shervheim, 2019 3 | // www.danielshervheim.com 4 | // 5 | 6 | using System.Collections; 7 | using System.Collections.Generic; 8 | using UnityEngine; 9 | 10 | public class Mover : MonoBehaviour { 11 | private float pitch = 0f; 12 | private float yaw = 0f; 13 | 14 | public float moveSpeed = 1f; 15 | public float lookSpeed = 1f; 16 | 17 | void Start() { 18 | Cursor.visible = false; 19 | } 20 | 21 | // Update is called once per frame 22 | void Update () { 23 | Vector3 forward = Vector3.Normalize(Vector3.Scale(transform.forward, new Vector3(1f, 0f, 1f))); 24 | Vector3 right = Vector3.Normalize(Vector3.Scale(transform.right, new Vector3(1f, 0f, 1f))); 25 | transform.position += 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rootMotionBoneName: 92 | rootMotionBoneRotation: {x: 0, y: 0, z: 0, w: 1} 93 | hasTranslationDoF: 0 94 | hasExtraRoot: 1 95 | skeletonHasParents: 1 96 | lastHumanDescriptionAvatarSource: {instanceID: 0} 97 | animationType: 0 98 | humanoidOversampling: 1 99 | additionalBone: 0 100 | userData: 101 | assetBundleName: 102 | assetBundleVariant: 103 | -------------------------------------------------------------------------------- /Assets/Scenes/Water Scene/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 19f6c1361b707be4b8a058d36fe8f9bd 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scenes/Water Scene/Scripts/InteractiveBall.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class InteractiveBall : MonoBehaviour { 6 | 7 | public Emitter[] emitters; 8 | public Transform camera; 9 | 10 | // Use this for initialization 11 | void Start () { 12 | 13 | } 14 | 15 | // Update is called once per frame 16 | void Update () { 17 | foreach (Emitter emitter in emitters) { 18 | emitter.sphereColliders[emitter.sphereColliders.Length-1].center = this.transform.position; 19 | emitter.sphereColliders[emitter.sphereColliders.Length-1].radius = this.transform.lossyScale.x/2.0f; 20 | } 21 | 22 | if (Physics.Raycast(camera.position, camera.forward, 10f) && Input.GetKeyDown("p")) { 23 | this.transform.parent = camera; 24 | } 25 | 26 | if (Input.GetKeyDown("o")) { 27 | this.transform.parent = null; 28 | } 29 | } 30 | } 31 | -------------------------------------------------------------------------------- /Assets/Scenes/Water Scene/Scripts/InteractiveBall.cs.meta: 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-------------------------------------------------------------------------------- /Assets/Scenes/WaterScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7c855d94ced2c514294b131553ccc498 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | BSD 3-Clause License 2 | 3 | Copyright (c) 2019, Daniel Shervheim 4 | All rights reserved. 5 | 6 | Redistribution and use in source and binary forms, with or without 7 | modification, are permitted provided that the following conditions are met: 8 | 9 | 1. Redistributions of source code must retain the above copyright notice, this 10 | list of conditions and the following disclaimer. 11 | 12 | 2. Redistributions in binary form must reproduce the above copyright notice, 13 | this list of conditions and the following disclaimer in the documentation 14 | and/or other materials provided with the distribution. 15 | 16 | 3. Neither the name of the copyright holder nor the names of its 17 | contributors may be used to endorse or promote products derived from 18 | this software without specific prior written permission. 19 | 20 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 21 | AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 22 | IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 23 | DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE 24 | FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL 25 | DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR 26 | SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER 27 | CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, 28 | OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 29 | OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 30 | -------------------------------------------------------------------------------- /Logs/Packages-Update.log: -------------------------------------------------------------------------------- 1 | 2 | === Tue Jun 18 16:50:27 2019 3 | 4 | Packages were changed. 