├── .gitignore ├── Assets ├── Raymarcher.compute ├── Raymarcher.compute.meta ├── Scenes.meta ├── Scenes │ ├── SampleScene.unity │ └── SampleScene.unity.meta ├── SimulationVolume.cs ├── SimulationVolume.cs.meta ├── VolumeRenderer.cs ├── VolumeRenderer.cs.meta ├── rotate.cs ├── rotate.cs.meta ├── simulation.compute └── simulation.compute.meta ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | 13 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Asset meta data should only be ignored when the corresponding asset is also ignored 18 | !/[Aa]ssets/**/*.meta 19 | 20 | *.png 21 | *.mp4 22 | 23 | # Uncomment this line if you wish to ignore the asset store tools plugin 24 | # /[Aa]ssets/AssetStoreTools* 25 | 26 | # Autogenerated Jetbrains Rider plugin 27 | /[Aa]ssets/Plugins/Editor/JetBrains* 28 | 29 | # Visual Studio cache directory 30 | .vs/ 31 | 32 | # Gradle cache directory 33 | .gradle/ 34 | 35 | # Autogenerated VS/MD/Consulo solution and project files 36 | ExportedObj/ 37 | .consulo/ 38 | *.csproj 39 | *.unityproj 40 | *.sln 41 | *.suo 42 | *.tmp 43 | *.user 44 | *.userprefs 45 | *.pidb 46 | *.booproj 47 | *.svd 48 | *.pdb 49 | *.mdb 50 | *.opendb 51 | *.VC.db 52 | 53 | # Unity3D generated meta files 54 | *.pidb.meta 55 | *.pdb.meta 56 | *.mdb.meta 57 | 58 | # Unity3D generated file on crash reports 59 | sysinfo.txt 60 | 61 | # Builds 62 | *.apk 63 | *.unitypackage 64 | 65 | # Crashlytics generated file 66 | crashlytics-build.properties 67 | 68 | -------------------------------------------------------------------------------- /Assets/Raymarcher.compute: -------------------------------------------------------------------------------- 1 | // Each #kernel tells which function to compile; you can have many kernels 2 | #pragma kernel Main 3 | 4 | 5 | RWTexture2D Result; 6 | Texture3D _DensityTexture; 7 | Texture3D _DivergenceTexture; 8 | Texture3D _PressureTexture; 9 | SamplerState myLinearClampSampler; 10 | 11 | float4x4 _CameraToWorld; 12 | float4x4 _CameraInverseProjection; 13 | 14 | float _density; 15 | float _shadowAmount; 16 | 17 | #define ITERATIONS 128 18 | 19 | struct Ray 20 | { 21 | float3 origin; 22 | float3 direction; 23 | }; 24 | 25 | struct AABB { 26 | float3 min; 27 | float3 max; 28 | }; 29 | 30 | bool intersect(Ray r, AABB aabb, out float t0, out float t1) 31 | { 32 | float3 invR = 1.0 / r.direction; 33 | float3 tbot = invR * (aabb.min - r.origin); 34 | float3 ttop = invR * (aabb.max - r.origin); 35 | float3 tmin = min(ttop, tbot); 36 | float3 tmax = max(ttop, tbot); 37 | float2 t = max(tmin.xx, tmin.yz); 38 | t0 = max(t.x, t.y); 39 | t = min(tmax.xx, tmax.yz); 40 | t1 = min(t.x, t.y); 41 | return t0 <= t1; 42 | } 43 | 44 | bool intersection(AABB b, Ray r) { 45 | float3 n_inv = 1.0f / r.direction; 46 | 47 | float tx1 = (b.min.x - r.origin.x) * n_inv.x; 48 | float tx2 = (b.max.x - r.origin.x) * n_inv.x; 49 | 50 | float tmin = min(tx1, tx2); 51 | float tmax = max(tx1, tx2); 52 | 53 | float ty1 = (b.min.y - r.origin.y) * n_inv.y; 54 | float ty2 = (b.max.y - r.origin.y) * n_inv.y; 55 | 56 | tmin = max(tmin, min(ty1, ty2)); 57 | tmax = min(tmax, max(ty1, ty2)); 58 | 59 | float tz1 = (b.min.z - r.origin.z) * n_inv.z; 60 | float tz2 = (b.max.z - r.origin.z) * n_inv.z; 61 | 62 | tmin = max(tmin, min(tz1, tz2)); 63 | tmax = min(tmax, max(tz1, tz2)); 64 | 65 | return tmax >= tmin; 66 | } 67 | 68 | Ray CreateRay(float3 origin, float3 direction) 69 | { 70 | Ray ray; 71 | ray.origin = origin; 72 | ray.direction = direction; 73 | return ray; 74 | } 75 | 76 | Ray CreateCameraRay(float2 uv) 77 | { 78 | float3 origin = mul(_CameraToWorld, float4(0.0f, 0.0f, 0.0f, 1.0f)).xyz; 79 | float3 direction = mul(_CameraInverseProjection, float4(uv, 0.0f, 1.0f)).xyz; 80 | direction = mul(_CameraToWorld, float4(direction, 0.0f)).xyz; 81 | direction = normalize(direction); 82 | return CreateRay(origin, direction); 83 | } 84 | 85 | float SampleLinear(float3 p) 86 | { 87 | p += 0.5; 88 | return _DensityTexture.SampleLevel(myLinearClampSampler, p, 0).a * 30.0; 89 | } 90 | 91 | float SamplePressure(float3 p) 92 | { 93 | p += 0.5; 94 | return _PressureTexture.SampleLevel(myLinearClampSampler, p, 0); 95 | } 96 | 97 | float3 SampleVelocity(float3 p) 98 | { 99 | p += 0.5; 100 | return _DensityTexture.SampleLevel(myLinearClampSampler, p, 0).xyz; 101 | } 102 | 103 | [numthreads(8,8,1)] 104 | void Main (uint3 id : SV_DispatchThreadID) 105 | { 106 | // Get the dimensions of the RenderTexture 107 | uint width, height; 108 | Result.GetDimensions(width, height); 109 | 110 | // Transform pixel to [-1,1] range 111 | float2 uv = float2((id.xy + float2(0.5f, 0.5f)) / float2(width, height) * 2.0f - 1.0f); 112 | 113 | // Get a ray for the UVs 114 | Ray ray = CreateCameraRay(uv); 115 | 116 | AABB aabb; 117 | aabb.min = float3(-0.5, -0.5, -0.5); 118 | aabb.max = float3(0.5, 0.5, 0.5); 119 | 120 | if (!intersection(aabb, ray)) { 121 | Result[id.xy] = float4(0, 0, 0, 1); 122 | return; 123 | } 124 | 125 | float tnear; 126 | float tfar; 127 | intersect(ray, aabb, tnear, tfar); 128 | tnear = max(0.0, tnear); 129 | 130 | float3 start = ray.origin + ray.direction * tnear; 131 | float3 end = ray.origin + ray.direction * tfar; 132 | float dist = abs(tfar - tnear); // float dist = distance(start, end); 133 | float step_size = 0.01; 134 | float3 ds = normalize(end - start) * step_size; 135 | 136 | 137 | float curdensity = 0; 138 | float transmittance = 1; 139 | float density = 0; 140 | float3 lightenergy = 0; 141 | 142 | float3 p = start; 143 | float3 velocityColor = (float3)0.0; 144 | 145 | for (int iter = 0; iter < ITERATIONS; iter++) 146 | { 147 | float d = SampleLinear(p) * _density; 148 | float3 v = SampleVelocity(p); 149 | float3 LightVector = float3(-1, 1, 0); 150 | //Sample Light Absorption and Scattering 151 | if (d > 0.001) 152 | { 153 | float3 lpos = p; 154 | float shadowdist = 0; 155 | 156 | for (int s = 0; s < 10; s++) 157 | { 158 | lpos += LightVector * step_size; 159 | float lsample = SampleLinear(lpos); 160 | shadowdist += lsample; 161 | } 162 | 163 | curdensity = saturate(d); 164 | float shadowterm = exp(-shadowdist * _shadowAmount); 165 | float3 absorbedlight = shadowterm * curdensity; 166 | lightenergy += absorbedlight * transmittance; 167 | 168 | transmittance *= 1 - curdensity; 169 | 170 | density += d * (1.0 / ITERATIONS); 171 | 172 | // velocityColor += v * (1.0 / ITERATIONS); 173 | 174 | /* float pressure = SamplePressure(p); 175 | if (pressure > 0) 176 | velocityColor.r += (1.0 / ITERATIONS) ; 177 | else 178 | velocityColor.b += (1.0 / ITERATIONS); 179 | */ 180 | velocityColor += abs(v) * (10.0 / ITERATIONS); 181 | } 182 | 183 | p += ds; 184 | 185 | if (abs(p.x) > 0.5 || abs(p.y) > 0.5 || abs(p.z) > 0.5) 186 | break; 187 | 188 | } 189 | 190 | float3 color = lightenergy;// *abs(velocityColor); 191 | //float3 color = velocityColor; 192 | 193 | 194 | Result[id.xy] = float4(color, 1.0f); 195 | } 196 | -------------------------------------------------------------------------------- /Assets/Raymarcher.compute.meta: 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9fc0d4010bbf28b4594072e72b8655ab 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/SimulationVolume.