├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── EditorBuildSettings.asset ├── NetworkManager.asset ├── TimeManager.asset ├── AudioManager.asset ├── EditorSettings.asset ├── TagManager.asset ├── DynamicsManager.asset ├── UnityConnectSettings.asset ├── Physics2DSettings.asset ├── NavMeshAreas.asset ├── GraphicsSettings.asset ├── QualitySettings.asset ├── InputManager.asset └── ProjectSettings.asset ├── img ├── uma-particle.gif └── particleSetting.png ├── Assets ├── Main.unity.meta ├── CGINC.meta ├── AnimationParticleSystem.meta ├── CGINC │ ├── Quaternion.cginc.meta │ └── Quaternion.cginc ├── AnimationParticleSystem │ ├── Particle.shader.meta │ ├── Horse.asset.meta │ ├── Particle.mat.meta │ ├── Horse_col.asset.meta │ ├── Horse_norm.asset.meta │ ├── Horse_pos.asset.meta │ ├── Horse_uv.asset.meta │ ├── Horse.Horse_Run.normTex.asset.meta │ ├── Horse.Horse_Run.posTex.asset.meta │ ├── Mesh-Info-Texture-Animated.shader.meta │ ├── Generator_mesh Info texture Animated.mat.meta │ ├── SurfaceTextureGenerator.cs.meta │ ├── Generator_mesh Info texture Animated.mat │ ├── Particle.mat │ ├── SurfaceTextureGenerator.cs │ ├── Mesh-Info-Texture-Animated.shader │ └── Particle.shader └── Main.unity ├── README.md ├── .gitignore └── LICENSE /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2017.1.0f3 2 | -------------------------------------------------------------------------------- /img/uma-particle.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/sugi-cho/AnimationParticleSystem-Unity/HEAD/img/uma-particle.gif -------------------------------------------------------------------------------- /img/particleSetting.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/sugi-cho/AnimationParticleSystem-Unity/HEAD/img/particleSetting.png 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tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: 0.02 7 | Maximum Allowed Timestep: 0.33333334 8 | m_TimeScale: 1 9 | Maximum Particle Timestep: 0.03 10 | -------------------------------------------------------------------------------- /Assets/AnimationParticleSystem/Particle.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 976518cf3ee62c14796f95cd65b605e7 3 | timeCreated: 1502424478 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/AnimationParticleSystem/Horse.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 08a68ff18eb7c08438dfcf14a65cca83 3 | timeCreated: 1502512649 4 | licenseType: Free 5 | 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assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/AnimationParticleSystem/Horse_norm.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 912b2047bd82aa14da76eeb98ce2b458 3 | timeCreated: 1501682673 4 | licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 2800000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/AnimationParticleSystem/Horse_pos.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9fffdbbc18d74104b8a2fdf236200360 3 | timeCreated: 1501682672 4 | licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 2800000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | 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/Assets/AnimationParticleSystem/Horse.Horse_Run.posTex.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 72ddc497a4dca58488c605e7ed5a8eb4 3 | timeCreated: 1502510689 4 | licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 0 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/AnimationParticleSystem/Mesh-Info-Texture-Animated.