├── .gitattributes ├── .gitignore ├── Assets ├── Alembic.meta ├── Alembic │ └── Sample4DViews_PresentingHOLOSYS_60fps_FILTERED.abc.meta ├── CC0Textures.meta ├── CC0Textures │ ├── Rock028_2K_Color.jpg │ ├── Rock028_2K_Color.jpg.meta │ ├── Rock028_2K_Normal.jpg │ └── Rock028_2K_Normal.jpg.meta ├── Cut1.meta ├── Cut1 │ ├── Cut1.playable │ ├── Cut1.playable.meta │ ├── Cut1.unity │ ├── Cut1.unity.meta │ ├── Stone.mat │ └── Stone.mat.meta ├── Cut2.meta ├── Cut2 │ ├── Cut2.playable │ ├── Cut2.playable.meta │ ├── Cut2.unity │ ├── Cut2.unity.meta │ ├── Stone.mat │ ├── Stone.mat.meta │ ├── Wall.mat │ └── Wall.mat.meta ├── Cut3.meta ├── Cut3 │ ├── Cut3.playable │ ├── Cut3.playable.meta │ ├── Cut3.unity │ ├── Cut3.unity.meta │ ├── Stone.mat │ └── Stone.mat.meta ├── Cut4.meta ├── Cut4 │ ├── Cut4.playable │ ├── Cut4.playable.meta │ ├── Cut4.unity │ ├── Cut4.unity.meta │ ├── Floor.mat │ ├── Floor.mat.meta │ ├── LightStrip.mat │ ├── LightStrip.mat.meta │ ├── Stone.mat │ └── Stone.mat.meta ├── HDRP.meta ├── HDRP │ ├── Pipeline.meta │ ├── Pipeline │ │ ├── Preview.asset │ │ ├── Preview.asset.meta │ │ ├── Render.asset │ │ └── Render.asset.meta │ ├── Profile.meta │ ├── Profile │ │ ├── Default.asset │ │ ├── Default.asset.meta │ │ ├── Edit.asset │ │ ├── Edit.asset.meta │ │ ├── Render.asset │ │ └── Render.asset.meta │ ├── System.meta │ └── System │ │ ├── DefaultSceneRoot.prefab │ │ ├── DefaultSceneRoot.prefab.meta │ │ ├── DefaultSceneRootDXR.prefab │ │ ├── DefaultSceneRootDXR.prefab.meta │ │ ├── FoliageDiffusionProfile.asset │ │ ├── FoliageDiffusionProfile.asset.meta │ │ ├── Skin Diffusion Profile.asset │ │ ├── Skin Diffusion Profile.asset.meta │ │ ├── VFXDefaultResources.asset │ │ └── VFXDefaultResources.asset.meta ├── Misc.meta ├── Misc │ ├── Basic Rig.prefab │ ├── Basic Rig.prefab.meta │ ├── EdgeDetection.hlsl │ ├── EdgeDetection.hlsl.meta │ ├── Floor.mat │ ├── Floor.mat.meta │ ├── Hap.renderTexture │ ├── Hap.renderTexture.meta │ ├── Kick.signal │ ├── Kick.signal.meta │ ├── Preview.playable │ ├── Preview.playable.meta │ ├── Preview.unity │ ├── Preview.unity.meta │ ├── Triplanar.shadergraph │ ├── Triplanar.shadergraph.meta │ ├── Unlit.mat │ ├── Unlit.mat.meta │ ├── WallFx.mat │ └── WallFx.mat.meta ├── Remesher.meta ├── Remesher │ ├── 00_WhatsThis.cs │ ├── 00_WhatsThis.cs.meta │ ├── Disintegration.cs │ ├── Disintegration.cs.meta │ ├── Internal.meta │ ├── Internal │ │ ├── DisintegrationEffect.cs │ │ ├── DisintegrationEffect.cs.meta │ │ ├── IndexArrayBuilder.cs │ │ ├── IndexArrayBuilder.cs.meta │ │ ├── LightStripController.cs │ │ ├── LightStripController.cs.meta │ │ ├── Structs.cs │ │ ├── Structs.cs.meta │ │ ├── TriangulationEffect.cs │ │ ├── TriangulationEffect.cs.meta │ │ ├── Utils.cs │ │ ├── Utils.cs.meta │ │ ├── VoxelizationEffect.cs │ │ └── VoxelizationEffect.cs.meta │ ├── LightStrip.cs │ ├── LightStrip.cs.meta │ ├── LightStrip.shadergraph │ ├── LightStrip.shadergraph.meta │ ├── Triangulation.cs │ ├── Triangulation.cs.meta │ ├── Voxelization.cs │ └── Voxelization.cs.meta ├── StreamingAssets.meta ├── StreamingAssets │ └── Sample4DViews_PresentingHOLOSYS_60fps_FILTERED.mov.meta ├── WallFx.meta └── WallFx │ ├── Common.hlsl │ ├── Common.hlsl.meta │ ├── WallFx.hlsl │ ├── WallFx.hlsl.meta │ ├── WallFx.renderTexture │ ├── WallFx.renderTexture.meta │ ├── WallFx.shader │ ├── WallFx.shader.meta │ ├── WallFxController.cs │ └── WallFxController.cs.meta ├── LocalPackages └── com.unity.render-pipelines.high-definition-config │ ├── CHANGELOG.md │ ├── CHANGELOG.md.meta │ ├── Documentation~ │ └── index.md │ ├── LICENSE.md │ ├── LICENSE.md.meta │ ├── Runtime.meta │ ├── Runtime │ ├── ShaderConfig.cs │ ├── ShaderConfig.cs.hlsl │ ├── ShaderConfig.cs.hlsl.meta │ ├── ShaderConfig.cs.meta │ ├── Unity.RenderPipelines.HighDefinition.Config.Runtime.asmdef │ └── Unity.RenderPipelines.HighDefinition.Config.Runtime.asmdef.meta │ ├── Tests.meta │ ├── Tests │ ├── .tests.json │ ├── Editor.meta │ └── Editor │ │ ├── ConfigurationTest.cs │ │ ├── ConfigurationTest.cs.meta │ │ ├── Unity.RenderPipelines.HighDefinitionConfig.Editor.Tests.asmdef │ │ └── Unity.RenderPipelines.HighDefinitionConfig.Editor.Tests.asmdef.meta │ ├── package.json │ └── package.json.meta ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── HDRPProjectSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset ├── README.md └── ffmpeg.sh /.gitattributes: -------------------------------------------------------------------------------- 1 | * -text 2 | 3 | *.cs text eol=lf 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11 252 | m_CorrespondingSourceObject: {fileID: 0} 253 | m_PrefabInstance: {fileID: 0} 254 | m_PrefabAsset: {fileID: 0} 255 | m_GameObject: {fileID: 0} 256 | m_Enabled: 1 257 | m_EditorHideFlags: 0 258 | m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} 259 | m_Name: 260 | m_EditorClassIdentifier: 261 | version: 2 262 | -------------------------------------------------------------------------------- /Assets/Misc/WallFx.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6946fc43368a63244b29ffe7b1fc10aa 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 0 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Remesher.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ceefc3dd303fb78498b27b67e8706950 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Remesher/00_WhatsThis.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Remesher is a class library for adding vertex modification effecs using C# 3 | // job system and the new Mesh accessing API. This is the only effective way to 4 | // modify vertices in the DXR pipeline because it's very troublesome to write a 5 | // custom vertex/geometry shader that works properly with DXR. 6 | // 7 | -------------------------------------------------------------------------------- /Assets/Remesher/00_WhatsThis.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ad7ee9aa628e6774698b30929cc9989e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Remesher/Disintegration.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Playables; 3 | using UnityEngine.Timeline; 4 | using Unity.Collections; 5 | 6 | namespace Remesher { 7 | 8 | // 9 | // Disintegration - Flat shader + per-triangle disintegration effect 10 | // 11 | 12 | [ExecuteInEditMode, RequireComponent(typeof(MeshRenderer))] 13 | public sealed class Disintegration : 14 | MonoBehaviour, ITimeControl, IPropertyPreview 15 | { 16 | #region Editable attributes 17 | 18 | [SerializeField] MeshFilter _source = null; 19 | [SerializeField] Transform _effector = null; 20 | 21 | #endregion 22 | 23 | #region Private objects 24 | 25 | NativeArray _fragments; 26 | Mesh _mesh; 27 | float _time; 28 | float _last; 29 | 30 | #endregion 31 | 32 | #region ITimeControl implementation 33 | 34 | public void OnControlTimeStart() => _time = 0; 35 | public void OnControlTimeStop() => _time = -1; 36 | public void SetTime(double time) => _time = (float)time; 37 | 38 | #endregion 39 | 40 | #region IPropertyPreview implementation 41 | 42 | public void GatherProperties 43 | (PlayableDirector director, IPropertyCollector driver) {} 44 | 45 | #endregion 46 | 47 | #region MonoBehaviour implementation 48 | 49 | void OnDisable() 50 | { 51 | if (_fragments.IsCreated) _fragments.Dispose(); 52 | } 53 | 54 | void OnDestroy() 55 | { 56 | ObjectUtil.Destroy(_mesh); 57 | _mesh = null; 58 | } 59 | 60 | void LateUpdate() 61 | { 62 | if (_time < 0) 63 | { 64 | // Negative time: The module is to be disabled. 