├── .gitignore ├── Assets ├── Plexus.meta └── Plexus │ ├── Noise.cginc │ ├── Noise.cginc.meta │ ├── Plexus.prefab │ ├── Plexus.prefab.meta │ ├── PlexusCustomRenderTexture.asset │ ├── PlexusCustomRenderTexture.asset.meta │ ├── PlexusDraw.mat │ ├── PlexusDraw.mat.meta │ ├── PlexusDraw.shader │ ├── PlexusDraw.shader.meta │ ├── PlexusUpdate.mat │ ├── PlexusUpdate.mat.meta │ ├── PlexusUpdate.shader │ ├── PlexusUpdate.shader.meta │ ├── Sample.unity │ ├── Sample.unity.meta │ ├── mesh50x50x50.asset │ ├── mesh50x50x50.asset.meta │ ├── particle.png │ └── particle.png.meta ├── Image └── image.jpg ├── LICENSE ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset └── UnityConnectSettings.asset ├── README.md └── UnityPackageManager └── manifest.json /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache directory 9 | .vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 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 35 | *.apk 36 | *.unitypackage 37 | -------------------------------------------------------------------------------- /Assets/Plexus.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 322983e4e94639043a400b292d4b3bc5 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Plexus/Noise.cginc: -------------------------------------------------------------------------------- 1 | #ifndef NOISE_INCLUDED 2 | #define NOISE_INCLUDED 3 | // 4 | // Description : Array and textureless GLSL 2D simplex noise function. 5 | // Author : Ian McEwan, Ashima Arts. 6 | // Maintainer : ijm 7 | // Lastmod : 20110822 (ijm) 8 | // License : Copyright (C) 2011 Ashima Arts. All rights reserved. 9 | // Distributed under the MIT License. See LICENSE file. 10 | // https://github.com/ashima/webgl-noise 11 | // 12 | 13 | float4 mod289(float4 x) { 14 | return x - floor(x * (1.0 / 289.0)) * 289.0; 15 | } 16 | float3 mod289(float3 x) { 17 | return x - floor(x * (1.0 / 289.0)) * 289.0; 18 | } 19 | 20 | float2 mod289(float2 x) { 21 | return x - floor(x * (1.0 / 289.0)) * 289.0; 22 | } 23 | 24 | float mod289(float x) { 25 | return x - floor(x * (1.0 / 289.0)) * 289.0; 26 | } 27 | 28 | float permute(float x) { 29 | return mod289(((x*34.0)+1.0)*x); 30 | } 31 | 32 | float3 permute(float3 x) { 33 | return mod289(((x*34.0)+1.0)*x); 34 | } 35 | 36 | float4 permute(float4 x) { 37 | return mod289(((x*34.0)+1.0)*x); 38 | } 39 | 40 | float4 taylorInvSqrt(float4 r) 41 | { 42 | return 1.79284291400159 - 0.85373472095314 * r; 43 | } 44 | 45 | float taylorInvSqrt(float r) 46 | { 47 | return 1.79284291400159 - 0.85373472095314 * r; 48 | } 49 | 50 | float4 grad4(float j, float4 ip) 51 | { 52 | const float4 ones = float4(1.0, 1.0, 1.0, -1.0); 53 | float4 p,s; 54 | 55 | p.xyz = floor( frac (float3(j,j,j) * ip.xyz) * 7.0) * ip.z - 1.0; 56 | p.w = 1.5 - dot(abs(p.xyz), ones.xyz); 57 | //s = p;//float4(lessThan(p, float4(0.0))); 58 | if(p.x<0) 59 | s.x = 1; 60 | else 61 | s.x = 0; 62 | if(p.y<0) 63 | s.y = 1; 64 | else 65 | s.y = 0; 66 | if(p.z<0) 67 | s.z = 1; 68 | else 69 | s.z = 0; 70 | if(p.w<0) 71 | s.w = 1; 72 | else 73 | s.w = 0; 74 | p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www; 75 | 76 | return p; 77 | } 78 | 79 | float snoise(float2 v) 80 | { 81 | const float4 C = float4(0.211324865405187, // (3.0-sqrt(3.0))/6.0 82 | 0.366025403784439, // 0.5*(sqrt(3.0)-1.0) 83 | -0.577350269189626, // -1.0 + 2.0 * C.x 84 | 0.024390243902439); // 1.0 / 41.0 85 | // First corner 86 | float2 i = floor(v + dot(v, C.yy) ); 87 | float2 x0 = v - i + dot(i, C.xx); 88 | 89 | // Other corners 90 | float2 i1; 91 | //i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0 92 | //i1.y = 1.0 - i1.x; 93 | i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0); 94 | // x0 = x0 - 0.0 + 0.0 * C.xx ; 95 | // x1 = x0 - i1 + 1.0 * C.xx ; 96 | // x2 = x0 - 1.0 + 2.0 * C.xx ; 97 | float4 x12 = x0.xyxy + C.xxzz; 98 | x12.xy -= i1; 99 | 100 | // Permutations 101 | i = mod289(i); // Avoid truncation effects in permutation 102 | float3 p = permute( permute( i.y + float3(0.0, i1.y, 1.0 )) 103 | + i.x + float3(0.0, i1.x, 1.0 )); 104 | 105 | float3 m = max(0.5 - float3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0); 106 | m = m*m ; 107 | m = m*m ; 108 | 109 | // Gradients: 41 points uniformly over a line, mapped onto a diamond. 110 | // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287) 111 | 112 | float3 x = 2.0 * frac(p * C.www) - 1.0; 113 | float3 h = abs(x) - 0.5; 114 | float3 ox = floor(x + 0.5); 115 | float3 a0 = x - ox; 116 | 117 | // Normalise gradients implicitly by scaling m 118 | // Approximation of: m *= inversesqrt( a0*a0 + h*h ); 119 | m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h ); 120 | 121 | // Compute final noise value at P 122 | float3 g; 123 | g.x = a0.x * x0.x + h.x * x0.y; 124 | g.yz = a0.yz * x12.xz + h.yz * x12.yw; 125 | return 130.0 * dot(m, g); 126 | } 127 | 128 | float snoise(float3 v) 129 | { 130 | const float2 C = float2(1.0/6.0, 1.0/3.0) ; 131 | const float4 D = float4(0.0, 0.5, 1.0, 2.0); 132 | 133 | // First corner 134 | float3 i = floor(v + dot(v, C.yyy) ); 135 | float3 x0 = v - i + dot(i, C.xxx) ; 136 | 137 | // Other corners 138 | float3 g = step(x0.yzx, x0.xyz); 139 | float3 l = 1.0 - g; 140 | float3 i1 = min( g.xyz, l.zxy ); 141 | float3 i2 = max( g.xyz, l.zxy ); 142 | 143 | // x0 = x0 - 0.0 + 0.0 * C.xxx; 144 | // x1 = x0 - i1 + 1.0 * C.xxx; 145 | // x2 = x0 - i2 + 2.0 * C.xxx; 146 | // x3 = x0 - 1.0 + 3.0 * C.xxx; 147 | float3 x1 = x0 - i1 + C.xxx; 148 | float3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y 149 | float3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y 150 | 151 | // Permutations 152 | i = mod289(i); 153 | float4 p = permute( permute( permute( 154 | i.z + float4(0.0, i1.z, i2.z, 1.0 )) 155 | + i.y + float4(0.0, i1.y, i2.y, 1.0 )) 156 | + i.x + float4(0.0, i1.x, i2.x, 1.0 )); 157 | 158 | // Gradients: 7x7 points over a square, mapped onto an octahedron. 