├── .gitattributes ├── .gitignore ├── Assets ├── Balls.meta ├── Balls.unity ├── Balls.unity.meta ├── Balls │ ├── ArraySpawner.cs │ ├── ArraySpawner.cs.meta │ ├── Ball.cs │ ├── Ball.cs.meta │ ├── Ball.mat │ ├── Ball.mat.meta │ ├── Ball.physicMaterial │ ├── Ball.physicMaterial.meta │ ├── Ball.prefab │ ├── Ball.prefab.meta │ ├── Environment.asset │ ├── Environment.asset.meta │ ├── Floor.mat │ ├── Floor.mat.meta │ ├── Lattice.cs │ ├── Lattice.cs.meta │ ├── RandomSpawner.cs │ ├── RandomSpawner.cs.meta │ ├── RayTracing.asset │ ├── RayTracing.asset.meta │ ├── SNorm16x4.cs │ └── SNorm16x4.cs.meta ├── Editor.meta ├── Editor │ ├── PathTracingAwaker.cs │ └── PathTracingAwaker.cs.meta ├── Environment.meta ├── Environment.unity ├── Environment.unity.meta ├── Environment │ ├── Environment.asset │ ├── Environment.asset.meta │ ├── RayTracing.asset │ ├── RayTracing.asset.meta │ ├── Surface.mat │ └── Surface.mat.meta ├── HDRP.meta ├── HDRP │ ├── DefaultSettingsVolumeProfile.asset │ ├── DefaultSettingsVolumeProfile.asset.meta │ ├── HDRenderPipelineAsset.asset │ ├── HDRenderPipelineAsset.asset.meta │ ├── HDRenderPipelineGlobalSettings.asset │ └── HDRenderPipelineGlobalSettings.asset.meta ├── Instancing.meta ├── Instancing.unity ├── Instancing.unity.meta ├── Instancing │ ├── InstancingBenchmark.cs │ ├── InstancingBenchmark.cs.meta │ ├── Object.mat │ ├── Object.mat.meta │ ├── Object.prefab │ └── Object.prefab.meta ├── PathTracing.meta ├── PathTracing.unity ├── PathTracing.unity.meta ├── PathTracing │ ├── Common.asset │ ├── Common.asset.meta │ ├── DancingGirl.mat │ ├── DancingGirl.mat.meta │ ├── Floor.mat │ ├── Floor.mat.meta │ ├── Glass.mat │ ├── Glass.mat.meta │ ├── GlossyBall.mat │ ├── GlossyBall.mat.meta │ ├── Metal.mat │ ├── Metal.mat.meta │ ├── Orb.mat │ ├── Orb.mat.meta │ ├── PathTracing.asset │ ├── PathTracing.asset.meta │ ├── RayTracing.asset │ ├── RayTracing.asset.meta │ ├── Red.mat │ ├── Red.mat.meta │ ├── SphereArray.cs │ ├── SphereArray.cs.meta │ ├── Ugolino.mat │ ├── Ugolino.mat.meta │ ├── Wall1.mat │ ├── Wall1.mat.meta │ ├── Wall2.mat │ ├── Wall2.mat.meta │ ├── Wall3.mat │ └── Wall3.mat.meta ├── PathTracing2.unity ├── PathTracing2.unity.meta ├── PathTracing3.unity ├── PathTracing3.unity.meta ├── Rainbow.meta ├── Rainbow.unity ├── Rainbow.unity.meta ├── Rainbow │ ├── Floor.mat │ ├── Floor.mat.meta │ ├── Rainbow.cs │ ├── Rainbow.cs.meta │ ├── Torus.mat │ ├── Torus.mat.meta │ ├── Torus.obj │ ├── Torus.obj.meta │ ├── Ugolino.mat │ └── Ugolino.mat.meta ├── Recursive.meta ├── Recursive.unity ├── Recursive.unity.meta ├── Recursive │ ├── Board.mat │ ├── Board.mat.meta │ ├── Floor.mat │ ├── Floor.mat.meta │ ├── Lighting.lighting │ ├── Lighting.lighting.meta │ ├── Recursive.asset │ ├── Recursive.asset.meta │ ├── Reflective.mat │ ├── Reflective.mat.meta │ ├── Refractive.mat │ ├── Refractive.mat.meta │ ├── Sphere.mat │ ├── Sphere.mat.meta │ ├── Ugolino.mat │ └── Ugolino.mat.meta ├── ShaderGraph.meta ├── ShaderGraph.unity ├── ShaderGraph.unity.meta └── ShaderGraph │ ├── Settings.asset │ ├── Settings.asset.meta │ ├── Ugolino.mat │ ├── Ugolino.mat.meta │ ├── Wall.mat │ ├── Wall.mat.meta │ ├── Wall.shadergraph │ └── Wall.shadergraph.meta ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── HDRPProjectSettings.asset ├── InputManager.asset ├── MemorySettings.asset ├── MultiplayerManager.