65 | OnDisable(); 66 | OnDestroy(); 67 | return; 68 | } 69 | 70 | // Lazy initialization 71 | if (!_fragments.IsCreated) 72 | { 73 | _fragments = DisintegrationEffect.Initialize 74 | (_source.sharedMesh, _source.transform); 75 | _last = 0; 76 | } 77 | 78 | if (_mesh == null) 79 | { 80 | _mesh = MeshUtil.SetupWithMeshFilter(gameObject); 81 | _mesh.bounds = new Bounds(Vector3.zero, Vector3.one * 10); 82 | } 83 | 84 | // Time update 85 | // (We don't support rewinding at the moment.) 86 | if (_time > _last) 87 | DisintegrationEffect.Update(_fragments, _effector, _time - _last); 88 | _last = _time; 89 | 90 | // Mesh reconstruction 91 | using (var vertices = DisintegrationEffect.Build(_fragments)) 92 | MeshUtil.UpdateWithVertexArray(_mesh, vertices); 93 | } 94 | 95 | #endregion 96 | } 97 | 98 | } 99 | -------------------------------------------------------------------------------- /Assets/Remesher/Disintegration.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 58168db5267fef54ebeb70db3677c8e3 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Remesher/Internal.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6d442feb801c0644f8150dc01798c4ba 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Remesher/Internal/DisintegrationEffect.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 109aeb519e297c245be495d20d7f7adb 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Remesher/Internal/IndexArrayBuilder.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using Unity.Collections; 3 | using Unity.Jobs; 4 | 5 | namespace Remesher { 6 | 7 | static class IndexArrayBuilder 8 | { 9 | public static NativeArray SimpleArray(int count) 10 | { 11 | var array = MemoryUtil.TempJobArray(count); 12 | new SimpleArrayJob { Output = array, Count = count }.Run(); 13 | return array; 14 | } 15 | 16 | [Unity.Burst.BurstCompile(CompileSynchronously = true)] 17 | struct SimpleArrayJob : IJob 18 | { 19 | [WriteOnly] public NativeArray Output; 20 | 21 | public int Count; 22 | 23 | public void Execute() 24 | { 25 | for (var i = 0; i < Count; i++) Output[i] = (uint)i; 26 | } 27 | } 28 | } 29 | 30 | } 31 | -------------------------------------------------------------------------------- /Assets/Remesher/Internal/IndexArrayBuilder.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ef2e88f623b29214fae3c08b6b9ff132 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Remesher/Internal/LightStripController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using Unity.Burst; 3 | using Unity.Collections; 4 | using Unity.Jobs; 5 | using Unity.Mathematics; 6 | 7 | namespace Remesher { 8 | 9 | static class LightStripController 10 | { 11 | #region Data structure 12 | 13 | public struct Element 14 | { 15 | public float3 Position; 16 | public float3 Color; 17 | 18 | public Element(float3 position, float3 color) 19 | { 20 | Position = position; 21 | Color = color; 22 | } 23 | } 24 | 25 | #endregion 26 | 27 | #region Constant numbers 28 | 29 | const int VerticesPerRing = 6; 30 | 31 | #endregion 32 | 33 | #region Vertex functions 34 | 35 | public static float3 GetVertexPosition 36 | (in LightStripConfig config, float time) 37 | => math.float3(config.Radius * math.cos(config.Motion.x * time), 38 | config.Height * math.sin(config.Motion.y * time), 39 | config.Radius * math.sin(config.Motion.x * time)); 40 | 41 | public static float3 GetVertexColor 42 | (in LightStripConfig config, int vcount, int vindex, float time) 43 | => config.Gradient.EvaluateAsFloat3 44 | ((float)vindex / vcount + config.GradientScroll * time); 45 | 46 | #endregion 47 | 48 | #region Element array initializer 49 | 50 | public static NativeArray 51 | Initialize(in LightStripConfig config, int vertexCount, 52 | float time, float deltaTime) 53 | { 54 | var output = MemoryUtil.Array(vertexCount); 55 | new InitializeJob { Config = config, Elements = output, 56 | Time = time, DeltaTime = deltaTime }.Run(); 57 | return output; 58 | } 59 | 60 | [BurstCompile(CompileSynchronously = true, 61 | FloatMode = FloatMode.Fast, FloatPrecision = FloatPrecision.Low)] 62 | struct InitializeJob : IJob 63 | { 64 | [ReadOnly] public LightStripConfig Config; 65 | 66 | public float Time; 67 | public float DeltaTime; 68 | 69 | public NativeArray Elements; 70 | 71 | public void Execute() 72 | { 73 | var ecount = Elements.Length; 74 | 75 | for (var i = 0; i < ecount; i++) 76 | { 77 | var t = Time - (float)(ecount - i) * DeltaTime; 78 | var p = GetVertexPosition(Config, t); 79 | var c = GetVertexColor(Config, ecount, i, t); 80 | Elements[i] = new Element(p, c); 81 | } 82 | } 83 | } 84 | 85 | #endregion 86 | 87 | #region Element array updater 88 | 89 | public static void Update 90 | (in LightStripConfig config, 91 | NativeArray elements, float time, float deltaTime) 92 | { 93 | new UpdateJob { Config = config, Elements = elements, 94 | Time = time, DeltaTime = deltaTime }.Run(); 95 | } 96 | 97 | [BurstCompile(CompileSynchronously = true, 98 | FloatMode = FloatMode.Fast, FloatPrecision = FloatPrecision.Low)] 99 | struct UpdateJob : IJob 100 | { 101 | [ReadOnly] public LightStripConfig Config; 102 | 103 | public NativeArray Elements; 104 | public float Time, DeltaTime; 105 | 106 | public void Execute() 107 | { 108 | var ecount = Elements.Length; 109 | 110 | for (var i = 0; i < ecount - 1; i++) 111 | { 112 | var p = Elements[i + 1].Position; 113 | 114 | // Noise field reference point 115 | var np = p * Config.NoiseFrequency; 116 | np.y += Config.NoiseMotion * Time; 117 | 118 | // Advection by divergence-free noise field 119 | p += MathUtil.DFNoise(np) * DeltaTime * Config.NoiseAmplitude; 120 | 121 | // Coloring 122 | var c = GetVertexColor(Config, ecount, i, Time); 123 | 124 | Elements[i] = new Element(p, c); 125 | } 126 | 127 | // Head animation 128 | { 129 | var p = GetVertexPosition(Config, Time); 130 | var c = GetVertexColor(Config, ecount, ecount - 1, Time); 131 | Elements[ecount - 1] = new Element(p, c); 132 | } 133 | } 134 | } 135 | 136 | #endregion 137 | 138 | #region Vertex array builder 139 | 140 | public static NativeArray BuildVertexArray 141 | (in LightStripConfig config, NativeArray elements) 142 | { 143 | var vcount = elements.Length * VerticesPerRing; 144 | var output = MemoryUtil.TempJobArray(vcount); 145 | new VertexBuildJob { Elements = elements, Output = output, 146 | Thickness = config.Thickness }.Run(); 147 | return output; 148 | } 149 | 150 | [BurstCompile(CompileSynchronously = true, 151 | FloatMode = FloatMode.Fast, FloatPrecision = FloatPrecision.Low)] 152 | struct VertexBuildJob : IJob 153 | { 154 | [ReadOnly] public NativeArray Elements; 155 | 156 | public float Thickness; 157 | 158 | [WriteOnly] public NativeArray Output; 159 | 160 | public void Execute() 161 | { 162 | var outIdx = 0; 163 | 164 | // Initial normal vector 165 | var tan0 = Elements[1].Position - Elements[0].Position; 166 | var nrm = MathUtil.UnitOrtho(tan0, math.float3(0, 1, 0)); 167 | 168 | for (var i = 0; i < Elements.Length; i++) 169 | { 170 | // Current element 171 | var p = Elements[i].Position; 172 | var c = Elements[i].Color; 173 | 174 | // Previous/next element index 175 | var i_p = math.max(i - 1, 0); 176 | var i_n = math.min(i + 1, Elements.Length - 1); 177 | 178 | // Previous/next element position 179 | var p_p = Elements[i_p].Position; 180 | var p_n = Elements[i_n].Position; 181 | 182 | // Orthogonal axes 183 | var tan = math.normalizesafe(p_n - p_p); 184 | var bin = MathUtil.UnitOrtho(tan, nrm); 185 | nrm = MathUtil.UnitOrtho(bin, tan); 186 | 187 | // Tangent/color 188 | var vtan = math.float4(tan, 1); 189 | var vcol = math.float4(c, 1); 190 | 191 | for (var j = 0; j < VerticesPerRing; j++) 192 | { 193 | var theta = math.PI * 2 / VerticesPerRing * j; 194 | 195 | // Normal 196 | var n = nrm * math.cos(theta) + bin * math.sin(theta); 197 | 198 | // Vertex position 199 | var v = p + n * Thickness; 200 | 201 | // Output 202 | Output[outIdx++] = new Vertex(v, n, vtan, vcol, 0); 203 | } 204 | } 205 | } 206 | } 207 | 208 | #endregion 209 | 210 | #region Index array builder 211 | 212 | public static NativeArray BuildIndexArray 213 | (in LightStripConfig config, NativeArray elements) 214 | { 215 | var ecount = elements.Length; 216 | var icount = (ecount - 1) * VerticesPerRing * 3 * 2; 217 | var output = MemoryUtil.TempJobArray(icount); 218 | new IndexBuildJob { ElementCount = ecount, Output = output }.Run(); 219 | return output; 220 | } 221 | 222 | [BurstCompile(CompileSynchronously = true, 223 | FloatMode = FloatMode.Fast, FloatPrecision = FloatPrecision.Low)] 224 | struct IndexBuildJob : IJob 225 | { 226 | public int ElementCount; 227 | 228 | [WriteOnly] public NativeArray Output; 229 | 230 | public void Execute() 231 | { 232 | var refIdx = 0u; 233 | var outIdx = 0; 234 | 235 | for (var i = 0u; i < ElementCount - 1; i++) 236 | { 237 | for (var j = 0u; j < VerticesPerRing; j++) 238 | { 239 | var i0 = refIdx + j; 240 | var i1 = refIdx + (j + 1) % VerticesPerRing; 241 | var i2 = i0 + VerticesPerRing; 242 | var i3 = i1 + VerticesPerRing; 243 | 244 | Output[outIdx++] = i0; 245 | Output[outIdx++] = i1; 246 | Output[outIdx++] = i2; 247 | 248 | Output[outIdx++] = i2; 249 | Output[outIdx++] = i1; 250 | Output[outIdx++] = i3; 251 | } 252 | 253 | refIdx += VerticesPerRing; 254 | } 255 | } 256 | } 257 | 258 | #endregion 259 | } 260 | 261 | } 262 | -------------------------------------------------------------------------------- /Assets/Remesher/Internal/LightStripController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c21fd458205731444981375791e62f00 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Remesher/Internal/Structs.cs: -------------------------------------------------------------------------------- 1 | using Unity.Mathematics; 2 | 3 | namespace Remesher { 4 | 5 | struct Vertex 6 | { 7 | public float3 Position; 8 | public float3 Normal; 9 | public float4 Tangent; 10 | public float4 Color; 11 | public float4 TexCoord; 12 | 13 | public const int StructSize = sizeof(float) * 18; 14 | 15 | public Vertex(float3 position, float3 normal, float4 tangent, 16 | float4 color, float4 texCoord) 17 | { 18 | Position = position; 19 | Normal = normal; 20 | Tangent = tangent; 21 | Color = color; 22 | TexCoord = texCoord; 23 | } 24 | } 25 | 26 | struct Triangle 27 | { 28 | public Vertex Vertex1; 29 | public Vertex Vertex2; 30 | public Vertex Vertex3; 31 | 32 | public const int StructSize = Vertex.StructSize * 3; 33 | 34 | public Triangle(in Vertex v1, in Vertex v2, in Vertex v3) 35 | { 36 | Vertex1 = v1; 37 | Vertex2 = v2; 38 | Vertex3 = v3; 39 | } 40 | } 41 | 42 | } 43 | -------------------------------------------------------------------------------- /Assets/Remesher/Internal/Structs.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 234571d794f431a4ea128dcc04ad4f10 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Remesher/Internal/TriangulationEffect.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Rendering; 3 | using Unity.Burst; 4 | using Unity.Collections; 5 | using Unity.Jobs; 6 | using Unity.Mathematics; 7 | 8 | namespace Remesher { 9 | 10 | static class TriangulationEffect 11 | { 12 | public static NativeArray Build 13 | (in TriangulationConfig config, Mesh source, 14 | Transform transform, Transform effector) 15 | { 16 | using (var dataArray = Mesh.AcquireReadOnlyMeshData(source)) 17 | { 18 | var data = dataArray[0]; 19 | 20 | // Vertex/index count 21 | var vcount = data.vertexCount; 22 | var icount = data.GetSubMesh(0).indexCount; 23 | 24 | // Source index array 25 | Debug.Assert(data.indexFormat == IndexFormat.UInt32); 26 | var idx = data.GetIndexData(); 27 | 28 | // Read buffer allocation 29 | using (var vtx = MemoryUtil.TempJobArray(vcount)) 30 | using (var uvs = MemoryUtil.TempJobArray(vcount)) 31 | { 32 | // Retrieve vertex attribute arrays. 33 | data.GetVertices(vtx.Reinterpret()); 34 | data.GetUVs(0, uvs.Reinterpret()); 35 | 36 | // Output buffer 37 | var output = MemoryUtil.TempJobArray(icount); 38 | 39 | // Invoke and wait the array generator job. 40 | new VertexArrayJob 41 | { Config = config, Indices = idx, Vertices = vtx, UVs = uvs, 42 | Transform = transform.localToWorldMatrix, 43 | Effector = effector.worldToLocalMatrix, 44 | Output = output.Reinterpret(Vertex.StructSize) } 45 | .Schedule(icount / 3, 64).Complete(); 46 | 47 | return output; 48 | } 49 | } 50 | } 51 | 52 | [BurstCompile(CompileSynchronously = true, 53 | FloatMode = FloatMode.Fast, FloatPrecision = FloatPrecision.Low)] 54 | struct VertexArrayJob : IJobParallelFor 55 | { 56 | [ReadOnly] public NativeArray Indices; 57 | [ReadOnly] public NativeArray Vertices; 58 | [ReadOnly] public NativeArray UVs; 59 | 60 | public TriangulationConfig Config; 61 | public float4x4 Transform; 62 | public float4x4 Effector; 63 | 64 | [WriteOnly] public NativeArray Output; 65 | 66 | public void Execute(int i) 67 | { 68 | var hash = new Klak.Math.XXHash((uint)i); 69 | 70 | // Indices 71 | var i1 = (int)Indices[i * 3 + 0]; 72 | var i2 = (int)Indices[i * 3 + 1]; 73 | var i3 = (int)Indices[i * 3 + 2]; 74 | 75 | // Vertex positions with transformation 76 | var v1 = MathUtil.Transform(Transform, Vertices[i1]); 77 | var v2 = MathUtil.Transform(Transform, Vertices[i2]); 78 | var v3 = MathUtil.Transform(Transform, Vertices[i3]); 79 | 80 | // Source position (triangle centroid) 81 | var p = (v1 + v2 + v3) / 3; 82 | 83 | // Effect select 84 | var sel = hash.Float(8394) < Config.Probability; 85 | 86 | // Effect parameter 87 | var eff = MathUtil.Transform(Effector, p).z + 0.5f; 88 | eff += hash.Float(-0.5f, 0.5f, 2058) * Config.Softness; 89 | eff = math.saturate(eff); 90 | 91 | // Deformation parameter 92 | var mod = eff * 2 * math.PI * (Config.EffectType + 1); 93 | mod = (1 - math.cos(mod)) / 2; 94 | 95 | // Triangle scaling 96 | if (sel) 97 | { 98 | // The longest edge length 99 | var edge = math.max(math.length(v2 - v1), math.length(v3 - v1)); 100 | 101 | // Scaling factor 102 | var sp = Config.ScaleParams; 103 | var scale = math.pow(hash.Float(84792), sp.z); 104 | scale = 1 + mod * math.lerp(sp.x, sp.y, scale) / edge; 105 | 106 | v1 = math.lerp(p, v1, scale); 107 | v2 = math.lerp(p, v2, scale); 108 | v3 = math.lerp(p, v3, scale); 109 | } 110 | 111 | // Normal/Tangent 112 | var nrm = MathUtil.UnitOrtho(v2 - v1, v3 - v1); 113 | var tan = MathUtil.AdHocTangent(nrm); 114 | 115 | // UV coordinates 116 | var mat = (eff > 0.25f && eff < 0.75f) ? Config.EffectType : 0; 117 | var emm = (sel ? math.pow(mod, 20) * 2 : 0) - mat; 118 | var uv1 = math.float4(UVs[i1], mat, math.clamp(emm, -1, 1)); 119 | var uv2 = math.float4(UVs[i2], uv1.zw); 120 | var uv3 = math.float4(UVs[i3], uv1.zw); 121 | 122 | // Barycentric coordinates 123 | var bc1 = math.float4(1, 0, 0, 0); 124 | var bc2 = math.float4(0, 1, 0, 0); 125 | var bc3 = math.float4(0, 0, 1, 0); 126 | 127 | // Output 128 | Output[i] = new Triangle(new Vertex(v1, nrm, tan, bc1, uv1), 129 | new Vertex(v2, nrm, tan, bc2, uv2), 130 | new Vertex(v3, nrm, tan, bc3, uv3)); 131 | } 132 | } 133 | } 134 | 135 | } 136 | -------------------------------------------------------------------------------- /Assets/Remesher/Internal/TriangulationEffect.