├── .gitignore ├── Assets ├── BoidsSimulationOnVfxGraph.meta ├── BoidsSimulationOnVfxGraph │ ├── BoidsVFX.vfx │ ├── BoidsVFX.vfx.meta │ ├── ComputeShaders.meta │ ├── ComputeShaders │ │ ├── Boids.compute │ │ └── Boids.compute.meta │ ├── Plane.mat │ ├── Plane.mat.meta │ ├── Scenes.meta │ ├── Scenes │ │ ├── VFXBoids.meta │ │ ├── VFXBoids.unity │ │ ├── VFXBoids.unity.meta │ │ └── VFXBoids │ │ │ ├── Global Volume Profile.asset │ │ │ └── Global Volume Profile.asset.meta │ ├── Scripts.meta │ └── Scripts │ │ ├── BoidsDataBinder.cs │ │ ├── BoidsDataBinder.cs.meta │ │ ├── BoidsRender.cs │ │ ├── BoidsRender.cs.meta │ │ ├── GPUBoids.cs │ │ └── GPUBoids.cs.meta ├── HDRPDefaultResources.meta ├── HDRPDefaultResources │ ├── DefaultLookDevProfile.asset │ ├── DefaultLookDevProfile.asset.meta │ ├── DefaultSettingsVolumeProfile.asset │ ├── DefaultSettingsVolumeProfile.asset.meta │ ├── FoliageDiffusionProfile.asset │ ├── FoliageDiffusionProfile.asset.meta │ ├── HDRenderPipelineGlobalSettings.asset │ ├── HDRenderPipelineGlobalSettings.asset.meta │ ├── SkinDiffusionProfile.asset │ └── SkinDiffusionProfile.asset.meta ├── HDRenderPipelineAsset.asset ├── HDRenderPipelineAsset.asset.meta ├── thumbnail.png └── thumbnail.png.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 ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── ShaderGraphSettings.asset ├── TagManager.asset ├── TimeManager.asset ├── URPProjectSettings.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset ├── XRSettings.asset └── boot.config └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | /[Ll]ogs/ 7 | /[Uu]serSettings/ 8 | /Assets/AssetStoreTools* 9 | 10 | .idea/ 11 | 12 | # Visual Studio 2015 cache directory 13 | /.vs/ 14 | 15 | # Jetbrain Rider Cache 16 | Assets/Plugins/Editor/JetBrains* 17 | 18 | # Visual Studio Code 19 | .vscode/ 20 | 21 | # Autogenerated VS/MD/Consulo solution and project files 22 | ExportedObj/ 23 | .consulo/ 24 | *.csproj 25 | *.csproj.meta 26 | *.unityproj 27 | *.sln 28 | *.suo 29 | *.tmp 30 | *.user 31 | *.userprefs 32 | *.pidb 33 | *.booproj 34 | *.pdb 35 | 36 | # Unity3D generated meta files 37 | *.pidb.meta 38 | 39 | # Unity3D Generated File On Crash Reports 40 | sysinfo.txt 41 | 42 | # Builds 43 | *.apk 44 | *.unitypackage 45 | *.unitypackage.meta 46 | 47 | #Mac 48 | *.DS_Store 49 | 50 | # Unity3D Generated File On Crash Reports 51 | sysinfo.txt 52 | 53 | # vim 54 | *~ 55 | *.swp 56 | 57 | # Builds 58 | *.apk 59 | *.unitypackage 60 | 61 | #UnityVS 62 | Assets/Packages/UnityVS* 63 | .collabignore 64 | Assets/Plugins/Zenject/OptionalExtras/Signals/Zenject-Signals.csproj.meta 65 | Assets/Plugins/Zenject/OptionalExtras/ReflectionBaking/Zenject-ReflectionBaking.csproj.meta 66 | Assets/Plugins/Zenject/Source/Usage/Zenject-usage.pdb.meta 67 | 68 | Assets/StreamingAssets/StandaloneWindows64 69 | Assets/StreamingAssets/iOS 70 | Assets/StreamingAssets/MacOSX -------------------------------------------------------------------------------- /Assets/BoidsSimulationOnVfxGraph.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b095b0fc8eb35e04aaffd175c100c92a 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/BoidsSimulationOnVfxGraph/BoidsVFX.vfx.