├── .DS_Store
├── Assets
├── .DS_Store
├── ProceduralGeneration
│ ├── Scripts
│ │ ├── ShapeTypes.cs
│ │ ├── Extensions.meta
│ │ ├── Cube.cs.meta
│ │ ├── Grid.cs.meta
│ │ ├── Quad.cs.meta
│ │ ├── Shape.cs.meta
│ │ ├── GridLine.cs.meta
│ │ ├── ShapeTypes.cs.meta
│ │ ├── GridWithParams.cs.meta
│ │ ├── ProceduralParam.cs.meta
│ │ ├── ShapeRotator.cs.meta
│ │ ├── ProceduralShapes.cs.meta
│ │ ├── Shape.cs
│ │ ├── Extensions
│ │ │ ├── MeshRendererExtensions.cs.meta
│ │ │ └── MeshRendererExtensions.cs
│ │ ├── ShapeRotator.cs
│ │ ├── GridLine.cs
│ │ ├── Quad.cs
│ │ ├── ProceduralParam.cs
│ │ ├── ProceduralShapes.cs
│ │ ├── Cube.cs
│ │ ├── GridWithParams.cs
│ │ └── Grid.cs
│ ├── Textures
│ │ ├── Test.jpg
│ │ ├── Test2.jpg
│ │ ├── Test2.jpg.meta
│ │ └── Test.jpg.meta
│ ├── Editor.meta
│ ├── Scenes.meta
│ ├── Scenes
│ │ ├── CubeExample.unity.meta
│ │ ├── GridExample.unity.meta
│ │ ├── QuadExample.unity.meta
│ │ ├── CubeMovementExample.unity.meta
│ │ ├── GridWithParamsExample.unity.meta
│ │ ├── GridWithParamsGridLinesExample.unity.meta
│ │ └── CubeExample.unity
│ ├── Materials.meta
│ ├── Scripts.meta
│ ├── Textures.meta
│ ├── ProceduralParams.meta
│ ├── Materials
│ │ ├── Ground.mat.meta
│ │ ├── Skybox_Mat.mat.meta
│ │ ├── Default_1_Mat.mat.meta
│ │ ├── Default_2_Mat.mat.meta
│ │ ├── Default_3_Mat.mat.meta
│ │ ├── DefaultBuilding_Mat.mat.meta
│ │ ├── Skybox_Mat.mat
│ │ ├── DefaultBuilding_Mat.mat
│ │ ├── Default_1_Mat.mat
│ │ ├── Ground.mat
│ │ ├── Default_2_Mat.mat
│ │ └── Default_3_Mat.mat
│ ├── ProceduralParams
│ │ ├── ProceduralParameter_1.asset.meta
│ │ ├── ProceduralParameter_2.asset.meta
│ │ ├── ProceduralParameter_3.asset.meta
│ │ ├── ProceduralParameter_2.asset
│ │ ├── ProceduralParameter_3.asset
│ │ └── ProceduralParameter_1.asset
│ └── Editor
│ │ ├── GridWithParamsEditor.cs.meta
│ │ └── GridWithParamsEditor.cs
├── Prefabs.meta
├── Prefabs
│ ├── CheckeredPlane.prefab.meta
│ └── CheckeredPlane.prefab
├── Scenes.meta
├── Scripts.meta
├── LWRPSupport.meta
├── Materials.meta
├── Settings.meta
├── Textures.meta
├── ProceduralGeneration.meta
├── Scenes
│ ├── ProceduralGenerationExample.unity.meta
│ └── ProceduralGenerationExample.unity
├── LWRPSupport
│ ├── Unity.XR.ARFoundation.LWRPSupport.asmdef.meta
│ ├── ARKitLWRPMaterial.mat.meta
│ ├── ARCoreBackgroundLWRPMaterial.mat.meta
│ ├── LWRPBackgroundRendererAsset.asset.meta
│ ├── ARKitLWRPShader.shader.meta
│ ├── ARCoreBackgroundLWRP.shader.meta
│ ├── LWRPBackgroundRenderer.cs.meta
│ ├── LWRPBeforeCameraRender.cs.meta
│ ├── LWRPBackgroundRenderPass.cs.meta
│ ├── LWRPBackgroundRendererAsset.cs.meta
│ ├── Unity.XR.ARFoundation.LWRPSupport.asmdef
│ ├── LWRPBackgroundRendererAsset.asset
│ ├── LWRPBeforeCameraRender.cs
│ ├── ARCoreBackgroundLWRP.shader
│ ├── LWRPBackgroundRenderer.cs
│ ├── ARCoreBackgroundLWRPMaterial.mat
│ ├── LWRPBackgroundRendererAsset.cs
│ ├── ARKitLWRPShader.shader
│ ├── ARKitLWRPMaterial.mat
│ └── LWRPBackgroundRenderPass.cs
├── Materials
│ ├── Default-Line.mat.meta
│ ├── Default-Plane.mat.meta
│ ├── Default-Plane.mat
│ └── Default-Line.mat
├── Settings
│ ├── LightweightRenderPipelineAsset.asset.meta
│ └── LightweightRenderPipelineAsset.asset
└── Scripts
│ ├── ParamsBinding.cs.meta
│ ├── PlaceObjectOnPlane.cs.meta
│ ├── ParamsBinding.cs
│ └── PlaceObjectOnPlane.cs
├── README.md
├── ProjectSettings
├── ProjectVersion.txt
├── ClusterInputManager.asset
├── PresetManager.asset
├── XRSettings.asset
├── TimeManager.asset
├── VFXManager.asset
├── EditorBuildSettings.asset
├── AudioManager.asset
├── TagManager.asset
├── EditorSettings.asset
├── UnityConnectSettings.asset
├── DynamicsManager.asset
├── NavMeshAreas.asset
├── Physics2DSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── QualitySettings.asset
└── ProjectSettings.asset
├── Logs
└── Packages-Update.log
├── .gitignore
├── .vscode
└── settings.json
└── Packages
└── manifest.json
/.DS_Store:
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https://raw.githubusercontent.com/dilmerv/UnityARProceduralGeneration/HEAD/.DS_Store
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/Assets/.DS_Store:
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https://raw.githubusercontent.com/dilmerv/UnityARProceduralGeneration/HEAD/Assets/.DS_Store
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/README.md:
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1 | # UnityARProceduralGeneration
2 | A procedural generation demo with Augmented Reality
3 |
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/Assets/ProceduralGeneration/Scripts/ShapeTypes.cs:
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1 | public enum ShapeTypes
2 | {
3 | Cube,
4 | Quad
5 | }
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2 | m_EditorVersionWithRevision: 2019.1.5f1 (0ca0f5646614)
3 |
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https://raw.githubusercontent.com/dilmerv/UnityARProceduralGeneration/HEAD/Assets/ProceduralGeneration/Textures/Test.jpg
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/Assets/ProceduralGeneration/Textures/Test2.jpg:
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https://raw.githubusercontent.com/dilmerv/UnityARProceduralGeneration/HEAD/Assets/ProceduralGeneration/Textures/Test2.jpg
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1 | using UnityEngine;
2 |
3 | public abstract class Shape
4 | {
5 | public ShapeTypes ShapeType { get;set; }
6 |
7 | public float Width { get;set; }
8 |
9 | public float Height { get;set; }
10 |
11 | public float Depth { get;set; }
12 |
13 | public abstract Mesh Generate();
14 | }
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/Assets/ProceduralGeneration/Scripts/ShapeRotator.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class ShapeRotator : MonoBehaviour
6 | {
7 | [SerializeField]
8 | private Vector3 speed = Vector3.zero;
9 |
10 | void Update() => transform.Rotate(speed * Time.deltaTime, Space.World);
11 | }
12 |
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1 |
2 | === Fri Jun 14 06:50:27 2019
3 |
4 | Packages were changed.