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 127a56326c00c2746bb1c713c94485ab 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Remesher/Internal/Utils.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Rendering; 3 | using Unity.Collections; 4 | using Unity.Mathematics; 5 | 6 | namespace Remesher { 7 | 8 | // 9 | // Common-use utility classes 10 | // 11 | 12 | #region Math utilities 13 | 14 | static class MathUtil 15 | { 16 | public static float3 UnitOrtho(float3 a, float3 b) 17 | => math.normalizesafe(math.cross(a, b)); 18 | 19 | public static float4 AdHocTangent(float3 normal) 20 | => math.float4(UnitOrtho(normal, math.float3(0.01f, 1, 0.01f)), 1); 21 | 22 | public static float3 Transform(in float4x4 matrix, float3 point) 23 | => math.mul(matrix, math.float4(point, 1)).xyz; 24 | 25 | public static float3 DFNoise(float3 position) 26 | { 27 | float3 n1, n2; 28 | noise.snoise(+position.xyz + math.float3(3, 4, 5), out n1); 29 | noise.snoise(-position.zxy - math.float3(2, 3, 4), out n2); 30 | return math.cross(n1, n2); 31 | } 32 | } 33 | 34 | #endregion 35 | 36 | #region UnityEngine.Object management utilities 37 | 38 | static class ObjectUtil 39 | { 40 | public static void Destroy(Object o) 41 | { 42 | if (o == null) return; 43 | if (Application.isPlaying) 44 | Object.Destroy(o); 45 | else 46 | Object.DestroyImmediate(o); 47 | } 48 | } 49 | 50 | #endregion 51 | 52 | #region Memory management utilities (mainly for NativeArray) 53 | 54 | static class MemoryUtil 55 | { 56 | public static NativeArray Array(int length) where T : struct 57 | => new NativeArray(length, Allocator.Persistent, 58 | NativeArrayOptions.UninitializedMemory); 59 | 60 | public static NativeArray TempArray(int length) where T : struct 61 | => new NativeArray(length, Allocator.Temp, 62 | NativeArrayOptions.UninitializedMemory); 63 | 64 | public static NativeArray TempJobArray(int length) where T : struct 65 | => new NativeArray(length, Allocator.TempJob, 66 | NativeArrayOptions.UninitializedMemory); 67 | } 68 | 69 | #endregion 70 | 71 | #region Utilities for geometric objects 72 | 73 | static class GeomUtil 74 | { 75 | public static Bounds TransformBounds(Bounds bounds, Transform transform) 76 | { 77 | // Very crude approximation 78 | var center = transform.TransformPoint(bounds.center); 79 | var size = transform.TransformVector(bounds.size); 80 | var maxs = Mathf.Max(Mathf.Max(size.x, size.y), size.z); 81 | return new Bounds(center, Vector3.one * maxs); 82 | } 83 | } 84 | 85 | #endregion 86 | 87 | #region Mesh object management utilities 88 | 89 | static class MeshUtil 90 | { 91 | public static Mesh SetupWithMeshFilter(GameObject parent) 92 | { 93 | var mesh = new Mesh(); 94 | mesh.hideFlags = HideFlags.DontSave; 95 | mesh.MarkDynamic(); 96 | 97 | var mf = parent.GetComponent(); 98 | if (mf == null) 99 | { 100 | mf = parent.AddComponent(); 101 | mf.hideFlags = HideFlags.NotEditable | HideFlags.DontSave; 102 | } 103 | 104 | mf.sharedMesh = mesh; 105 | 106 | return mesh; 107 | } 108 | 109 | public static void UpdateWithVertexIndexArrays 110 | (Mesh mesh, NativeArray vertices, NativeArray indices) 111 | { 112 | mesh.Clear(); 113 | 114 | var vcount = vertices.Length; 115 | var icount = indices.Length; 116 | 117 | mesh.SetVertexBufferParams( 118 | vcount, 119 | new VertexAttributeDescriptor 120 | (VertexAttribute.Position , VertexAttributeFormat.Float32, 3), 121 | new VertexAttributeDescriptor 122 | (VertexAttribute.Normal , VertexAttributeFormat.Float32, 3), 123 | new VertexAttributeDescriptor 124 | (VertexAttribute.Tangent , VertexAttributeFormat.Float32, 4), 125 | new VertexAttributeDescriptor 126 | (VertexAttribute.Color , VertexAttributeFormat.Float32, 4), 127 | new VertexAttributeDescriptor 128 | (VertexAttribute.TexCoord0 , VertexAttributeFormat.Float32, 2), 129 | new VertexAttributeDescriptor 130 | (VertexAttribute.TexCoord1 , VertexAttributeFormat.Float32, 2) 131 | ); 132 | mesh.SetVertexBufferData(vertices, 0, 0, vcount); 133 | 134 | mesh.SetIndexBufferParams(icount, IndexFormat.UInt32); 135 | mesh.SetIndexBufferData(indices, 0, 0, icount); 136 | 137 | mesh.SetSubMesh(0, new SubMeshDescriptor(0, icount)); 138 | } 139 | 140 | public static void UpdateWithVertexArray 141 | (Mesh mesh, NativeArray vertices) 142 | { 143 | using (var indices = IndexArrayBuilder.SimpleArray(vertices.Length)) 144 | MeshUtil.UpdateWithVertexIndexArrays(mesh, vertices, indices); 145 | } 146 | } 147 | 148 | #endregion 149 | 150 | } 151 | -------------------------------------------------------------------------------- /Assets/Remesher/Internal/Utils.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4c7d1e1a6bc85f742b236445474e10cc 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Remesher/Internal/VoxelizationEffect.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bc94bd7093c969e41bdf8cd949999e95 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Remesher/LightStrip.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Playables; 3 | using UnityEngine.Timeline; 4 | using Unity.Collections; 5 | using Unity.Mathematics; 6 | using Klak.Chromatics; 7 | 8 | namespace Remesher { 9 | 10 | // 11 | // LightStrip - Self emissive line strip 12 | // 13 | 14 | [System.Serializable] 15 | public struct LightStripConfig 16 | { 17 | public float Radius; 18 | public float Height; 19 | public float Thickness; 20 | public float2 Motion; 21 | public CosineGradient Gradient; 22 | public float GradientScroll; 23 | public float NoiseFrequency; 24 | public float NoiseMotion; 25 | public float NoiseAmplitude; 26 | } 27 | 28 | [ExecuteInEditMode, RequireComponent(typeof(MeshRenderer))] 29 | public sealed class LightStrip : 30 | MonoBehaviour, ITimeControl, IPropertyPreview 31 | { 32 | #region Editable attributes 33 | 34 | [SerializeField] LightStripConfig _config = default(LightStripConfig); 35 | [SerializeField] int _vertexCount = 100; 36 | [SerializeField] float _timeStep = 1.0f / 60; 37 | 38 | #endregion 39 | 40 | #region Private objects 41 | 42 | NativeArray _elements; 43 | Mesh _mesh; 44 | float _time; 45 | float _last; 46 | 47 | #endregion 48 | 49 | #region ITimeControl implementation 50 | 51 | public void OnControlTimeStart() {} 52 | public void OnControlTimeStop() {} 53 | public void SetTime(double time) => _time = (float)time; 54 | 55 | #endregion 56 | 57 | #region IPropertyPreview implementation 58 | 59 | public void GatherProperties 60 | (PlayableDirector director, IPropertyCollector driver) {} 61 | 62 | #endregion 63 | 64 | #region MonoBehaviour implementation 65 | 66 | void OnValidate() 67 | { 68 | _vertexCount = math.max(_vertexCount, 8); 69 | _timeStep = math.max(_timeStep, 1.0f / 60 / 10); 70 | 71 | // Make the mesh reset on the next update. 72 | _last = 1e+10f; 73 | } 74 | 75 | void OnDisable() 76 | { 77 | if (_elements.IsCreated) _elements.Dispose(); 78 | } 79 | 80 | void OnDestroy() 81 | { 82 | ObjectUtil.Destroy(_mesh); 83 | _mesh = null; 84 | } 85 | 86 | void LateUpdate() 87 | { 88 | // Dispose the current state if _time is invalid. 