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── SceneTemplateSettings.json ├── ShaderGraphSettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset └── README.md /.gitattributes: -------------------------------------------------------------------------------- 1 | * -text 2 | 3 | *.cs text eol=lf diff=csharp 4 | *.shader text eol=lf 5 | *.cginc text eol=lf 6 | *.hlsl text eol=lf 7 | *.compute text eol=lf 8 | 9 | *.meta text eol=lf 10 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # Windows 2 | Thumbs.db 3 | Desktop.ini 4 | 5 | # macOS 6 | .DS_Store 7 | 8 | # Code Editors 9 | /.idea 10 | /.vscode 11 | /*.csproj 12 | /*.sln 13 | *.swp 14 | *.vcxproj.user 15 | 16 | # Unity 17 | /Library 18 | /Logs 19 | /Recordings 20 | /Temp 21 | /UserSettings 22 | -------------------------------------------------------------------------------- /Assets/Balls.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: db52caa548114914e917926c3adbd2e9 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Balls.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6b9b5825602b04b4c9df3a8b35738976 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Balls/ArraySpawner.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using Unity.Mathematics; 3 | 4 | class ArraySpawner : MonoBehaviour 5 | { 6 | [SerializeField] GameObject _prefab = null; 7 | [SerializeField] uint2 _resolution = new uint2(10, 10); 8 | [SerializeField] float _interval = 1; 9 | 10 | void Start() 11 | { 12 | var parent = transform; 13 | var rot = quaternion.identity; 14 | 15 | for (var ix = 0; ix < _resolution.x; ix++) 16 | { 17 | for (var iy = 0; iy < _resolution.y; iy++) 18 | { 19 | var xy = math.float2(ix, iy) - (float2)_resolution * 0.5f; 20 | var pos = math.float3(xy * _interval, 0); 21 | pos = parent.TransformPoint(pos); 22 | Instantiate(_prefab, pos, rot, parent); 23 | } 24 | } 25 | } 26 | } 27 | -------------------------------------------------------------------------------- /Assets/Balls/ArraySpawner.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 064997e29240b3843bc310b693dd6e1e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Balls/Ball.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using Unity.Mathematics; 3 | 4 | class Ball : MonoBehaviour 5 | { 6 | [SerializeField] float _force = 1; 7 | [SerializeField] float _noiseFrequency = 1; 8 | [SerializeField] float _noiseAnimation = 1; 9 | [SerializeField] float _noiseAmplitude = 1; 10 | 11 | Rigidbody _rigidBody; 12 | 13 | static readonly int _idBaseColor = Shader.PropertyToID("_BaseColor"); 14 | 15 | void Start() 16 | { 17 | _rigidBody = GetComponent(); 18 | 19 | var color = Color.HSVToRGB(UnityEngine.Random.value, 0.5f, 1); 20 | var material = GetComponent().material; 21 | material.SetColor(_idBaseColor, color); 22 | } 23 | 24 | void FixedUpdate() 25 | { 26 | var parent = (float3)transform.parent.position; 27 | var pos = (float3)transform.position; 28 | 29 | var noffs = _noiseAnimation * Time.time; 30 | var np1 = pos * _noiseFrequency + math.float3(0, noffs, 0); 31 | var np2 = math.float3(3.24f, 7.12f, 4.34f) - np1.yzx; 32 | 33 | float3 grad1, grad2; 34 | noise.snoise(np1, out grad1); 35 | noise.snoise(np2, out grad2); 36 | var dfn = math.cross(grad1, grad2) * _noiseAmplitude; 37 | 38 | _rigidBody.AddForce((parent - pos) * _force + dfn); 39 | } 40 | } 41 | -------------------------------------------------------------------------------- /Assets/Balls/Ball.