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e0ce23bb154d6984b8fd9313ed56fd6e 3 | VisualEffectImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/BoidsSimulationOnVfxGraph/ComputeShaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0032263264a507740a31df52d45c578c 3 | folderAsset: yes 4 | timeCreated: 1505730621 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/BoidsSimulationOnVfxGraph/ComputeShaders/Boids.compute: -------------------------------------------------------------------------------- 1 | // カーネル関数を指定 2 | #pragma kernel ForceCS // 操舵力を計算 3 | #pragma kernel IntegrateCS // 速度, 位置を計算 4 | 5 | // スレッドグループのスレッドのサイズ 6 | #define SIMULATION_BLOCK_SIZE 256 7 | 8 | // Boidデータのバッファ(読み取り用) 9 | StructuredBuffer _BoidPositionDataBufferRead; 10 | // Boidデータのバッファ(読み取り, 書き込み用) 11 | RWStructuredBuffer _BoidPositionDataBufferWrite; 12 | 13 | // Boidデータのバッファ(読み取り用) 14 | StructuredBuffer _BoidVelocityDataBufferRead; 15 | // Boidデータのバッファ(読み取り, 書き込み用) 16 | RWStructuredBuffer _BoidVelocityDataBufferWrite; 17 | 18 | // Boidの操舵力のバッファ(読み取り用) 19 | StructuredBuffer _BoidForceBufferRead; 20 | // Boidの操舵力のバッファ(読み取り, 書き込み用) 21 | RWStructuredBuffer _BoidForceBufferWrite; 22 | 23 | int _MaxBoidObjectNum; // Boidオブジェクト数 24 | 25 | float _DeltaTime; // 前フレームから経過した時間 26 | 27 | float _SeparateNeighborhoodRadius; // 分離を適用する他の個体との距離 28 | float _AlignmentNeighborhoodRadius; // 整列を適用する他の個体との距離 29 | float _CohesionNeighborhoodRadius; // 結合を適用する他の個体との距離 30 | 31 | float _MaxSpeed; // 速度の最大値 32 | float _MaxSteerForce; // 操舵する力の最大値 33 | 34 | float _SeparateWeight; // 分離適用時の重み 35 | float _AlignmentWeight; // 整列適用時の重み 36 | float _CohesionWeight; // 結合適用時の重み 37 | 38 | float4 _WallCenter; // 壁の中心座標 39 | float4 _WallSize; // 壁のサイズ 40 | float _AvoidWallWeight; // 壁を避ける強さの重み 41 | 42 | 43 | // ベクトルの大きさを制限する 44 | float3 limit(float3 vec, float max) 45 | { 46 | float length = sqrt(dot(vec, vec)); // 大きさ 47 | return (length > max && length > 0) ? vec.xyz * (max / length) : vec.xyz; 48 | } 49 | 50 | // 壁に当たった時に逆向きの力を返す 51 | float3 avoidWall(float3 position) 52 | { 53 | float3 wc = _WallCenter.xyz; 54 | float3 ws = _WallSize.xyz; 55 | float3 acc = float3(0, 0, 0); 56 | // x 57 | acc.x = (position.x < wc.x - ws.x * 0.5) ? acc.x + 1.0 : acc.x; 58 | acc.x = (position.x > wc.x + ws.x * 0.5) ? acc.x - 1.0 : acc.x; 59 | 60 | // y 61 | acc.y = (position.y < wc.y - ws.y * 0.5) ? acc.y + 1.0 : acc.y; 62 | acc.y = (position.y > wc.y + ws.y * 0.5) ? acc.y - 1.0 : acc.y; 63 | 64 | // z 65 | acc.z = (position.z < wc.z - ws.z * 0.5) ? acc.z + 1.0 : acc.z; 66 | acc.z = (position.z > wc.z + ws.z * 0.5) ? acc.z - 1.0 : acc.z; 67 | 68 | return acc; 69 | } 70 | 71 | // シェアードメモリ Boidデータ格納用 72 | groupshared float3 boid_position_data[SIMULATION_BLOCK_SIZE]; 73 | groupshared float3 boid_velocity_data[SIMULATION_BLOCK_SIZE]; 74 | 75 | // 操舵力の計算用カーネル関数 76 | [numthreads(SIMULATION_BLOCK_SIZE, 1, 1)] 77 | void ForceCS 78 | ( 79 | uint3 DTid : SV_DispatchThreadID, // スレッド全体で固有のID 80 | uint3 Gid : SV_GroupID, // グループのID 81 | uint3 GTid : SV_GroupThreadID, // グループ内のスレッドID 82 | uint GI : SV_GroupIndex // SV_GroupThreadIDを一次元にしたもの 0-255 83 | ) 84 | { 85 | const unsigned int P_ID = DTid.x; // 自身のID 86 | float3 P_position = _BoidPositionDataBufferRead[P_ID]; // 自身の位置 87 | float3 P_velocity = _BoidVelocityDataBufferRead[P_ID]; // 自身の速度 88 | 89 | float3 force = float3(0, 0, 0); // 操舵力を初期化 90 | 91 | float3 sepPosSum = float3(0, 0, 0); // 分離計算用 位置加算変数 92 | int sepCount = 0; // 分離のために計算した他の個体の数のカウント用変数 93 | 94 | float3 aliVelSum = float3(0, 0, 0); // 整列計算用 速度加算変数 95 | int aliCount = 0; // 整列のために計算した他の個体の数のカウント用変数 96 | 97 | float3 cohPosSum = float3(0, 0, 0); // 結合計算用 位置加算変数 98 | int cohCount = 0; // 結合のために計算した他の個体の数のカウント用変数 99 | 100 | // SIMULATION_BLOCK_SIZE(グループスレッド数)ごとの実行 (グループ数分実行) 101 | [loop] 102 | for (uint N_block_ID = 0; N_block_ID < (uint)_MaxBoidObjectNum; 103 | N_block_ID += SIMULATION_BLOCK_SIZE) 104 | { 105 | // SIMULATION_BLOCK_SIZE分のBoidデータを、シェアードメモリに格納 106 | boid_position_data[GI] = _BoidPositionDataBufferRead[N_block_ID + GI]; 107 | boid_velocity_data[GI] = _BoidVelocityDataBufferRead[N_block_ID + GI]; 108 | 109 | // すべてのグループ共有アクセスが完了し、 110 | // グループ内のすべてのスレッドがこの呼び出しに到達するまで、 111 | // グループ内のすべてのスレッドの実行をブロックする 112 | GroupMemoryBarrierWithGroupSync(); 113 | 114 | // 他の個体との計算 115 | for (int N_tile_ID = 0; N_tile_ID < SIMULATION_BLOCK_SIZE; N_tile_ID++) 116 | { 117 | float3 N_position = boid_position_data[N_tile_ID]; // 他の個体の位置 118 | float3 N_velocity = boid_velocity_data[N_tile_ID]; // 他の個体の速度 119 | 120 | float3 diff = P_position - N_position; // 自身と他の個体の位置の差 121 | float dist = sqrt(dot(diff, diff)); // 自身と他の個体の位置の距離 122 | 123 | // --- 分離(Separation) --- 124 | if (dist > 0.0 && dist <= _SeparateNeighborhoodRadius) 125 | { 126 | // 他の個体の位置から自身へ向かうベクトル 127 | float3 repulse = normalize(P_position - N_position); 128 | // 自身と他の個体の位置の距離で割る(距離が遠ければ影響を小さく) 129 | repulse /= dist; 130 | sepPosSum += repulse; // 加算 131 | sepCount++; // 個体数カウント 132 | } 133 | 134 | // --- 整列(Alignment) --- 135 | if (dist > 0.0 && dist <= _AlignmentNeighborhoodRadius) 136 | { 137 | aliVelSum += N_velocity; // 加算 138 | aliCount++; // 個体数カウント 139 | } 140 | 141 | // --- 結合(Cohesion) --- 142 | if (dist > 0.0 && dist <= _CohesionNeighborhoodRadius) 143 | { 144 | cohPosSum += N_position; // 加算 145 | cohCount++; // 個体数カウント 146 | } 147 | } 148 | GroupMemoryBarrierWithGroupSync(); 149 | } 150 | 151 | // 操舵力(分離) 152 | float3 sepSteer = (float3)0.0; 153 | if (sepCount > 0) 154 | { 155 | sepSteer = sepPosSum / (float)sepCount; // 平均を求める 156 | sepSteer = normalize(sepSteer) * _MaxSpeed; // 最大速度に調整 157 | sepSteer = sepSteer - P_velocity; // 操舵力を計算 158 | sepSteer = limit(sepSteer, _MaxSteerForce); // 操舵力を制限 159 | } 160 | 161 | // 操舵力(整列) 162 | float3 aliSteer = (float3)0.0; 163 | if (aliCount > 0) 164 | { 165 | aliSteer = aliVelSum / (float)aliCount; // 近い個体の速度の平均を求める 166 | aliSteer = normalize(aliSteer) * _MaxSpeed; // 最大速度に調整 167 | aliSteer = aliSteer - P_velocity; // 操舵力を計算 168 | aliSteer = limit(aliSteer, _MaxSteerForce); // 操舵力を制限 169 | } 170 | // 操舵力(結合) 171 | float3 cohSteer = (float3)0.0; 172 | if (cohCount > 0) 173 | { 174 | cohPosSum = cohPosSum / (float)cohCount; // 近い個体の位置の平均を求める 175 | cohSteer = cohPosSum - P_position; // 平均位置方向へのベクトルを求める 176 | cohSteer = normalize(cohSteer) * _MaxSpeed; // 最大速度に調整 177 | cohSteer = cohSteer - P_velocity; // 操舵力を計算 178 | cohSteer = limit(cohSteer, _MaxSteerForce); // 操舵力を制限 179 | } 180 | force += aliSteer * _AlignmentWeight; // 操舵力に整列する力を加える 181 | force += cohSteer * _CohesionWeight; // 操舵力に結合する力を加える 182 | force += sepSteer * _SeparateWeight; // 操舵力に分離する力を加える 183 | 184 | _BoidForceBufferWrite[P_ID] = force; // 書き込み 185 | } 186 | 187 | // 速度, 位置計算用カーネル関数 188 | [numthreads(SIMULATION_BLOCK_SIZE, 1, 1)] 189 | void IntegrateCS 190 | ( 191 | uint3 DTid : SV_DispatchThreadID // スレッド全体で固有のID 192 | ) 193 | { 194 | const unsigned int P_ID = DTid.x; // インデックスを取得 195 | 196 | float3 p = _BoidPositionDataBufferWrite[P_ID]; // 現在のBoidデータを読み込む 197 | float3 v = _BoidVelocityDataBufferWrite[P_ID]; // 現在のBoidデータを読み込む 198 | float3 force = _BoidForceBufferRead[P_ID]; // 操舵力を読み込む 199 | 200 | // 壁に近づいたら反発する力を与える 201 | force += avoidWall(p) * _AvoidWallWeight; 202 | 203 | v += force * _DeltaTime; // 操舵力を速度に適用 204 | v = limit(v, _MaxSpeed); // 速度を制限 205 | p += v * _DeltaTime; // 位置を更新 206 | 207 | _BoidPositionDataBufferWrite[P_ID] = p; // 計算結果を書き込む 208 | _BoidVelocityDataBufferWrite[P_ID] = v; // 計算結果を書き込む 209 | } 210 | 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assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/BoidsSimulationOnVfxGraph/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d357b58f29a0c2c4cbec99353e5dcdd1 3 | folderAsset: yes 4 | timeCreated: 1505730621 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/BoidsSimulationOnVfxGraph/Scripts/BoidsDataBinder.cs: -------------------------------------------------------------------------------- 1 | using BoidsSimulationOnGPU; 2 | using UnityEngine; 3 | using UnityEngine.VFX; 4 | using UnityEngine.VFX.Utility; 5 | 6 | 7 | [AddComponentMenu("VFX/Property Binders/GPUBoids/BoidsData Binder")] 8 | [VFXBinder("GPUBoids/BoidsData")] 9 | sealed class VFXBoidsDataBinder : VFXBinderBase 10 | { 11 | public string Property 12 | { 13 | get => (string) _property; 14 | set => _property = value; 15 | } 16 | 17 | [VFXPropertyBinding("UnityEngine.GraphicsBuffer"), SerializeField] 18 | ExposedProperty _property = "DataSet"; 19 | 20 | public GPUBoids Source = null; 21 | 22 | public override bool IsValid(VisualEffect component) 23 | => Source != null && component.HasGraphicsBuffer(_property); 24 | 25 | public override void UpdateBinding(VisualEffect component) 26 | => component.SetGraphicsBuffer(_property, Source.GetBoidDataBuffer()); 27 | 28 | public override string ToString() 29 | => $"BoidsData : '{_property}' -> {Source?.name ?? "(null)"}"; 30 | } -------------------------------------------------------------------------------- /Assets/BoidsSimulationOnVfxGraph/Scripts/BoidsDataBinder.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8fe3c5de99e2d374da9e358a186d3f00 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/BoidsSimulationOnVfxGraph/Scripts/BoidsRender.