159 | // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) 160 | float n_ = 0.142857142857; // 1.0/7.0 161 | float3 ns = n_ * D.wyz - D.xzx; 162 | 163 | float4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) 164 | 165 | float4 x_ = floor(j * ns.z); 166 | float4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) 167 | 168 | float4 x = x_ *ns.x + ns.yyyy; 169 | float4 y = y_ *ns.x + ns.yyyy; 170 | float4 h = 1.0 - abs(x) - abs(y); 171 | 172 | float4 b0 = float4( x.xy, y.xy ); 173 | float4 b1 = float4( x.zw, y.zw ); 174 | 175 | //float4 s0 = float4(lessThan(b0,0.0))*2.0 - 1.0; 176 | //float4 s1 = float4(lessThan(b1,0.0))*2.0 - 1.0; 177 | float4 s0 = floor(b0)*2.0 + 1.0; 178 | float4 s1 = floor(b1)*2.0 + 1.0; 179 | float4 sh = -step(h, float4(0,0,0,0)); 180 | 181 | float4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; 182 | float4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; 183 | 184 | float3 p0 = float3(a0.xy,h.x); 185 | float3 p1 = float3(a0.zw,h.y); 186 | float3 p2 = float3(a1.xy,h.z); 187 | float3 p3 = float3(a1.zw,h.w); 188 | 189 | //Normalise gradients 190 | float4 norm = taylorInvSqrt(float4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); 191 | p0 *= norm.x; 192 | p1 *= norm.y; 193 | p2 *= norm.z; 194 | p3 *= norm.w; 195 | 196 | // Mix final noise value 197 | float4 m = max(0.6 - float4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); 198 | m = m * m; 199 | return 42.0 * dot( m*m, float4( dot(p0,x0), dot(p1,x1), 200 | dot(p2,x2), dot(p3,x3) ) ); 201 | } 202 | 203 | // (sqrt(5) - 1)/4 = F4, used once below 204 | #define F4 0.309016994374947451 205 | 206 | float snoise(float4 v) 207 | { 208 | const float4 C = float4( 0.138196601125011, // (5 - sqrt(5))/20 G4 209 | 0.276393202250021, // 2 * G4 210 | 0.414589803375032, // 3 * G4 211 | -0.447213595499958); // -1 + 4 * G4 212 | 213 | // First corner 214 | float4 i = floor(v + dot(v, float4(F4,F4,F4,F4)) ); 215 | float4 x0 = v - i + dot(i, C.xxxx); 216 | 217 | // Other corners 218 | 219 | // Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI) 220 | float4 i0; 221 | float3 isX = step( x0.yzw, x0.xxx ); 222 | float3 isYZ = step( x0.zww, x0.yyz ); 223 | // i0.x = dot( isX, float3( 1.0 ) ); 224 | i0.x = isX.x + isX.y + isX.z; 225 | i0.yzw = 1.0 - isX; 226 | // i0.y += dot( isYZ.xy, float2( 1.0 ) ); 227 | i0.y += isYZ.x + isYZ.y; 228 | i0.zw += 1.0 - isYZ.xy; 229 | i0.z += isYZ.z; 230 | i0.w += 1.0 - isYZ.z; 231 | 232 | // i0 now contains the unique values 0,1,2,3 in each channel 233 | float4 i3 = clamp( i0, 0.0, 1.0 ); 234 | float4 i2 = clamp( i0-1.0, 0.0, 1.0 ); 235 | float4 i1 = clamp( i0-2.0, 0.0, 1.0 ); 236 | 237 | // x0 = x0 - 0.0 + 0.0 * C.xxxx 238 | // x1 = x0 - i1 + 1.0 * C.xxxx 239 | // x2 = x0 - i2 + 2.0 * C.xxxx 240 | // x3 = x0 - i3 + 3.0 * C.xxxx 241 | // x4 = x0 - 1.0 + 4.0 * C.xxxx 242 | float4 x1 = x0 - i1 + C.xxxx; 243 | float4 x2 = x0 - i2 + C.yyyy; 244 | float4 x3 = x0 - i3 + C.zzzz; 245 | float4 x4 = x0 + C.wwww; 246 | 247 | // Permutations 248 | i = mod289(i); 249 | float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x); 250 | float4 j1 = permute( permute( permute( permute ( 251 | i.w + float4(i1.w, i2.w, i3.w, 1.0 )) 252 | + i.z + float4(i1.z, i2.z, i3.z, 1.0 )) 253 | + i.y + float4(i1.y, i2.y, i3.y, 1.0 )) 254 | + i.x + float4(i1.x, i2.x, i3.x, 1.0 )); 255 | 256 | // Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope 257 | // 7*7*6 = 294, which is close to the ring size 17*17 = 289. 