├── docs ├── .nojekyll ├── Build │ ├── StableFluids.data.unityweb │ ├── StableFluids.wasm.unityweb │ └── StableFluids.framework.js.unityweb ├── style.css └── index.html ├── Assets ├── Common │ ├── UITK │ │ ├── DefaultTheme.tss │ │ ├── DefaultSettings.asset.meta │ │ ├── AppUI.uxml.meta │ │ ├── DefaultTheme.tss.meta │ │ ├── AppUI.uxml │ │ └── DefaultSettings.asset │ ├── Scripts │ │ ├── FrameRateConfig.cs.meta │ │ ├── CustomRenderTextureDriver.cs.meta │ │ ├── FrameRateConfig.cs │ │ └── CustomRenderTextureDriver.cs │ ├── UITK.meta │ ├── URP.meta │ ├── Scripts.meta │ ├── Shaders.meta │ ├── Shaders │ │ ├── CustomRenderTexture.hlsl.meta │ │ └── CustomRenderTexture.hlsl │ └── URP │ │ ├── URP.asset.meta │ │ ├── DefaultRenderer.asset.meta │ │ ├── DefaultSettings.asset.meta │ │ ├── GlobalSettings.asset.meta │ │ ├── DefaultRenderer.asset │ │ ├── URP.asset │ │ └── GlobalSettings.asset ├── StableFluids │ ├── FluidUtils.cs.meta │ ├── FluidSimulation.cs.meta │ ├── FluidSimulation.shader.meta │ ├── FluidUtils.cs │ ├── FluidSimulation.cs │ └── FluidSimulation.shader ├── Marbling │ ├── Scripts │ │ ├── MarblingInputHandler.cs.meta │ │ ├── MarblingController.cs.meta │ │ ├── MarblingFluidSimulator.cs.meta │ │ ├── MarblingFluidSimulator.cs │ │ ├── MarblingController.cs │ │ └── MarblingInputHandler.cs │ ├── Canvas │ │ ├── Initial.png │ │ ├── Canvas.mat.meta │ │ ├── Canvas.asset.meta │ │ ├── Canvas.shader.meta │ │ ├── Canvas.asset │ │ ├── Canvas.shader │ │ ├── Canvas.mat │ │ └── Initial.png.meta │ ├── Canvas.meta │ ├── Scripts.meta │ ├── Shaders.meta │ ├── RenderTextures.meta │ ├── RenderTextures │ │ ├── ForceField.renderTexture.meta │ │ ├── VelocityField.renderTexture.meta │ │ ├── ColorInjection.renderTexture.meta │ │ ├── ForceField.renderTexture │ │ ├── ColorInjection.renderTexture │ │ └── VelocityField.renderTexture │ └── Shaders │ │ ├── Marbling.shader.meta │ │ └── Marbling.shader ├── App.unity.meta ├── Common.meta ├── Marbling.meta ├── StableFluids.meta └── App.unity ├── ProjectSettings ├── ProjectVersion.txt ├── CommonBurstAotSettings.json ├── ClusterInputManager.asset ├── PresetManager.asset ├── MultiplayerManager.asset ├── VersionControlSettings.asset ├── TimeManager.asset ├── EditorBuildSettings.asset ├── VFXManager.asset ├── URPProjectSettings.asset ├── AudioManager.asset ├── TagManager.asset ├── ShaderGraphSettings.asset ├── UnityConnectSettings.asset ├── DynamicsManager.asset ├── MemorySettings.asset ├── PackageManagerSettings.asset ├── EditorSettings.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── QualitySettings.asset ├── GraphicsSettings.asset ├── SceneTemplateSettings.json ├── InputManager.asset └── ProjectSettings.asset ├── .gitattributes ├── .gitignore ├── Packages ├── manifest.json └── packages-lock.json ├── LICENSE └── README.md /docs/.nojekyll: -------------------------------------------------------------------------------- 1 | -------------------------------------------------------------------------------- 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| m_EventUrl: https://cdp.cloud.unity3d.com/v1/events 11 | m_ConfigUrl: https://config.uca.cloud.unity3d.com 12 | m_DashboardUrl: https://dashboard.unity3d.com 13 | m_TestInitMode: 0 14 | CrashReportingSettings: 15 | m_EventUrl: https://perf-events.cloud.unity3d.com 16 | m_Enabled: 0 17 | m_LogBufferSize: 10 18 | m_CaptureEditorExceptions: 1 19 | UnityPurchasingSettings: 20 | m_Enabled: 0 21 | m_TestMode: 0 22 | UnityAnalyticsSettings: 23 | m_Enabled: 0 24 | m_TestMode: 0 25 | m_InitializeOnStartup: 1 26 | m_PackageRequiringCoreStatsPresent: 0 27 | UnityAdsSettings: 28 | m_Enabled: 0 29 | m_InitializeOnStartup: 1 30 | m_TestMode: 0 31 | m_IosGameId: 32 | m_AndroidGameId: 33 | m_GameIds: {} 34 | m_GameId: 35 | PerformanceReportingSettings: 36 | m_Enabled: 0 37 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | This is free and unencumbered software released into the public domain. 2 | 3 | Anyone is free to copy, modify, publish, use, compile, sell, or 4 | distribute this software, either in source code form or as a compiled 5 | binary, for any purpose, commercial or non-commercial, and by any 6 | means. 7 | 8 | In jurisdictions that recognize copyright laws, the author or authors 9 | of this software dedicate any and all copyright interest in the 10 | software to the public domain. We make this dedication for the benefit 11 | of the public at large and to the detriment of our heirs and 12 | successors. We intend this dedication to be an overt act of 13 | relinquishment in perpetuity of all present and future rights to this 14 | software under copyright law. 15 | 16 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, 17 | EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 18 | MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 19 | IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR 20 | OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 21 | ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 22 | OTHER DEALINGS IN THE SOFTWARE. 