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace BoidsSimulationOnGPU 6 | { 7 | // 同GameObjectに、GPUBoidsコンポーネントがアタッチされていること保証 8 | [RequireComponent(typeof(GPUBoids))] 9 | public class BoidsRender : MonoBehaviour 10 | { 11 | #region Paremeters 12 | // 描画するBoidsオブジェクトのスケール 13 | public Vector3 ObjectScale = new Vector3(0.1f, 0.2f, 0.5f); 14 | #endregion 15 | 16 | #region Script References 17 | // GPUBoidsスクリプトの参照 18 | public GPUBoids GPUBoidsScript; 19 | #endregion 20 | 21 | #region Built-in Resources 22 | // 描画するメッシュの参照 23 | public Mesh InstanceMesh; 24 | // 描画のためのマテリアルの参照 25 | public Material InstanceRenderMaterial; 26 | #endregion 27 | 28 | #region Private Variables 29 | // GPUインスタンシングのための引数(ComputeBufferへの転送用) 30 | // インスタンスあたりのインデックス数, インスタンス数, 31 | // 開始インデックス位置, ベース頂点位置, インスタンスの開始位置 32 | uint[] args = new uint[5] { 0, 0, 0, 0, 0 }; 33 | // GPUインスタンシングのための引数バッファ 34 | ComputeBuffer argsBuffer; 35 | #endregion 36 | 37 | #region MonoBehaviour Functions 38 | void Start() 39 | { 40 | // 引数バッファを初期化 41 | argsBuffer = new ComputeBuffer(1, args.Length * sizeof(uint), 42 | ComputeBufferType.IndirectArguments); 43 | } 44 | 45 | void Update() 46 | { 47 | // メッシュをインスタンシング 48 | RenderInstancedMesh(); 49 | } 50 | 51 | void OnDisable() 52 | { 53 | // 引数バッファを解放 54 | if (argsBuffer != null) 55 | argsBuffer.Release(); 56 | argsBuffer = null; 57 | } 58 | #endregion 59 | 60 | #region Private Functions 61 | void RenderInstancedMesh() 62 | { 63 | // 描画用マテリアルがNull, または, GPUBoidsスクリプトがNull, 64 | // またはGPUインスタンシングがサポートされていなければ, 処理をしない 65 | if (InstanceRenderMaterial == null || GPUBoidsScript == null || 66 | !SystemInfo.supportsInstancing) 67 | return; 68 | 69 | // 指定したメッシュのインデックス数を取得 70 | uint numIndices = (InstanceMesh != null) ? 71 | (uint)InstanceMesh.GetIndexCount(0) : 0; 72 | args[0] = numIndices; // メッシュのインデックス数をセット 73 | args[1] = (uint)GPUBoidsScript.GetMaxObjectNum(); // インスタンス数をセット 74 | argsBuffer.SetData(args); // バッファにセット 75 | 76 | // Boidデータを格納したバッファをマテリアルにセット 77 | InstanceRenderMaterial.SetBuffer("_BoidDataBuffer", 78 | GPUBoidsScript.GetBoidDataBuffer()); 79 | // Boidオブジェクトスケールをセット 80 | InstanceRenderMaterial.SetVector("_ObjectScale", ObjectScale); 81 | // 境界領域を定義 82 | var bounds = new Bounds 83 | ( 84 | Vector3.zero,//GPUBoidsScript.GetSimulationAreaCenter(), // 中心 85 | GPUBoidsScript.GetSimulationAreaSize() // サイズ 86 | ); 87 | // メッシュをGPUインスタンシングして描画 88 | Graphics.DrawMeshInstancedIndirect 89 | ( 90 | InstanceMesh, // インスタンシングするメッシュ 91 | 0, // submeshのインデックス 92 | InstanceRenderMaterial, // 描画を行うマテリアル 93 | bounds, // 境界領域 94 | argsBuffer // GPUインスタンシングのための引数のバッファ 95 | ); 96 | } 97 | #endregion 98 | } 99 | } -------------------------------------------------------------------------------- /Assets/BoidsSimulationOnVfxGraph/Scripts/BoidsRender.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c1088025d887acd4189b6dc124e0ebc1 3 | timeCreated: 1507467374 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: 8 | - GPUBoidsScript: {instanceID: 0} 9 | - InstanceMesh: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0} 10 | - InstanceRenderMaterial: {fileID: 2100000, guid: 91dbb6b6149df404a986444779bcb3a3, 11 | type: 2} 12 | executionOrder: 0 13 | icon: {instanceID: 0} 14 | userData: 15 | assetBundleName: 16 | assetBundleVariant: 17 | -------------------------------------------------------------------------------- /Assets/BoidsSimulationOnVfxGraph/Scripts/GPUBoids.