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 420cf55ec6c2acc40b29b8a621019e38 3 | timeCreated: 1502510713 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/AnimationParticleSystem/Generator_mesh Info texture Animated.mat.meta: 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-------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | m_Volume: 1 7 | Rolloff Scale: 1 8 | Doppler Factor: 1 9 | Default Speaker Mode: 2 10 | m_SampleRate: 0 11 | m_DSPBufferSize: 0 12 | m_VirtualVoiceCount: 512 13 | m_RealVoiceCount: 32 14 | m_SpatializerPlugin: 15 | m_AmbisonicDecoderPlugin: 16 | m_DisableAudio: 0 17 | m_VirtualizeEffects: 1 18 | -------------------------------------------------------------------------------- /ProjectSettings/EditorSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!159 &1 4 | EditorSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 4 7 | m_ExternalVersionControlSupport: Visible Meta Files 8 | m_SerializationMode: 2 9 | m_DefaultBehaviorMode: 0 10 | m_SpritePackerMode: 0 11 | m_SpritePackerPaddingPower: 1 12 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd 13 | m_ProjectGenerationRootNamespace: 14 | m_UserGeneratedProjectSuffix: 15 | m_CollabEditorSettings: 16 | inProgressEnabled: 1 17 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # AnimationParticleSystem-Unity 2 | 3 | this project is a simple example of usage of 4 | 5 | - [Animated-Mesh-Surface-Position-Texture-Generator ](https://github.com/sugi-cho/Animated-Mesh-Surface-Position-Texture-Generator) 6 | - [SurfaceSamplerUnity](https://github.com/sugi-cho/SurfaceSamplerUnity) 7 | - [ParticleSystem VertexStreams and CustomData](https://docs.unity3d.com/Manual/PartSysVertexStreams.html) 8 | 9 | 10 | ![](img/uma-particle.gif) 11 | 12 | ![](img/particleSetting.png) 13 | 14 | custom data for generate random UV per particles -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | /Assets/AssetStoreTools* 7 | 8 | # Visual Studio 2015 cache directory 9 | /.vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | 26 | # Unity3D generated meta files 27 | *.pidb.meta 28 | 29 | # Unity3D Generated File On Crash Reports 30 | sysinfo.txt 31 | 32 | # Builds 33 | *.apk 34 | *.unitypackage 35 | -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /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: 3 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_EnablePCM: 1 18 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 19 | m_AutoSimulation: 1 20 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_Enabled: 0 14 | m_CaptureEditorExceptions: 1 15 | UnityPurchasingSettings: 16 | m_Enabled: 0 17 | m_TestMode: 0 18 | UnityAnalyticsSettings: 19 | m_Enabled: 1 20 | m_InitializeOnStartup: 1 21 | m_TestMode: 0 22 | m_TestEventUrl: 23 | m_TestConfigUrl: 24 | UnityAdsSettings: 25 | m_Enabled: 0 26 | m_InitializeOnStartup: 1 27 | m_TestMode: 0 28 | m_EnabledPlatforms: 4294967295 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2017 Hironori Sugino 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Assets/AnimationParticleSystem/Generator_mesh Info texture Animated.