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5ddd477780004b946b0d8d246af28845 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Balls/Ball.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3db9ed64f3102124a8c34e934c1a844c 3 | NativeFormatImporter: 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externalObjects: {} 5 | mainObjectFileID: 0 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Balls/Floor.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b195b9a402c30d94c91fc88a95d9dfa2 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 0 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Balls/Lattice.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Lattice - An example of vertex animation with C# Job System and New Mesh API 3 | // https://github.com/keijiro/VertexAnimationJob 4 | // 5 | 6 | using UnityEngine; 7 | using UnityEngine.Rendering; 8 | using Unity.Collections; 9 | using Unity.Jobs; 10 | using Unity.Mathematics; 11 | 12 | [ExecuteInEditMode, RequireComponent(typeof(MeshRenderer))] 13 | public sealed class Lattice : MonoBehaviour 14 | { 15 | #region Editable attributes 16 | 17 | [SerializeField] int2 _resolution = math.int2(64, 64); 18 | [SerializeField] float2 _extent = math.float2(10, 10); 19 | [SerializeField] float _noiseFrequency = 1; 20 | [SerializeField, Range(1, 8)] int _noiseOctave = 2; 21 | [SerializeField] float _noiseAmplitude = 0.1f; 22 | [SerializeField] float _noiseAnimation = 0.5f; 23 | 24 | void OnValidate() 25 | { 26 | _resolution = math.max(_resolution, math.int2(3, 3)); 27 | _extent = math.max(_extent, float2.zero); 28 | } 29 | 30 | #endregion 31 | 32 | #region Internal objects 33 | 34 | Mesh _mesh; 35 | int2 _meshResolution; 36 | 37 | #endregion 38 | 39 | #region MonoBehaviour implementation 40 | 41 | void OnDestroy() 42 | { 43 | if (_mesh != null) 44 | { 45 | if (Application.isPlaying) 46 | Destroy(_mesh); 47 | else 48 | DestroyImmediate(_mesh); 49 | } 50 | 51 | _mesh = null; 52 | } 53 | 54 | void Update() 55 | { 56 | using (var vertexArray = CreateVertexArray()) 57 | { 58 | if (_meshResolution.Equals(_resolution)) 59 | UpdateVerticesOnMesh(vertexArray); 60 | else 61 | ResetMesh(vertexArray); 62 | } 63 | 64 | UpdateMeshBounds(); 65 | } 66 | 67 | #endregion 68 | 69 | #region Mesh object operations 70 | 71 | void ResetMesh(NativeArray vertexArray) 72 | { 73 | if (_mesh == null) 74 | { 75 | _mesh = new Mesh(); 76 | _mesh.hideFlags = HideFlags.DontSave; 77 | 78 | var mf = GetComponent(); 79 | if (mf == null) 80 | { 81 | mf = gameObject.AddComponent(); 82 | mf.hideFlags = HideFlags.NotEditable | HideFlags.DontSave; 83 | } 84 | 85 | mf.sharedMesh = _mesh; 86 | } 87 | else 88 | { 89 | _mesh.Clear(); 90 | } 91 | 92 | var vertexCount = vertexArray.Length; 93 | 94 | _mesh.SetVertexBufferParams( 95 | vertexCount, 96 | new VertexAttributeDescriptor 97 | (VertexAttribute.Position, VertexAttributeFormat.Float32, 3), 98 | new VertexAttributeDescriptor 99 | (VertexAttribute.Normal, VertexAttributeFormat.Float32, 3) 100 | ); 101 | _mesh.SetVertexBufferData(vertexArray, 0, 0, vertexCount); 102 | 103 | using (var indexArray = CreateIndexArray(vertexCount)) 104 | { 105 | _mesh.SetIndexBufferParams(vertexCount, IndexFormat.UInt32); 106 | _mesh.SetIndexBufferData(indexArray, 0, 0, vertexCount); 107 | } 108 | 109 | _mesh.SetSubMesh(0, new SubMeshDescriptor(0, vertexCount)); 110 | 111 | _meshResolution = _resolution; 112 | } 113 | 114 | void UpdateVerticesOnMesh(NativeArray vertexArray) 115 | { 116 | _mesh.SetVertexBufferData(vertexArray, 0, 0, vertexArray.Length); 117 | } 118 | 119 | void UpdateMeshBounds() 120 | { 121 | var size = math.float3(_extent, _noiseAmplitude * 2); 122 | _mesh.bounds = new Bounds(Vector3.zero, size); 123 | } 124 | 125 | #endregion 126 | 127 | #region Index array operations 128 | 129 | NativeArray CreateIndexArray(int length) 130 | { 131 | var buffer = new NativeArray( 132 | length, Allocator.Temp, 133 | NativeArrayOptions.UninitializedMemory 134 | ); 135 | 136 | for (var i = 0; i < length; i++) buffer[i] = (uint)i; 137 | 138 | return buffer; 139 | } 140 | 141 | #endregion 142 | 143 | #region Jobified vertex animation 144 | 145 | struct Vertex 146 | { 147 | public float3 position; 148 | public float3 normal; 149 | } 150 | 151 | NativeArray CreateVertexArray() 152 | { 153 | var triangleCount = 2 * _resolution.x * _resolution.y; 154 | 155 | var points = new NativeArray( 156 | (_resolution.x + 1) * (_resolution.y + 1), 157 | Allocator.TempJob, NativeArrayOptions.UninitializedMemory 158 | ); 159 | 160 | var vertices = new NativeArray( 161 | triangleCount * 3, 162 | Allocator.TempJob, NativeArrayOptions.UninitializedMemory 163 | ); 164 | 165 | var job_p = new PointCalculationJob { 166 | rotation = Time.time * 0.3f, 167 | resolution = _resolution, 168 | extent = _extent, 169 | noiseFreq = _noiseFrequency, 170 | noiseOct = _noiseOctave, 171 | noiseAmp = _noiseAmplitude, 172 | noiseRot = Time.time * _noiseAnimation, 173 | output = points 174 | }; 175 | 176 | var job_v = new VertexConstructionJob { 177 | resolution = _resolution, 178 | points = points, 179 | output = vertices 180 | }; 181 | 182 | var handle_p = job_p.Schedule(points.Length, 64); 183 | var handle_v = job_v.Schedule(triangleCount, 64, handle_p); 184 | 185 | handle_v.Complete(); 186 | points.Dispose(); 187 | 188 | return vertices; 189 | } 190 | 191 | [Unity.Burst.BurstCompile(CompileSynchronously = true)] 192 | struct PointCalculationJob : IJobParallelFor 193 | { 194 | [ReadOnly] public float rotation; 195 | [ReadOnly] public int2 resolution; 196 | [ReadOnly] public float2 extent; 197 | [ReadOnly] public float noiseFreq; 198 | [ReadOnly] public int noiseOct; 199 | [ReadOnly] public float noiseAmp; 200 | [ReadOnly] public float noiseRot; 201 | 202 | [WriteOnly] public NativeArray output; 203 | 204 | public void Execute(int i) 205 | { 206 | var columns = resolution.x + 1; 207 | var row = i / columns; 208 | var odd = (row & 1) != 1; 209 | 210 | var p = math.float2(i - row * columns, row); 211 | p.x += odd ? -0.25f : +0.25f; 212 | p = (p / resolution - 0.5f) * extent; 213 | 214 | var np = (p + extent) * noiseFreq; 215 | var nw = 1.0f; 216 | var z = 0.0f; 217 | 218 | for (var lv = 0; lv < noiseOct; lv++) 219 | { 220 | z += noise.srnoise(np, noiseRot) * nw; 221 | np *= 2; 222 | nw *= 0.5f; 223 | } 224 | 225 | output[i] = math.float3(p, z * noiseAmp); 226 | } 227 | } 228 | 229 | [Unity.Burst.BurstCompile(CompileSynchronously = true)] 230 | struct VertexConstructionJob : IJobParallelFor 231 | { 232 | [ReadOnly] public int2 resolution; 233 | [ReadOnly] public NativeArray points; 234 | 235 | [NativeDisableParallelForRestriction] 236 | [WriteOnly] public NativeArray output; 237 | 238 | public void Execute(int i) 239 | { 240 | var it = i / 2; 241 | var iy = it / resolution.x; 242 | var ix = it - iy * resolution.x; 243 | 244 | var i1 = iy * (resolution.x + 1) + ix; 245 | var i2 = i1; 246 | var i3 = i1; 247 | 248 | if ((iy & 1) == 0) 249 | { 250 | if ((i & 1) == 0) 251 | { 252 | i2 += resolution.x + 1; 253 | i3 += 1; 254 | } 255 | else 256 | { 257 | i1 += resolution.x + 1; 258 | i2 += resolution.x + 2; 259 | i3 += 1; 260 | } 261 | } 262 | else 263 | { 264 | if ((i & 1) == 0) 265 | { 266 | i2 += resolution.x + 1; 267 | i3 += resolution.x + 2; 268 | } 269 | else 270 | { 271 | i2 += resolution.x + 2; 272 | i3 += 1; 273 | } 274 | } 275 | 276 | var V1 = points[i1]; 277 | var V2 = points[i2]; 278 | var V3 = points[i3]; 279 | 280 | var N = math.normalize(math.cross(V2 - V1, V3 - V1)); 281 | 282 | output[i * 3 + 0] = new Vertex { position = V1, normal = N }; 283 | output[i * 3 + 1] = new Vertex { position = V2, normal = N }; 284 | output[i * 3 + 2] = new Vertex { position = V3, normal = N }; 285 | } 286 | } 287 | 288 | #endregion 289 | } 290 | -------------------------------------------------------------------------------- /Assets/Balls/Lattice.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1092ed78366f53240a18002c646cb5a8 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Balls/RandomSpawner.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using Unity.Mathematics; 3 | 4 | class RandomSpawner : MonoBehaviour 5 | { 6 | [SerializeField] GameObject _prefab = null; 7 | [SerializeField] uint _instanceCount = 20; 8 | [SerializeField] uint _randomSeed = 0xdeadbeef; 9 | [SerializeField] float3 _extent = math.float3(1, 1, 1); 10 | 11 | void Start() 12 | { 13 | var rand = new Unity.Mathematics.Random(_randomSeed); 14 | var parent = transform; 15 | var rot = quaternion.identity; 16 | 17 | for (var i = 0; i < _instanceCount; i++) 18 | { 19 | var pos = (rand.NextFloat3() - 0.5f) * _extent; 20 | pos = parent.TransformPoint(pos); 21 | Instantiate(_prefab, pos, rot, parent); 22 | } 23 | } 24 | } 25 | -------------------------------------------------------------------------------- /Assets/Balls/RandomSpawner.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d52996f1efe110741bbdb362b9b7954c 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Balls/RayTracing.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &-2353204659231793213 4 | 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07508a44734312045a76896f569eb178 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dddd53cde9a56b94285eefd0d7bbd9ec 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Editor/PathTracingAwaker.