5 | Update Mode: mergeDefaultDependencies
6 |
7 | The following packages were updated:
8 | com.unity.analytics from version 3.2.2 to 3.3.2
9 | com.unity.collab-proxy from version 1.2.9 to 1.2.16
10 | com.unity.package-manager-ui from version 2.1.1 to 2.1.2
11 | com.unity.purchasing from version 2.0.1 to 2.0.6
12 | com.unity.textmeshpro from version 1.3.0 to 2.0.1
13 | com.unity.timeline from version 0.0.0-builtin to 1.0.0
14 |
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12 | ExportedObj/
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16 | *.sln
17 | *.suo
18 | *.tmp
19 | *.user
20 | *.userprefs
21 | *.pidb
22 | *.booproj
23 | *.svd
24 | *.pdb
25 | *.opendb
26 |
27 | # Unity3D generated meta files
28 | *.pidb.meta
29 | *.pdb.meta
30 |
31 | # Unity3D Generated File On Crash Reports
32 | sysinfo.txt
33 |
34 | # Builds
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4 | "Unity.XR.ARFoundation",
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/Assets/ProceduralGeneration/Scripts/GridLine.cs:
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1 | using UnityEngine;
2 |
3 | public class GridLine : MonoBehaviour
4 | {
5 | [SerializeField]
6 | private Color color = new Color(1, 0, 0, 0.5f);
7 |
8 | [SerializeField]
9 | private GridWithParams gridWithParams;
10 |
11 | [SerializeField]
12 | private Vector3 gridOffset = Vector3.zero;
13 |
14 | public enum DrawOptions
15 | {
16 | Selection,
17 | Always
18 | }
19 |
20 | [SerializeField]
21 | private DrawOptions Options = DrawOptions.Always;
22 |
23 | void OnDrawGizmos()
24 | {
25 | if(Options == DrawOptions.Always && gridWithParams != null)
26 | {
27 | Gizmos.color = color;
28 | Gizmos.DrawCube(gridWithParams.Bounds.center, gridWithParams.Bounds.size + gridOffset);
29 | }
30 | }
31 |
32 | void OnDrawGizmosSelected()
33 | {
34 | if(Options == DrawOptions.Selection && gridWithParams != null)
35 | {
36 | Gizmos.color = color;
37 | Gizmos.DrawCube(gridWithParams.Bounds.center, gridWithParams.Bounds.size + gridOffset);
38 | }
39 | }
40 | }
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/Assets/ProceduralGeneration/Scripts/Extensions/MeshRendererExtensions.cs:
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1 | using UnityEngine;
2 |
3 | public static class MeshRendererExtensions
4 | {
5 | public static void ApplyRandomMaterial(this MeshRenderer renderer, string shaderName, string gameObjectName)
6 | {
7 | Material randomMaterial = new Material(Shader.Find(shaderName));
8 | randomMaterial.name = $"{gameObjectName}_material";
9 | randomMaterial.color = GetRandomColor();
10 | randomMaterial.EnableKeyword("_EMISSION");
11 | randomMaterial.SetInt("_Cull", 0);
12 | randomMaterial.SetColor("_EmissionColor", randomMaterial.color);
13 | renderer.material = randomMaterial;
14 | }
15 |
16 | public static Material[] GetRandomMaterials(string shaderName, int count)
17 | {
18 | Material[] materials = new Material[count];
19 | for(int i = 0; i < count; i++){
20 | Material randomMaterial = new Material(Shader.Find(shaderName));
21 | randomMaterial.name = $"{i}_material";
22 | randomMaterial.color = GetRandomColor();
23 | randomMaterial.EnableKeyword("_EMISSION");
24 | randomMaterial.SetInt("_Cull", 0);
25 | randomMaterial.SetColor("_EmissionColor", randomMaterial.color);
26 | materials[i] = randomMaterial;
27 | }
28 | return materials;
29 | }
30 |
31 | static Color GetRandomColor() => Random.ColorHSV(0f, 1f, 1f, 1f, 0.5f, 1f);
32 |
33 | }
--------------------------------------------------------------------------------
/Assets/ProceduralGeneration/Editor/GridWithParamsEditor.cs:
--------------------------------------------------------------------------------
1 | using UnityEditor;
2 | using UnityEngine;
3 |
4 | [CustomEditor(typeof(GridWithParams))]
5 | public class GridWithParamsEditor : Editor
6 | {
7 | private GridWithParams gridWithParams;
8 | private Editor editor;
9 |
10 | private void OnEnable()
11 | {
12 | gridWithParams = (GridWithParams)target;
13 | }
14 |
15 | public override void OnInspectorGUI()
16 | {
17 | if (DrawDefaultInspector())
18 | {
19 | gridWithParams.BuildGrid();
20 | }
21 |
22 | DrawSettingsEditor(gridWithParams.parameters, gridWithParams.BuildGrid, true, ref editor);
23 | }
24 |
25 | void DrawSettingsEditor(Object settings, System.Action onSettingsUpdated, bool foldout, ref Editor editor)
26 | {
27 | if (settings != null)
28 | {
29 | foldout = EditorGUILayout.InspectorTitlebar(foldout, settings);
30 | using (var check = new EditorGUI.ChangeCheckScope())
31 | {
32 | if (foldout)
33 | {
34 | CreateCachedEditor(settings, null, ref editor);
35 | editor.OnInspectorGUI();
36 |
37 | if (check.changed)
38 | {
39 | if (onSettingsUpdated != null)
40 | {
41 | onSettingsUpdated();
42 | }
43 | }
44 | }
45 | }
46 | }
47 | }
48 | }
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/Assets/LWRPSupport/LWRPBeforeCameraRender.cs:
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1 | using UnityEngine.Experimental.XR;
2 | using UnityEngine.Rendering;
3 | using UnityEngine.Rendering.LWRP;
4 | using UnityEngine.Experimental.Rendering.LWRP;
5 |
6 | namespace UnityEngine.XR.ARFoundation
7 | {
8 | public class LWRPBeforeCameraRender : MonoBehaviour, IBeforeRender
9 | {
10 | const string k_ARBlitTag = "ARBackground Blit Pass";
11 |
12 | public Material blitMaterial { get; set; }
13 |
14 | ///
15 | /// Create, setup and return a ScriptableRenderPass that will blit the pass-thru video when this GameObject is rendered.
16 | ///
17 | /// RenderTextureDescriptor for this pass.
18 | /// RenderTargetHandle for color buffer.
19 | /// RenderTargetHandle for depth buffer.
20 | /// ClearFlag used for rendering.