258 | float4 ip = float4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ; 259 | 260 | float4 p0 = grad4(j0, ip); 261 | float4 p1 = grad4(j1.x, ip); 262 | float4 p2 = grad4(j1.y, ip); 263 | float4 p3 = grad4(j1.z, ip); 264 | float4 p4 = grad4(j1.w, ip); 265 | 266 | // Normalise gradients 267 | float4 norm = taylorInvSqrt(float4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); 268 | p0 *= norm.x; 269 | p1 *= norm.y; 270 | p2 *= norm.z; 271 | p3 *= norm.w; 272 | p4 *= taylorInvSqrt(dot(p4,p4)); 273 | 274 | // Mix contributions from the five corners 275 | float3 m0 = max(0.6 - float3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0); 276 | float2 m1 = max(0.6 - float2(dot(x3,x3), dot(x4,x4) ), 0.0); 277 | m0 = m0 * m0; 278 | m1 = m1 * m1; 279 | return 49.0 * ( dot(m0*m0, float3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 ))) 280 | + dot(m1*m1, float2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ; 281 | 282 | } 283 | 284 | float2 snoise2D(float2 v) { 285 | float2 n = float2( 286 | snoise(float2(v.x, v.y)), 287 | snoise(float2(v.y, v.x)) 288 | ); 289 | return n; 290 | } 291 | 292 | float3 snoise3D(float3 v){ 293 | float3 n = float3( 294 | snoise(float2(v.x, v.y)), 295 | snoise(float2(v.y, v.z)), 296 | snoise(float2(v.z, v.x)) 297 | ); 298 | return n; 299 | } 300 | 301 | #endif // NOISE_INCLUDED 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0 82 | - _Mode: 0 83 | - _OcclusionStrength: 1 84 | - _Outline: 0.001 85 | - _Parallax: 0.02 86 | - _ParticleNoiseScale: 0.05 87 | - _PositionHeight: 0.5 88 | - _PositionHeightNoiseSpeed: 0.25 89 | - _PositionSpeed: 0.1 90 | - _PositionSpeed1: 0.05 91 | - _PositionSpeed2: 0.004 92 | - _Size: 0.0125 93 | - _SizeNoiseScale: 0.01 94 | - _SizeNoiseSpeed: 0.75 95 | - _SmoothnessTextureChannel: 0 96 | - _SpecularHighlights: 1 97 | - _SrcBlend: 1 98 | - _UVSec: 0 99 | - _UseFixedColor: 0 100 | - _WaveFreq: 0.5 101 | - _WaveSpeed: 2 102 | - _ZWrite: 1 103 | m_Colors: 104 | - _Color: {r: 0.48529404, g: 0.7018255, b: 1, a: 1} 105 | - _ColorNoiseScale: {r: 0.5, g: 0.5, b: 0.5, a: 1} 106 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} 107 | - _PosTexTexelSize: {r: 0.02, g: 0.02, b: 0.02, a: 0} 108 | - _PositionHeightNoiseScale: {r: 0.05, g: 0, b: 0.05, a: 0} 109 | - _PositionHeightScale: {r: 0.01, g: 0, b: 0.01, a: 0} 110 | - _PositionRange: {r: 1, g: 1, b: 1, a: 0} 111 | - _WaveCenterPos: {r: 12.5, g: 12.5, b: 12.5, a: 0} 112 | -------------------------------------------------------------------------------- /Assets/Plexus/PlexusDraw.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: da8da149245764643ac402c722a2b967 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Plexus/PlexusDraw.shader: -------------------------------------------------------------------------------- 1 | Shader "Kaiware007/Plexus Draw" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "black" {} 6 | _PosTex3D ("Position Texture", 3D) = "black" {} 7 | _PosTexTexelSize ("Position Texture TexelSize", vector) = (1,1,1,1) 8 | _Size("Particle Size", float) = 0.01 9 | _SizeNoiseScale("Particle Size Noise Scale", float) = 0.05 10 | _SizeNoiseSpeed("Particle Size Noise Speed", float) = 1.0 11 | 12 | _LineWidth("Line Width", Range(0,1)) = 1 13 | _Intensity("Intensity", float) = 1.1 14 | _FogPower("Fog Power", float) = 1 15 | 16 | _Color("Color", Color) = (1,1,1,1) 