├── .gitattributes ├── .gitignore ├── Assets ├── Butterfly.meta ├── Butterfly.unity ├── Butterfly.unity.meta ├── Butterfly │ ├── Butterfly.vfx │ └── Butterfly.vfx.meta ├── Connection.meta ├── Connection.unity ├── Connection.unity.meta ├── Connection │ ├── Connection.vfx │ ├── Connection.vfx.meta │ ├── Postprocess.asset │ ├── Postprocess.asset.meta │ ├── Scripts.meta │ ├── Scripts │ │ ├── Utilities.cs │ │ ├── Utilities.cs.meta │ │ ├── VFXProxBuffer.cs │ │ └── VFXProxBuffer.cs.meta │ ├── Shaders.meta │ └── Shaders │ │ ├── VFXProxClear.compute │ │ ├── VFXProxClear.compute.meta │ │ ├── VFXProxCommon.hlsl │ │ └── VFXProxCommon.hlsl.meta ├── URP.meta └── URP │ ├── DefaultProfile.asset │ ├── DefaultProfile.asset.meta │ ├── DefaultRenderer.asset │ ├── DefaultRenderer.asset.meta │ ├── GlobalSettings.asset │ ├── GlobalSettings.asset.meta │ ├── URP.asset │ └── URP.asset.meta ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── BurstAotSettings_WebGL.json ├── ClusterInputManager.asset ├── CommonBurstAotSettings.json ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.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 ├── URPProjectSettings.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 | 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/Assets/Connection/Scripts/Utilities.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | static class ComputeShaderExtensions 4 | { 5 | public static void DispatchThreads 6 | (this ComputeShader compute, int kernel, int x, int y = 1, int z = 1) 7 | { 8 | uint xc, yc, zc; 9 | compute.GetKernelThreadGroupSizes(kernel, out xc, out yc, out zc); 10 | x = (x + (int)xc - 1) / (int)xc; 11 | y = (y + (int)yc - 1) / (int)yc; 12 | z = (z + (int)zc - 1) / (int)zc; 13 | compute.Dispatch(kernel, x, y, z); 14 | } 15 | } 16 | -------------------------------------------------------------------------------- /Assets/Connection/Scripts/Utilities.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3672163c440a44c67be7667e009450bd -------------------------------------------------------------------------------- /Assets/Connection/Scripts/VFXProxBuffer.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [ExecuteInEditMode] 4 | public sealed class VFXProxBuffer : MonoBehaviour 5 | { 6 | #region Public properties 7 | 8 | [field:SerializeField] public Vector3 Extent { get; set; } = Vector3.one; 9 | 10 | #endregion 11 | 12 | #region Project asset reference 13 | 14 | [field:SerializeField, HideInInspector] ComputeShader _compute = null; 15 | 16 | #endregion 17 | 18 | #region Shader constants 19 | 20 | // These constants must match those defined in VFXProxCommon.hlsl 21 | const int CellsPerAxis = 16; 22 | const int CellCapacity = 16; 23 | 24 | #endregion 25 | 26 | #region Private members 27 | 28 | int TotalCells = CellsPerAxis * CellsPerAxis * CellsPerAxis; 29 | 30 | (GraphicsBuffer point, GraphicsBuffer count) _buffer; 31 | 32 | #endregion 33 | 34 | #region MonoBehaviour implementation 35 | 36 | void OnEnable() 37 | { 38 | _buffer.point = new GraphicsBuffer 39 | (GraphicsBuffer.Target.Structured, 40 | TotalCells * CellCapacity, sizeof(float) * 3); 41 | 42 | _buffer.count = new GraphicsBuffer 43 | (GraphicsBuffer.Target.Structured, 44 | TotalCells, sizeof(uint)); 45 | 46 | Shader.SetGlobalBuffer("VFXProx_PointBuffer", _buffer.point); 47 | Shader.SetGlobalBuffer("VFXProx_CountBuffer", _buffer.count); 48 | } 49 | 50 | void OnDisable() 51 | { 52 | _buffer.point?.Dispose(); 53 | _buffer.count?.Dispose(); 54 | _buffer = (null, null); 55 | } 56 | 57 | void Update() 58 | { 59 | Shader.SetGlobalVector("VFXProx_CellSize", Extent / CellsPerAxis); 60 | _compute.DispatchThreads(0, CellsPerAxis, CellsPerAxis, CellsPerAxis); 61 | } 62 | 63 | #endregion 64 | } 65 | -------------------------------------------------------------------------------- /Assets/Connection/Scripts/VFXProxBuffer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a3e4c0ef3b2cc45b6b9306a26485a597 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: 7 | - _compute: {fileID: 7200000, guid: f74f5b929d34b49fb806437a528fcd27, type: 3} 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Connection/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f196ab55de45f4ce5829ad614f1e7ce4 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Connection/Shaders/VFXProxClear.compute: -------------------------------------------------------------------------------- 1 | #pragma kernel VFXProx_Clear 2 | 3 | #include "VFXProxCommon.hlsl" 4 | 5 | [numthreads(4, 4, 4)] 6 | void VFXProx_Clear(uint3 id : SV_DispatchThreadID) 7 | { 8 | uint ref_i = VFXProx_FlattenIndices(id); 9 | 10 | VFXProx_CountBuffer[ref_i] = 0; 11 | 12 | ref_i *= VFXProx_CellCapacity; 13 | 14 | for (uint i = 0; i < VFXProx_CellCapacity; i++) 15 | VFXProx_PointBuffer[ref_i++] = 0; 16 | } 17 | -------------------------------------------------------------------------------- /Assets/Connection/Shaders/VFXProxClear.compute.