21 | ///
22 | public ScriptableRenderPass GetPassToEnqueue(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorHandle,
23 | RenderTargetHandle depthHandle, ClearFlag clearFlag)
24 | {
25 | var lwrpBackgroundRenderPass = new LWRPBackgroundRenderPass();
26 | lwrpBackgroundRenderPass.Setup(blitMaterial, colorHandle.Identifier(), depthHandle.Identifier(),
27 | baseDescriptor);
28 | return lwrpBackgroundRenderPass;
29 | }
30 | }
31 | }
32 |
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/Assets/ProceduralGeneration/Scripts/Quad.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 |
3 | public class Quad : Shape
4 | {
5 | public override Mesh Generate()
6 | {
7 | ShapeType = ShapeTypes.Quad;
8 |
9 | Mesh mesh = new Mesh();
10 |
11 | // Step 1 - Create & Assign Vertices
12 | Vector3[] vertices = new Vector3[4];
13 | vertices[0] = new Vector3(0, 0, 0);
14 | vertices[1] = new Vector3(Width, 0, 0);
15 | vertices[2] = new Vector3(0, 0, Height);
16 | vertices[3] = new Vector3(Width,0, Height);
17 |
18 | // Step 2 - Create & Assign Triangles
19 | int[] triangles = new int[6];
20 | triangles[0] = 0; // first triangle
21 | triangles[1] = 2;
22 | triangles[2] = 1;
23 |
24 | triangles[3] = 2; // second triangle
25 | triangles[4] = 3;
26 | triangles[5] = 1;
27 |
28 | // Step 3 - Create & Assign normal
29 | Vector3[] normals = new Vector3[4];
30 | normals[0] = -Vector3.forward;
31 | normals[1] = -Vector3.forward;
32 | normals[2] = -Vector3.forward;
33 | normals[3] = -Vector3.forward;
34 |
35 | // Step 4 - Create & Assign the UVs
36 | Vector2[] uvs = new Vector2[4];
37 | uvs[0] = new Vector2(0,0);
38 | uvs[1] = new Vector2(1,0);
39 | uvs[2] = new Vector2(0,1);
40 | uvs[3] = new Vector2(1,1);
41 |
42 | mesh.vertices = vertices;
43 | mesh.triangles = triangles;
44 | mesh.normals = normals;
45 | mesh.uv = uvs;
46 |
47 | mesh.Optimize();
48 |
49 | return mesh;
50 | }
51 | }
--------------------------------------------------------------------------------
/Assets/LWRPSupport/ARCoreBackgroundLWRP.shader:
--------------------------------------------------------------------------------
1 | Shader "Unlit/ARCoreBackgroundLWRP"
2 | {
3 | Properties
4 | {
5 | _MainTex("Texture", 2D) = "white" {}
6 | }
7 |
8 | // For GLES3
9 | SubShader
10 | {
11 | Pass
12 | {
13 | ZWrite Off
14 | Cull Off
15 |
16 | GLSLPROGRAM
17 |
18 | #pragma only_renderers gles3
19 |
20 | #ifdef SHADER_API_GLES3
21 | #extension GL_OES_EGL_image_external_essl3 : require
22 | #endif
23 |
24 | uniform mat4 _UnityDisplayTransform;
25 |
26 | #ifdef VERTEX
27 | varying vec2 textureCoord;
28 |
29 | void main()
30 | {
31 | #ifdef SHADER_API_GLES3
32 | float flippedV = 1.0 - gl_MultiTexCoord0.y;
33 | textureCoord.x = _UnityDisplayTransform[0].x * gl_MultiTexCoord0.x + _UnityDisplayTransform[1].x * flippedV + _UnityDisplayTransform[2].x;
34 | textureCoord.y = _UnityDisplayTransform[0].y * gl_MultiTexCoord0.x + _UnityDisplayTransform[1].y * flippedV + _UnityDisplayTransform[2].y;
35 | gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
36 | #endif
37 | }
38 | #endif
39 |
40 | #ifdef FRAGMENT
41 | varying vec2 textureCoord;
42 | uniform samplerExternalOES _MainTex;
43 |
44 | void main()
45 | {
46 | #ifdef SHADER_API_GLES3
47 | gl_FragColor = vec4(texture(_MainTex, textureCoord).xyz, 1);
48 | #endif
49 | }
50 |
51 | #endif
52 | ENDGLSL
53 | }
54 | }
55 |
56 | FallBack Off
57 | }
58 |
--------------------------------------------------------------------------------
/Assets/Scripts/ParamsBinding.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.UI;
5 | public class ParamsBinding : MonoBehaviour
6 | {
7 | [SerializeField]
8 | private GridWithParams gridWithParams;
9 |
10 | [SerializeField]
11 | private Slider widthSlider;
12 |
13 | [SerializeField]
14 | private Slider heightSlider;
15 |
16 | [SerializeField]
17 | private Button toggleParamsButton;
18 |
19 | [SerializeField]
20 | private RectTransform toggleParamsArea;
21 |
22 | public bool IsParamsAreaVisible
23 | {
24 | get
25 | {
26 | return toggleParamsArea.gameObject.activeSelf;
27 | }
28 | }
29 |
30 | void Awake()
31 | {
32 | widthSlider.onValueChanged.AddListener(WidthSliderChanged);
33 | heightSlider.onValueChanged.AddListener(HeightSliderChanged);
34 | toggleParamsButton.onClick.AddListener(Toggle);
35 | }
36 |
37 | void WidthSliderChanged(float newValue)
38 | {
39 | gridWithParams.parameters.width = (int)newValue;
40 | gridWithParams.BuildGrid();
41 | }
42 |
43 | void HeightSliderChanged(float newValue)
44 | {
45 | gridWithParams.parameters.height = (int)newValue;
46 | gridWithParams.BuildGrid();
47 | }
48 |
49 | void Toggle()
50 | {
51 | bool visibility = !toggleParamsArea.gameObject.activeSelf;
52 | toggleParamsArea.gameObject.SetActive(visibility);
53 |
54 | Text toggleText = toggleParamsButton.GetComponentInChildren();
55 | toggleText.text = visibility ? "Params off" : "Params on";
56 | }
57 | }
58 |
--------------------------------------------------------------------------------
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2 | %TAG !u! tag:unity3d.com,2011:
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4 | NavMeshProjectSettings:
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6 | serializedVersion: 2
7 | areas:
8 | - name: Walkable
9 | cost: 1
10 | - name: Not Walkable
11 | cost: 1
12 | - name: Jump
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/Assets/LWRPSupport/LWRPBackgroundRenderer.cs:
--------------------------------------------------------------------------------
1 |
2 | namespace UnityEngine.XR.ARFoundation
3 | {
4 |
5 | public class LWRPBackgroundRenderer : ARFoundationBackgroundRenderer
6 | {
7 | CameraClearFlags m_SavedClearFlags;
8 | LWRPBeforeCameraRender m_LWRPBeforeCameraRender;
9 |
10 | protected override bool EnableARBackgroundRendering()
11 | {
12 | if (m_BackgroundMaterial == null)
13 | return false;
14 |
15 | camera = m_Camera ? m_Camera : Camera.main;
16 |
17 | if (camera == null)
18 | return false;
19 |
20 | // Clear flags
21 | m_SavedClearFlags = camera.clearFlags;
22 | camera.clearFlags = CameraClearFlags.Depth;
23 |
24 | if (m_LWRPBeforeCameraRender == null)
25 | {
26 | m_LWRPBeforeCameraRender = camera.gameObject.GetComponent();
27 | }
28 |
29 | m_LWRPBeforeCameraRender.blitMaterial = m_BackgroundMaterial;
30 |
31 | return true;
32 |
33 | }
34 |
35 |
36 | protected override void DisableARBackgroundRendering()
37 | {
38 | if (m_BackgroundMaterial == null)
39 | return;
40 |
41 | camera = m_Camera ? m_Camera : Camera.main;
42 | if (camera == null)
43 | return;