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | 6 | public class SimulationVolume : MonoBehaviour 7 | { 8 | 9 | 10 | 11 | public ComputeShader m_shader; 12 | [Range(0, 1)] public float m_viscosity = 0.1f; 13 | [Range(0,10)] public float m_timeScale = 0.1f; 14 | [Range(0, 1)] public float m_decayVelocity = 0.1f; 15 | [Range(0, 1)] public float m_decayDensity = 0.1f; 16 | public int m_resolution = 128; 17 | 18 | [Range(0, 30)] public int m_diffuseIterations = 10; 19 | [Range(0, 50)] public int m_jacobiIterations = 10; 20 | [Range(0, 50)] public float m_velocity = 10; 21 | 22 | [Header("rendering")] 23 | public float density; 24 | public float shadowAmount; 25 | 26 | private RenderTexture m_volumeTexturePrevious; 27 | 28 | private RenderTexture m_volumeVelocityA; 29 | private RenderTexture m_volumeVelocityB; 30 | 31 | private RenderTexture m_volumePressureA; 32 | private RenderTexture m_volumePressureB; 33 | private RenderTexture m_volumeDivergence; 34 | 35 | public RenderTexture Volume { get { return m_volumeVelocityA; } } 36 | public RenderTexture Divergence { get { return m_volumeDivergence; } } 37 | public RenderTexture Pressure { get { return m_volumePressureA; } } 38 | 39 | private Dictionary m_kernelMap = new Dictionary(); 40 | private string[] m_kernelNames = new string[] { 41 | "Init", 42 | "Advect", 43 | "Inject", 44 | "Diffuse", 45 | 46 | "Divergence", 47 | "ProjectField", 48 | "Pressure", 49 | "Clear", 50 | "BoundaryCondition" 51 | 52 | }; 53 | private int m_blockDim; 54 | 55 | 56 | RenderTexture CreateVolumeTexture(RenderTextureFormat format) 57 | { 58 | RenderTexture tex = new RenderTexture( 59 | m_resolution, m_resolution, m_resolution, format, RenderTextureReadWrite.Default); 60 | tex.dimension = UnityEngine.Rendering.TextureDimension.Tex3D; 61 | tex.volumeDepth = m_resolution; 62 | tex.enableRandomWrite = true; 63 | tex.depth = 0; 64 | tex.wrapMode = TextureWrapMode.Clamp; 65 | tex.filterMode = FilterMode.Bilinear; 66 | tex.Create(); 67 | return tex; 68 | } 69 | void Awake() 70 | { 71 | // Texture holds velocity, amount 72 | m_volumeVelocityA = CreateVolumeTexture(RenderTextureFormat.ARGBFloat); 73 | m_volumeVelocityB = CreateVolumeTexture(RenderTextureFormat.ARGBFloat); 74 | 75 | m_volumePressureA = CreateVolumeTexture(RenderTextureFormat.RFloat); 76 | m_volumePressureB = CreateVolumeTexture(RenderTextureFormat.RFloat); 77 | m_volumeDivergence = CreateVolumeTexture(RenderTextureFormat.RFloat); 78 | 79 | foreach (string name in m_kernelNames) 80 | m_kernelMap[name] = m_shader.FindKernel(name); 81 | } 82 | 83 | public void SwapBuffers() 84 | { 85 | RenderTexture tmp = m_volumeVelocityB; 86 | m_volumeVelocityB = m_volumeVelocityA; 87 | m_volumeVelocityA = tmp; 88 | } 89 | 90 | public void SetUniforms() 91 | { 92 | m_shader.SetFloat("_dt", Time.deltaTime * m_timeScale); 93 | m_shader.SetInt("_resolution", m_resolution); 94 | m_shader.SetFloat("_viscosity", m_viscosity); 95 | m_shader.SetVector("_decay", new Vector3(m_decayVelocity, m_decayDensity, 0f)); 96 | m_shader.SetFloat("_time", Time.time); 97 | m_shader.SetFloat("_velocity", m_velocity); 98 | } 99 | 100 | private void Start() 101 | { 102 | m_blockDim = Mathf.CeilToInt(m_resolution / 4); 103 | 104 | SetUniforms(); 105 | 106 | m_shader.SetTexture(m_kernelMap["Init"], "_Destination", m_volumeVelocityA); 107 | m_shader.Dispatch(m_kernelMap["Init"], m_blockDim, m_blockDim, m_blockDim); 108 | } 109 | 110 | 111 | void Update() 112 | { 113 | SetUniforms(); 114 | 115 | m_shader.SetTexture(m_kernelMap["Advect"], "_Source", m_volumeVelocityA); 116 | m_shader.SetTexture(m_kernelMap["Advect"], "_Destination", m_volumeVelocityB); 117 | m_shader.Dispatch(m_kernelMap["Advect"], m_blockDim, m_blockDim, m_blockDim); 118 | SwapBuffers(); 119 | 120 | if ( Input.GetKey(KeyCode.Space)) 121 | { 122 | m_shader.SetTexture(m_kernelMap["Inject"], "_Source", m_volumeVelocityA); 123 | m_shader.SetTexture(m_kernelMap["Inject"], "_Destination", m_volumeVelocityB); 124 | m_shader.Dispatch(m_kernelMap["Inject"], m_blockDim, m_blockDim, m_blockDim); 125 | SwapBuffers(); 126 | } 127 | 128 | //diffuse 129 | for (int i = 0; i < m_diffuseIterations; i++) 130 | { 131 | m_shader.SetTexture(m_kernelMap["Diffuse"], "_Source", m_volumeVelocityA); 132 | m_shader.SetTexture(m_kernelMap["Diffuse"], "_Destination", m_volumeVelocityB); 133 | m_shader.Dispatch(m_kernelMap["Diffuse"], m_blockDim, m_blockDim, m_blockDim); 134 | 135 | m_shader.SetTexture(m_kernelMap["Diffuse"], "_Source", m_volumeVelocityB); 136 | m_shader.SetTexture(m_kernelMap["Diffuse"], "_Destination", m_volumeVelocityA); 137 | m_shader.Dispatch(m_kernelMap["Diffuse"], m_blockDim, m_blockDim, m_blockDim); 138 | 139 | } 140 | 141 | 142 | 143 | //calculate divergence 144 | m_shader.SetTexture(m_kernelMap["Divergence"], "_Source", m_volumeVelocityA); 145 | m_shader.SetTexture(m_kernelMap["Divergence"], "_DestinationDivergence", m_volumeDivergence); 146 | m_shader.Dispatch(m_kernelMap["Divergence"], m_blockDim, m_blockDim, m_blockDim); 147 | 148 | 149 | 150 | //solve pressure 151 | m_shader.SetTexture(m_kernelMap["Pressure"], "_SourceDivergence", m_volumeDivergence); 152 | 153 | m_shader.SetTexture(m_kernelMap["Clear"], "_DestinationPressure", m_volumePressureA); 154 | m_shader.Dispatch(m_kernelMap["Clear"], m_blockDim, m_blockDim, m_blockDim); 155 | 156 | 157 | for (int i = 0; i < m_jacobiIterations; i++) 158 | { 159 | 160 | m_shader.SetTexture(m_kernelMap["Pressure"], "_SourcePressure", m_volumePressureA); 161 | m_shader.SetTexture(m_kernelMap["Pressure"], "_DestinationPressure", m_volumePressureB); 162 | m_shader.Dispatch(m_kernelMap["Pressure"], m_blockDim, m_blockDim, m_blockDim); 163 | 164 | m_shader.SetTexture(m_kernelMap["Pressure"], "_SourcePressure", m_volumePressureB); 165 | m_shader.SetTexture(m_kernelMap["Pressure"], "_DestinationPressure", m_volumePressureA); 166 | m_shader.Dispatch(m_kernelMap["Pressure"], m_blockDim, m_blockDim, m_blockDim); 167 | 168 | } 169 | 170 | //project 171 | m_shader.SetTexture(m_kernelMap["ProjectField"], "_SourcePressure", m_volumePressureA); 172 | m_shader.SetTexture(m_kernelMap["ProjectField"], "_Source", m_volumeVelocityA); 173 | m_shader.SetTexture(m_kernelMap["ProjectField"], "_Destination", m_volumeVelocityB); 174 | m_shader.Dispatch(m_kernelMap["ProjectField"], m_blockDim, m_blockDim, m_blockDim); 175 | 176 | m_shader.SetTexture(m_kernelMap["BoundaryCondition"], "_Destination", m_volumeVelocityA); 177 | m_shader.Dispatch(m_kernelMap["BoundaryCondition"], m_blockDim, m_blockDim, m_blockDim); 178 | 179 | SwapBuffers(); 180 | 181 | } 182 | 183 | } 184 | -------------------------------------------------------------------------------- /Assets/SimulationVolume.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cf20fdacb0cfbef4bba6e1a20ce679b4 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/VolumeRenderer.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class VolumeRenderer : MonoBehaviour 6 | { 7 | public ComputeShader RayTracingShader; 8 | public SimulationVolume m_simulation; 9 | 10 | private RenderTexture m_frameRender; 11 | 12 | private void OnRenderImage(RenderTexture source, RenderTexture destination) 13 | { 14 | Render(destination); 15 | } 16 | 17 | private Camera _camera; 18 | private void Awake() 19 | { 20 | _camera = GetComponent(); 21 | } 22 | 23 | private void SetShaderParameters() 24 | { 25 | RayTracingShader.SetMatrix("_CameraToWorld", _camera.cameraToWorldMatrix); 26 | RayTracingShader.SetMatrix("_CameraInverseProjection", _camera.projectionMatrix.inverse); 27 | RayTracingShader.SetTexture(0, "_DensityTexture", m_simulation.Volume); 28 | RayTracingShader.SetTexture(0, "_DivergenceTexture", m_simulation.Divergence); 29 | RayTracingShader.SetTexture(0, "_PressureTexture", m_simulation.Pressure); 30 | 31 | RayTracingShader.SetFloat("_density", m_simulation.density); 32 | RayTracingShader.SetFloat("_shadowAmount", m_simulation.shadowAmount); 33 | 34 | } 35 | 36 | private void Render(RenderTexture destination) 37 | { 38 | // Make sure we have a current render target 39 | InitRenderTexture(); 40 | SetShaderParameters(); 41 | 42 | // Set the target and dispatch the compute shader 43 | RayTracingShader.SetTexture(0, "Result", m_frameRender); 44 | int threadGroupsX = Mathf.CeilToInt(Screen.width / 8.0f); 45 | int threadGroupsY = Mathf.CeilToInt(Screen.height / 8.0f); 46 | RayTracingShader.Dispatch(0, threadGroupsX, threadGroupsY, 1); 47 | 48 | // Blit the result texture to the screen 49 | Graphics.Blit(m_frameRender, destination); 50 | } 51 | 52 | private void InitRenderTexture() 53 | { 54 | if (m_frameRender == null || m_frameRender.width != Screen.width || m_frameRender.height != Screen.height) 55 | { 56 | // Release render texture if we already have one 57 | if (m_frameRender != null) 58 | m_frameRender.Release(); 59 | 60 | // Get a render target for Ray Tracing 61 | m_frameRender = new RenderTexture(Screen.width, Screen.height, 0, 62 | RenderTextureFormat.ARGBFloat, RenderTextureReadWrite.Linear); 63 | m_frameRender.enableRandomWrite = true; 64 | m_frameRender.Create(); 65 | } 66 | } 67 | } -------------------------------------------------------------------------------- /Assets/VolumeRenderer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cf92c7334c127334a9fc6dbe68e8f54d 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/rotate.