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using System.Runtime.InteropServices; 5 | 6 | namespace BoidsSimulationOnGPU 7 | { 8 | public class GPUBoids : MonoBehaviour 9 | { 10 | // スレッドグループのスレッドのサイズ 11 | const int SIMULATION_BLOCK_SIZE = 256; 12 | 13 | #region Boids Parameters 14 | 15 | // 最大オブジェクト数 16 | [Range(256, 32768)] public int MaxObjectNum = 16384; 17 | 18 | // 結合を適用する他の個体との半径 19 | public float CohesionNeighborhoodRadius = 2.0f; 20 | 21 | // 整列を適用する他の個体との半径 22 | public float AlignmentNeighborhoodRadius = 2.0f; 23 | 24 | // 分離を適用する他の個体との半径 25 | public float SeparateNeighborhoodRadius = 1.0f; 26 | 27 | // 速度の最大値 28 | public float MaxSpeed = 5.0f; 29 | 30 | // 操舵力の最大値 31 | public float MaxSteerForce = 0.5f; 32 | 33 | // 結合する力の重み 34 | public float CohesionWeight = 1.0f; 35 | 36 | // 整列する力の重み 37 | public float AlignmentWeight = 1.0f; 38 | 39 | // 分離する力の重み 40 | public float SeparateWeight = 3.0f; 41 | 42 | // 壁を避ける力の重み 43 | public float AvoidWallWeight = 10.0f; 44 | 45 | // 壁の中心座標 46 | //public Vector3 WallCenter = Vector3.zero; 47 | 48 | // 壁のサイズ 49 | public Vector3 WallSize = new Vector3(32.0f, 32.0f, 32.0f); 50 | 51 | #endregion 52 | 53 | // 54 | 55 | #region Built-in Resources 56 | 57 | // Boidsシミュレーションを行うComputeShaderの参照 58 | public ComputeShader BoidsCS; 59 | 60 | #endregion 61 | 62 | #region Private Resources 63 | 64 | // Boidの操舵力(Force)を格納したバッファ 65 | GraphicsBuffer _boidForceBuffer; 66 | 67 | // Boidの基本データ(速度, 位置, Transformなど)を格納したバッファ 68 | private GraphicsBuffer _boidPositionBuffer; 69 | GraphicsBuffer _boidVelocityBuffer; 70 | 71 | #endregion 72 | 73 | #region Accessors 74 | 75 | // Boidの基本データを格納したバッファを取得 76 | public GraphicsBuffer GetBoidDataBuffer() 77 | { 78 | return this._boidPositionBuffer != null ? this._boidPositionBuffer : null; 79 | } 80 | 81 | // オブジェクト数を取得 82 | public int GetMaxObjectNum() 83 | { 84 | return this.MaxObjectNum; 85 | } 86 | 87 | // シミュレーション領域の中心座標を返す 88 | public Vector3 GetSimulationAreaCenter() 89 | { 90 | return this.transform.position; 91 | } 92 | 93 | // シミュレーション領域のボックスのサイズを返す 94 | public Vector3 GetSimulationAreaSize() 95 | { 96 | return this.WallSize; 97 | } 98 | 99 | #endregion 100 | 101 | #region MonoBehaviour Functions 102 | 103 | void Start() 104 | { 105 | // バッファを初期化 106 | InitBuffer(); 107 | } 108 | 109 | void Update() 110 | { 111 | // シミュレーション 112 | Simulation(); 113 | } 114 | 115 | void OnDestroy() 116 | { 117 | // バッファを破棄 118 | ReleaseBuffer(); 119 | } 120 | 121 | void OnDrawGizmos() 122 | { 123 | // デバッグとしてシミュレーション領域をワイヤーフレームで描画 124 | Gizmos.color = Color.cyan; 125 | Gizmos.DrawWireCube(transform.position, WallSize); 126 | } 127 | 128 | #endregion 129 | 130 | #region Private Functions 131 | 132 | // バッファを初期化 133 | void InitBuffer() 134 | { 135 | // バッファを初期化 136 | _boidPositionBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, MaxObjectNum, 137 | Marshal.SizeOf(typeof(Vector3))); 138 | 139 | _boidVelocityBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, MaxObjectNum, 140 | Marshal.SizeOf(typeof(Vector3))); 141 | 142 | 143 | _boidForceBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, MaxObjectNum, 144 | Marshal.SizeOf(typeof(Vector3))); 145 | 146 | // Boidデータ, Forceバッファを初期化 147 | var forceArr = new Vector3[MaxObjectNum]; 148 | var boidPositionDataArr = new Vector3[MaxObjectNum]; 149 | var boidVelocityDataArr = new Vector3[MaxObjectNum]; 150 | for (var i = 0; i < MaxObjectNum; i++) 151 | { 152 | forceArr[i] = Vector3.zero; 153 | boidPositionDataArr[i] = transform.position + Random.insideUnitSphere * 1.0f; 154 | boidVelocityDataArr[i] = Random.insideUnitSphere * 0.1f; 155 | } 156 | 157 | _boidForceBuffer.SetData(forceArr); 158 | 159 | _boidPositionBuffer.SetData(boidPositionDataArr); 160 | _boidVelocityBuffer.SetData(boidVelocityDataArr); 161 | forceArr = null; 162 | boidPositionDataArr = null; 163 | boidVelocityDataArr = null; 164 | } 165 | 166 | // シミュレーション 167 | void Simulation() 168 | { 169 | ComputeShader cs = BoidsCS; 170 | int id = -1; 171 | 172 | // スレッドグループの数を求める 173 | int threadGroupSize = Mathf.CeilToInt(MaxObjectNum / SIMULATION_BLOCK_SIZE); 174 | 175 | // 操舵力を計算 176 | id = cs.FindKernel("ForceCS"); // カーネルIDを取得 177 | cs.SetInt("_MaxBoidObjectNum", MaxObjectNum); 178 | cs.SetFloat("_CohesionNeighborhoodRadius", CohesionNeighborhoodRadius); 179 | cs.SetFloat("_AlignmentNeighborhoodRadius", AlignmentNeighborhoodRadius); 180 | cs.SetFloat("_SeparateNeighborhoodRadius", SeparateNeighborhoodRadius); 181 | cs.SetFloat("_MaxSpeed", MaxSpeed); 182 | cs.SetFloat("_MaxSteerForce", MaxSteerForce); 183 | cs.SetFloat("_SeparateWeight", SeparateWeight); 184 | cs.SetFloat("_CohesionWeight", CohesionWeight); 185 | cs.SetFloat("_AlignmentWeight", AlignmentWeight); 186 | cs.SetVector("_WallCenter", transform.position); 187 | cs.SetVector("_WallSize", WallSize); 188 | cs.SetFloat("_AvoidWallWeight", AvoidWallWeight); 189 | cs.SetBuffer(id, "_BoidPositionDataBufferRead", _boidPositionBuffer); 190 | cs.SetBuffer(id, "_BoidVelocityDataBufferRead", _boidVelocityBuffer); 191 | cs.SetBuffer(id, "_BoidForceBufferWrite", _boidForceBuffer); 192 | cs.Dispatch(id, threadGroupSize, 1, 1); // ComputeShaderを実行 193 | 194 | // 操舵力から、速度と位置を計算 195 | id = cs.FindKernel("IntegrateCS"); // カーネルIDを取得 196 | cs.SetFloat("_DeltaTime", Time.deltaTime); 197 | cs.SetBuffer(id, "_BoidForceBufferRead", _boidForceBuffer); 198 | cs.SetBuffer(id, "_BoidPositionDataBufferWrite", _boidPositionBuffer); 199 | cs.SetBuffer(id, 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-------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # GPU Instanced Boids Simulation on VFX Graph 2 | 3 | Test project of Unity2021.2beta release's new feature "Sample Graphics Buffer" node on vfx graph. 4 | 5 | ![thumbnail](https://github.com/kodai100/BoidsSimulationOnVfxGraph/blob/master/Assets/thumbnail.png) --------------------------------------------------------------------------------