44 | camera.clearFlags = m_SavedClearFlags;
45 |
46 | if (m_LWRPBeforeCameraRender != null)
47 | {
48 | m_LWRPBeforeCameraRender.blitMaterial = null;
49 | m_LWRPBeforeCameraRender = null;
50 | }
51 |
52 | }
53 |
54 | }
55 |
56 | }
57 |
--------------------------------------------------------------------------------
/Assets/ProceduralGeneration/Scripts/ProceduralParam.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 |
3 | [CreateAssetMenu(fileName = "ProceduralParameter", menuName = "Procedural/Parameter", order = 0)]
4 | public class ProceduralParam : ScriptableObject
5 | {
6 | [SerializeField,Range(1,200)]
7 | public int width = 1;
8 |
9 | [SerializeField,Range(1,200)]
10 | public int height = 1;
11 |
12 | [SerializeField,Range(0,50.0f)]
13 | public float shapeWidth = 2.0f;
14 |
15 | [SerializeField,Range(0,50.0f)]
16 | public float shapeHeight = 2.0f;
17 |
18 | [SerializeField,Range(0,50.0f)]
19 | public float shapeDepth = 2.0f;
20 |
21 | [SerializeField,Range(0, 50.0f)]
22 | public float maxRandomHeight = 1.0f;
23 |
24 | [SerializeField,Range(0, 50.0f)]
25 | public float maxRandomWidth = 1.0f;
26 |
27 | [SerializeField,Range(0, 50.0f)]
28 | public float maxRandomDepth = 1.0f;
29 |
30 | [SerializeField,Range(0, 50.0f)]
31 | public float maxRandomHeightOffset = 1.0f;
32 |
33 | [SerializeField,Range(0, 50.0f)]
34 | public float maxRandomWidthOffset = 1.0f;
35 |
36 | [SerializeField,Range(0, 50.0f)]
37 | public float maxRandomDepthOffset = 1.0f;
38 |
39 | [SerializeField, Range(1,100)]
40 | public int randomSeed = 1;
41 |
42 | [SerializeField]
43 | public ShapeTypes ShapeType = ShapeTypes.Cube;
44 |
45 | [SerializeField]
46 | public bool makeShapesStatic = true;
47 |
48 | [SerializeField]
49 | public bool shouldGenerateRigidBodies = false;
50 |
51 | [SerializeField]
52 | public Vector3 marginBetweenShapes = new Vector3(1.0f, 1.0f, 1.0f);
53 |
54 | [SerializeField]
55 | public Material[] defaultMaterials = null;
56 |
57 | [SerializeField]
58 | public string shaderName = "Lightweight Render Pipeline/Lit";
59 |
60 | [SerializeField, Range(0,100), Tooltip("How many procedural materials to generate?")]
61 | public int proceduralMaterialsToGenerate = 3;
62 | }
--------------------------------------------------------------------------------
/Assets/Scripts/PlaceObjectOnPlane.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.XR.ARFoundation;
5 | using UnityEngine.XR.ARSubsystems;
6 |
7 | [RequireComponent(typeof(ARRaycastManager))]
8 | public class PlaceObjectOnPlane : MonoBehaviour
9 | {
10 | [SerializeField]
11 | private ParamsBinding paramsBinding;
12 |
13 | [SerializeField, Tooltip("Object to move around the plane")]
14 | private GameObject placedObject;
15 |
16 | public static event Action onPlacedObject;
17 |
18 | ARRaycastManager m_RaycastManager;
19 |
20 | static List s_Hits = new List();
21 |
22 | void Awake()
23 | {
24 | placedObject.SetActive(false);
25 | m_RaycastManager = GetComponent();
26 | }
27 |
28 | void OnEnable()
29 | {
30 | if(placedObject == null)
31 | {
32 | Debug.LogError("You must set placedObject in order to use this class");
33 | enabled = false;
34 | }
35 | }
36 |
37 | void Update()
38 | {
39 | if (Input.touchCount > 0 && !paramsBinding.IsParamsAreaVisible)
40 | {
41 | Touch touch = Input.GetTouch(0);
42 | if (touch.phase == TouchPhase.Moved)
43 | {
44 | if (m_RaycastManager.Raycast(touch.position, s_Hits, TrackableType.PlaneWithinPolygon))
45 | {
46 | Pose hitPose = s_Hits[0].pose;
47 |
48 | placedObject.transform.position = hitPose.position;
49 | placedObject.transform.rotation = hitPose.rotation;
50 | placedObject.SetActive(true);
51 |
52 | if (onPlacedObject != null)
53 | {
54 | onPlacedObject();
55 | }
56 | }
57 | }
58 | }
59 | }
60 | }
61 |
--------------------------------------------------------------------------------
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2 | "dependencies": {
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4 | "com.unity.analytics": "3.3.2",
5 | "com.unity.collab-proxy": "1.2.16",
6 | "com.unity.package-manager-ui": "2.1.2",
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34 | "com.unity.modules.ui": "1.0.0",
35 | "com.unity.modules.uielements": "1.0.0",
36 | "com.unity.modules.umbra": "1.0.0",
37 | "com.unity.modules.unityanalytics": "1.0.0",
38 | "com.unity.modules.unitywebrequest": "1.0.0",
39 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
40 | "com.unity.modules.unitywebrequestaudio": "1.0.0",
41 | "com.unity.modules.unitywebrequesttexture": "1.0.0",
42 | "com.unity.modules.unitywebrequestwww": "1.0.0",
43 | "com.unity.modules.vehicles": "1.0.0",
44 | "com.unity.modules.video": "1.0.0",
45 | "com.unity.modules.vr": "1.0.0",
46 | "com.unity.modules.wind": "1.0.0",
47 | "com.unity.modules.xr": "1.0.0"
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49 | }
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/Assets/LWRPSupport/LWRPBackgroundRendererAsset.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using UnityEngine.Rendering;
3 | using UnityEngine.XR.ARFoundation;
4 |
5 | namespace UnityEngine.XR.ARFoundation
6 | {
7 | [CreateAssetMenu(fileName = "LWRPBackgroundRendererAsset", menuName = "XR/LWRPBackgroundRendererAsset")]
8 | public class LWRPBackgroundRendererAsset : ARBackgroundRendererAsset
9 | {
10 | ///
11 | /// we're going to reference all materials that we want to use so that they get built into the project
12 | ///
13 | [SerializeField]
14 | Material[] m_MaterialsUsed;
15 |
16 | [SerializeField]
17 | ARCameraManager m_CameraManager;
18 |
19 | static bool useRenderPipeline { get { return GraphicsSettings.renderPipelineAsset != null; } }
20 |
21 | public override ARFoundationBackgroundRenderer CreateARBackgroundRenderer()
22 | {
23 | return useRenderPipeline ? new LWRPBackgroundRenderer() : new ARFoundationBackgroundRenderer();
24 | }
25 |
26 | public override void CreateHelperComponents(GameObject cameraGameObject)
27 | {
28 | m_CameraManager = cameraGameObject.GetComponent();
29 | Debug.Assert(m_CameraManager != null, "camera manager must be non-null");
30 |
31 | if (useRenderPipeline)
32 | {
33 | var lwrpBeforeCameraRender = cameraGameObject.GetComponent();
34 | if (lwrpBeforeCameraRender == null)
35 | {
36 | cameraGameObject.AddComponent();
37 | }
38 | }
39 | }
40 |
41 | public override Material CreateCustomMaterial()
42 | {
43 | if (m_CameraManager == null)
44 | {
45 | Debug.Log("camera manager is null");
46 | return null;
47 | }
48 |
49 | // Try to create a material from the plugin's provided shader.
