├── .gitignore ├── Assets ├── Horse.meta ├── Horse │ ├── Animation.meta │ ├── Animation │ │ ├── Horse_Idle.fbx │ │ ├── Horse_Idle.fbx.meta │ │ ├── Horse_Run.fbx │ │ ├── Horse_Run.fbx.meta │ │ ├── Horse_Walk.fbx │ │ └── Horse_Walk.fbx.meta │ ├── Model.meta │ ├── Model │ │ ├── Horse.FBX │ │ ├── Horse.FBX.meta │ │ ├── Horse.fbm.meta │ │ ├── Horse.fbm │ │ │ ├── Horse_D.psd │ │ │ └── Horse_D.psd.meta │ │ ├── Materials.meta │ │ └── Materials │ │ │ ├── Horse_D.mat │ │ │ └── Horse_D.mat.meta │ ├── Readme.md │ ├── Readme.md.meta │ ├── Texture.meta │ └── Texture │ │ ├── Horse_D.png │ │ └── Horse_D.png.meta ├── MeshInfoTexture.meta ├── MeshInfoTexture │ ├── Horse_col.asset │ ├── Horse_col.asset.meta │ ├── Horse_norm.asset │ ├── Horse_norm.asset.meta │ ├── Horse_pos.asset │ ├── Horse_pos.asset.meta │ ├── Horse_uv.asset │ └── Horse_uv.asset.meta ├── SurfaceSampler.meta └── SurfaceSampler │ ├── Materials.meta │ ├── Materials │ ├── MeshInfoVisualizer.mat │ └── MeshInfoVisualizer.mat.meta │ ├── Meshes.meta │ ├── Meshes │ ├── point65000.asset │ └── point65000.asset.meta │ ├── Scenes.meta │ ├── Scenes │ ├── sample.unity │ └── sample.unity.meta │ ├── Scripts.meta │ ├── Scripts │ ├── MeshInfoTexture.cs │ ├── MeshInfoTexture.cs.meta │ ├── RenderTextureToTexture2D.cs │ ├── RenderTextureToTexture2D.cs.meta │ ├── SurfaceSampler.cs │ └── SurfaceSampler.cs.meta │ ├── Shaders.meta │ └── Shaders │ ├── CopyTextureUV0ToUV1.shader │ ├── CopyTextureUV0ToUV1.shader.meta │ ├── Mesh-Info-Texture.shader │ ├── Mesh-Info-Texture.shader.meta │ ├── SurfaceSampler.compute │ ├── SurfaceSampler.compute.meta │ ├── SurfaceVisualizer.shader │ └── SurfaceVisualizer.shader.meta ├── LICENSE ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset └── UnityConnectSettings.asset ├── README.md └── img ├── Horse_col.png ├── Horse_norm.png ├── Horse_pos.png ├── Horse_uv.png └── visualize.gif /.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 | -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- /Assets/SurfaceSampler/Scenes/sample.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d00e3f2067295ce4093f0f37fc4501e8 3 | timeCreated: 1501653441 4 | licenseType: Free 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/SurfaceSampler/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2239b2a5c891f3647b997008bcaa7679 3 | folderAsset: yes 4 | timeCreated: 1501579735 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/SurfaceSampler/Scripts/MeshInfoTexture.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class MeshInfoTexture : MonoBehaviour 4 | { 5 | public static RenderTexture[] GeneratePositionNormalTexture(Mesh mesh, int width = 512, int height = 512) 6 | { 7 | var texes = new RenderTexture[2]; 8 | for (var i = 0; i < 2; i++) 9 | { 10 | var tex = texes[i] = new RenderTexture(width, height, 0, RenderTextureFormat.ARGBFloat); 11 | RenderTexture.active = tex; 12 | GL.Clear(true, true, Color.clear); 13 | } 14 | var buffers = new[] { texes[0].colorBuffer, texes[1].colorBuffer }; 15 | 16 | infoGen.SetPass(0); 17 | Graphics.SetRenderTarget(buffers, texes[0].depthBuffer); 18 | Graphics.DrawMeshNow(mesh, Matrix4x4.identity); 19 | 20 | return texes; 21 | } 22 | static Material infoGen { get { if (_infoGen == null) _infoGen = new Material(Shader.Find("Generator/mesh Info texture")); return _infoGen; } } 23 | static Material _infoGen; 24 | 25 | public static Texture2D ConvertTextureUV(Texture