89 | if (_time < _last) 90 | { 91 | OnDisable(); 92 | OnDestroy(); 93 | } 94 | 95 | // Lazy initialization 96 | if (!_elements.IsCreated) 97 | { 98 | _elements = LightStripController. 99 | Initialize(_config, _vertexCount, _time, _timeStep); 100 | _last = _time; 101 | } 102 | 103 | if (_mesh == null) 104 | { 105 | _mesh = MeshUtil.SetupWithMeshFilter(gameObject); 106 | _mesh.bounds = new Bounds(Vector3.zero, Vector3.one * 10); 107 | } 108 | 109 | // Time advance steps 110 | var dt = math.max((_time - _last) / 10, _timeStep); 111 | 112 | while (_time - _last > dt) 113 | { 114 | LightStripController.Update(_config, _elements, _last, dt); 115 | _last += dt; 116 | } 117 | 118 | // Last step 119 | if (_time > _last) 120 | { 121 | LightStripController. 122 | Update(_config, _elements, _last, _time - _last); 123 | _last = _time; 124 | } 125 | 126 | // Mesh reconstruction 127 | using (var vertices = 128 | LightStripController.BuildVertexArray(_config, _elements)) 129 | using (var indices = 130 | LightStripController.BuildIndexArray(_config, _elements)) 131 | MeshUtil.UpdateWithVertexIndexArrays(_mesh, vertices, indices); 132 | } 133 | 134 | #endregion 135 | } 136 | 137 | } 138 | -------------------------------------------------------------------------------- /Assets/Remesher/LightStrip.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c77d98f3989bdef4188bfe47fbc8d496 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Remesher/LightStrip.shadergraph.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 76e3e54ab02203048bddf95989d15d0c 3 | ScriptedImporter: 4 | internalIDToNameTable: [] 5 | externalObjects: {} 6 | serializedVersion: 2 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} 11 | -------------------------------------------------------------------------------- /Assets/Remesher/Triangulation.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using Unity.Mathematics; 3 | 4 | namespace Remesher { 5 | 6 | // 7 | // Triangulation - Flat shade + simple vertex effects 8 | // 9 | 10 | [System.Serializable] 11 | public struct TriangulationConfig 12 | { 13 | public int EffectType; 14 | public float3 ScaleParams; 15 | [Range(0, 1)] public float Softness; 16 | [Range(0, 1)] public float Probability; 17 | } 18 | 19 | [ExecuteInEditMode, RequireComponent(typeof(MeshRenderer))] 20 | public sealed class Triangulation : MonoBehaviour 21 | { 22 | #region Editable attributes 23 | 24 | [SerializeField] TriangulationConfig _config = default(TriangulationConfig); 25 | [SerializeField] MeshFilter _source = null; 26 | [SerializeField] Transform _effector = null; 27 | 28 | #endregion 29 | 30 | #region Private objects 31 | 32 | Mesh _mesh; 33 | 34 | #endregion 35 | 36 | #region MonoBehaviour implementation 37 | 38 | void OnDestroy() 39 | { 40 | ObjectUtil.Destroy(_mesh); 41 | _mesh = null; 42 | } 43 | 44 | void LateUpdate() 45 | { 46 | if (_source == null || _source.sharedMesh == null) return; 47 | if (_effector == null) return; 48 | 49 | if (_mesh == null) _mesh = MeshUtil.SetupWithMeshFilter(gameObject); 50 | 51 | using (var vertices = TriangulationEffect.Build 52 | (_config, _source.sharedMesh, _source.transform, _effector)) 53 | MeshUtil.UpdateWithVertexArray(_mesh, vertices); 54 | 55 | _mesh.bounds = GeomUtil.TransformBounds 56 | (_source.sharedMesh.bounds, _source.transform); 57 | } 58 | 59 | #endregion 60 | } 61 | 62 | } 63 | -------------------------------------------------------------------------------- /Assets/Remesher/Triangulation.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7a1b20f2fb111d747af103398407b493 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 200 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Remesher/Voxelization.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using Unity.Collections; 3 | 4 | namespace Remesher { 5 | 6 | // 7 | // Voxelization - Triangles transform into boxes 8 | // 9 | 10 | [ExecuteInEditMode, RequireComponent(typeof(MeshRenderer))] 11 | public sealed class Voxelization : MonoBehaviour 12 | { 13 | #region Editable attributes 14 | 15 | [SerializeField] MeshFilter _source = null; 16 | [SerializeField] Transform _effector = null; 17 | 18 | #endregion 19 | 20 | #region Public methods 21 | 22 | public void SampleSource() 23 | { 24 | OnDisable(); 25 | OnDestroy(); 26 | } 27 | 28 | #endregion 29 | 30 | #region Private objects 31 | 32 | NativeArray _voxels, _fragments; 33 | Mesh _mesh; 34 | 35 | #endregion 36 | 37 | #region MonoBehaviour implementation 38 | 39 | void OnDisable() 40 | { 41 | if (_voxels.IsCreated) _voxels.Dispose(); 42 | if (_fragments.IsCreated) _fragments.Dispose(); 43 | } 44 | 45 | void OnDestroy() 46 | { 47 | ObjectUtil.Destroy(_mesh); 48 | _mesh = null; 49 | } 50 | 51 | void LateUpdate() 52 | { 53 | // Lazy initialization 54 | if (!_voxels.IsCreated) 55 | (_voxels, _fragments) = VoxelizationEffect. 56 | Initialize(_source.sharedMesh, _source.transform); 57 | 58 | if (_mesh == null) 59 | { 60 | _mesh = MeshUtil.SetupWithMeshFilter(gameObject); 61 | _mesh.bounds = new Bounds(Vector3.zero, Vector3.one * 10); 62 | } 63 | 64 | // Mesh reconstruction 65 | using (var vertices = 66 | VoxelizationEffect.Build(_voxels, _fragments, _effector)) 67 | MeshUtil.UpdateWithVertexArray(_mesh, vertices); 68 | } 69 | 70 | #endregion 71 | } 72 | 73 | } 74 | -------------------------------------------------------------------------------- /Assets/Remesher/Voxelization.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7de3350c0bf591c48b7a63f1a712cb82 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/StreamingAssets.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7958bf293467341fd939c9a8452e68f6 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/StreamingAssets/Sample4DViews_PresentingHOLOSYS_60fps_FILTERED.mov.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3b5ef1e13d3cd9e4da7be4db3858dce7 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/WallFx.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4601d648418a60d49911c93f8877991a 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/WallFx/Common.hlsl: -------------------------------------------------------------------------------- 1 | float4 _Color1, _Color2, _Color3, _Color4; 2 | float _Param1, _Param2, _Param3, _Param4; 3 | float _LocalTime; 4 | 5 | float3 WallFx(float2 uv); 6 | 7 | void Vertex 8 | (float4 vertex : POSITION, 9 | float2 texcoord : TEXCOORD0, 10 | out float4 out_vertex : SV_Position, 11 | out float2 out_texcoord : TEXCOORD0) 12 | { 13 | out_vertex = float4(vertex.x * 2 - 1, 1 - vertex.y * 2, 1, 1); 14 | out_texcoord = texcoord; 15 | } 16 | 17 | float4 Fragment 18 | (float4 vertex : SV_Position, 19 | float2 texcoord : TEXCOORD0) : SV_Target 20 | { 21 | return float4(WallFx(texcoord), 1); 22 | } 23 | -------------------------------------------------------------------------------- /Assets/WallFx/Common.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dca61cf1f4cbfa84bb7aa48daed50a62 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/WallFx/WallFx.hlsl: -------------------------------------------------------------------------------- 1 | #include "Packages/jp.keijiro.noiseshader/Shader/SimplexNoise2D.hlsl" 2 | 3 | float3 WallFx(float2 uv) 4 | { 5 | const float freq = _Param1; 6 | const float speed = _Param2; 7 | const float width = _Param3; 8 | 9 | float x = uv.x * freq; 10 | float t1 = _LocalTime * speed; 11 | float t2 = -10 - t1; 12 | 13 | float2 np1 = float2(x, t1); 14 | float2 np2 = float2(x, t2); 15 | 16 | float n1 = abs(snoise(np1)) < width; 17 | float n2 = abs(snoise(np2)) < width; 18 | 19 | return _Color1.rgb * n1 + _Color2.rgb * n2; 20 | } 21 | -------------------------------------------------------------------------------- /Assets/WallFx/WallFx.