50 | var shaderName = m_CameraManager.shaderName + "LWRP";
51 | Debug.LogFormat("Creating material for shader '{0}'", shaderName);
52 |
53 | var shader = Shader.Find(shaderName);
54 | if (shader == null)
55 | {
56 | throw new InvalidOperationException(string.Format(
57 | "Could not find shader named \"{0}\" required for LWRP video overlay on camera subsystem named \"{1}\".",
58 | shaderName,
59 | m_CameraManager.descriptor.id));
60 | }
61 |
62 | return new Material(shader);
63 | }
64 | }
65 |
66 | }
67 |
--------------------------------------------------------------------------------
/Assets/ProceduralGeneration/Scripts/ProceduralShapes.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class ProceduralShapes : MonoBehaviour
6 | {
7 | [SerializeField]
8 | private float width = 10.0f;
9 |
10 | [SerializeField]
11 | private float height = 10.0f;
12 |
13 | [SerializeField]
14 | private float depth = 10.0f;
15 |
16 | [SerializeField]
17 | private string shaderName = "Lightweight Render Pipeline/Lit";
18 |
19 | [SerializeField]
20 | private ShapeTypes shapeType = ShapeTypes.Quad;
21 |
22 | private Mesh mesh;
23 |
24 | #region Random Generation Implementation
25 |
26 | [SerializeField]
27 | private bool shouldGenerateRandomSizes = false;
28 |
29 | [SerializeField, Range(1, 100)]
30 | private int randomSeed = 10;
31 |
32 | private int prevRandomSeed = 10;
33 |
34 | [SerializeField, Range(1.0f, 30.0f)]
35 | private float maxRandomSize = 10.0f;
36 |
37 | private bool materialApplied = false;
38 |
39 | #endregion
40 |
41 | void Start()
42 | {
43 | Random.InitState(randomSeed);
44 | }
45 |
46 | void Update()
47 | {
48 | if((shapeType == ShapeTypes.Quad || shapeType == ShapeTypes.Cube) && !shouldGenerateRandomSizes)
49 | {
50 | Generate();
51 | }
52 | else if(prevRandomSeed != randomSeed && shouldGenerateRandomSizes)
53 | {
54 | prevRandomSeed = randomSeed;
55 |
56 | GenerateRandomSizes();
57 |
58 | Generate();
59 | }
60 | }
61 |
62 | void GenerateRandomSizes ()
63 | {
64 | width = Random.Range(1.0f, maxRandomSize);
65 | height = Random.Range(1.0f, maxRandomSize);
66 | depth = Random.Range(1.0f, maxRandomSize);
67 | }
68 |
69 | void Generate()
70 | {
71 | if(shapeType == ShapeTypes.Quad){
72 | mesh = new Quad {
73 | Width = width,
74 | Height = height
75 | }.Generate();
76 | }
77 | else if (shapeType == ShapeTypes.Cube){
78 | mesh = new Cube {
79 | Width = width,
80 | Height = height,
81 | Depth = depth
82 | }.Generate();
83 | }
84 | GetComponent().mesh = mesh;
85 |
86 | if(!materialApplied){
87 | ApplyRandomMaterial();
88 | materialApplied = true;
89 | }
90 | }
91 |
92 | void ApplyRandomMaterial() => GetComponent()
93 | .ApplyRandomMaterial(shaderName, gameObject.name);
94 | }
95 |
--------------------------------------------------------------------------------
/Assets/LWRPSupport/ARKitLWRPShader.shader:
--------------------------------------------------------------------------------
1 | Shader "Unlit/ARKitLWRP"
2 | {
3 | Properties
4 | {
5 | _textureY ("TextureY", 2D) = "white" {}
6 | _textureCbCr ("TextureCbCr", 2D) = "black" {}
7 | }
8 |
9 | SubShader
10 | {
11 | Tags { "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline"}
12 | LOD 100
13 |
14 | Pass
15 | {
16 | Name "Default"
17 | Tags { "LightMode" = "LightweightForward"}
18 |
19 | ZTest Always ZWrite Off
20 |
21 | HLSLPROGRAM
22 | // Required to compile gles 2.0 with standard srp library
23 | #pragma prefer_hlslcc gles
24 | #pragma exclude_renderers d3d11_9x
25 | #pragma vertex Vertex
26 | #pragma fragment Fragment
27 |
28 | #include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
29 |
30 | float4x4 _UnityDisplayTransform;
31 |
32 | struct VertexInput
33 | {
34 | float4 vertex : POSITION;
35 | float2 uv : TEXCOORD0;
36 | };
37 |
38 | struct VertexOutput
39 | {
40 | half4 pos : SV_POSITION;
41 | half2 uv : TEXCOORD0;
42 | };
43 |
44 |
45 | TEXTURE2D(_textureY);
46 | SAMPLER(sampler_textureY);
47 | TEXTURE2D(_textureCbCr);
48 | SAMPLER(sampler_textureCbCr);
49 |
50 | VertexOutput Vertex(VertexInput i)
51 | {
52 | VertexOutput o;
53 | o.pos = TransformObjectToHClip(i.vertex.xyz);
54 | o.uv.x = (_UnityDisplayTransform[0].x * i.uv.x + _UnityDisplayTransform[1].x * (i.uv.y) + _UnityDisplayTransform[2].x);
55 | o.uv.y = (_UnityDisplayTransform[0].y * i.uv.x + _UnityDisplayTransform[1].y * (i.uv.y) + _UnityDisplayTransform[2].y);
56 | return o;
57 | }
58 |
59 | half4 Fragment(VertexOutput i) : SV_Target
60 | {
61 | half y = SAMPLE_TEXTURE2D(_textureY, sampler_textureY, i.uv).r;
62 | half4 ycbcr = half4(y, SAMPLE_TEXTURE2D(_textureCbCr, sampler_textureCbCr, i.uv).rg, 1.0);
63 |
64 | const half4x4 ycbcrToRGBTransform = half4x4(
65 | half4(1.0, +0.0000, +1.4020, -0.7010),
66 | half4(1.0, -0.3441, -0.7141, +0.5291),
67 | half4(1.0, +1.7720, +0.0000, -0.8860),
68 | half4(0.0, +0.0000, +0.0000, +1.0000)
69 | );
70 |
71 | return mul(ycbcrToRGBTransform, ycbcr);
72 | }
73 | ENDHLSL
74 | }
75 | }
76 |
77 | }
78 |
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/Assets/LWRPSupport/LWRPBackgroundRenderPass.cs:
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1 | using System;
2 | using UnityEngine.Rendering;
3 | using UnityEngine.Rendering.LWRP;
4 | using UnityEngine.Experimental.Rendering.LWRP;
5 |
6 | namespace UnityEngine.XR.ARFoundation
7 | {
8 | public class LWRPBackgroundRenderPass : ScriptableRenderPass
9 | {
10 | Material m_BlitMaterial;
11 | RenderTargetIdentifier m_DepthIdentifier;
12 | RenderTargetIdentifier m_TargetIdentifier;
13 | RenderTextureDescriptor m_Descriptor;
14 | const string k_ARBlitTag = "ARBackground Blit Pass";
15 |
16 | ///
17 | /// This render pass will need to be setup with the following parameters to be able to execute when called to do so.