tex, Mesh mesh, int width = 512, int height = 512) 26 | { 27 | var rt = new RenderTexture(width, height, 0, RenderTextureFormat.ARGB32); 28 | RenderTexture.active = rt; 29 | GL.Clear(true, true, Color.clear); 30 | 31 | uvConverter.mainTexture = tex; 32 | uvConverter.SetFloat("_Alpha", 1f); 33 | uvConverter.SetPass(0); 34 | Graphics.SetRenderTarget(rt); 35 | Graphics.DrawMeshNow(mesh, Matrix4x4.identity); 36 | 37 | var tex2d = RenderTextureToTexture2D.Convert(rt); 38 | if(tex2d.format == TextureFormat.ARGB32) 39 | { 40 | var data = tex2d.EncodeToPNG(); 41 | System.IO.File.WriteAllBytes("converted.png", data); 42 | } 43 | rt.Release(); 44 | return tex2d; 45 | } 46 | static Material uvConverter { get { if (_converter == null) _converter = new Material(Shader.Find("Unlit/CopyTextureUV0ToUV1")); return _converter; } } 47 | static Material _converter; 48 | } -------------------------------------------------------------------------------- /Assets/SurfaceSampler/Scripts/MeshInfoTexture.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 40fdeb5927c74834088f54fa974c2c42 3 | timeCreated: 1501606316 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/SurfaceSampler/Scripts/RenderTextureToTexture2D.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | #if UNITY_EDITOR 4 | using UnityEditor; 5 | #endif 6 | 7 | public class RenderTextureToTexture2D : MonoBehaviour 8 | { 9 | 10 | public static Texture2D Convert(RenderTexture rt) 11 | { 12 | TextureFormat format; 13 | 14 | switch (rt.format) 15 | { 16 | case RenderTextureFormat.ARGBFloat: 17 | format = TextureFormat.RGBAFloat; 18 | break; 19 | case RenderTextureFormat.ARGBHalf: 20 | format = TextureFormat.RGBAHalf; 21 | break; 22 | case RenderTextureFormat.ARGBInt: 23 | format = TextureFormat.RGBA32; 24 | break; 25 | case RenderTextureFormat.ARGB32: 26 | format = TextureFormat.ARGB32; 27 | break; 28 | default: 29 | format = TextureFormat.ARGB32; 30 | Debug.LogWarning("Unsuported RenderTextureFormat."); 31 | break; 32 | } 33 | 34 | return Convert(rt, format); 35 | } 36 | 37 | static Texture2D Convert(RenderTexture rt, TextureFormat format) 38 | { 39 | var tex2d = new Texture2D(rt.width, rt.height, format, false); 40 | var rect = Rect.MinMaxRect(0f, 0f, tex2d.width, tex2d.height); 41 | RenderTexture.active = rt; 42 | tex2d.ReadPixels(rect, 0, 0); 43 | RenderTexture.active = null; 44 | tex2d.Apply(); 45 | return tex2d; 46 | } 47 | 48 | #if UNITY_EDITOR 49 | [MenuItem("Assets/Convert/TextureToPNG")] 50 | public static void ConvertToPNG() 51 | { 52 | var tex = Selection.activeObject as Texture; 53 | if (tex == null) return; 54 | var rt = new RenderTexture(tex.width, tex.height, 0, RenderTextureFormat.ARGB32); 55 | Graphics.Blit(tex, rt); 56 | var tex2d = Convert(rt); 57 | 58 | var pngData = tex2d.EncodeToPNG(); 59 | var path = tex.name + ".png"; 60 | System.IO.File.WriteAllBytes(path, pngData); 61 | 62 | rt.Release(); 63 | DestroyImmediate(rt); 64 | DestroyImmediate(tex2d); 65 | } 66 | #endif 67 | } 68 | -------------------------------------------------------------------------------- /Assets/SurfaceSampler/Scripts/RenderTextureToTexture2D.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 234d9af85ba67944c91d1d5e3700de44 3 | timeCreated: 1501606674 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/SurfaceSampler/Scripts/SurfaceSampler.