23 | 24 | For more information, please refer to 25 | -------------------------------------------------------------------------------- /ProjectSettings/DynamicsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!55 &1 4 | PhysicsManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 11 7 | m_Gravity: {x: 0, y: -9.81, z: 0} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_BounceThreshold: 2 10 | m_SleepThreshold: 0.005 11 | m_DefaultContactOffset: 0.01 12 | m_DefaultSolverIterations: 6 13 | m_DefaultSolverVelocityIterations: 1 14 | m_QueriesHitBackfaces: 0 15 | m_QueriesHitTriggers: 1 16 | m_EnableAdaptiveForce: 0 17 | m_ClothInterCollisionDistance: 0 18 | m_ClothInterCollisionStiffness: 0 19 | m_ContactsGeneration: 1 20 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 21 | m_AutoSimulation: 1 22 | m_AutoSyncTransforms: 0 23 | m_ReuseCollisionCallbacks: 1 24 | m_ClothInterCollisionSettingsToggle: 0 25 | m_ContactPairsMode: 0 26 | m_BroadphaseType: 0 27 | m_WorldBounds: 28 | m_Center: {x: 0, y: 0, z: 0} 29 | m_Extent: {x: 250, y: 250, z: 250} 30 | m_WorldSubdivisions: 8 31 | m_FrictionType: 0 32 | m_EnableEnhancedDeterminism: 0 33 | m_EnableUnifiedHeightmaps: 1 34 | m_DefaultMaxAngluarSpeed: 7 35 | -------------------------------------------------------------------------------- /ProjectSettings/MemorySettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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tag:unity3d.com,2011: 3 | --- !u!114 &1 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 61 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 13964, guid: 0000000000000000e000000000000000, type: 0} 13 | m_Name: 14 | m_EditorClassIdentifier: 15 | m_EnablePreReleasePackages: 1 16 | m_AdvancedSettingsExpanded: 1 17 | m_ScopedRegistriesSettingsExpanded: 1 18 | m_SeeAllPackageVersions: 0 19 | m_DismissPreviewPackagesInUse: 0 20 | oneTimeWarningShown: 1 21 | oneTimeDeprecatedPopUpShown: 0 22 | m_Registries: 23 | - m_Id: main 24 | m_Name: 25 | m_Url: https://packages.unity.com 26 | m_Scopes: [] 27 | m_IsDefault: 1 28 | m_Capabilities: 7 29 | m_ConfigSource: 0 30 | - m_Id: scoped:project:Keijiro 31 | m_Name: Keijiro 32 | m_Url: https://registry.npmjs.com 33 | m_Scopes: 34 | - jp.keijiro 35 | m_IsDefault: 0 36 | m_Capabilities: 0 37 | m_ConfigSource: 4 38 | m_UserSelectedRegistryName: Keijiro 39 | m_UserAddingNewScopedRegistry: 0 40 | m_RegistryInfoDraft: 41 | m_Modified: 0 42 | m_ErrorMessage: 43 | m_UserModificationsInstanceId: -850 44 | m_OriginalInstanceId: -852 45 | m_LoadAssets: 0 46 | -------------------------------------------------------------------------------- /Assets/Marbling/Scripts/MarblingFluidSimulator.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace StableFluids.Marbling { 4 | 5 | public sealed class MarblingFluidSimulator : MonoBehaviour 6 | { 7 | #region Public properties 8 | 9 | [field:SerializeField] public float Viscosity { get; set; } = 1e-6f; 10 | 11 | #endregion 12 | 13 | #region Editable attributes 14 | 15 | [SerializeField] RenderTexture _velocityField = null; 16 | [SerializeField] RenderTexture _forceField = null; 17 | 18 | #endregion 19 | 20 | #region Project asset references 21 | 22 | [SerializeField, HideInInspector] Shader _kernelShader = null; 23 | 24 | #endregion 25 | 26 | #region Private objects 27 | 28 | FluidSimulation _simulation; 29 | 30 | #endregion 31 | 32 | #region MonoBehaviour implementation 33 | 34 | void Start() 35 | { 36 | _simulation = new FluidSimulation(_velocityField, _kernelShader); 37 | _simulation.ClearVelocityField(); 38 | } 39 | 40 | void OnDestroy() 41 | { 42 | _simulation.Dispose(); 43 | _simulation = null; 44 | } 45 | 46 | void Update() 47 | { 48 | _simulation.Viscosity = Viscosity; 49 | _simulation.PreStep(); 50 | _simulation.ApplyForceField(_forceField); 51 | _simulation.PostStep(); 52 | } 53 | 54 | #endregion 55 | } 56 | 57 | } // namespace StableFluids.Marbling 58 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # StableFluids 2 | 3 | ![gif](https://i.imgur.com/XLZlc2e.gif) 4 | ![gif](https://i.imgur.com/FJBiGbk.gif) 5 | 6 | This project is a straightforward GPU-based implementation of Jos Stam's 7 | [Stable Fluids] in Unity. 8 | 9 | [Stable Fluids]: https://www.dgp.toronto.edu/people/stam/reality/Research/pdf/ns.pdf 10 | 11 | [WebGL Demo](https://keijiro.github.io/StableFluids) 12 | 13 | ## System Requirements 14 | 15 | - Unity 6 16 | 17 | ## Project Structure 18 | 19 | While this project uses URP, the following modules depend only on the Core 20 | Render Pipeline shader library, making them compatible with any render pipeline 21 | (Built-in/Universal/High-Definition). 22 | 23 | ### `Assets/StableFluids` 24 | 25 | Contains Jos Stam's Stable Fluids implementation. Access the velocity field 26 | texture via `FluidSimulation.VelocityField` for rendering or to apply external 27 | forces. 28 | 29 | ### `Assets/Marbling` 30 | 31 | Contains components for the marbling demo, which advects colors based on the 32 | velocity field. 33 | 34 | ## References 35 | 36 | - [Stable Fluids, Jos Stam](https://www.dgp.toronto.edu/people/stam/reality/Research/pdf/ns.pdf) 37 | - [Real-Time Fluid Dynamics for Games, Jos Stam](https://pdfs.semanticscholar.org/847f/819a4ea14bd789aca8bc88e85e906cfc657c.pdf) 38 | - [Fast Fluid Dynamics Simulation on the GPU, Mark J. Harris](https://developer.nvidia.com/gpugems/gpugems/part-vi-beyond-triangles/chapter-38-fast-fluid-dynamics-simulation-gpu) 39 | -------------------------------------------------------------------------------- /docs/index.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | StableFluids Demo 7 | 8 | 9 | 10 | 11 |
12 |
13 |
14 | 15 |
16 | 17 | 33 |

Stable Fluids Demo

34 |

Go back to the project page.