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Generator_mesh Info texture Animated 10 | m_Shader: {fileID: 4800000, guid: 420cf55ec6c2acc40b29b8a621019e38, type: 3} 11 | m_ShaderKeywords: ANIM_LOOP 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - 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_ColTex: 22 | m_Texture: {fileID: 2800000, guid: 9adf2e6dd05d8844f94d0d70e0dcd402, type: 2} 23 | m_Scale: {x: 1, y: 1} 24 | m_Offset: {x: 0, y: 0} 25 | - _MainTex: 26 | m_Texture: {fileID: 0} 27 | m_Scale: {x: 1, y: 1} 28 | m_Offset: {x: 0, y: 0} 29 | - _NormTex: 30 | m_Texture: {fileID: 2800000, guid: 912b2047bd82aa14da76eeb98ce2b458, type: 2} 31 | m_Scale: {x: 1, y: 1} 32 | m_Offset: {x: 0, y: 0} 33 | - _PosTex: 34 | m_Texture: {fileID: 2800000, guid: 9fffdbbc18d74104b8a2fdf236200360, type: 2} 35 | m_Scale: {x: 1, y: 1} 36 | m_Offset: {x: 0, y: 0} 37 | - _UvTex: 38 | m_Texture: {fileID: 2800000, guid: 17535bf655a74324cb315a9a06f18777, type: 2} 39 | m_Scale: {x: 1, y: 1} 40 | m_Offset: {x: 0, y: 0} 41 | m_Floats: 42 | - _Glossiness: 0.795 43 | - _Metallic: 0.53 44 | - _T: 0 45 | m_Colors: 46 | - _Color: {r: 1, g: 1, b: 1, a: 1} 47 | -------------------------------------------------------------------------------- /ProjectSettings/NavMeshAreas.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!126 &1 4 | NavMeshProjectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | areas: 8 | - 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Humanoid 90 | -------------------------------------------------------------------------------- /Assets/AnimationParticleSystem/SurfaceTextureGenerator.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class SurfaceTextureGenerator : MonoBehaviour 4 | { 5 | public Material generator; 6 | public Mesh mesh; 7 | [Header("position texture from AnimationBaker")] 8 | public Texture vertPosTex; 9 | [Header("normal texture from AnimationBaker")] 10 | public Texture vertNormTex; 11 | public float deltaTime = 0f; 12 | public float animLength = 1f; 13 | public int texSize = 1024; 14 | 15 | public RenderTexture[] rts; 16 | RenderBuffer[] buffers; 17 | 18 | public Texture surfacePosTex { get { return rts[0]; } } 19 | public Texture surfaceNormTex { get { return rts[1]; } } 20 | 21 | private void Start() 22 | { 23 | CreateRts(texSize); 24 | } 25 | 26 | void CreateRts(int size) 27 | { 28 | rts = new RenderTexture[2]; 29 | for (var i = 0; i < 2; i++) 30 | { 31 | var tex = new RenderTexture(size, size, 0, RenderTextureFormat.ARGBFloat); 32 | tex.filterMode = FilterMode.Point; 33 | tex.wrapMode = TextureWrapMode.Repeat; 34 | tex.Create(); 35 | RenderTexture.active = tex; 36 | GL.Clear(true, true, Color.clear); 37 | rts[i] = tex; 38 | } 39 | buffers = new[] { rts[0].colorBuffer, rts[1].colorBuffer }; 40 | 41 | var r = GetComponent(); 42 | r.material.SetTexture("_PosTex2", surfacePosTex); 43 | r.material.SetTexture("_NormTex2", surfaceNormTex); 44 | } 45 | 46 | void Update() 47 | { 48 | SetProps(); 49 | generator.SetPass(0); 50 | Graphics.SetRenderTarget(buffers, rts[0].depthBuffer); 51 | Graphics.DrawMeshNow(mesh, Matrix4x4.identity); 52 | } 53 | 54 | void SetProps() 55 | { 56 | generator.SetTexture("_PosTex", vertPosTex); 57 | generator.SetTexture("_NmlTex", vertNormTex); 58 | generator.SetFloat("_DT", deltaTime); 59 | generator.SetFloat("_Length", animLength); 60 | } 61 | } -------------------------------------------------------------------------------- /Assets/AnimationParticleSystem/Mesh-Info-Texture-Animated.shader: -------------------------------------------------------------------------------- 1 | Shader "Generator/mesh Info texture Animated" 2 | { 3 | Properties 4 | { 5 | _PosTex("position texture", 2D) = "black"{} 6 | _NmlTex("normal texture", 2D) = "white"{} 7 | _DT ("delta time", float) = 0 8 | _Length ("animation length", Float) = 1 9 | [Toggle(ANIM_LOOP)] _Loop("loop", Float) = 0 10 | } 11 | SubShader 12 | { 13 | Tags { "RenderType"="Opaque" } 14 | LOD 100 ZTest Always Cull Off 15 | 16 | Pass 17 | { 18 | CGPROGRAM 19 | #pragma vertex vert 20 | #pragma fragment frag 21 | #pragma multi_compile ___ ANIM_LOOP 22 | 23 | #include "UnityCG.cginc" 24 | 25 | #define ts _PosTex_TexelSize 26 | 27 | struct appdata 28 | { 29 | float4 vertex : POSITION; 30 | float3 normal : NORMAL; 31 | float2 uv : TEXCOORD0; 32 | float2 uv2 : TEXCOORD1; 33 | }; 34 | 35 | struct v2f 36 | { 37 | float3 vPos : TEXCOORD0; 38 | float3 vNorm : TEXCOORD1; 39 | float4 vertex : SV_POSITION; 40 | }; 41 | 42 | struct pOut 43 | { 44 | float4 VertexPosition : SV_Target0; 45 | float4 VertexNormal : SV_Target1; 46 | }; 47 | 48 | sampler2D _PosTex, _NmlTex; 49 | float4 _PosTex_TexelSize; 50 | float _Length, _DT; 51 | 52 | v2f vert (appdata v, uint vid : SV_VertexID) 53 | { 54 | float t = (_Time.y - _DT) / _Length; 55 | #if ANIM_LOOP 56 | t = fmod(t, 1.0); 57 | #else 58 | t = saturate(t); 59 | #endif 60 | 61 | float x = (vid + 0.5) * ts.x; 62 | float y = t; 63 | float4 vPos = tex2Dlod(_PosTex, float4(x, y, 0, 0)); 64 | float3 vNorm = tex2Dlod(_NmlTex, float4(x, y, 0, 0)); 65 | v.uv2.y = 1.0-v.uv2.y; 66 | 67 | v2f o; 68 | //use uv2 generated for light-map 69 | o.vertex = float4(v.uv2*2.0-1.0,0.0,1.0); 70 | o.vPos = vPos; 71 | o.vNorm = vNorm; 72 | return o; 73 | } 74 | 75 | pOut frag (v2f i) 76 | { 77 | pOut o; 78 | o.VertexPosition = float4(i.vPos,1.0); 79 | o.VertexNormal = float4(i.vNorm,1.0); 80 | return o; 81 | } 82 | ENDCG 83 | } 84 | } 85 | } 86 | -------------------------------------------------------------------------------- /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: 12 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, type: 0} 13 | m_ScreenSpaceShadows: 14 | m_Mode: 1 15 | m_Shader: {fileID: 64, guid: 0000000000000000f000000000000000, type: 0} 16 | m_LegacyDeferred: 17 | m_Mode: 1 18 | m_Shader: {fileID: 63, guid: 0000000000000000f000000000000000, type: 0} 19 | m_DepthNormals: 20 | m_Mode: 1 21 | m_Shader: {fileID: 62, guid: 0000000000000000f000000000000000, type: 0} 22 | m_MotionVectors: 23 | m_Mode: 1 24 | m_Shader: {fileID: 75, guid: 0000000000000000f000000000000000, type: 0} 25 | m_LightHalo: 26 | m_Mode: 1 27 | m_Shader: {fileID: 105, guid: 0000000000000000f000000000000000, type: 0} 28 | m_LensFlare: 29 | m_Mode: 1 30 | m_Shader: {fileID: 102, guid: 0000000000000000f000000000000000, type: 0} 31 | m_AlwaysIncludedShaders: 32 | - {fileID: 7, guid: 0000000000000000f000000000000000, type: 0} 33 | - {fileID: 15104, guid: 0000000000000000f000000000000000, type: 0} 34 | - {fileID: 15105, guid: 0000000000000000f000000000000000, type: 0} 35 | - {fileID: 15106, guid: 0000000000000000f000000000000000, type: 0} 36 | - {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0} 37 | - {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0} 38 | m_PreloadedShaders: [] 39 | m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, 40 | type: 0} 41 | m_CustomRenderPipeline: {fileID: 0} 42 | m_TransparencySortMode: 0 43 | m_TransparencySortAxis: {x: 0, y: 0, z: 1} 44 | m_DefaultRenderingPath: 1 45 | m_DefaultMobileRenderingPath: 1 46 | m_TierSettings: [] 47 | m_LightmapStripping: 0 48 | m_FogStripping: 0 49 | m_InstancingStripping: 0 50 | m_LightmapKeepPlain: 1 51 | m_LightmapKeepDirCombined: 1 52 | m_LightmapKeepDynamicPlain: 1 53 | m_LightmapKeepDynamicDirCombined: 1 54 | m_LightmapKeepShadowMask: 1 55 | m_LightmapKeepSubtractive: 1 56 | m_FogKeepLinear: 1 57 | m_FogKeepExp: 1 58 | m_FogKeepExp2: 1 59 | m_AlbedoSwatchInfos: [] 60 | m_LightsUseLinearIntensity: 0 61 | m_LightsUseColorTemperature: 0 62 | -------------------------------------------------------------------------------- /Assets/CGINC/Quaternion.cginc: -------------------------------------------------------------------------------- 1 | #ifndef QUATERNION_INCLUDED 2 | #define QUATERNION_INCLUDED 3 | 4 | #define PI2 6.28318530718 5 | // Quaternion multiplication. 6 | // http://mathworld.wolfram.com/Quaternion.html 7 | float4 qmul(float4 q1, float4 q2) 8 | { 9 | return float4( 10 | q2.xyz * q1.w + q1.xyz * q2.w + cross(q1.xyz, q2.xyz), 11 | q1.w * q2.w - dot(q1.xyz, q2.xyz) 12 | ); 13 | } 14 | 15 | //Convert Matrix to Quaternion 16 | // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/ 17 | float4 matrix_to_quaternion(float3x3 m) { 18 | 19 | float tr = m[0][0] + m[1][1] + m[2][2]; 20 | float4 q = float4(0, 0, 0, 0); 21 | 22 | if (tr > 0) { 23 | float s = sqrt(tr + 1.0) * 2; // S=4*qw 24 | q.w = 0.25 * s; 25 | q.x = (m[2][1] - m[1][2]) / s; 26 | q.y = (m[0][2] - m[2][0]) / s; 27 | q.z = (m[1][0] - m[0][1]) / s; 28 | } 29 | else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) { 30 | float s = sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]) * 2; // S=4*qx 31 | q.w = (m[2][1] - m[1][2]) / s; 32 | q.x = 0.25 * s; 33 | q.y = (m[0][1] + m[1][0]) / s; 34 | q.z = (m[0][2] + m[2][0]) / s; 35 | } 36 | else if (m[1][1] > m[2][2]) { 37 | float s = sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]) * 2; // S=4*qy 38 | q.w = (m[0][2] - m[2][0]) / s; 39 | q.x = (m[0][1] + m[1][0]) / s; 40 | q.y = 0.25 * s; 41 | q.z = (m[1][2] + m[2][1]) / s; 42 | } 43 | else { 44 | float s = sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]) * 2; // S=4*qz 45 | q.w = (m[1][0] - m[0][1]) / s; 46 | q.x = (m[0][2] + m[2][0]) / s; 47 | q.y = (m[1][2] + m[2][1]) / s; 48 | q.z = 0.25 * s; 49 | } 50 | 51 | return q; 52 | } 53 | 54 | // Rotate a vector with a rotation quaternion. 55 | // http://mathworld.wolfram.com/Quaternion.html 56 | float3 rotateWithQuaternion(float3 v, float4 r) 57 | { 58 | float4 r_c = r * float4(-1.0, -1.0, -1.0, 1.0); 59 | return qmul(r, qmul(float4(v, 0.0), r_c)).xyz; 60 | } 61 | 62 | float4 getAngleAxisRotation(float3 v, float3 axis, float angle) { 63 | axis = normalize(axis); 64 | float s, c; 65 | sincos(angle*0.5, s, c); 66 | return float4(axis.x*s, axis.y*s, axis.z*s, c); 67 | } 68 | 69 | float3 rotateAngleAxis(float3 v, float3 axis, float angle) { 70 | float4 q = getAngleAxisRotation(v, axis, angle); 71 | return rotateWithQuaternion(v, q); 72 | } 73 | 74 | float4 fromToRotation(float3 from, float3 to) { 75 | float3 76 | v1 = normalize(from), 77 | v2 = normalize(to), 78 | cr = cross(v1, v2); 79 | float4 q = float4(cr, 1 + dot(v1, v2)); 80 | return normalize(q); 81 | } 82 | 83 | #endif -------------------------------------------------------------------------------- /Assets/AnimationParticleSystem/Particle.