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f74f5b929d34b49fb806437a528fcd27 3 | ComputeShaderImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Connection/Shaders/VFXProxCommon.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef _VFXPROX_COMMON_H_ 2 | #define _VFXPROX_COMMON_H_ 3 | 4 | // These constants must match those defined in VFXProxBuffer.cs 5 | static const uint VFXProx_CellsPerAxis = 16; 6 | static const uint VFXProx_CellCapacity = 16; 7 | 8 | // Uniforms and resources 9 | float3 VFXProx_CellSize; 10 | RWStructuredBuffer VFXProx_CountBuffer; 11 | RWStructuredBuffer VFXProx_PointBuffer; 12 | 13 | // Flatten cell indices 14 | uint VFXProx_FlattenIndices(uint3 i) 15 | { 16 | return i.x + VFXProx_CellsPerAxis * (i.y + VFXProx_CellsPerAxis * i.z); 17 | } 18 | 19 | // Get cell indices for a specific point 20 | uint3 VFXProx_GetIndicesAt(float3 pos) 21 | { 22 | return pos / VFXProx_CellSize + VFXProx_CellsPerAxis / 2; 23 | } 24 | 25 | // Get a flattened cell index for a specific point 26 | uint VFXProx_GetFlatIndexAt(float3 pos) 27 | { 28 | return VFXProx_FlattenIndices(VFXProx_GetIndicesAt(pos)); 29 | } 30 | 31 | // Boundary check 32 | bool VFXProx_CheckBounds(float3 pos, uint margin = 0) 33 | { 34 | float3 ext = VFXProx_CellSize * (VFXProx_CellsPerAxis * 0.5 - margin); 35 | return all(-ext < pos) && all(pos < ext); 36 | } 37 | 38 | // Add a point to the structure 39 | void VFXProx_AddPoint(float3 pos) 40 | { 41 | if (!VFXProx_CheckBounds(pos)) return; 42 | uint index = VFXProx_GetFlatIndexAt(pos); 43 | uint count = 0; 44 | InterlockedAdd(VFXProx_CountBuffer[index], 1, count); 45 | if (count < VFXProx_CellCapacity) 46 | VFXProx_PointBuffer[index * VFXProx_CellCapacity + count] = pos; 47 | } 48 | 49 | // Look up the nearest point pair in a specific cell 50 | void VFXProx_LookUpNearestPairInCell 51 | (float3 pos, uint cell, inout float4 cand1, inout float4 cand2) 52 | { 53 | uint count = VFXProx_CountBuffer[cell]; 54 | uint ref_i = cell * VFXProx_CellCapacity; 55 | for (uint i = 0; i < count; i++) 56 | { 57 | float3 pt = VFXProx_PointBuffer[ref_i++]; 58 | float dist = length(pt - pos); 59 | if (1e-5f < dist) 60 | { 61 | if (dist < cand1.w) 62 | { 63 | cand2 = cand1; 64 | cand1 = float4(pt, dist); 65 | } 66 | else if (dist < cand2.w) 67 | { 68 | cand2 = float4(pt, dist); 69 | } 70 | } 71 | } 72 | } 73 | 74 | // Look up the nearest point pair in the entire structure 75 | void VFXProx_LookUpNearestPair 76 | (float3 pos, out float3 first, out float3 second) 77 | { 78 | first = pos; 79 | second = pos; 80 | 81 | if (!VFXProx_CheckBounds(pos, 1)) return; 82 | 83 | float4 cand1 = float4(pos, 1e+5); 84 | float4 cand2 = float4(pos, 1e+5); 85 | 86 | uint3 idx = VFXProx_GetIndicesAt(pos); 87 | 88 | for (uint i = 0; i < 3; i++) 89 | { 90 | for (uint j = 0; j < 3; j++) 91 | { 92 | for (uint k = 0; k < 3; k++) 93 | { 94 | uint cell = VFXProx_FlattenIndices(idx + uint3(i, j, k) - 1); 95 | VFXProx_LookUpNearestPairInCell(pos, cell, cand1, cand2); 96 | } 97 | } 98 | } 99 | 100 | first = cand1.xyz; 101 | second = cand2.xyz; 102 | } 103 | 104 | #endif // _VFXPROX_COMMON_H_ 105 | -------------------------------------------------------------------------------- /Assets/Connection/Shaders/VFXProxCommon.hlsl.meta: -------------------------------------------------------------------------------- 1 | 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"VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | VFXCustomCode 2 | ============= 3 | 4 | ![gif](https://github.com/keijiro/VFXCustomCode/assets/343936/673d4a30-180a-47e1-8ac3-399742d7e965) 5 | 6 | This repository contains a Unity sample project for the Custom HLSL Node 7 | feature of VFX Graph. 8 | 9 | Please check the [manual page] and the [forum thread] for the details of the 10 | feature. 11 | 12 | [manual page]: 13 | https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@16.0/manual/CustomHLSL-Common.html 14 | 15 | [forum thread]: 16 | https://forum.unity.com/threads/flock-using-custom-hlsl-global-buffer.1463741/ 17 | 18 | The feature is available from Unity 2023.2. 19 | --------------------------------------------------------------------------------