5 | Update Mode: resetToDefaultDependencies 6 | 7 | The following packages were added: 8 | com.unity.analytics@3.2.2 9 | com.unity.purchasing@2.0.3 10 | com.unity.ads@2.0.8 11 | com.unity.textmeshpro@1.3.0 12 | com.unity.package-manager-ui@2.0.3 13 | com.unity.collab-proxy@1.2.15 14 | com.unity.modules.ai@1.0.0 15 | com.unity.modules.animation@1.0.0 16 | com.unity.modules.assetbundle@1.0.0 17 | com.unity.modules.audio@1.0.0 18 | com.unity.modules.cloth@1.0.0 19 | com.unity.modules.director@1.0.0 20 | com.unity.modules.imageconversion@1.0.0 21 | com.unity.modules.imgui@1.0.0 22 | com.unity.modules.jsonserialize@1.0.0 23 | com.unity.modules.particlesystem@1.0.0 24 | com.unity.modules.physics@1.0.0 25 | com.unity.modules.physics2d@1.0.0 26 | com.unity.modules.screencapture@1.0.0 27 | com.unity.modules.terrain@1.0.0 28 | com.unity.modules.terrainphysics@1.0.0 29 | com.unity.modules.tilemap@1.0.0 30 | com.unity.modules.ui@1.0.0 31 | com.unity.modules.uielements@1.0.0 32 | com.unity.modules.umbra@1.0.0 33 | com.unity.modules.unityanalytics@1.0.0 34 | com.unity.modules.unitywebrequest@1.0.0 35 | com.unity.modules.unitywebrequestassetbundle@1.0.0 36 | com.unity.modules.unitywebrequestaudio@1.0.0 37 | com.unity.modules.unitywebrequesttexture@1.0.0 38 | com.unity.modules.unitywebrequestwww@1.0.0 39 | com.unity.modules.vehicles@1.0.0 40 | com.unity.modules.video@1.0.0 41 | com.unity.modules.vr@1.0.0 42 | com.unity.modules.wind@1.0.0 43 | com.unity.modules.xr@1.0.0 44 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.ads": "2.0.8", 4 | "com.unity.analytics": "3.2.2", 5 | "com.unity.collab-proxy": "1.2.15", 6 | "com.unity.package-manager-ui": "2.0.3", 7 | "com.unity.purchasing": "2.0.3", 8 | "com.unity.textmeshpro": "1.3.0", 9 | "com.unity.modules.ai": "1.0.0", 10 | "com.unity.modules.animation": "1.0.0", 11 | "com.unity.modules.assetbundle": "1.0.0", 12 | "com.unity.modules.audio": "1.0.0", 13 | "com.unity.modules.cloth": "1.0.0", 14 | 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Timestep: 0.02 7 | Maximum Allowed Timestep: 0.33333334 8 | m_TimeScale: 1 9 | Maximum Particle Timestep: 0.03 10 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 1 7 | m_Enabled: 0 8 | m_TestMode: 0 9 | m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events 10 | m_EventUrl: https://cdp.cloud.unity3d.com/v1/events 11 | m_ConfigUrl: https://config.uca.cloud.unity3d.com 12 | m_TestInitMode: 0 13 | CrashReportingSettings: 14 | m_EventUrl: https://perf-events.cloud.unity3d.com 15 | m_Enabled: 0 16 | m_LogBufferSize: 10 17 | m_CaptureEditorExceptions: 1 18 | UnityPurchasingSettings: 19 | m_Enabled: 0 20 | m_TestMode: 0 21 | UnityAnalyticsSettings: 22 | m_Enabled: 0 23 | m_TestMode: 0 24 | m_InitializeOnStartup: 1 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /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_RenderPipeSettingsPath: 10 | m_FixedTimeStep: 0.016666668 11 | m_MaxDeltaTime: 0.05 12 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Particle System 2 | 3 | I wrote this particle simulation as a project for an animation and planning course I took in university. 4 | 5 | Read more about it [here](https://danielshervheim.com/coursework/csci-5611/particle-system). 6 | 7 | ![Fire](img/GJEple9.png) 8 | 9 | ![Water](img/yqEsD54.png) 10 | 11 | ## Setup 12 | 13 | - Clone this repository, and open it in Unity. 14 | 15 | - Create a new `Scene` in the editor. 16 | 17 | - Add an empty `GameObject`. 18 | 19 | - Add the `Emitter.cs` script to the empty `GameObject`. 20 | 21 | - Setup the `Emitter` as desired, and press play to see the particle system in action. 22 | -------------------------------------------------------------------------------- /img/GJEple9.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/danielshervheim/unity-particle-system/b7cc3762d5ccae01c0466c678cfc4a9154d41c79/img/GJEple9.png -------------------------------------------------------------------------------- /img/yqEsD54.png: 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