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Rendering; 3 | using UnityEngine.Rendering.HighDefinition; 4 | using UnityEditor; 5 | using UnityEditorInternal; 6 | 7 | [InitializeOnLoad] 8 | public sealed class PathTracingAwaker 9 | { 10 | static PathTracingAwaker() 11 | => EditorApplication.update += Update; 12 | 13 | static void Update() 14 | { 15 | // Play mode 16 | if (Application.isPlaying) return; 17 | 18 | // HDRP 19 | var hdrp = RenderPipelineManager.currentPipeline as HDRenderPipeline; 20 | if (hdrp == null) return; 21 | 22 | // Volume manager 23 | if (!VolumeManager.instance.isInitialized) return; 24 | 25 | // Path tracing in volume profile 26 | var hdcam = HDCamera.GetOrCreate(Camera.main); 27 | var profile = hdcam.volumeStack.GetComponent(); 28 | if (!profile.enable.value) return; 29 | 30 | // Convergence 31 | if (hdrp.IsFrameCompleted(hdcam)) return; 32 | 33 | // Game view repaint 34 | InternalEditorUtility.RepaintAllViews(); 35 | } 36 | } 37 | -------------------------------------------------------------------------------- /Assets/Editor/PathTracingAwaker.cs.meta: 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assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Instancing/InstancingBenchmark.cs: -------------------------------------------------------------------------------- 1 | using System.Linq; 2 | using Unity.Burst; 3 | using Unity.Mathematics; 4 | using UnityEngine; 5 | using UnityEngine.Jobs; 6 | 7 | namespace UnityDxrTest.Instancing { 8 | 9 | public sealed class InstancingBenchmark : MonoBehaviour 10 | { 11 | #region Public properties 12 | 13 | [field:SerializeField] 14 | public GameObject Prefab { get; set; } 15 | 16 | [field:SerializeField] 17 | public int3 Dimensions { get; set; } = 8; 18 | 19 | [field:SerializeField] 20 | public float Interval { get; set; } = 1; 21 | 22 | [field:SerializeField] 23 | public bool EnableSrpBatcher { get; set; } = true; 24 | 25 | #endregion 26 | 27 | #region Private properties and methods 28 | 29 | GameObject[] _instances; 30 | TransformAccessArray _xforms; 31 | 32 | int TotalInstanceCount 33 | => Dimensions.x * Dimensions.y * Dimensions.z; 34 | 35 | void UpdateXforms() 36 | => new XformJob(){ Dimensions = Dimensions }.Schedule(_xforms); 37 | 38 | #endregion 39 | 40 | #region MonoBehaviour implementation 41 | 42 | void Start() 43 | { 44 | var sheet = new MaterialPropertyBlock(); 45 | _instances = new GameObject[TotalInstanceCount]; 46 | 47 | for (var i = 0; i < TotalInstanceCount; i++) 48 | { 49 | var go = Instantiate(Prefab); 50 | go.hideFlags = HideFlags.HideAndDontSave; 51 | 52 | if (!EnableSrpBatcher) 53 | go.GetComponent().SetPropertyBlock(sheet); 54 | 55 | _instances[i] = go; 56 | } 57 | 58 | _xforms = new TransformAccessArray 59 | (_instances.Select(go => go.transform).ToArray()); 60 | 61 | UpdateXforms(); 62 | } 63 | 64 | void Update() 65 | => UpdateXforms(); 66 | 67 | void OnDestroy() 68 | { 69 | foreach (var go in _instances) Destroy(go); 70 | _instances = null; 71 | _xforms.Dispose(); 72 | } 73 | 74 | #endregion 75 | } 76 | 77 | [BurstCompile] 78 | struct XformJob : IJobParallelForTransform 79 | { 80 | public int3 Dimensions; 81 | 82 | [BurstCompile] 83 | public void Execute(int index, TransformAccess transform) 84 | { 85 | var p = math.float3(index % Dimensions.x, 86 | index / Dimensions.x % Dimensions.y, 87 | index / (Dimensions.x * Dimensions.y)); 88 | transform.position = (p - (float3)(Dimensions - 1) * 0.5f) * 0.1f; 89 | transform.localScale = (float3)0.1f; 90 | } 91 | } 92 | 93 | } // namespace UnityDxrTest.Instancing 94 | -------------------------------------------------------------------------------- /Assets/Instancing/InstancingBenchmark.