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Particle" { 2 | Properties { 3 | _Glossiness ("Smoothness", Range(0,1)) = 0.5 4 | _Metallic ("Metallic", Range(0,1)) = 0.0 5 | 6 | _PosTex ("position", 2D) = "white" {} 7 | _NormTex ("normal", 2D) = "white" {} 8 | _PosTex2 ("position animated", 2D) = "black" {} 9 | _NormTex2 ("normal animated", 2D) = "black" {} 10 | _ColTex ("color", 2D) = "white" {} 11 | _UvTex ("uv", 2D) = "black" {} 12 | } 13 | 14 | CGINCLUDE 15 | #include "Assets/CGINC/Quaternion.cginc" 16 | #define t v.center.w * 4.0 17 | 18 | struct Input { 19 | float2 uv_MainTex; 20 | half4 color; 21 | }; 22 | 23 | struct appdata 24 | { 25 | float4 vertex : POSITION; 26 | float3 normal : NORMAL; 27 | float4 texcoord : TEXCOORD0; 28 | float4 center : TEXCOORD1; 29 | }; 30 | 31 | sampler2D _PosTex,_NormTex,_PosTex2,_NormTex2,_ColTex,_UvTex; 32 | 33 | void vert (inout appdata v, out Input o) { 34 | float4 uv = float4(frac(v.texcoord.xy + v.texcoord.zw * 0.333),0,0); 35 | uv = tex2Dlod(_UvTex, uv); 36 | uv.w = 0; 37 | 38 | float4 pos0 = tex2Dlod(_PosTex, uv); 39 | float3 norm0 = tex2Dlod(_NormTex, uv).xyz; 40 | float4 pos1 = tex2Dlod(_PosTex2, uv); 41 | float3 norm1 = tex2Dlod(_NormTex2, uv).xyz; 42 | float4 pos = lerp(pos0, pos1, saturate(t*4-3)*pos1.a); 43 | float3 normal = lerp(norm0,norm1, saturate(t*4-3)*pos1.a); 44 | 45 | fixed4 color = tex2Dlod(_ColTex, uv); 46 | 47 | float4 toRot = fromToRotation(v.normal, normal); 48 | float4 wPos = mul(unity_ObjectToWorld, v.vertex); 49 | wPos.xyz *= pos.w; 50 | float4 wPos0 = wPos; 51 | wPos.xyz -= v.center.xyz; 52 | wPos.xyz = rotateWithQuaternion(wPos.xyz, toRot); 53 | wPos.xyz += pos.xyz; 54 | 55 | wPos.xyz = lerp(wPos0, wPos, saturate(t)); 56 | 57 | v.vertex = mul(unity_WorldToObject, wPos); 58 | v.normal = lerp(v.normal, normal, saturate(t)); 59 | 60 | UNITY_INITIALIZE_OUTPUT(Input,o); 61 | o.color = color; 62 | } 63 | 64 | void vertBack (inout appdata v, out Input o) { 65 | vert(v, o); 66 | o.color = lerp(o.color, 0, saturate(t)); 67 | } 68 | 69 | half _Glossiness; 70 | half _Metallic; 71 | 72 | // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. 73 | // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. 74 | // #pragma instancing_options assumeuniformscaling 75 | UNITY_INSTANCING_CBUFFER_START(Props) 76 | // put more per-instance properties here 77 | UNITY_INSTANCING_CBUFFER_END 78 | 79 | void surf (Input IN, inout SurfaceOutputStandard o) { 80 | // Albedo comes from a texture tinted by color 81 | fixed4 c = IN.color; 82 | o.Albedo = c.rgb; 83 | // Metallic and smoothness come from slider variables 84 | o.Metallic = _Metallic; 85 | o.Smoothness = _Glossiness; 86 | o.Alpha = c.a; 87 | } 88 | ENDCG 89 | 90 | SubShader { 91 | Tags { "RenderType"="Opaque" } 92 | LOD 200 93 | 94 | Cull Back 95 | CGPROGRAM 96 | // Physically based Standard lighting model, and enable shadows on all light types 97 | #pragma surface surf Standard addshadow vertex:vert nolightmap 98 | #pragma target 3.0 99 | ENDCG 100 | 101 | Cull Front 102 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