18 | /// In this case, this method is called from GetPassToEnqueue in IBeforeRender interface.
19 | ///
20 | /// Material to be used to clear the screen.
21 | /// RenderTargetIdentifier for the color buffer.
22 | /// RenderTargetIdentifier for the depth buffer.
23 | /// RenderTextureDescriptor for the target RenderTexture.
24 | /// True if the material set is not null.
25 | public bool Setup(Material mat, RenderTargetIdentifier ident, RenderTargetIdentifier depthIdent, RenderTextureDescriptor descript)
26 | {
27 | m_BlitMaterial = mat;
28 | m_TargetIdentifier = ident;
29 | m_DepthIdentifier = depthIdent;
30 | m_Descriptor = descript;
31 | return m_BlitMaterial != null;
32 | }
33 |
34 | ///
35 | /// Custom rendering for clearing the background with the pass-thru video for AR happens here. We use the parameters passed in via setup
36 | /// to create command buffer that clears the render target and blits to it using the clear material.
37 | ///
38 | /// The ScriptableRenderer that is being used.
39 | /// The ScriptableRenderContext used to execute the command buffer that we create.
40 | /// RenderingData (unused here).
41 | /// Throw this exception if the renderer is null.
42 | public override void Execute(ScriptableRenderer renderer, ScriptableRenderContext context, ref RenderingData renderingData)
43 | {
44 | if (renderer == null)
45 | throw new ArgumentNullException("renderer");
46 |
47 | var cmd = CommandBufferPool.Get(k_ARBlitTag);
48 |
49 | RenderBufferLoadAction colorLoadOp = RenderBufferLoadAction.DontCare;
50 | RenderBufferStoreAction colorStoreOp = RenderBufferStoreAction.Store;
51 |
52 | RenderBufferLoadAction depthLoadOp = RenderBufferLoadAction.DontCare;
53 | RenderBufferStoreAction depthStoreOp = RenderBufferStoreAction.Store;
54 |
55 | SetRenderTarget(cmd, m_TargetIdentifier, colorLoadOp, colorStoreOp,
56 | m_DepthIdentifier, depthLoadOp, depthStoreOp, ClearFlag.All, Color.clear, m_Descriptor.dimension);
57 |
58 | cmd.Blit(null, m_TargetIdentifier, m_BlitMaterial);
59 | context.ExecuteCommandBuffer(cmd);
60 | CommandBufferPool.Release(cmd);
61 | }
62 | }
63 | }
64 |
--------------------------------------------------------------------------------
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/Assets/ProceduralGeneration/Scripts/Cube.cs:
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1 | using UnityEngine;
2 |
3 | public class Cube : Shape
4 | {
5 | public override Mesh Generate()
6 | {
7 | ShapeType = ShapeTypes.Cube;
8 |
9 | Mesh mesh = new Mesh();
10 |
11 | // Step 1 - Create & Assign Vertices
12 | Vector3[] vertices = new Vector3[24];
13 |
14 | // Front Face Vertices
15 | vertices[0] = new Vector3(0, 0, 0);
16 | vertices[1] = new Vector3(Width, 0, 0);
17 | vertices[2] = new Vector3(0, Height, 0);
18 | vertices[3] = new Vector3(Width, Height, 0);
19 |
20 | // Top Face Vertices
21 | vertices[4] = new Vector3(0, Height, 0);
22 | vertices[5] = new Vector3(Width, Height, 0);
23 | vertices[6] = new Vector3(0, Height, Depth);
24 | vertices[7] = new Vector3(Width, Height, Depth);
25 |
26 | // Back Face Vertices
27 | vertices[8] = new Vector3(0, 0, Depth);
28 | vertices[9] = new Vector3(Width, 0, Depth);
29 | vertices[10] = new Vector3(0, Height, Depth);
30 | vertices[11] = new Vector3(Width, Height, Depth);
31 |
32 | // Bottom Face Vertices
33 | vertices[12] = new Vector3(0, 0, 0);
34 | vertices[13] = new Vector3(Width, 0, 0);
35 | vertices[14] = new Vector3(0, 0, Depth);
36 | vertices[15] = new Vector3(Width, 0, Depth);
37 |
38 | // Left Face Vertices
39 | vertices[16] = new Vector3(0, 0, 0);
40 | vertices[17] = new Vector3(0, 0, Depth);
41 | vertices[18] = new Vector3(0, Height, 0);
42 | vertices[19] = new Vector3(0, Height, Depth);
43 |
44 | // Right Face Vertices
45 | vertices[20] = new Vector3(Width, 0, 0);
46 | vertices[21] = new Vector3(Width, 0, Depth);
47 | vertices[22] = new Vector3(Width, Height, 0);
48 | vertices[23] = new Vector3(Width, Height, Depth);
49 |
50 | // Step 2 - Create & Assign Triangles
51 | int[] triangles = new int[36];
52 |
53 | // Front Face Triangles
54 | triangles[0] = 0; // first triangle
55 | triangles[1] = 2;
56 | triangles[2] = 1;
57 |
58 | triangles[3] = 2; // second triangle
59 | triangles[4] = 3;
60 | triangles[5] = 1;
61 |
62 | // Top Face Triangles
63 | triangles[6] = 4; // first triangle
64 | triangles[7] = 6;
65 | triangles[8] = 5;
66 |
67 | triangles[9] = 6; // second triangle
68 | triangles[10] = 7;
69 | triangles[11] = 5;
70 |
71 | // Back Face Triangles
72 | triangles[12] = 8; // first triangle
73 | triangles[13] = 10;
74 | triangles[14] = 9;
75 |
76 | triangles[15] = 10; // second triangle
77 | triangles[16] = 11;
78 | triangles[17] = 9;
79 |
80 | // Bottom Face Triangles
81 | triangles[18] = 12; // first triangle
82 | triangles[19] = 14;
83 | triangles[20] = 13;
84 |
85 | triangles[21] = 14; // second triangle
86 | triangles[22] = 15;
87 | triangles[23] = 13;
88 |
89 | // Left Face Triangles
90 | triangles[24] = 16; // first triangle
91 | triangles[25] = 18;
92 | triangles[26] = 17;
93 |
94 | triangles[27] = 18; // second triangle
95 | triangles[28] = 19;
96 | triangles[29] = 17;
97 |
98 | // Left Face Triangles
99 | triangles[30] = 20; // first triangle
100 | triangles[31] = 22;
101 | triangles[32] = 21;
102 |
103 | triangles[33] = 22; // second triangle
104 | triangles[34] = 23;
105 | triangles[35] = 21;
106 |
107 | // Step 3 - Create & Assign normal
108 | Vector3[] normals = new Vector3[24];
109 |
110 | Vector3 front = Vector3.forward;
111 | Vector3 back = Vector3.back;
112 | Vector3 top = Vector3.up;
113 | Vector3 bottom = Vector3.down;
114 | Vector3 left = Vector3.left;
115 | Vector3 right = Vector3.right;
116 |
117 | // Front Face normals - works
118 | normals[0] = front;
119 | normals[1] = front;
120 | normals[2] = front;
121 | normals[3] = front;
122 |
123 | // Top Face normals - works
124 | normals[4] = top;
125 | normals[5] = top;
126 | normals[6] = top;
127 | normals[7] = top;
128 |
129 | // Back Face normals
130 | normals[8] = back;
131 | normals[9] = back;
132 | normals[10] = back;
133 | normals[11] = back;
134 |
135 | // Bottom Face normals
136 | normals[12] = bottom;
137 | normals[13] = bottom;
138 | normals[14] = bottom;
139 | normals[15] = bottom;
140 |
141 | // Left Face normals
142 | normals[16] = left;
143 | normals[17] = left;
144 | normals[18] = left;
145 | normals[19] = left;
146 |
147 | // Right Face normals
148 | normals[20] = right;
149 | normals[21] = right;
150 | normals[22] = right;
151 | normals[23] = right;
152 |
153 | mesh.vertices = vertices;
154 | mesh.triangles = triangles;
155 | mesh.normals = normals;
156 |
157 | // TODO assign UVs for now an empty array
158 | Vector2[] uvs = new Vector2[vertices.Length];