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m_ColorClearValue: {r: 0, g: 0, b: 0, a: 0} 35 | m_VertexBudget: 0 36 | m_DynamicAtlasSettings: 37 | m_MinAtlasSize: 64 38 | m_MaxAtlasSize: 4096 39 | m_MaxSubTextureSize: 64 40 | m_ActiveFilters: -1 41 | m_AtlasBlitShader: {fileID: 9101, guid: 0000000000000000f000000000000000, type: 0} 42 | m_RuntimeShader: {fileID: 9100, guid: 0000000000000000f000000000000000, type: 0} 43 | m_RuntimeWorldShader: {fileID: 9102, guid: 0000000000000000f000000000000000, type: 0} 44 | m_ICUDataAsset: {fileID: 0} 45 | forceGammaRendering: 0 46 | textSettings: {fileID: 0} 47 | -------------------------------------------------------------------------------- /Assets/Marbling/Canvas/Canvas.shader: -------------------------------------------------------------------------------- 1 | Shader "StableFluids/Canvas" 2 | { 3 | Properties 4 | { 5 | _InjectTex("Color Injection", 2D) = "Black"{} 6 | _VelocityTex("Velocity Field", 2D) = "Black"{} 7 | } 8 | 9 | HLSLINCLUDE 10 | 11 | #include "../../Common/Shaders/CustomRenderTexture.hlsl" 12 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" 13 | 14 | TEXTURE2D(_InjectTex); 15 | SAMPLER(sampler_InjectTex); 16 | float4 _InjectTex_TexelSize; 17 | 18 | TEXTURE2D(_VelocityTex); 19 | SAMPLER(sampler_VelocityTex); 20 | float4 _VelocityTex_TexelSize; 21 | 22 | half4 fragUpdate(CustomRenderTextureVaryings i) : SV_Target 23 | { 24 | float2 uv = i.globalTexcoord.xy; 25 | 26 | // Injection color sample 27 | float4 c = SAMPLE_TEXTURE2D(_InjectTex, sampler_InjectTex, uv); 28 | 29 | // Velocity field sample 30 | float2 v = SAMPLE_TEXTURE2D(_VelocityTex, sampler_VelocityTex, uv).xy; 31 | 32 | // Aspect ratio compensation (width-based normalization) 33 | v.y *= _VelocityTex_TexelSize.y * _VelocityTex_TexelSize.z; 34 | 35 | // Sample from advected position 36 | float2 uv_prev = uv - v * unity_DeltaTime.x; 37 | float4 c0 = SAMPLE_TEXTURE2D(_SelfTexture2D, sampler_SelfTexture2D, uv_prev); 38 | 39 | return 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/Assets/StableFluids/FluidUtils.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Experimental.Rendering; 3 | using UnityEngine.Rendering; 4 | 5 | namespace StableFluids { 6 | 7 | static class RTUtil 8 | { 9 | public static RenderTexture Allocate 10 | (int width, int height, RenderTextureFormat format) 11 | { 12 | var rt = new RenderTexture(width, height, 0, format); 13 | rt.Create(); 14 | return rt; 15 | } 16 | 17 | public static RenderTexture AllocateCompatible 18 | (int width, int height, GraphicsFormat requestedFormat) 19 | { 20 | var compatibleFormat = SystemInfo.GetCompatibleFormat( 21 | requestedFormat, 22 | GraphicsFormatUsage.Render 23 | ); 24 | 25 | var descriptor = new RenderTextureDescriptor(width, height) 26 | { 27 | graphicsFormat = compatibleFormat, 28 | depthBufferBits = 0, 29 | msaaSamples = 1 30 | }; 31 | 32 | var rt = new RenderTexture(descriptor); 33 | rt.Create(); 34 | return rt; 35 | } 36 | 37 | public static RenderTexture AllocateRHalf(Vector2Int dims) 38 | => AllocateCompatible(dims.x, dims.y, GraphicsFormat.R16_SFloat); 39 | 40 | public static RenderTexture AllocateRGHalf(Vector2Int dims) 41 | => AllocateCompatible(dims.x, dims.y, GraphicsFormat.R16G16_SFloat); 42 | 43 | public static RenderTexture GetTemporaryCompatible(RenderTexture source) 44 | { 45 | var descriptor = source.descriptor; 46 | descriptor.graphicsFormat = SystemInfo.GetCompatibleFormat( 47 | descriptor.graphicsFormat, 48 | GraphicsFormatUsage.Render 49 | ); 50 | return RenderTexture.GetTemporary(descriptor); 51 | } 52 | } 53 | 54 | static class ShaderIDs 55 | { 56 | public static readonly int TexWidth = Shader.PropertyToID("_TexWidth"); 57 | public static readonly int TexHeight = Shader.PropertyToID("_TexHeight"); 58 | 59 | public static readonly int X = Shader.PropertyToID("_X"); 60 | public static readonly int B = Shader.PropertyToID("_B"); 61 | public static readonly int Alpha = Shader.PropertyToID("_Alpha"); 62 | public static readonly int Beta = Shader.PropertyToID("_Beta"); 63 | 64 | public static readonly int MainTex = Shader.PropertyToID("_MainTex"); 65 | public static readonly int W = Shader.PropertyToID("_W"); 66 | public static readonly int P = Shader.PropertyToID("_P"); 67 | public static readonly int ForceField = Shader.PropertyToID("_ForceField"); 68 | } 69 | 70 | } // namespace StableFluids 71 | -------------------------------------------------------------------------------- /ProjectSettings/GraphicsSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!30 &1 4 | GraphicsSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 16 7 | m_Deferred: 8 | m_Mode: 1 9 | m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0} 10 | m_DeferredReflections: 11 | m_Mode: 1 12 | m_Shader: {fileID: 74, guid: 0000000000000000f000000000000000, 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UnityEngine.Rendering.Universal.UniversalRenderPipeline: {fileID: 11400000, guid: 27a43ffdced204282b6a42ae51c4b451, type: 2} 61 | m_LightsUseLinearIntensity: 1 62 | m_LightsUseColorTemperature: 1 63 | m_LogWhenShaderIsCompiled: 0 64 | m_LightProbeOutsideHullStrategy: 0 65 | m_CameraRelativeLightCulling: 0 66 | m_CameraRelativeShadowCulling: 0 67 | -------------------------------------------------------------------------------- /Assets/Marbling/Scripts/MarblingController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace StableFluids.Marbling { 4 | 5 | public sealed class MarblingController : MonoBehaviour 6 | { 7 | #region Public properties 8 | 9 | [field:SerializeField] public float PointForce { get; set; } = 300; 10 | [field:SerializeField] public float PointFalloff { get; set; } = 200; 11 | 12 | #endregion 13 | 14 | #region Editable attributes 15 | 16 | [SerializeField] RenderTexture _colorInjection = null; 17 | [SerializeField] RenderTexture _forceField = null; 18 | 19 | #endregion 20 | 21 | #region Project asset references 22 | 23 | [SerializeField, HideInInspector] Shader _shader = null; 24 | 25 | #endregion 26 | 27 | #region Private members 28 | 29 | MarblingInputHandler _input; 30 | Material _material; 31 | 32 | #endregion 33 | 34 | #region MonoBehaviour implementation 35 | 36 | void Start() 37 | { 38 | _input = new MarblingInputHandler(_colorInjection); 39 | 40 | _material = new Material(_shader); 41 | _material.SetFloat("_Aspect", (float)_forceField.width / _forceField.height); 42 | 43 | Graphics.Blit(Texture2D.blackTexture, _colorInjection); 44 | Graphics.Blit(Texture2D.blackTexture, _forceField); 45 | } 46 | 47 | void OnDestroy() 48 | => Destroy(_material); 49 | 50 | void Update() 51 | { 52 | _input.Update(); 53 | UpdateColorInjection(); 54 | UpdateForceField(); 55 | } 56 | 57 | #endregion 58 | 59 | #region Update methods 60 | 61 | void UpdateColorInjection() 62 | { 63 | if (_input.RightPressed) 64 | { 65 | _material.color = Color.HSVToRGB(Time.time % 1, 1, 1); 66 | _material.SetVector("_Origin", _input.Position); 67 | _material.SetFloat("_Falloff", PointFalloff); 68 | Graphics.Blit(null, _colorInjection, _material, 0); 69 | } 70 | else 71 | { 72 | Graphics.Blit(Texture2D.blackTexture, _colorInjection); 73 | } 74 | } 75 | 76 | void UpdateForceField() 77 | { 78 | if (_input.RightPressed) 79 | { 80 | BlitToForceField(Random.insideUnitCircle * PointForce * 0.025f); 81 | } 82 | else if (_input.LeftPressed) 83 | { 84 | BlitToForceField(_input.Velocity * PointForce); 85 | } 86 | else 87 | { 88 | Graphics.Blit(Texture2D.blackTexture, _forceField); 89 | } 90 | } 91 | 92 | void BlitToForceField(Vector2 force) 93 | { 94 | _material.SetVector("_Origin", _input.Position); 95 | _material.SetFloat("_Falloff", PointFalloff); 96 | _material.SetVector("_Force", force); 97 | Graphics.Blit(null, _forceField, _material, 1); 98 | } 99 | 100 | #endregion 101 | } 102 | 103 | } 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m_OpaqueLayerMask: 47 | serializedVersion: 2 48 | m_Bits: 4294967295 49 | m_TransparentLayerMask: 50 | serializedVersion: 2 51 | m_Bits: 4294967295 52 | m_DefaultStencilState: 53 | overrideStencilState: 0 54 | stencilReference: 0 55 | stencilCompareFunction: 8 56 | passOperation: 2 57 | failOperation: 0 58 | zFailOperation: 0 59 | m_ShadowTransparentReceive: 1 60 | m_RenderingMode: 0 61 | m_DepthPrimingMode: 0 62 | m_CopyDepthMode: 1 63 | m_AccurateGbufferNormals: 0 64 | m_IntermediateTextureMode: 1 65 | -------------------------------------------------------------------------------- /Assets/StableFluids/FluidSimulation.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace StableFluids { 5 | 6 | public sealed class FluidSimulation : IDisposable 7 | { 8 | #region Simulation parameters 9 | 10 | public float Viscosity { get; set; } = 1e-6f; 11 | 12 | #endregion 13 | 14 | #region Private members 15 | 16 | readonly Vector2Int _resolution; 17 | RenderTexture _v1, _v2, _v3, _p1, _p2, _divW; 18 | Material _mat; 19 | 20 | #endregion 21 | 22 | #region Constructor and Dispose 23 | 24 | public FluidSimulation(RenderTexture velocityField, Shader kernelsShader) 25 | { 26 | _v1 = velocityField; 27 | _resolution = new Vector2Int(_v1.width, _v1.height); 28 | 29 | _v2 = RTUtil.AllocateRGHalf(_resolution); 30 | _v3 = RTUtil.AllocateRGHalf(_resolution); 31 | _p1 = RTUtil.AllocateRHalf(_resolution); 32 | _p2 = RTUtil.AllocateRHalf(_resolution); 33 | _divW = RTUtil.AllocateRHalf(_resolution); 34 | 35 | _mat = new Material(kernelsShader); 36 | _mat.SetInt(ShaderIDs.TexWidth, _resolution.x); 37 | _mat.SetInt(ShaderIDs.TexHeight, _resolution.y); 38 | } 39 | 40 | public void Dispose() 41 | { 42 | UnityEngine.Object.Destroy(_v2); 43 | UnityEngine.Object.Destroy(_v3); 44 | UnityEngine.Object.Destroy(_p1); 45 | UnityEngine.Object.Destroy(_p2); 46 | UnityEngine.Object.Destroy(_divW); 47 | UnityEngine.Object.Destroy(_mat); 48 | } 49 | 50 | #endregion 51 | 52 | #region Simulation methods 53 | 54 | public void ClearVelocityField() 55 | { 56 | Graphics.Blit(Texture2D.blackTexture, _v1); 57 | } 58 | 59 | public void ApplyForceField(RenderTexture forceField) 60 | { 61 | _mat.SetTexture(ShaderIDs.ForceField, forceField); 62 | Graphics.Blit(_v2, _v3, _mat, 0); 63 | (_v2, _v3) = (_v3, _v2); 64 | } 65 | 66 | public void PreStep() 67 | { 68 | var dt = Time.deltaTime; 69 | 70 | // Advection U -> W (_v1 -> v2) 71 | Graphics.Blit(_v1, _v2, _mat, 1); 72 | 73 | // Diffusion via Jacobi on vector field (pass 4) 74 | var dx = 1.0f / _resolution.x; 75 | var dif_alpha = dx * dx / (Mathf.Max(Viscosity, 1e-12f) * Mathf.Max(dt, 1e-12f)); 76 | var beta = 4 + dif_alpha; 77 | 78 | Graphics.CopyTexture(_v2, _v1); // B2_in = _v1 79 | 80 | // Iterate: X2_in/out over v2 <-> v3 81 | for (var i = 0; i < 20; i++) 82 | { 83 | _mat.SetTexture(ShaderIDs.X, _v2); 84 | _mat.SetTexture(ShaderIDs.B, _v1); 85 | _mat.SetFloat(ShaderIDs.Alpha, dif_alpha); 86 | _mat.SetFloat(ShaderIDs.Beta, beta); 