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e30fd6ec852ac4a43bf5302e552a85ac 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/WallFx/WallFx.renderTexture: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!84 &8400000 4 | RenderTexture: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_Name: WallFx 10 | m_ImageContentsHash: 11 | serializedVersion: 2 12 | Hash: 00000000000000000000000000000000 13 | m_ForcedFallbackFormat: 4 14 | m_DownscaleFallback: 0 15 | serializedVersion: 3 16 | m_Width: 1024 17 | m_Height: 1024 18 | m_AntiAliasing: 1 19 | m_MipCount: -1 20 | m_DepthFormat: 0 21 | m_ColorFormat: 48 22 | m_MipMap: 1 23 | m_GenerateMips: 1 24 | m_SRGB: 0 25 | m_UseDynamicScale: 0 26 | m_BindMS: 0 27 | m_EnableCompatibleFormat: 1 28 | m_TextureSettings: 29 | serializedVersion: 2 30 | m_FilterMode: 2 31 | m_Aniso: 8 32 | m_MipBias: 0 33 | m_WrapU: 1 34 | m_WrapV: 1 35 | m_WrapW: 1 36 | m_Dimension: 2 37 | m_VolumeDepth: 1 38 | -------------------------------------------------------------------------------- /Assets/WallFx/WallFx.renderTexture.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9e36ad9647cd8c6469bd0c1e7a790fb9 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 0 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/WallFx/WallFx.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/WallFx" 2 | { 3 | SubShader 4 | { 5 | Cull Off ZWrite Off ZTest Always 6 | Pass 7 | { 8 | HLSLPROGRAM 9 | #pragma vertex Vertex 10 | #pragma fragment Fragment 11 | #include "Common.hlsl" 12 | #include "WallFx.hlsl" 13 | ENDHLSL 14 | } 15 | } 16 | } 17 | -------------------------------------------------------------------------------- /Assets/WallFx/WallFx.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 640a2dc2a9bb60c42af7dbcbd9673753 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/WallFx/WallFxController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Playables; 3 | using UnityEngine.Timeline; 4 | 5 | [ExecuteInEditMode] 6 | sealed class WallFxController : MonoBehaviour, ITimeControl, IPropertyPreview 7 | { 8 | #region Editable attributes 9 | 10 | [SerializeField] Shader _shader = null; 11 | [SerializeField] RenderTexture _target = null; 12 | 13 | [SerializeField] Color _color1 = Color.red; 14 | [SerializeField] Color _color2 = Color.blue; 15 | [SerializeField] Color _color3 = Color.green; 16 | [SerializeField] Color _color4 = Color.white; 17 | 18 | [SerializeField] float _param1 = 0; 19 | [SerializeField] float _param2 = 0; 20 | [SerializeField] float _param3 = 0; 21 | [SerializeField] float _param4 = 0; 22 | 23 | #endregion 24 | 25 | #region ITimeControl implementation 26 | 27 | float _time; 28 | 29 | public void OnControlTimeStart() {} 30 | public void OnControlTimeStop() {} 31 | public void SetTime(double time) => _time = (float)time; 32 | 33 | #endregion 34 | 35 | #region IPropertyPreview implementation 36 | 37 | public void GatherProperties 38 | (PlayableDirector director, IPropertyCollector driver) {} 39 | 40 | #endregion 41 | 42 | #region MonoBehaviour implementation 43 | 44 | Material _material; 45 | 46 | void OnDestroy() 47 | { 48 | if (_material != null) 49 | { 50 | if (Application.isPlaying) 51 | Destroy(_material); 52 | else 53 | DestroyImmediate(_material); 54 | } 55 | _material = null; 56 | } 57 | 58 | void LateUpdate() 59 | { 60 | if (_shader == null && _target == null) return; 61 | 62 | if (_material == null) 63 | { 64 | _material = new Material(_shader); 65 | _material.hideFlags = HideFlags.DontSave; 66 | } 67 | 68 | _material.SetColor("_Color1", _color1); 69 | _material.SetColor("_Color2", _color2); 70 | _material.SetColor("_Color3", _color3); 71 | _material.SetColor("_Color4", _color4); 72 | 73 | _material.SetFloat("_Param1", _param1); 74 | _material.SetFloat("_Param2", _param2); 75 | _material.SetFloat("_Param3", _param3); 76 | _material.SetFloat("_Param4", _param4); 77 | 78 | _material.SetFloat("_LocalTime", _time); 79 | 80 | Graphics.Blit(null, _target, _material, 0); 81 | } 82 | 83 | #endregion 84 | } 85 | -------------------------------------------------------------------------------- /Assets/WallFx/WallFxController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 987059f3f5c330a4ead251f89e8e4665 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /LocalPackages/com.unity.render-pipelines.high-definition-config/CHANGELOG.md: -------------------------------------------------------------------------------- 1 | # Changelog 2 | All notable changes to this package will be documented in this file. 3 | 4 | The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) 5 | and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). 6 | 7 | ## [8.1.0] - 2020-04-21 8 | 9 | Version Updated 10 | The version number for this package has increased due to a version update of a related graphics package. 11 | 12 | ## [8.0.1] - 2020-02-25 13 | 14 | Version Updated 15 | The version number for this package has increased due to a version update of a related graphics package. 16 | 17 | ## [8.0.0] - 2020-02-25 18 | 19 | Version Updated 20 | The version number for this package has increased due to a version update of a related graphics package. 21 | 22 | ## [7.1.1] - 2019-09-05 23 | 24 | Version Updated 25 | The version number for this package has increased due to a version update of a related graphics package. 26 | 27 | ## [7.0.1] - 2019-07-25 28 | 29 | Version Updated 30 | The version number for this package has increased due to a version update of a related graphics package. 31 | 32 | Started Changelog 33 | -------------------------------------------------------------------------------- /LocalPackages/com.unity.render-pipelines.high-definition-config/CHANGELOG.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0b3f7006c7834664ba28a1fa6b51f9fe 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /LocalPackages/com.unity.render-pipelines.high-definition-config/Documentation~/index.md: -------------------------------------------------------------------------------- 1 | # High Definition Render Pipeline Configuration Package 2 | 3 | The High Definition Render Pipeline (HDRP) uses this package to control the availability of some of its features. If you want to use this package to configure HDRP, you must link it as a local package. 4 | 5 | * For information on how to set up and use the HDRP Config package, see [HDRP Config](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/HDRP-Config-Package.html). 6 | * For documentation on HDRP itself, see [HDRP documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html). 7 | 8 | -------------------------------------------------------------------------------- /LocalPackages/com.unity.render-pipelines.high-definition-config/LICENSE.md: -------------------------------------------------------------------------------- 1 | com.unity.render-pipelines.high-definition-config copyright © 2020 Unity Technologies ApS 2 | 3 | Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License). 