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: aa399c40e54788946b3f297896c1214e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | 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194 | m_Value: 1 195 | m_RayLength: 196 | m_OverrideState: 0 197 | m_Value: 50 198 | m_ClampValue: 199 | m_OverrideState: 1 200 | m_Value: 10 201 | m_Denoise: 202 | m_OverrideState: 1 203 | m_Value: 1 204 | m_DenoiserRadius: 205 | m_OverrideState: 1 206 | m_Value: 1 207 | m_AffectSmoothSurfaces: 208 | m_OverrideState: 0 209 | m_Value: 0 210 | mode: 211 | m_OverrideState: 1 212 | m_Value: 2 213 | m_FullResolution: 214 | m_OverrideState: 1 215 | m_Value: 0 216 | sampleCount: 217 | m_OverrideState: 1 218 | m_Value: 4 219 | bounceCount: 220 | m_OverrideState: 0 221 | m_Value: 1 222 | m_RayMaxIterationsRT: 223 | m_OverrideState: 0 224 | m_Value: 48 225 | -------------------------------------------------------------------------------- /Assets/PathTracing/RayTracing.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 84499115b10b06c478603e0c3afccfad 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 0 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/PathTracing/Red.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 71eb3583503d00f4889c7d7cb9fdfe5c 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 0 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/PathTracing/SphereArray.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | sealed public class SphereArray : MonoBehaviour 4 | { 5 | void Start() 6 | { 7 | for (var i = 0; i < 5; i++) 8 | { 9 | for (var j = 0; j < 5; j++) 10 | { 11 | var x = (i - 2) * 0.44f; 12 | var z = (j - 2) * 0.44f; 13 | var hue = (i + j * 5) / 25.0f; 14 | 15 | var go = GameObject.CreatePrimitive(PrimitiveType.Sphere); 16 | go.transform.parent = transform; 17 | go.transform.localPosition = new Vector3(x, 0.2f, z); 18 | go.transform.localScale = Vector3.one * 0.4f; 19 | 20 | var mat = go.GetComponent().material; 21 | mat.SetColor("_BaseColor", Color.HSVToRGB(hue, 1, 1)); 22 | mat.SetFloat("_Smoothness", 1 - i / 4.0f); 23 | mat.SetFloat("_Metallic", 1 - j / 4.0f); 24 | } 25 | } 26 | } 27 | 28 | } 29 | -------------------------------------------------------------------------------- /Assets/PathTracing/SphereArray.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3728288b9d36b12499772107479e2303 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- 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repository containing test scenes for 5 | [Unity's realtime ray tracing features](https://unity.com/ray-tracing). 6 | 7 | ![gif](https://i.imgur.com/3iMouZ1.gif) 8 | 9 | ![screenshot](https://i.imgur.com/0aPO5qUl.jpg) 10 | 11 | System Requirements 12 | ------------------- 13 | 14 | - Unity 2022.2 15 | - Windows PC with a DXR compatible graphics card 16 | --------------------------------------------------------------------------------