├── .gitattributes ├── .gitignore ├── Assets ├── Prng.compute ├── Prng.compute.meta ├── PrngTester.cs ├── PrngTester.cs.meta ├── Test.unity └── Test.unity.meta ├── 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 /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto 3 | 4 | # Custom for Visual Studio 5 | *.cs diff=csharp 6 | 7 | # Standard to msysgit 8 | *.doc diff=astextplain 9 | *.DOC diff=astextplain 10 | *.docx diff=astextplain 11 | *.DOCX diff=astextplain 12 | *.dot diff=astextplain 13 | *.DOT diff=astextplain 14 | *.pdf diff=astextplain 15 | *.PDF diff=astextplain 16 | *.rtf diff=astextplain 17 | *.RTF diff=astextplain 18 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | *.swp 2 | 3 | /Library/ 4 | /Temp/ 5 | 6 | .DS_Store 7 | Thumbs.db 8 | Desktop.ini 9 | -------------------------------------------------------------------------------- /Assets/Prng.compute: -------------------------------------------------------------------------------- 1 | #pragma kernel TesterKernel 2 | 3 | RWTexture2D Result; 4 | 5 | // Hash function from H. Schechter & R. Bridson, goo.gl/RXiKaH 6 | uint Hash(uint s) 7 | { 8 | s ^= 2747636419u; 9 | s *= 2654435769u; 10 | s ^= s >> 16; 11 | s *= 2654435769u; 12 | s ^= s >> 16; 13 | s *= 2654435769u; 14 | return s; 15 | } 16 | 17 | float Random(uint seed) 18 | { 19 | return float(Hash(seed)) / 4294967295.0; // 2^32-1 20 | } 21 | 22 | [numthreads(8, 8, 1)] 23 | void TesterKernel(uint2 id : SV_DispatchThreadID) 24 | { 25 | float w, h; 26 | Result.GetDimensions(w, h); 27 | Result[id.xy] = Random(id.x + id.y * w); 28 | } 29 | -------------------------------------------------------------------------------- /Assets/Prng.compute.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bac486e5872796142b952d299932b883 3 | timeCreated: 1497092534 4 | licenseType: Pro 5 | ComputeShaderImporter: 6 | currentAPIMask: 4 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PrngTester.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [ExecuteInEditMode] 4 | public class PrngTester : MonoBehaviour 5 | { 6 | [SerializeField] ComputeShader _compute; 7 | 8 | RenderTexture _buffer; 9 | 10 | const int kSize = 512; 11 | 12 | void OnDestroy() 13 | { 14 | if (_buffer != null) 15 | if (Application.isPlaying) 16 | Destroy(_buffer); 17 | else 18 | DestroyImmediate(_buffer); 19 | } 20 | 21 | void OnRenderImage(RenderTexture source, RenderTexture destination) 22 | { 23 | if (_buffer == null) 24 | { 25 | _buffer = new RenderTexture(kSize, kSize, 0); 26 | _buffer.enableRandomWrite = true; 27 | _buffer.filterMode = FilterMode.Point; 28 | _buffer.hideFlags = HideFlags.DontSave; 29 | _buffer.Create(); 30 | } 31 | 32 | var kernel = _compute.FindKernel("TesterKernel"); 33 | _compute.SetTexture(kernel, "Result", _buffer); 34 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0 45 | WebGL: 0 46 | WiiU: 0 47 | Windows Store Apps: 0 48 | XboxOne: 0 49 | iPhone: 0 50 | tvOS: 0 51 | -------------------------------------------------------------------------------- /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_Enabled: 0 14 | m_CaptureEditorExceptions: 1 15 | UnityPurchasingSettings: 16 | m_Enabled: 0 17 | m_TestMode: 0 18 | UnityAnalyticsSettings: 19 | m_Enabled: 0 20 | m_InitializeOnStartup: 1 21 | m_TestMode: 0 22 | m_TestEventUrl: 23 | m_TestConfigUrl: 24 | UnityAdsSettings: 25 | m_Enabled: 0 26 | m_InitializeOnStartup: 1 27 | m_TestMode: 0 28 | m_EnabledPlatforms: 4294967295 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | PerformanceReportingSettings: 32 | m_Enabled: 0 33 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | Compute PRNG Test 2 | ----------------- 3 | 4 | This is a simple test project for a pseudo random number generator that is 5 | designed for being used in compute shaders. 6 | 7 | ![screenshot](http://i.imgur.com/JM1SrFAm.png) 8 | 9 | This random number generator was originally suggested by 10 | [H. Schechter and R. Bridson], and it's also used in Unity's new 11 | [HD render pipeline]. 12 | 13 | [H. Schechter and R. Bridson]: https://www.cs.ubc.ca/~rbridson/docs/schechter-sca08-turbulence.pdf 14 | [HD render pipeline]: https://github.com/Unity-Technologies/ScriptableRenderLoop 15 | --------------------------------------------------------------------------------