4 | 5 | Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions. 6 | -------------------------------------------------------------------------------- /LocalPackages/com.unity.render-pipelines.high-definition-config/LICENSE.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e797817a7447e1f42816cf2c2fa8765d 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /LocalPackages/com.unity.render-pipelines.high-definition-config/Runtime.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5d299198a792a964e9d443aa47506e2c 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /LocalPackages/com.unity.render-pipelines.high-definition-config/Runtime/ShaderConfig.cs: -------------------------------------------------------------------------------- 1 | //----------------------------------------------------------------------------- 2 | // Configuration 3 | //----------------------------------------------------------------------------- 4 | 5 | namespace UnityEngine.Rendering.HighDefinition 6 | { 7 | [GenerateHLSL(PackingRules.Exact)] 8 | public enum HDShadowFilteringQuality 9 | { 10 | Low = 0, 11 | Medium = 1, 12 | High = 2, 13 | } 14 | 15 | [GenerateHLSL(PackingRules.Exact)] 16 | public enum ShaderOptions 17 | { 18 | CameraRelativeRendering = 1, // Rendering sets the origin of the world to the position of the primary (scene view) camera 19 | PreExposition = 1, 20 | PrecomputedAtmosphericAttenuation = 0, // Precomputes atmospheric attenuation for the directional light on the CPU, which makes it independent from the fragment's position, which is faster but wrong 21 | #if ENABLE_RAYTRACING 22 | Raytracing = 1, 23 | #else 24 | Raytracing = 0, 25 | #endif 26 | #if ENABLE_VR 27 | XrMaxViews = 2, // Used for single-pass rendering (with fast path in vertex shader code when forced to 2) 28 | #else 29 | XrMaxViews = 1, 30 | #endif 31 | AreaLights = 1, 32 | 33 | DeferredShadowFiltering = HDShadowFilteringQuality.Medium, 34 | BarnDoor = 0 35 | }; 36 | 37 | // Note: #define can't be use in include file in C# so we chose this way to configure both C# and hlsl 38 | // Changing a value in this enum Config here require to regenerate the hlsl include and recompile C# and shaders 39 | public class ShaderConfig 40 | { 41 | public static int s_CameraRelativeRendering = (int)ShaderOptions.CameraRelativeRendering; 42 | public static int s_PreExposition = (int)ShaderOptions.PreExposition; 43 | public static int s_XrMaxViews = (int)ShaderOptions.XrMaxViews; 44 | public static int s_PrecomputedAtmosphericAttenuation = (int)ShaderOptions.PrecomputedAtmosphericAttenuation; 45 | public static int s_AreaLights = (int)ShaderOptions.AreaLights; 46 | public static int s_BarnDoor = (int)ShaderOptions.BarnDoor; 47 | public static HDShadowFilteringQuality s_DeferredShadowFiltering = (HDShadowFilteringQuality)ShaderOptions.DeferredShadowFiltering; 48 | } 49 | } 50 | -------------------------------------------------------------------------------- /LocalPackages/com.unity.render-pipelines.high-definition-config/Runtime/ShaderConfig.cs.hlsl: -------------------------------------------------------------------------------- 1 | // 2 | // This file was automatically generated. Please don't edit by hand. 3 | // 4 | 5 | #ifndef SHADERCONFIG_CS_HLSL 6 | #define SHADERCONFIG_CS_HLSL 7 | // 8 | // UnityEngine.Rendering.HighDefinition.HDShadowFilteringQuality: static fields 9 | // 10 | #define HDSHADOWFILTERINGQUALITY_LOW (0) 11 | #define HDSHADOWFILTERINGQUALITY_MEDIUM (1) 12 | #define HDSHADOWFILTERINGQUALITY_HIGH (2) 13 | 14 | // 15 | // UnityEngine.Rendering.HighDefinition.ShaderOptions: static fields 16 | // 17 | #define SHADEROPTIONS_CAMERA_RELATIVE_RENDERING (1) 18 | #define SHADEROPTIONS_PRE_EXPOSITION (1) 19 | #define SHADEROPTIONS_PRECOMPUTED_ATMOSPHERIC_ATTENUATION (0) 20 | #define SHADEROPTIONS_RAYTRACING (1) 21 | #define SHADEROPTIONS_XR_MAX_VIEWS (2) 22 | #define SHADEROPTIONS_AREA_LIGHTS (1) 23 | #define SHADEROPTIONS_DEFERRED_SHADOW_FILTERING (1) 24 | #define SHADEROPTIONS_BARN_DOOR (0) 25 | 26 | 27 | #endif 28 | -------------------------------------------------------------------------------- /LocalPackages/com.unity.render-pipelines.high-definition-config/Runtime/ShaderConfig.cs.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bcb8aa9f314d49b4c97aa1f3f3511e7b 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /LocalPackages/com.unity.render-pipelines.high-definition-config/Runtime/ShaderConfig.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 488b9213a64c77540bca3fe167edbe6c 3 | timeCreated: 1475742183 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /LocalPackages/com.unity.render-pipelines.high-definition-config/Runtime/Unity.RenderPipelines.HighDefinition.Config.Runtime.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "Unity.RenderPipelines.HighDefinition.Config.Runtime", 3 | "references": [ 4 | "GUID:df380645f10b7bc4b97d4f5eb6303d95" 5 | ], 6 | "includePlatforms": [], 7 | "excludePlatforms": [], 8 | "allowUnsafeCode": true, 9 | "overrideReferences": false, 10 | "precompiledReferences": [], 11 | "autoReferenced": true, 12 | "defineConstraints": [], 13 | "versionDefines": [] 14 | } -------------------------------------------------------------------------------- /LocalPackages/com.unity.render-pipelines.high-definition-config/Runtime/Unity.RenderPipelines.HighDefinition.Config.Runtime.asmdef.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a075b55b404a34748ac14ea9b6039911 3 | AssemblyDefinitionImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /LocalPackages/com.unity.render-pipelines.high-definition-config/Tests.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1540e28e550b24d4988ba3ebe600cdcf 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /LocalPackages/com.unity.render-pipelines.high-definition-config/Tests/.tests.json: -------------------------------------------------------------------------------- 1 | { 2 | "createSeparatePackage": false 3 | } 4 | -------------------------------------------------------------------------------- /LocalPackages/com.unity.render-pipelines.high-definition-config/Tests/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 371e84df3ca686146b41f384a7f80ecd 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /LocalPackages/com.unity.render-pipelines.high-definition-config/Tests/Editor/ConfigurationTest.cs: -------------------------------------------------------------------------------- 1 | using NUnit.Framework; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using UnityEngine.Rendering; 5 | 6 | namespace UnityEngine.Rendering.HighDefinition.Test 7 | { 8 | class ConfigurationTest 9 | { 10 | [Test] 11 | public void ValidateConfiguration() {} 12 | } 13 | } 14 | -------------------------------------------------------------------------------- /LocalPackages/com.unity.render-pipelines.high-definition-config/Tests/Editor/ConfigurationTest.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ef2aa68b7ea6db343978d6bff1ae0f7c 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /LocalPackages/com.unity.render-pipelines.high-definition-config/Tests/Editor/Unity.RenderPipelines.HighDefinitionConfig.Editor.Tests.