17 | _ColorNoiseScale("Color Noise Scale", vector) = (1,1,1,1) 18 | _ColorNoiseSpeed("Color Noise Speed", float) = 1 19 | _ColorSat("Color Saturate", Range(0,1)) = 0.8 20 | 21 | _ConectDist("Connect Distance", float) = 0.5 22 | } 23 | SubShader 24 | { 25 | Tags {"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"} 26 | LOD 100 27 | 28 | Blend One One 29 | ZWrite Off 30 | Cull Off 31 | 32 | CGINCLUDE 33 | 34 | #include "UnityCG.cginc" 35 | #include "Noise.cginc" 36 | 37 | struct appdata 38 | { 39 | float4 vertex : POSITION; 40 | uint vid : SV_VertexID; 41 | }; 42 | 43 | struct v2g 44 | { 45 | float4 vertex : SV_POSITION; 46 | uint vid : TEXCOORD0; 47 | float scale : TEXCOORD1; 48 | float particleIntensity : TEXCOORD2; 49 | float lineIntensity : TEXCOORD3; 50 | float4 positions[13] : TEXCOORD4; 51 | }; 52 | 53 | struct g2f 54 | { 55 | float4 pos : SV_POSITION; 56 | float2 uv : TEXCOORD0; 57 | float intensity : TEXCOORD1; 58 | float3 color : TEXCOORD2; 59 | }; 60 | 61 | float3 hsv2rgb(float3 c) 62 | { 63 | float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); 64 | float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); 65 | return c.z * lerp(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); 66 | } 67 | 68 | sampler2D _MainTex; 69 | float4 _MainTex_ST; 70 | UNITY_DECLARE_TEX3D(_PosTex3D); 71 | float3 _PosTexTexelSize; 72 | 73 | float _Size; 74 | float _SizeNoiseScale; 75 | float _SizeNoiseSpeed; 76 | float _LineWidth; 77 | float _Intensity; 78 | float _FogPower; 79 | 80 | float4 _Color; 81 | float3 _ColorNoiseScale; 82 | float _ColorNoiseSpeed; 83 | float _ColorSat; 84 | 85 | float _ConectDist; 86 | 87 | 88 | v2g vert(appdata v) 89 | { 90 | v2g o; 91 | 92 | float3 vpos = v.vertex.xyz + _PosTexTexelSize.xyz * 0.5; // 自身のUV座標 93 | 94 | // 3次元テクスチャから頂点座標を取り出す 95 | float4 pos = UNITY_SAMPLE_TEX3D_LOD(_PosTex3D, vpos, 0); 96 | 97 | float time = fmod(_Time.y, 256) + 132.5347; 98 | 99 | // 自身の頂点座標をワールド座標に変換 100 | o.vertex = mul(unity_ObjectToWorld, pos); 101 | 102 | o.vid = v.vid; 103 | o.scale = clamp((_Size + (snoise(float2((float)v.vid / 234.2148, time * _SizeNoiseSpeed + 32.153)) * 0.5 + 0.5) *_SizeNoiseScale), 0.01, 1); 104 | 105 | // パーティクルや線のの明るさ計算 106 | o.particleIntensity = saturate(exp(-distance(o.vertex.xyz, _WorldSpaceCameraPos.xyz) * _FogPower)); 107 | o.lineIntensity = saturate(o.particleIntensity); 108 | 109 | // 隣接する頂点の座標を取得 110 | float4 pos0 = UNITY_SAMPLE_TEX3D_LOD(_PosTex3D, vpos + float3(0, 0, _PosTexTexelSize.z), 0); 111 | float4 pos1 = UNITY_SAMPLE_TEX3D_LOD(_PosTex3D, vpos + float3(_PosTexTexelSize.x, 0, _PosTexTexelSize.z), 0); 112 | float4 pos2 = UNITY_SAMPLE_TEX3D_LOD(_PosTex3D, vpos + float3(_PosTexTexelSize.x, 0, 0), 0); 113 | float4 pos3 = UNITY_SAMPLE_TEX3D_LOD(_PosTex3D, vpos + float3(0, _PosTexTexelSize.y, 0), 0); 114 | float4 pos4 = UNITY_SAMPLE_TEX3D_LOD(_PosTex3D, vpos + float3(0, _PosTexTexelSize.y, _PosTexTexelSize.z), 0); 115 | float4 pos5 = UNITY_SAMPLE_TEX3D_LOD(_PosTex3D, vpos + float3(_PosTexTexelSize.x, _PosTexTexelSize.y, _PosTexTexelSize.z), 0); 116 | float4 pos6 = UNITY_SAMPLE_TEX3D_LOD(_PosTex3D, vpos + float3(_PosTexTexelSize.x, _PosTexTexelSize.y, 