87 | Graphics.Blit(_v2, _v3, _mat, 4); 88 | (_v2, _v3) = (_v3, _v2); 89 | } 90 | } 91 | 92 | public void PostStep() 93 | { 94 | // PSetup: compute divergence of W_in (v2) to divW and clear p1 (pass 2) 95 | _mat.SetTexture(ShaderIDs.MainTex, _v2); 96 | Graphics.Blit(_v2, _divW, _mat, 2); 97 | Graphics.Blit(Texture2D.blackTexture, _p1); 98 | 99 | // Jacobi on scalar field for pressure 100 | var dx = 1.0f / _resolution.x; 101 | _mat.SetFloat(ShaderIDs.Alpha, -dx * dx); 102 | _mat.SetFloat(ShaderIDs.Beta, 4); 103 | for (var i = 0; i < 20; i++) 104 | { 105 | _mat.SetTexture(ShaderIDs.X, _p1); 106 | _mat.SetTexture(ShaderIDs.B, _divW); 107 | Graphics.Blit(_p1, _p2, _mat, 3); 108 | (_p1, _p2) = (_p2, _p1); 109 | } 110 | 111 | // PFinish (pass 5): subtract pressure gradient to get divergence-free field U_out (_v1) 112 | _mat.SetTexture(ShaderIDs.W, _v2); 113 | _mat.SetTexture(ShaderIDs.P, _p1); 114 | Graphics.Blit(_v2, _v1, _mat, 5); 115 | } 116 | 117 | #endregion 118 | } 119 | 120 | } // namespace StableFluids 121 | -------------------------------------------------------------------------------- /ProjectSettings/SceneTemplateSettings.json: -------------------------------------------------------------------------------- 1 | { 2 | "templatePinStates": [], 3 | "dependencyTypeInfos": [ 4 | { 5 | "userAdded": false, 6 | "type": "UnityEngine.AnimationClip", 7 | "defaultInstantiationMode": 0 8 | }, 9 | { 10 | "userAdded": false, 11 | "type": "UnityEditor.Animations.AnimatorController", 12 | "defaultInstantiationMode": 0 13 | }, 14 | { 15 | "userAdded": false, 16 | "type": "UnityEngine.AnimatorOverrideController", 17 | "defaultInstantiationMode": 0 18 | }, 19 | { 20 | "userAdded": false, 21 | "type": "UnityEditor.Audio.AudioMixerController", 22 | "defaultInstantiationMode": 0 23 | }, 24 | { 25 | "userAdded": false, 26 | "type": "UnityEngine.ComputeShader", 27 | "defaultInstantiationMode": 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"UnityEngine.PhysicsMaterial2D", 72 | "defaultInstantiationMode": 0 73 | }, 74 | { 75 | "userAdded": false, 76 | "type": "UnityEngine.Rendering.PostProcessing.PostProcessProfile", 77 | "defaultInstantiationMode": 0 78 | }, 79 | { 80 | "userAdded": false, 81 | "type": "UnityEngine.Rendering.PostProcessing.PostProcessResources", 82 | "defaultInstantiationMode": 0 83 | }, 84 | { 85 | "userAdded": false, 86 | "type": "UnityEngine.Rendering.VolumeProfile", 87 | "defaultInstantiationMode": 0 88 | }, 89 | { 90 | "userAdded": false, 91 | "type": "UnityEditor.SceneAsset", 92 | "defaultInstantiationMode": 1 93 | }, 94 | { 95 | "userAdded": false, 96 | "type": "UnityEngine.Shader", 97 | "defaultInstantiationMode": 1 98 | }, 99 | { 100 | "userAdded": false, 101 | "type": "UnityEngine.ShaderVariantCollection", 102 | "defaultInstantiationMode": 1 103 | }, 104 | { 105 | "userAdded": false, 106 | "type": "UnityEngine.Texture", 107 | "defaultInstantiationMode": 0 108 | }, 109 | { 110 | "userAdded": false, 111 | "type": "UnityEngine.Texture2D", 112 | "defaultInstantiationMode": 0 113 | }, 114 | { 115 | "userAdded": false, 116 | "type": "UnityEngine.Timeline.TimelineAsset", 117 | "defaultInstantiationMode": 0 118 | } 119 | ], 120 | "defaultDependencyTypeInfo": { 121 | "userAdded": false, 122 | "type": "", 123 | "defaultInstantiationMode": 1 124 | }, 125 | "newSceneOverride": 0 126 | } -------------------------------------------------------------------------------- /Assets/Marbling/Scripts/MarblingInputHandler.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.InputSystem; 3 | 4 | namespace StableFluids.Marbling { 5 | 6 | public sealed class MarblingInputHandler 7 | { 8 | #region Public properties 9 | 10 | public Vector2 Position { get; private set; } 11 | public Vector2 Velocity { get; private set; } 12 | public bool LeftPressed { get; private set; } 13 | public bool RightPressed { get; private set; } 14 | 15 | #endregion 16 | 17 | #region Private members 18 | 19 | Vector2 _previousInput; 20 | float _targetAspectRatio; 21 | bool _wasInputActive; 22 | 23 | #endregion 24 | 25 | #region Public methods 26 | 27 | public MarblingInputHandler(RenderTexture targetTexture) 28 | => _targetAspectRatio = (float)targetTexture.width / targetTexture.height; 29 | 30 | public void Update() 31 | { 32 | // Get input from touch or mouse (touch has priority) 33 | var (hasInput, position, left, right) = GetActiveInput(); 34 | 35 | if (hasInput) 36 | UpdateInputState(position, left, right); 37 | else 38 | UpdateInputState(Vector2.zero, false, false); 39 | } 40 | 41 | #endregion 42 | 43 | #region Private methods 44 | 45 | (bool hasInput, Vector2 position, bool left, bool right) GetActiveInput() 46 | { 47 | // Prioritize touch input for WebGL compatibility 48 | var touchInput = GetTouchInput(); 49 | if (touchInput.hasInput) return touchInput; 50 | 51 | var mouseInput = GetMouseInput(); 52 | if (mouseInput.hasInput) return mouseInput; 53 | 54 | return (false, Vector2.zero, false, false); 55 | } 56 | 57 | (bool hasInput, Vector2 position, bool left, bool right) GetMouseInput() 58 | { 59 | var mouse = Mouse.current; 60 | if (mouse == null) return (false, Vector2.zero, false, false); 61 | 62 | var left = mouse.leftButton.isPressed; 63 | var right = mouse.rightButton.isPressed; 64 | 65 | if (!left && !right) return (false, Vector2.zero, false, false); 66 | 67 | var position = GetNormalizedInputPosition(mouse.position.ReadValue()); 68 | return (true, position, left, right); 69 | } 70 | 71 | (bool hasInput, Vector2 position, bool left, bool right) GetTouchInput() 72 | { 73 | var touchscreen = Touchscreen.current; 74 | if (touchscreen == null) return (false, Vector2.zero, false, false); 75 | 76 | // Calculate average position of all active touches 77 | var activeTouches = 0; 78 | var sumPosition = Vector2.zero; 79 | 80 | foreach (var touch in touchscreen.touches) 81 | { 82 | if (!touch.isInProgress) continue; 83 | sumPosition += touch.position.ReadValue(); 84 | activeTouches++; 85 | } 86 | 87 | if (activeTouches == 0) return (false, Vector2.zero, false, false); 88 | 89 | // Map touch count to button states: 1 touch = left, 2+ touches = right 90 | var position = GetNormalizedInputPosition(sumPosition / activeTouches); 91 | return (true, position, activeTouches == 1, activeTouches >= 2); 92 | } 93 | 94 | void UpdateInputState(Vector2 position, bool leftPressed, bool rightPressed) 95 | { 96 | Position = position; 97 | LeftPressed = leftPressed; 98 | RightPressed = rightPressed; 99 | 100 | // Reset velocity on first frame of input to avoid large initial jumps 101 | var isActive = leftPressed || rightPressed; 102 | Velocity = isActive && _wasInputActive ? position - _previousInput : Vector2.zero; 103 | 104 | _previousInput = position; 105 | _wasInputActive = isActive; 106 | } 107 | 108 | Vector2 GetNormalizedInputPosition(Vector2 screenPos) 109 | { 110 | // 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"com.unity.modules.hierarchycore": "1.0.0" 194 | } 195 | } 196 | } 197 | } 198 | -------------------------------------------------------------------------------- /Assets/StableFluids/FluidSimulation.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/StableFluids/FluidSimulation" 2 | { 3 | Properties 4 | { 5 | _MainTex ("", 2D) = "" 6 | _W ("", 2D) = "" 7 | _P ("", 2D) = "" 8 | _X ("", 2D) = "" 9 | _B ("", 2D) = "" 10 | _ForceField ("", 2D) = "" 11 | } 12 | 13 | HLSLINCLUDE 14 | 15 | #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" 16 | 17 | // Unity built-in time uniform 18 | float4 unity_DeltaTime; // dt, 1/dt, smoothdt, 1/smoothdt 19 | 20 | // Uniforms 21 | Texture2D _MainTex; 22 | SamplerState sampler_MainTex; 23 | 24 | Texture2D _W; 25 | Texture2D _P; 26 | Texture2D _X; 27 | Texture2D _B; 28 | Texture2D _ForceField; 29 | 30 | int _TexWidth, _TexHeight; 31 | float _Alpha, _Beta; 32 | 33 | // Common helpers 34 | int2 PixelCoord(float2 uv) 35 | { 36 | return int2(uv * float2(_TexWidth, _TexHeight)); 37 | } 38 | 39 | int2 ClampInner(int2 p) 40 | { 41 | return clamp(p, int2(1, 1), int2(_TexWidth - 2, _TexHeight - 2)); 42 | } 43 | 44 | // Procedural vertex shader 45 | void VertexProcedural(uint vertexID : SV_VertexID, 46 | out float4 positionCS : SV_POSITION, 47 | out float2 uv : TEXCOORD0) 48 | { 49 | positionCS = GetFullScreenTriangleVertexPosition(vertexID); 50 | uv = GetFullScreenTriangleTexCoord(vertexID); 51 | } 52 | 53 | // Pass 0: Apply Force Field 54 | half4 FragmentApplyForce(float4 positionCS : SV_POSITION, 55 | float2 uv : TEXCOORD0) : SV_Target 56 | { 57 | float2 velocity = _MainTex[PixelCoord(uv)].xy; 58 | float2 force = _ForceField[PixelCoord(uv)].xy; 59 | return half4(velocity + force, 0, 1); 60 | } 61 | 62 | // Pass 1: Velocity Advection 63 | half4 FragmentAdvect(float4 positionCS : SV_POSITION, 64 | float2 uv : TEXCOORD0) : SV_Target 65 | { 66 | float2 vel = _MainTex[PixelCoord(uv)].xy; 67 | vel.y *= (float)_TexWidth / _TexHeight; 68 | 69 | float2 uv_prev = uv - vel * unity_DeltaTime.x; 70 | float2 adv = _MainTex.SampleLevel(sampler_MainTex, uv_prev, 0).xy; 71 | 72 | return half4(adv, 0, 1); 73 | } 74 | 75 | // Pass 2: Projection setup 76 | half4 FragmentPSetup(float4 positionCS : SV_POSITION, 77 | float2 uv : TEXCOORD0) : SV_Target 78 | { 79 | int2 ip = PixelCoord(uv); 80 | 81 | int2 pL = ClampInner(ip - int2(1, 0)); 82 | int2 pR = ClampInner(ip + int2(1, 0)); 83 | int2 pD = ClampInner(ip - int2(0, 1)); 84 | int2 pU = ClampInner(ip + int2(0, 1)); 85 | 86 | float2 vL = _MainTex[pL].xy; 87 | float2 vR = _MainTex[pR].xy; 88 | float2 vD = _MainTex[pD].xy; 89 | float2 vU = _MainTex[pU].xy; 90 | 91 | float div = ((vR.x - vL.x) + (vU.y - vD.y)) * _TexWidth * 0.5; 92 | 93 | return half4(div, 0, 0, 1); 94 | } 95 | 96 | // Pass 3: Jacobi (scalar) 97 | half4 FragmentJacobi1(float4 positionCS : SV_POSITION, 98 | float2 uv : TEXCOORD0) : SV_Target 99 | { 100 | int2 ip = PixelCoord(uv); 101 | 102 | int2 pL = ClampInner(ip - int2(1, 0)); 103 | int2 pR = ClampInner(ip + int2(1, 0)); 104 | int2 pD = ClampInner(ip - int2(0, 1)); 105 | int2 pU = ClampInner(ip + int2(0, 1)); 106 | 107 | float xl = _X[pL].x; 108 | float xr = _X[pR].x; 109 | float xd = _X[pD].x; 110 | float xu = _X[pU].x; 111 | 112 | float b = _B[ip].x; 113 | 114 | float x = (xl + xr + xd + xu + _Alpha * b) / _Beta; 115 | 116 | return half4(x, 0, 0, 1); 117 | } 118 | 119 | // Pass 4: Jacobi (vector) 120 | half4 FragmentJacobi2(float4 positionCS : SV_POSITION, 121 | float2 uv : TEXCOORD0) : SV_Target 122 | { 123 | int2 ip = PixelCoord(uv); 124 | 125 | int2 pL = ClampInner(ip - int2(1, 0)); 126 | int2 pR = ClampInner(ip + int2(1, 0)); 127 | int2 pD = ClampInner(ip - int2(0, 1)); 128 | int2 pU = ClampInner(ip + int2(0, 1)); 129 | 130 | float2 xl = _X[pL].xy; 131 | float2 xr = _X[pR].xy; 132 | float2 xd = _X[pD].xy; 133 | float2 xu = _X[pU].xy; 134 | 135 | float2 b = _B[ip].xy; 136 | 137 | float2 x = (xl + xr + xd + xu + _Alpha * b) / _Beta; 138 | 139 | return half4(x, 0, 1); 140 | } 141 | 142 | // Pass 5: Projection finish 143 | half4 FragmentPFinish(float4 positionCS : SV_POSITION, 144 | float2 uv : TEXCOORD0) : SV_Target 145 | { 146 | int2 ip = PixelCoord(uv); 147 | int W = _TexWidth, H = _TexHeight; 148 | 149 | int2 pL = ClampInner(ip - int2(1, 0)); 150 | int2 pR = ClampInner(ip + int2(1, 0)); 151 | int2 pD = ClampInner(ip - int2(0, 1)); 152 | int2 pU = ClampInner(ip + int2(0, 1)); 153 | 154 | float p1 = _P[pL].x; 155 | float p2 = _P[pR].x; 156 | float p3 = _P[pD].x; 157 | float p4 = _P[pU].x; 158 | 159 | float2 w = _W[ip].xy; 160 | 161 | float2 u = w - float2(p2 - p1, p4 - p3) * (float)W * 0.5; 162 | 163 | bool left = ip.x == 0; 164 | bool right = ip.x == (W - 1); 165 | bool bottom = ip.y == 0; 166 | bool top = ip.y == (H - 1); 167 | 168 | if (left || right) u.x = -u.x; 169 | if (bottom || top) u.y = -u.y; 170 | 171 | return half4(u, 0, 1); 172 | } 173 | 174 | ENDHLSL 175 | 176 | SubShader 177 | { 178 | Cull Off ZWrite Off ZTest Always 179 | 180 | // 0: ApplyForce 181 | Pass 182 | { 183 | HLSLPROGRAM 184 | #pragma vertex VertexProcedural 185 | #pragma fragment FragmentApplyForce 186 | ENDHLSL 187 | } 188 | // 1: Advect 189 | Pass 190 | { 191 | HLSLPROGRAM 192 | #pragma vertex VertexProcedural 193 | #pragma fragment FragmentAdvect 194 | ENDHLSL 195 | } 196 | // 2: PSetup 197 | Pass 198 | { 199 | HLSLPROGRAM 200 | #pragma vertex VertexProcedural 201 | #pragma fragment FragmentPSetup 202 | ENDHLSL 203 | } 204 | // 3: Jacobi1 205 | Pass 206 | { 207 | HLSLPROGRAM 208 | #pragma vertex VertexProcedural 209 | #pragma fragment FragmentJacobi1 210 | ENDHLSL 211 | } 212 | // 4: Jacobi2 213 | Pass 214 | { 215 | HLSLPROGRAM 216 | #pragma vertex VertexProcedural 217 | #pragma fragment FragmentJacobi2 218 | ENDHLSL 219 | } 220 | // 5: PFinish 221 | Pass 222 | { 223 | HLSLPROGRAM 224 | #pragma vertex VertexProcedural 225 | #pragma fragment FragmentPFinish 226 | ENDHLSL 227 | } 228 | } 229 | } -------------------------------------------------------------------------------- /Assets/Common/Shaders/CustomRenderTexture.hlsl: -------------------------------------------------------------------------------- 1 | // Unity Custom Render Texture support for Core SRP 2 | // Converted from Unity built-in UnityCustomRenderTexture.cginc 3 | 4 | #ifndef UNITY_CUSTOM_RENDER_TEXTURE_HLSL 5 | #define UNITY_CUSTOM_RENDER_TEXTURE_HLSL 6 | 7 | #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" 8 | 9 | // Keep in sync with CustomRenderTexture.h 10 | #define kCustomTextureBatchSize 16 11 | #define customTextureVertexNum 6 12 | 13 | struct CustomRenderTextureAttributes 14 | { 15 | uint vertexID : SV_VertexID; 16 | }; 17 | 18 | // User facing vertex to fragment shader structure 19 | struct CustomRenderTextureVaryings 20 | { 21 | float4 positionCS : SV_POSITION; 22 | float3 localTexcoord : TEXCOORD0; // Texcoord local to the update zone (== globalTexcoord if no partial update zone is specified) 23 | float3 globalTexcoord : TEXCOORD1; // Texcoord relative to the complete custom texture 24 | uint primitiveID : TEXCOORD2; // Index of the update zone (correspond to the index in the updateZones of the Custom Texture) 25 | float3 direction : TEXCOORD3; // For cube textures, direction of the pixel being rendered in the cubemap 26 | }; 27 | 28 | float2 CustomRenderTextureRotate2D(float2 pos, float angle) 29 | { 30 | float sn = sin(angle); 31 | float cs = cos(angle); 32 | return float2(pos.x * cs - pos.y * sn, pos.x * sn + pos.y * cs); 33 | } 34 | 35 | // Internal 36 | float4 CustomRenderTextureCenters[kCustomTextureBatchSize]; 37 | float4 CustomRenderTextureSizesAndRotations[kCustomTextureBatchSize]; 38 | float CustomRenderTexturePrimitiveIDs[kCustomTextureBatchSize]; 39 | 40 | float4 CustomRenderTextureParameters; 41 | #define CustomRenderTextureUpdateSpace CustomRenderTextureParameters.x // Normalized(0)/PixelSpace(1) 42 | #define CustomRenderTexture3DTexcoordW CustomRenderTextureParameters.y 43 | #define CustomRenderTextureIs3D CustomRenderTextureParameters.z 44 | 45 | // User facing uniform variables 46 | float4 _CustomRenderTextureInfo; // x = width, y = height, z = depth, w = face/3DSlice 47 | 48 | // Helpers 49 | #define _CustomRenderTextureWidth _CustomRenderTextureInfo.x 50 | #define _CustomRenderTextureHeight _CustomRenderTextureInfo.y 51 | #define _CustomRenderTextureDepth _CustomRenderTextureInfo.z 52 | 53 | // Those two are mutually exclusive so we can use the same slot 54 | #define _CustomRenderTextureCubeFace _CustomRenderTextureInfo.w 55 | #define _CustomRenderTexture3DSlice _CustomRenderTextureInfo.w 56 | 57 | // Texture declarations using Core SRP macros 58 | TEXTURE2D(_SelfTexture2D); 59 | SAMPLER(sampler_SelfTexture2D); 60 | 61 | TEXTURECUBE(_SelfTextureCube); 62 | SAMPLER(sampler_SelfTextureCube); 63 | 64 | TEXTURE3D(_SelfTexture3D); 65 | SAMPLER(sampler_SelfTexture3D); 66 | 67 | float3 CustomRenderTextureComputeCubeDirection(float2 globalTexcoord) 68 | { 69 | float2 xy = globalTexcoord * 2.0 - 1.0; 70 | float3 direction; 71 | if(_CustomRenderTextureCubeFace == 0.0) 72 | { 73 | direction = normalize(float3(1.0, -xy.y, -xy.x)); 74 | } 75 | else if(_CustomRenderTextureCubeFace == 1.0) 76 | { 77 | direction = normalize(float3(-1.0, -xy.y, xy.x)); 78 | } 79 | else if(_CustomRenderTextureCubeFace == 2.0) 80 | { 81 | direction = normalize(float3(xy.x, 1.0, xy.y)); 82 | } 83 | else if(_CustomRenderTextureCubeFace == 3.0) 84 | { 85 | direction = normalize(float3(xy.x, -1.0, -xy.y)); 86 | } 87 | else if(_CustomRenderTextureCubeFace == 4.0) 88 | { 89 | direction = normalize(float3(xy.x, -xy.y, 1.0)); 90 | } 91 | else if(_CustomRenderTextureCubeFace == 5.0) 92 | { 93 | direction = normalize(float3(-xy.x, -xy.y, -1.0)); 94 | } 95 | 96 | return direction; 97 | } 98 | 99 | // standard custom texture vertex shader that should always be used 100 | CustomRenderTextureVaryings CustomRenderTextureVertexShader(CustomRenderTextureAttributes IN) 101 | { 102 | CustomRenderTextureVaryings OUT; 103 | 104 | #if UNITY_UV_STARTS_AT_TOP 105 | const float2 vertexPositions[customTextureVertexNum] = 106 | { 107 | { -1.0f, 1.0f }, 108 | { -1.0f, -1.0f }, 109 | { 1.0f, -1.0f }, 110 | { 1.0f, 1.0f }, 111 | { -1.0f, 1.0f }, 112 | { 1.0f, -1.0f } 113 | }; 114 | 115 | const float2 texCoords[customTextureVertexNum] = 116 | { 117 | { 0.0f, 0.0f }, 118 | { 0.0f, 1.0f }, 119 | { 1.0f, 1.0f }, 120 | { 1.0f, 0.0f }, 121 | { 0.0f, 0.0f }, 122 | { 1.0f, 1.0f } 123 | }; 124 | #else 125 | const float2 vertexPositions[customTextureVertexNum] = 126 | { 127 | { 1.0f, 1.0f }, 128 | { -1.0f, -1.0f }, 129 | { -1.0f, 1.0f }, 130 | { -1.0f, -1.0f }, 131 | { 1.0f, 1.0f }, 132 | { 1.0f, -1.0f } 133 | }; 134 | 135 | const float2 texCoords[customTextureVertexNum] = 136 | { 137 | { 1.0f, 1.0f }, 138 | { 0.0f, 0.0f }, 139 | { 0.0f, 1.0f }, 140 | { 0.0f, 0.0f }, 141 | { 1.0f, 1.0f }, 142 | { 1.0f, 0.0f } 143 | }; 144 | #endif 145 | 146 | uint primitiveID = (IN.vertexID / customTextureVertexNum) % kCustomTextureBatchSize; 147 | uint vertexID = IN.vertexID % customTextureVertexNum; 148 | float3 updateZoneCenter = CustomRenderTextureCenters[primitiveID].xyz; 149 | float3 updateZoneSize = CustomRenderTextureSizesAndRotations[primitiveID].xyz; 150 | float rotation = CustomRenderTextureSizesAndRotations[primitiveID].w * PI / 180.0f; 151 | 152 | #if !UNITY_UV_STARTS_AT_TOP 153 | rotation = -rotation; 154 | #endif 155 | 156 | // Normalize rect if needed 157 | if (CustomRenderTextureUpdateSpace > 0.0) // Pixel space 158 | { 159 | // Normalize xy because we need it in clip space. 160 | updateZoneCenter.xy /= _CustomRenderTextureInfo.xy; 161 | updateZoneSize.xy /= _CustomRenderTextureInfo.xy; 162 | } 163 | else // normalized space 164 | { 165 | // Un-normalize depth because we need actual slice index for culling 166 | updateZoneCenter.z *= _CustomRenderTextureInfo.z; 167 | updateZoneSize.z *= _CustomRenderTextureInfo.z; 168 | } 169 | 170 | // Compute quad vertex position 171 | float2 clipSpaceCenter = updateZoneCenter.xy * 2.0 - 1.0; 172 | float2 pos = vertexPositions[vertexID] * updateZoneSize.xy; 173 | pos = CustomRenderTextureRotate2D(pos, rotation); 174 | pos.x += clipSpaceCenter.x; 175 | #if UNITY_UV_STARTS_AT_TOP 176 | pos.y += clipSpaceCenter.y; 177 | #else 178 | pos.y -= clipSpaceCenter.y; 179 | #endif 180 | 181 | // For 3D texture, cull quads outside of the update zone 182 | if (CustomRenderTextureIs3D > 0.0) 183 | { 184 | int minSlice = (int)(updateZoneCenter.z - updateZoneSize.z * 0.5); 185 | int maxSlice = minSlice + (int)updateZoneSize.z; 186 | if (_CustomRenderTexture3DSlice < minSlice || _CustomRenderTexture3DSlice >= maxSlice) 187 | { 188 | pos.xy = float2(1000.0, 1000.0); // Vertex outside of ndc 189 | } 190 | } 191 | 192 | OUT.positionCS = float4(pos, UNITY_NEAR_CLIP_VALUE, 1.0); 193 | OUT.primitiveID = asuint(CustomRenderTexturePrimitiveIDs[primitiveID]); 194 | OUT.localTexcoord = float3(texCoords[vertexID], CustomRenderTexture3DTexcoordW); 195 | OUT.globalTexcoord = float3(pos.xy * 0.5 + 0.5, CustomRenderTexture3DTexcoordW); 196 | #if UNITY_UV_STARTS_AT_TOP 197 | OUT.globalTexcoord.y = 1.0 - OUT.globalTexcoord.y; 198 | #endif 199 | OUT.direction = CustomRenderTextureComputeCubeDirection(OUT.globalTexcoord.xy); 200 | 201 | return OUT; 202 | } 203 | 204 | struct InitCustomRenderTextureAttributes 205 | { 206 | float4 vertex : POSITION; 207 | float2 texcoord : TEXCOORD0; 208 | }; 209 | 210 | // User facing vertex to fragment structure for initialization materials 211 | struct InitCustomRenderTextureVaryings 212 | { 213 | float4 positionCS : SV_POSITION; 214 | float3 texcoord : TEXCOORD0; 215 | float3 direction : TEXCOORD1; 216 | }; 217 | 218 | // standard custom texture vertex shader that should always be used for initialization shaders 219 | InitCustomRenderTextureVaryings InitCustomRenderTextureVertexShader(InitCustomRenderTextureAttributes v) 220 | { 221 | InitCustomRenderTextureVaryings o; 222 | 223 | // For initialization pass, we use a simple fullscreen triangle 224 | // The input vertex and texcoord are expected to be set up for a fullscreen quad 225 | o.positionCS = float4(v.texcoord.xy * 2.0 - 1.0, UNITY_NEAR_CLIP_VALUE, 1.0); 226 | 227 | #if UNITY_UV_STARTS_AT_TOP 228 | o.positionCS.y = -o.positionCS.y; 229 | #endif 230 | 231 | o.texcoord = float3(v.texcoord.xy, CustomRenderTexture3DTexcoordW); 232 | o.direction = CustomRenderTextureComputeCubeDirection(v.texcoord.xy); 233 | return o; 234 | } 235 | 236 | #endif // UNITY_CUSTOM_RENDER_TEXTURE_HLSL -------------------------------------------------------------------------------- /ProjectSettings/InputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!13 &1 4 | InputManager: 5 | 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