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "Unity.RenderPipelines.HighDefinitionConfig.Editor.Tests", 3 | "references": [ 4 | "UnityEngine.TestRunner", 5 | "UnityEditor.TestRunner" 6 | ], 7 | "includePlatforms": [ 8 | "Editor" 9 | ], 10 | "excludePlatforms": [], 11 | "allowUnsafeCode": true, 12 | "overrideReferences": true, 13 | "precompiledReferences": [ 14 | "nunit.framework.dll" 15 | ], 16 | "autoReferenced": false, 17 | "defineConstraints": [ 18 | "UNITY_INCLUDE_TESTS" 19 | ], 20 | "versionDefines": [] 21 | } -------------------------------------------------------------------------------- /LocalPackages/com.unity.render-pipelines.high-definition-config/Tests/Editor/Unity.RenderPipelines.HighDefinitionConfig.Editor.Tests.asmdef.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5b5e144fbbfa9e24188cdc68fa9a4b3c 3 | AssemblyDefinitionImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /LocalPackages/com.unity.render-pipelines.high-definition-config/package.json: -------------------------------------------------------------------------------- 1 | { 2 | "name": "com.unity.render-pipelines.high-definition-config", 3 | "description": "Configuration files for the High Definition Render Pipeline.", 4 | "version": "8.1.0", 5 | "unity": "2020.1", 6 | "unityRelease": "0b6", 7 | "displayName": "High Definition RP Config", 8 | "dependencies": { 9 | "com.unity.render-pipelines.core": "8.1.0" 10 | }, 11 | "upmCi": { 12 | "footprint": "346867e59ed3ddc01113223d2d6a57aca45a5f9d" 13 | }, 14 | "repository": { 15 | "type": "git", 16 | "url": "https://github.com/Unity-Technologies/Graphics.git", 17 | "revision": "289e645f98ef9abfcb8f8a808c8684de60cdb2ac" 18 | } 19 | } 20 | -------------------------------------------------------------------------------- /LocalPackages/com.unity.render-pipelines.high-definition-config/package.json.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: af6e0e6bb9a468845bfb9c9381e3219b 3 | PackageManifestImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "scopedRegistries": [ 3 | { 4 | "name": "Keijiro", 5 | "url": "https://registry.npmjs.com", 6 | "scopes": [ 7 | "jp.keijiro" 8 | ] 9 | } 10 | ], 11 | "dependencies": { 12 | "com.unity.formats.alembic": "2.0.1-preview.1", 13 | "com.unity.render-pipelines.high-definition": "8.2.0", 14 | "com.unity.render-pipelines.high-definition-config": "file:../LocalPackages/com.unity.render-pipelines.high-definition-config", 15 | "jp.keijiro.kino.slog3": "1.0.0", 16 | "jp.keijiro.klak.cosinegradient": "1.0.1", 17 | "jp.keijiro.klak.hap": "0.1.18", 18 | "jp.keijiro.klak.math": "1.0.1", 19 | "jp.keijiro.noiseshader": "1.0.0", 20 | "jp.keijiro.recorder.ffmpeg": "1.0.2", 21 | "com.unity.modules.animation": "1.0.0", 22 | "com.unity.modules.audio": "1.0.0", 23 | "com.unity.modules.cloth": "1.0.0", 24 | "com.unity.modules.director": "1.0.0", 25 | "com.unity.modules.particlesystem": "1.0.0", 26 | "com.unity.modules.physics": "1.0.0", 27 | "com.unity.modules.screencapture": "1.0.0", 28 | "com.unity.modules.uielements": "1.0.0" 29 | } 30 | } 31 | -------------------------------------------------------------------------------- /Packages/packages-lock.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.burst": { 4 | "version": "1.2.3", 5 | "depth": 1, 6 | "source": "registry", 7 | "dependencies": { 8 | "com.unity.mathematics": "1.1.0" 9 | }, 10 | "url": "https://packages.unity.com" 11 | }, 12 | "com.unity.formats.alembic": { 13 | "version": "2.0.1-preview.1", 14 | "depth": 0, 15 | "source": "registry", 16 | "dependencies": { 17 | "com.unity.timeline": "1.0.0", 18 | "com.unity.burst": "1.2.3" 19 | }, 20 | "url": "https://packages.unity.com" 21 | }, 22 | 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"https://packages.unity.com" 58 | }, 59 | "com.unity.render-pipelines.high-definition-config": { 60 | "version": "file:../LocalPackages/com.unity.render-pipelines.high-definition-config", 61 | "depth": 0, 62 | "source": "local", 63 | "dependencies": { 64 | "com.unity.render-pipelines.core": "8.1.0" 65 | } 66 | }, 67 | "com.unity.searcher": { 68 | "version": "4.0.9", 69 | "depth": 2, 70 | "source": "registry", 71 | "dependencies": {}, 72 | "url": "https://packages.unity.com" 73 | }, 74 | "com.unity.shadergraph": { 75 | "version": "8.2.0", 76 | "depth": 1, 77 | "source": "registry", 78 | "dependencies": { 79 | "com.unity.render-pipelines.core": "8.2.0", 80 | "com.unity.searcher": "4.0.9" 81 | }, 82 | "url": "https://packages.unity.com" 83 | }, 84 | "com.unity.timeline": { 85 | "version": "1.2.6", 86 | "depth": 1, 87 | "source": "registry", 88 | "dependencies": {}, 89 | "url": "https://packages.unity.com" 90 | }, 91 | "com.unity.ugui": { 92 | "version": "1.0.0", 93 | "depth": 2, 94 | "source": "builtin", 95 | "dependencies": { 96 | "com.unity.modules.ui": "1.0.0" 97 | } 98 | }, 99 | "com.unity.visualeffectgraph": { 100 | "version": "8.2.0", 101 | "depth": 1, 102 | "source": "registry", 103 | "dependencies": { 104 | "com.unity.shadergraph": "8.2.0" 105 | }, 106 | "url": "https://packages.unity.com" 107 | }, 108 | "jp.keijiro.ffmpeg-out": { 109 | "version": "1.0.5", 110 | "depth": 1, 111 | "source": "registry", 112 | "dependencies": {}, 113 | "url": "https://registry.npmjs.com" 114 | }, 115 | "jp.keijiro.kino.slog3": { 116 | "version": "1.0.0", 117 | "depth": 0, 118 | "source": "registry", 119 | "dependencies": { 120 | "com.unity.render-pipelines.high-definition": "7.4.1" 121 | }, 122 | "url": "https://registry.npmjs.com" 123 | }, 124 | "jp.keijiro.klak.cosinegradient": { 125 | "version": "1.0.1", 126 | "depth": 0, 127 | "source": "registry", 128 | "dependencies": { 129 | "com.unity.mathematics": "1.1.0" 130 | }, 131 | "url": "https://registry.npmjs.com" 132 | }, 133 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-------------------------------------------------------------------------------- /ProjectSettings/VersionControlSettings.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/keijiro/4DViewsTest3/d674484d392fa3cd0e7b92a6ad80e1061185d7d5/ProjectSettings/VersionControlSettings.asset -------------------------------------------------------------------------------- /ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | 4DViewsTest3 2 | ============ 3 | 4 | ![gif](https://i.imgur.com/mkY5Zru.gif) 5 | ![gif](https://i.imgur.com/jLNKrvU.gif) 6 | 7 | **4DViewsTest3** is a Unity project where I'm trying several VFX ideas with 8 | [4DViews] volumetric videos and the [realtime ray tracing features] (DXR) of 9 | Unity [HDRP]. 10 | 11 | [4DViews]: https://www.4dviews.com/ 12 | [realtime ray tracing features]: 13 | https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@8.2/manual/Ray-Tracing-Getting-Started.html 14 | [HDRP]: 15 | https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/ 16 | 17 | The volumetric video data files are missing from this repository. You can 18 | download them from the [Resources page] of the 4DViews site. 19 | 20 | [Resources page]: https://www.4dviews.com/volumetric-resources 21 | 22 | You have to convert the texture files into a [HAP] encoded .mov file. Use 23 | [ffmpeg.sh] for the conversion. 24 | 25 | [HAP]: https://hap.video/ 26 | [ffmpeg.sh]: /ffmpeg.sh 27 | -------------------------------------------------------------------------------- /ffmpeg.sh: -------------------------------------------------------------------------------- 1 | ffmpeg -y \ 2 | -framerate 60 \ 3 | -i Sample4DViews_PresentingHOLOSYS_60fps_FILTERED_ABC_TEXTURE/tex.%05d.png \ 4 | -c:v hap Sample4DViews_PresentingHOLOSYS_60fps_FILTERED.mov 5 | --------------------------------------------------------------------------------