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class rotate : MonoBehaviour 6 | { 7 | public float m_angle = 1f; 8 | public Vector3 m_axis = Vector3.up; 9 | 10 | void Update() 11 | { 12 | transform.Rotate(m_axis.normalized, m_angle); 13 | } 14 | } 15 | -------------------------------------------------------------------------------- /Assets/rotate.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cf58af8ec16246147b7f1d15aa84c6d0 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/simulation.compute: -------------------------------------------------------------------------------- 1 | // Each #kernel tells which function to compile; you can have many kernels 2 | #pragma kernel Init 3 | #pragma kernel Advect 4 | #pragma kernel Inject 5 | #pragma kernel Diffuse 6 | #pragma kernel Divergence 7 | #pragma kernel ProjectField 8 | #pragma kernel Pressure 9 | #pragma kernel Clear 10 | #pragma kernel BoundaryCondition 11 | 12 | // velocity xyz, density a 13 | Texture3D _Source; 14 | RWTexture3D _Destination; 15 | 16 | Texture3D _SourceDivergence; 17 | Texture3D _SourcePressure; 18 | 19 | RWTexture3D _DestinationDivergence; 20 | RWTexture3D _DestinationPressure; 21 | 22 | SamplerState MyLinearRepeatSampler; 23 | 24 | float _dt; 25 | float _viscosity; 26 | float3 _decay; 27 | float _time; 28 | float _velocity; 29 | 30 | int _resolution; 31 | 32 | float4 SampleLinear(float3 p) 33 | { 34 | return _Source.SampleLevel(MyLinearRepeatSampler, p, 0); 35 | } 36 | 37 | 38 | float3 worldPosFromID(int3 id) 39 | { 40 | return ((float3)id.xyz + 0.5) / (float)_resolution - 0.5; 41 | } 42 | 43 | float3 NormPosFromID(int3 id) 44 | { 45 | return ((float3)id.xyz + 0.5) / (float)_resolution; 46 | } 47 | 48 | [numthreads(4,4,4)] 49 | void Init (uint3 id : SV_DispatchThreadID) 50 | { 51 | _Destination[id.xyz] = float4(0, 0, 0, 0); 52 | } 53 | 54 | [numthreads(4, 4, 4)] 55 | void Advect(uint3 id : SV_DispatchThreadID) 56 | { 57 | float4 thisSample = _Source[id.xyz]; 58 | float3 velocity = thisSample.xyz; 59 | 60 | float3 pos = NormPosFromID(id); 61 | 62 | pos -= velocity * _dt; 63 | 64 | 65 | float4 previousSample = SampleLinear(pos); 66 | 67 | previousSample.a *= _decay.y; 68 | previousSample.xyz *= _decay.x; 69 | _Destination[id.xyz] = previousSample; 70 | 71 | } 72 | 73 | [numthreads(4, 4, 4)] 74 | void Inject(uint3 id : SV_DispatchThreadID) 75 | { 76 | float3 pos = worldPosFromID(id); 77 | float amount = 0; 78 | float3 velocity = float3(0, 0, 0); 79 | 80 | if (pos.y > 0.4 && length(pos.xz) < 0.01) 81 | { 82 | amount = 1; 83 | velocity = float3(0, -_velocity * 10, 10); 84 | _Destination[id.xyz] = float4(velocity, amount); 85 | } 86 | else if (pos.y < -0.4 && length(pos.xz) < 0.01) 87 | { 88 | amount = 1; 89 | velocity = float3(0, _velocity * 10, 10); 90 | _Destination[id.xyz] = float4(velocity, amount); 91 | } 92 | 93 | else 94 | { 95 | _Destination[id.xyz] = _Source[id.xyz]; 96 | } 97 | } 98 | 99 | [numthreads(4, 4, 4)] 100 | void BoundaryCondition(uint3 id : SV_DispatchThreadID) 101 | { 102 | // if (id.x == 0 || id.y == 0 || id.z == 0 || 103 | // id.x == _resolution -1|| id.y == _resolution -1|| id.z == _resolution -1) 104 | 105 | if ( id.y == 0) 106 | _Destination[id] = float4(0, 0, 0, 0); 107 | } 108 | 109 | [numthreads(4, 4, 4)] 110 | void Diffuse(uint3 id : SV_DispatchThreadID) 111 | { 112 | int2 delta = int2(1, 0); 113 | float4 C = _Source[id.xyz]; 114 | 115 | float4 U = _Source[(id.xyz + delta.yxy) % _resolution]; 116 | float4 D = _Source[(id.xyz - delta.yxy) % _resolution]; 117 | 118 | float4 R = _Source[(id.xyz + delta.xyy) % _resolution]; 119 | float4 L = _Source[(id.xyz - delta.xyy) % _resolution]; 120 | 121 | float4 F = _Source[(id.xyz + delta.yyx) % _resolution]; 122 | float4 B = _Source[(id.xyz - delta.yyx) % _resolution]; 123 | 124 | float4 lapl = (F + B + U + D + L + R - 6.0 * C) / 6.0; 125 | 126 | // Diffuse veclocity not density 127 | C.xyz += lapl.xyz * _viscosity; 128 | 129 | _Destination[id.xyz] = C; 130 | } 131 | 132 | 133 | [numthreads(4, 4, 4)] 134 | void ProjectField(uint3 id : SV_DispatchThreadID) 135 | { 136 | int2 delta = int2(1, 0); 137 | 138 | float pU = _SourcePressure[(id.xyz + delta.yxy) % _resolution]; 139 | float pD = _SourcePressure[(id.xyz - delta.yxy) % _resolution]; 140 | 141 | float pR = _SourcePressure[(id.xyz + delta.xyy) % _resolution]; 142 | float pL = _SourcePressure[(id.xyz - delta.xyy) % _resolution]; 143 | 144 | float pF = _SourcePressure[(id.xyz + delta.yyx) % _resolution]; 145 | float pB = _SourcePressure[(id.xyz - delta.yyx) % _resolution]; 146 | 147 | float3 gradP = 0.5 * float3(pR - pL, pU - pD, pF - pB); 148 | 149 | float4 oldField = _Source[id.xyz]; 150 | oldField.xyz -= gradP; 151 | _Destination[id.xyz] = oldField; 152 | } 153 | 154 | [numthreads(4, 4, 4)] 155 | void Pressure(uint3 id : SV_DispatchThreadID) 156 | { 157 | int2 delta = int2(1, 0); 158 | float dC = _SourceDivergence[id.xyz]; 159 | 160 | float pU = _SourcePressure[(id.xyz + delta.yxy) % _resolution]; 161 | float pD = _SourcePressure[(id.xyz - delta.yxy) % _resolution]; 162 | 163 | float pR = _SourcePressure[(id.xyz + delta.xyy) % _resolution]; 164 | float pL = _SourcePressure[(id.xyz - delta.xyy) % _resolution]; 165 | 166 | float pF = _SourcePressure[(id.xyz + delta.yyx) % _resolution]; 167 | float pB = _SourcePressure[(id.xyz - delta.yyx) % _resolution]; 168 | 169 | float p = (pL + pR + pF + pB + pU + pD - dC) / 6.0; 170 | 171 | _DestinationPressure[id.xyz] = p; 172 | } 173 | 174 | 175 | [numthreads(4, 4, 4)] 176 | void Divergence(uint3 id : SV_DispatchThreadID) 177 | { 178 | int2 delta = int2(1, 0); 179 | float4 C = _Source[id.xyz]; 180 | 181 | float4 U = _Source[(id.xyz + delta.yxy) % _resolution]; 182 | float4 D = _Source[(id.xyz - delta.yxy) % _resolution]; 183 | 184 | float4 R = _Source[(id.xyz + delta.xyy) % _resolution]; 185 | float4 L = _Source[(id.xyz - delta.xyy) % _resolution]; 186 | 187 | float4 F = _Source[(id.xyz + delta.yyx) % _resolution]; 188 | float4 B = _Source[(id.xyz - delta.yyx) % _resolution]; 189 | 190 | float div = 0.5 * ((R.x - L.x) + (U.y - D.y) + (F.z - B.z)); 191 | 192 | _DestinationDivergence[id.xyz] = div; 193 | } 194 | 195 | 196 | [numthreads(4, 4, 4)] 197 | void Clear(uint3 id : SV_DispatchThreadID) 198 | { 199 | _DestinationPressure[id.xyz] = 0; 200 | } 201 | -------------------------------------------------------------------------------- /Assets/simulation.compute.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f5444418342f7894e830daf5bce7d2f2 3 | ComputeShaderImporter: 4 | externalObjects: {} 5 | currentAPIMask: 4 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- /ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # UnityFluid 2 | 3 | raymarching volume and simulationg navier stokes 4 | 5 | --------------------------------------------------------------------------------