159 | mesh.uv = uvs;
160 |
161 | mesh.Optimize();
162 |
163 | return mesh;
164 | }
165 |
166 | }
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/Assets/ProceduralGeneration/Scripts/GridWithParams.cs:
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 | using UnityEngine.UI;
6 | using Random = UnityEngine.Random;
7 |
8 | public class GridWithParams : MonoBehaviour
9 | {
10 | [SerializeField]
11 | public ProceduralParam parameters = null;
12 |
13 | private GameObject[,] grid = null;
14 |
15 | private Material[] proceduralMaterials = null;
16 |
17 | #region UI Bindings
18 |
19 | [SerializeField]
20 | private Text numOfShapesText = null;
21 |
22 | [SerializeField]
23 | private Text lengthOfTimeText = null;
24 |
25 | #endregion
26 |
27 | [SerializeField]
28 | private Bounds bounds;
29 |
30 |
31 | void OnEnable()
32 | {
33 | if(parameters == null)
34 | {
35 | Debug.LogError("You must set procedural parameters in order to use this class");
36 | enabled = false;
37 | }
38 | }
39 |
40 | void Reset()
41 | {
42 | ClearAll();
43 |
44 | Random.InitState(parameters.randomSeed);
45 | grid = new GameObject[parameters.height, parameters.width];
46 | proceduralMaterials = new Material[parameters.proceduralMaterialsToGenerate];
47 | bounds = new Bounds (Vector3.zero, Vector3.zero);
48 |
49 | // generate materials if needed
50 | if(parameters.proceduralMaterialsToGenerate > 0 && parameters.defaultMaterials.Length == 0)
51 | proceduralMaterials = MeshRendererExtensions.GetRandomMaterials(parameters.shaderName, parameters.proceduralMaterialsToGenerate);
52 | }
53 |
54 | void Start() => BuildGrid();
55 |
56 | public void BuildGrid()
57 | {
58 | Reset();
59 |
60 | grid = new GameObject[parameters.height, parameters.width];
61 |
62 | numOfShapesText.text = $"{parameters.width * parameters.height}";
63 |
64 | DateTime started = DateTime.Now;
65 |
66 | for(int row = 0; row < parameters.height; row++)
67 | {
68 | for(int col = 0; col < parameters.width; col++)
69 | {
70 | StartCoroutine(AddCell(row, col));
71 | }
72 | }
73 |
74 | DateTime ended = DateTime.Now;
75 | TimeSpan diff = ended - started;
76 | if(diff.Seconds == 0)
77 | lengthOfTimeText.text = $"{diff.Milliseconds} milliseconds";
78 | else if(diff.Seconds < 100)
79 | lengthOfTimeText.text = $"{diff.Seconds}.{diff.Milliseconds} seconds";
80 | else
81 | lengthOfTimeText.text = $"{diff.Minutes}.{diff.Seconds} minutes";
82 |
83 | }
84 |
85 | IEnumerator AddCell(int row, int col)
86 | {
87 | GameObject cell = null;
88 | if(grid[row, col] == null)
89 | {
90 | cell = new GameObject($"cell_{row}_{col}");
91 | cell.transform.parent = gameObject.transform;
92 | grid[row, col] = cell;
93 | }
94 | else {
95 | DestroyImmediate(grid[row, col]);
96 | grid[row, col] = new GameObject($"cell_{row}_{col}");
97 | cell = grid[row, col];
98 | cell.transform.parent = gameObject.transform;
99 | }
100 |
101 | cell.isStatic = parameters.makeShapesStatic;
102 | cell.transform.localPosition =
103 | Vector3.Scale(new Vector3(
104 | parameters.shapeWidth * row * Random.Range(1.0f, parameters.maxRandomWidthOffset), 0,
105 | parameters.shapeDepth * col * Random.Range(1.0f, parameters.maxRandomDepthOffset)),
106 | parameters.marginBetweenShapes);
107 |
108 | MeshFilter meshFilter = cell.AddComponent();
109 | MeshRenderer renderer = cell.AddComponent();
110 |
111 | Shape shape = null;
112 |
113 | if(parameters.ShapeType == ShapeTypes.Cube){
114 | shape = new Cube {
115 | Width = parameters.shapeWidth * Random.Range(1.0f, parameters.maxRandomWidth),
116 | Height = parameters.shapeHeight * Random.Range(1.0f, parameters.maxRandomHeight),
117 | Depth = parameters.shapeDepth * Random.Range(1.0f, parameters.maxRandomDepth)
118 | };
119 | }
120 | else if(parameters.ShapeType == ShapeTypes.Quad){
121 | shape = new Quad {
122 | Width = parameters.shapeWidth * Random.Range(1.0f, parameters.maxRandomWidth),
123 | Height = parameters.shapeHeight * Random.Range(1.0f, parameters.maxRandomHeight),
124 | };
125 | }
126 |
127 | meshFilter.mesh = shape.Generate();
128 |
129 | if(proceduralMaterials.Length > 0 && parameters.defaultMaterials.Length == 0)
130 | renderer.material = proceduralMaterials[Random.Range(0, parameters.proceduralMaterialsToGenerate - 1)];
131 | else if(proceduralMaterials.Length == 0 && parameters.defaultMaterials.Length > 0)
132 | renderer.material = parameters.defaultMaterials[Random.Range(0, parameters.defaultMaterials.Length - 1)];
133 |
134 | if(parameters.shouldGenerateRigidBodies){
135 | cell.AddComponent();
136 | cell.AddComponent();
137 | }
138 |
139 | // calculate bounds
140 | bounds.Encapsulate(renderer.bounds);
141 |
142 | yield return null;
143 | }
144 |
145 | public Bounds Bounds
146 | {
147 | get
148 | {
149 | return bounds;
150 | }
151 | }
152 |
153 | private void ClearAll()
154 | {
155 | if(grid?.Length > 0)
156 | {
157 | for(int row = 0; row < grid.GetLength(0); row++)
158 | {
159 | for(int col = 0; col < grid.GetLength(1); col++)
160 | {
161 | if(grid[row, col] != null)
162 | DestroyImmediate(grid[row, col]);
163 | }
164 | }
165 | }
166 |
167 | if(transform.childCount > 0)
168 | {
169 | foreach(Transform child in transform)
170 | {
171 | DestroyImmediate(child.gameObject);
172 | }
173 | }
174 | grid = null;
175 | }
176 | }
177 |
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/Assets/ProceduralGeneration/Scripts/Grid.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 | using UnityEngine.UI;
6 | using Random = UnityEngine.Random;
7 |
8 | public class Grid : MonoBehaviour
9 | {
10 | [SerializeField,Range(1,200)]
11 | private int width = 1;
12 | private int prevWidth = 1;
13 |
14 | [SerializeField,Range(1,200)]
15 | private int height = 1;
16 | private int prevHeight = 1;
17 |
18 | private GameObject[,] grid = null;
19 |
20 | [SerializeField,Range(0.1f,50.0f)]
21 | private float shapeWidth = 2.0f;
22 |
23 | private float prevShapeWidth = 2.0f;
24 |
25 | [SerializeField,Range(0.1f,50.0f)]
26 | private float shapeHeight = 2.0f;
27 |
28 | private float prevShapeHeight = 2.0f;
29 |
30 | [SerializeField,Range(0.1f,50.0f)]
31 | private float shapeDepth = 2.0f;
32 |
33 | private float prevShapeDepth = 2.0f;
34 |
35 | [SerializeField,Range(0.1f, 50.0f)]
36 | private float maxRandomHeightOffset = 1.0f;
37 |
38 | [SerializeField,Range(0.1f, 50.0f)]
39 | private float maxRandomWidthOffset = 1.0f;
40 |
41 | [SerializeField,Range(0.1f, 50.0f)]
42 | private float maxRandomDepthOffset = 1.0f;
43 |
44 | [SerializeField, Range(1,100)]
45 | private int randomSeed = 1;
46 | private int prevSeed = 1;
47 |
48 | [SerializeField]
49 | private string shaderName = "Lightweight Render Pipeline/Lit";
50 |
51 | [SerializeField, Tooltip("How many procedural materials to generate?")]