0), 0); 117 | float4 pos7 = UNITY_SAMPLE_TEX3D_LOD(_PosTex3D, vpos + float3(_PosTexTexelSize.x, -_PosTexTexelSize.y, _PosTexTexelSize.z), 0); 118 | float4 pos8 = UNITY_SAMPLE_TEX3D_LOD(_PosTex3D, vpos + float3(_PosTexTexelSize.x, -_PosTexTexelSize.y, 0), 0); 119 | float4 pos9 = UNITY_SAMPLE_TEX3D_LOD(_PosTex3D, vpos + float3(_PosTexTexelSize.x, -_PosTexTexelSize.y, _PosTexTexelSize.z), 0); 120 | float4 pos10 = UNITY_SAMPLE_TEX3D_LOD(_PosTex3D, vpos + float3(_PosTexTexelSize.x, 0, -_PosTexTexelSize.z), 0); 121 | float4 pos11 = UNITY_SAMPLE_TEX3D_LOD(_PosTex3D, vpos + float3(0, _PosTexTexelSize.y, -_PosTexTexelSize.z), 0); 122 | float4 pos12 = UNITY_SAMPLE_TEX3D_LOD(_PosTex3D, vpos + float3(_PosTexTexelSize.xy, -_PosTexTexelSize.z), 0); 123 | 124 | // ワールド座標に変換 125 | o.positions[0] = mul(unity_ObjectToWorld, pos0); 126 | o.positions[1] = mul(unity_ObjectToWorld, pos1); 127 | o.positions[2] = mul(unity_ObjectToWorld, pos2); 128 | o.positions[3] = mul(unity_ObjectToWorld, pos3); 129 | o.positions[4] = mul(unity_ObjectToWorld, pos4); 130 | o.positions[5] = mul(unity_ObjectToWorld, pos5); 131 | o.positions[6] = mul(unity_ObjectToWorld, pos6); 132 | o.positions[7] = mul(unity_ObjectToWorld, pos7); 133 | o.positions[8] = mul(unity_ObjectToWorld, pos8); 134 | o.positions[9] = mul(unity_ObjectToWorld, pos9); 135 | o.positions[10] = mul(unity_ObjectToWorld, pos10); 136 | o.positions[11] = mul(unity_ObjectToWorld, pos11); 137 | o.positions[12] = mul(unity_ObjectToWorld, pos12); 138 | 139 | return o; 140 | } 141 | 142 | // ジオメトリシェーダ 143 | [maxvertexcount(82)] 144 | void geom(point v2g input[1], inout TriangleStream outStream) 145 | { 146 | g2f output; 147 | float4 pos = input[0].vertex; 148 | float particleIntensity = input[0].particleIntensity; 149 | float lineIntensity = input[0].lineIntensity; 150 | float scale = input[0].scale; 151 | float3 color = hsv2rgb(float3(snoise(float4(pos.xyz * _ColorNoiseScale, _Time.y * _ColorNoiseSpeed)) * 0.5 + 0.5, _ColorSat, 1)); 152 | 153 | // ビルボード用の行列 154 | float4x4 billboardMatrix = UNITY_MATRIX_V; 155 | billboardMatrix._m03 = billboardMatrix._m13 = billboardMatrix._m23 = billboardMatrix._m33 = 0; 156 | 157 | // パーティクル(点)の板ポリ作成 158 | // 四角形になるように頂点を生産 159 | for (int x = 0; x < 2; x++) 160 | { 161 | for (int y = 0; y < 2; y++) 162 | { 163 | // UV 164 | float2 uv = float2(x * 0.5, y); 165 | output.uv = uv; 166 | 167 | // 頂点位置を計算 168 | output.pos = pos + mul(float4((float2(x, y) * 2 - float2(1, 1)) * scale, 0, 1), billboardMatrix); 169 | output.pos = mul(UNITY_MATRIX_VP, output.pos); 170 | output.intensity = particleIntensity; 171 | output.color = color; 172 | 173 | // ストリームに頂点を追加 174 | outStream.Append(output); 175 | } 176 | } 177 | 178 | // トライアングルストリップを終了 179 | outStream.RestartStrip(); 180 | 181 | // 線の処理 182 | if (lineIntensity > 0.0) { 183 | // 近い点同士を線で結ぶ 184 | float3 cameraDiff = pos.xyz - _WorldSpaceCameraPos; 185 | float3 normal = normalize(cameraDiff); 186 | 187 | for (int i = 0; i < 13; i++) 188 | { 189 | float4 targetPos = input[0].positions[i]; 190 | 191 | // 点同士の距離を判定 192 | float len = distance(targetPos, pos); 193 | if (len <= _ConectDist) 194 | { 195 | float3 dir = normalize(targetPos.xyz - pos.xyz); 196 | float3 right = normalize(cross(dir, normal)) * _LineWidth * 0.5; 197 | 198 | float4 v0 = mul(UNITY_MATRIX_VP, float4(pos.xyz - right, 1)); 199 | float4 v1 = mul(UNITY_MATRIX_VP, float4(pos.xyz + right, 1)); 200 | float4 v2 = mul(UNITY_MATRIX_VP, float4(targetPos.xyz - right, 1)); 201 | float4 v3 = mul(UNITY_MATRIX_VP, float4(targetPos.xyz + right, 1)); 202 | 203 | float3 targetColor = hsv2rgb(float3(snoise(float4(targetPos.xyz * _ColorNoiseScale, _Time.y * _ColorNoiseSpeed)) * 0.5 + 0.5, _ColorSat, 1)); 204 | 205 | // 点同士の距離に応じて線の明るさを変える(近いほど明るい) 206 | float distIntensity = 1 - smoothstep(0.0, 0.5, saturate(len / _ConectDist)); 207 | output.intensity = lineIntensity * distIntensity; 208 | 209 | // 線が見える時にだけ線を引く 210 | if (output.intensity > 0.0) 211 | { 212 | // triangle line 213 | output.pos = v0; 214 | output.uv = float2(0.5, 0); 215 | output.color = color; 216 | outStream.Append(output); 217 | 218 | output.pos = v2; 219 | output.uv = float2(0.5, 1); 220 | output.color = targetColor; 221 | outStream.Append(output); 222 | 223 | output.pos = v1; 224 | output.uv = float2(1, 0); 225 | output.color = color; 226 | outStream.Append(output); 227 | 228 | outStream.RestartStrip(); 229 | 230 | output.pos = v2; 231 | output.uv = float2(0.5, 1); 232 | output.color = targetColor; 233 | outStream.Append(output); 234 | 235 | output.pos = v3; 236 | output.uv = float2(1, 1); 237 | output.color = targetColor; 238 | outStream.Append(output); 239 | 240 | output.pos = v1; 241 | output.uv = float2(1, 0); 242 | output.color = color; 243 | outStream.Append(output); 244 | 245 | outStream.RestartStrip(); 246 | } 247 | } 248 | } 249 | } 250 | } 251 | 252 | fixed4 frag(g2f i) : SV_Target 253 | { 254 | // sample the texture 255 | fixed4 col = tex2D(_MainTex, i.uv); 256 | col.rgb *= _Intensity * i.intensity * i.color; 257 | 258 | return col; 259 | } 260 | ENDCG 261 | 262 | // パーティクル&ライン 263 | Pass 264 | { 265 | CGPROGRAM 266 | #pragma target 5.0 267 | 268 | #pragma vertex vert 269 | #pragma fragment frag 270 | #pragma geometry geom 271 | 272 | ENDCG 273 | } 274 | } 275 | } 276 | -------------------------------------------------------------------------------- /Assets/Plexus/PlexusDraw.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 299912c36c8c7ff4eb5b91c451382936 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Plexus/PlexusUpdate.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: PlexusUpdate 10 | m_Shader: {fileID: 4800000, guid: ef4baef279f2f6a46b2eb7ad0ac8df71, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - _BumpMap: 22 | m_Texture: {fileID: 0} 23 | m_Scale: {x: 1, y: 1} 24 | m_Offset: {x: 0, y: 0} 25 | - _DetailAlbedoMap: 26 | 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-------------------------------------------------------------------------------- /Assets/Plexus/PlexusUpdate.