52 | private int proceduralMaterialsToGenerate = 3;
53 |
54 | private int prevProceduralMaterialsToGenerate = 3;
55 |
56 | private Material[] proceduralMaterials = null;
57 |
58 | [SerializeField]
59 | private Material[] defaultMaterials = null;
60 |
61 | #region Margins
62 |
63 | [SerializeField]
64 | private Vector3 marginBetweenShapes = new Vector3(1.0f, 1.0f, 1.0f);
65 |
66 | #endregion
67 |
68 | #region Physics
69 |
70 | [SerializeField]
71 | private bool shouldGenerateRigidBodies = false;
72 |
73 | private bool prevShouldGenerateRigidBodies = false;
74 |
75 | #endregion
76 |
77 | #region UI Bindings
78 |
79 | [SerializeField]
80 | private Text numOfShapesText = null;
81 |
82 | [SerializeField]
83 | private Text lengthOfTimeText = null;
84 |
85 | [SerializeField]
86 | private bool makeShapesStatic = true;
87 |
88 | #endregion
89 | void Start()
90 | {
91 | prevWidth = width;
92 | prevHeight = height;
93 |
94 | Random.InitState(randomSeed);
95 | grid = new GameObject[height, width];
96 | proceduralMaterials = new Material[proceduralMaterialsToGenerate];
97 |
98 | // generate materials if needed
99 | if(proceduralMaterialsToGenerate > 0 && defaultMaterials.Length == 0)
100 | proceduralMaterials = MeshRendererExtensions.GetRandomMaterials(shaderName, proceduralMaterialsToGenerate);
101 |
102 | BuildGrid();
103 | }
104 |
105 | void BuildGrid()
106 | {
107 | numOfShapesText.text = $"{width * height}";
108 |
109 | DateTime started = DateTime.Now;
110 |
111 | for(int row = 0; row < height; row++)
112 | {
113 | for(int col = 0; col < width; col++)
114 | {
115 | StartCoroutine(AddCell(row, col));
116 | }
117 | }
118 |
119 | DateTime ended = DateTime.Now;
120 | TimeSpan diff = ended - started;
121 | if(diff.Seconds == 0)
122 | lengthOfTimeText.text = $"{diff.Milliseconds} milliseconds";
123 | else if(diff.Seconds < 100)
124 | lengthOfTimeText.text = $"{diff.Seconds}.{diff.Milliseconds} seconds";
125 | else
126 | lengthOfTimeText.text = $"{diff.Minutes}.{diff.Seconds} minutes";
127 |
128 | }
129 |
130 | IEnumerator AddCell(int row, int col)
131 | {
132 | GameObject cell = null;
133 | if(grid[row, col] == null)
134 | {
135 | cell = new GameObject($"cell_{row}_{col}");
136 | cell.transform.parent = gameObject.transform;
137 | grid[row, col] = cell;
138 | }
139 | else {
140 | DestroyImmediate(grid[row, col]);
141 | grid[row, col] = new GameObject($"cell_{row}_{col}");
142 | cell = grid[row, col];
143 | cell.transform.parent = gameObject.transform;
144 | }
145 |
146 | cell.isStatic = makeShapesStatic;
147 | cell.transform.localPosition =
148 | Vector3.Scale(new Vector3(
149 | shapeWidth * row * Random.Range(1.0f, maxRandomWidthOffset),
150 | shapeHeight * Random.Range(1.0f, maxRandomHeightOffset),
151 | shapeDepth * col * Random.Range(1.0f, maxRandomDepthOffset)),
152 | marginBetweenShapes);
153 |
154 | MeshFilter meshFilter = cell.AddComponent();
155 | MeshRenderer renderer = cell.AddComponent();
156 |
157 | Cube cube = new Cube {
158 | Width = shapeWidth,
159 | Height = shapeHeight,
160 | Depth = shapeDepth
161 | };
162 |
163 | meshFilter.mesh = cube.Generate();
164 |
165 | if(proceduralMaterials.Length > 0 && defaultMaterials.Length == 0)
166 | renderer.material = proceduralMaterials[Random.Range(0, proceduralMaterialsToGenerate - 1)];
167 | else if(proceduralMaterials.Length == 0 && defaultMaterials.Length > 0)
168 | renderer.material = defaultMaterials[Random.Range(0, defaultMaterials.Length - 1)];
169 |
170 | if(shouldGenerateRigidBodies){
171 | cell.AddComponent();
172 | cell.AddComponent();
173 | }
174 |
175 | yield return null;
176 | }
177 |
178 | void Update()
179 | {
180 | if(prevSeed != randomSeed)
181 | {
182 | BuildGrid();
183 | prevSeed = randomSeed;
184 | }
185 |
186 | if(PropertiesChanged())
187 | {
188 | ClearAll();
189 |
190 | prevWidth = width;
191 | prevHeight = height;
192 | prevShapeWidth = shapeWidth;
193 | prevShapeHeight = shapeHeight;
194 | prevShapeDepth = shapeDepth;
195 | prevShouldGenerateRigidBodies = shouldGenerateRigidBodies;
196 | prevProceduralMaterialsToGenerate = proceduralMaterialsToGenerate;
197 |
198 | grid = new GameObject[height, width];
199 |
200 | BuildGrid();
201 | }
202 | }
203 |
204 | private bool PropertiesChanged()
205 | {
206 | return prevWidth != width || prevHeight != height || prevShapeWidth != shapeWidth
207 | || prevShapeHeight != shapeHeight || prevShapeDepth != shapeDepth
208 | || prevShouldGenerateRigidBodies != shouldGenerateRigidBodies
209 | || prevProceduralMaterialsToGenerate != proceduralMaterialsToGenerate;
210 | }
211 |
212 | private void ClearAll()
213 | {
214 | for(int row = 0; row < prevHeight; row++)
215 | {
216 | for(int col = 0; col < prevWidth; col++)
217 | {
218 | if(grid[row, col] != null)
219 | DestroyImmediate(grid[row, col]);
220 | }
221 | }
222 | }
223 | }
224 |
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