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e96caf35e405c97428c7bc7f973706f6 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Plexus/PlexusUpdate.shader: -------------------------------------------------------------------------------- 1 | Shader "Kaiware007/Plexus Update" 2 | { 3 | Properties 4 | { 5 | _PositionSpeed1("Position Noise Speed 1", float) = 0.1 6 | _PositionSpeed2("Position Noise Speed 2", float) = 0.1 7 | _PositionRange("Position Range", Vector) = (1,1,1,0) 8 | _PositionNoiseScale("Position Noise Scale", vector) = (1,1,1,0) 9 | } 10 | 11 | CGINCLUDE 12 | 13 | #include "UnityCustomRenderTexture.cginc" 14 | #include "Noise.cginc" 15 | 16 | float _PositionSpeed1; 17 | float _PositionSpeed2; 18 | float3 _PositionRange; 19 | float3 _PositionNoiseScale; 20 | 21 | float4 fragUpdatePosition(v2f_customrendertexture i) : SV_Target 22 | { 23 | // テクスチャのUV座標(3次元) 24 | float3 pos = i.globalTexcoord; 25 | 26 | // 1ドット = 1メートルとする 27 | pos *= float3(_CustomRenderTextureWidth, _CustomRenderTextureHeight, _CustomRenderTextureDepth); 28 | 29 | // 時間の計算 30 | // RTX2080系だとノイズ関数で浮動小数点演算の誤差かなんかで結果が偏りまくるのであまり大きな値にならないようにしている(ループするときに微妙だけど…) 31 | float time = fmod(_Time.y, 256) + 138.21; 32 | 33 | // シンプレックスノイズで座標をゆらゆらさせてる 34 | float noiseSpeed = snoise(float2(pos.x + pos.y * _CustomRenderTextureWidth + pos.z * _CustomRenderTextureWidth * _CustomRenderTextureHeight / 34.2148, time * _PositionSpeed1 + 32.153)); 35 | float yz = time * noiseSpeed * _PositionSpeed2; 36 | pos.xyz += snoise3D(pos.xyz * _PositionNoiseScale + float3(yz * 0.1, yz * 0.34, yz * 0.75)) * _PositionRange; 37 | pos /= float3(_CustomRenderTextureWidth, _CustomRenderTextureHeight, _CustomRenderTextureDepth); // 正規化 38 | 39 | // テクスチャに座標を書き込む 40 | return float4(pos, 1); 41 | } 42 | ENDCG 43 | 44 | SubShader 45 | { 46 | Cull Off ZWrite Off ZTest Always 47 | 48 | Pass 49 | { 50 | Name "UpdatePosition" 51 | CGPROGRAM 52 | #pragma vertex CustomRenderTextureVertexShader 53 | #pragma fragment fragUpdatePosition 54 | ENDCG 55 | } 56 | } 57 | } 58 | -------------------------------------------------------------------------------- /Assets/Plexus/PlexusUpdate.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ef4baef279f2f6a46b2eb7ad0ac8df71 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Plexus/Sample.unity: 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iPhone: 2 191 | tvOS: 2 192 | -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed 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 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate 14 | m_Enabled: 0 15 | m_CaptureEditorExceptions: 1 16 | UnityPurchasingSettings: 17 | m_Enabled: 0 18 | m_TestMode: 0 19 | UnityAnalyticsSettings: 20 | m_Enabled: 0 21 | m_InitializeOnStartup: 1 22 | m_TestMode: 0 23 | m_TestEventUrl: 24 | m_TestConfigUrl: 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 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # UnitySimplePlexus 2 | 3 | Simple Plexus Effect Shader Sample for Unity3d 4 | 5 | ![image](Image/image.jpg) 6 | 7 | ## System Requirement 8 | 9 | - Unity2017.4.28f1 or later 10 | 11 | ## Experience "Plexus" in VRChat 12 | It is the world of VRChat using this shader. 13 | [Simple Plexus][1] 14 | 15 | [1]:https://vrchat.com/home/launch?worldId=wrld_2d9c2fb3-8306-4b02-bac0-459fbb99d83e 16 | -------------------------------------------------------------------------------- /UnityPackageManager/manifest.json: 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