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | #if UNITY_EDITOR 4 | 5 | using UnityEditor; 6 | 7 | #endif 8 | 9 | public class SurfaceSampler : MonoBehaviour 10 | { 11 | const string assetFolderName = "MeshInfoTexture"; 12 | string assetFolderPath = "Assets/" + assetFolderName; 13 | 14 | public Mesh mesh; 15 | public ComputeShader sampler; 16 | public Texture originColTex; 17 | public int texSize = 512; 18 | 19 | int SizeOf(System.Type type) 20 | { 21 | return System.Runtime.InteropServices.Marshal.SizeOf(type); 22 | } 23 | // Use this for initialization 24 | void Start() 25 | { 26 | if (mesh == null && GetComponent() != null) 27 | mesh = GetComponent().sharedMesh; 28 | if (mesh == null && GetComponent() != null) 29 | mesh = GetComponent().sharedMesh; 30 | 31 | var rts = MeshInfoTexture.GeneratePositionNormalTexture(mesh, texSize, texSize); 32 | 33 | var positionTex = RenderTextureToTexture2D.Convert(rts[0]); 34 | var normalTex = RenderTextureToTexture2D.Convert(rts[1]); 35 | Texture colorTex = null; 36 | if (originColTex != null) 37 | colorTex = MeshInfoTexture.ConvertTextureUV(originColTex, mesh, texSize, texSize); 38 | 39 | var uvBuffer = new ComputeBuffer( 40 | texSize * texSize, 41 | SizeOf(typeof(Vector2)), 42 | ComputeBufferType.Append); 43 | var uvCounter = new ComputeBuffer( 44 | 1, 45 | SizeOf(typeof(int)), 46 | ComputeBufferType.IndirectArguments); 47 | uvBuffer.SetCounterValue(0); 48 | 49 | var kernel = sampler.FindKernel("sampleOpaqueTexel"); 50 | sampler.SetInt("TexSize", texSize); 51 | sampler.SetTexture(kernel, "Tex", positionTex); 52 | sampler.SetBuffer(kernel, "OpaqueUv", uvBuffer); 53 | sampler.Dispatch(kernel, texSize / 8, texSize / 8, 1); 54 | 55 | var count = new[] { 0 }; 56 | uvCounter.SetData(count); 57 | ComputeBuffer.CopyCount(uvBuffer, uvCounter, 0); 58 | uvCounter.GetData(count); 59 | var numUvs = count[0]; 60 | Debug.Log(numUvs); 61 | 62 | var width = texSize / 2; 63 | var height = Mathf.NextPowerOfTwo(numUvs / width); 64 | var rt = new RenderTexture(width, height, 0, RenderTextureFormat.ARGBFloat); 65 | rt.enableRandomWrite = true; 66 | rt.Create(); 67 | RenderTexture.active = rt; 68 | GL.Clear(true, true, Color.clear); 69 | 70 | kernel = sampler.FindKernel("buildUvTex"); 71 | sampler.SetInt("TexSize", width); 72 | sampler.SetInt("NumUvs", numUvs); 73 | sampler.SetBuffer(kernel, "UvPool", uvBuffer); 74 | sampler.SetTexture(kernel, "Output", rt); 75 | sampler.Dispatch(kernel, width / 8, height / 8, 1); 76 | 77 | uvBuffer.Release(); 78 | uvCounter.Release(); 79 | 80 | var uvTex = RenderTextureToTexture2D.Convert(rt); 81 | positionTex.filterMode = normalTex.filterMode = colorTex.filterMode = uvTex.filterMode = FilterMode.Point; 82 | positionTex.wrapMode = normalTex.wrapMode = colorTex.wrapMode = uvTex.wrapMode = TextureWrapMode.Clamp; 83 | 84 | rt.Release(); 85 | rts[0].Release(); 86 | rts[1].Release(); 87 | 88 | 89 | #if UNITY_EDITOR 90 | if (!AssetDatabase.IsValidFolder(assetFolderPath)) 91 | AssetDatabase.CreateFolder("Assets", assetFolderName); 92 | AssetDatabase.CreateAsset(positionTex, string.Format("{0}/{1}_pos.asset", assetFolderPath, mesh.name)); 93 | AssetDatabase.CreateAsset(normalTex, string.Format("{0}/{1}_norm.asset", assetFolderPath, mesh.name)); 94 | if (colorTex != null) 95 | AssetDatabase.CreateAsset(colorTex, string.Format("{0}/{1}_col.asset", assetFolderPath, mesh.name)); 96 | AssetDatabase.CreateAsset(uvTex, string.Format("{0}/{1}_uv.asset", assetFolderPath, mesh.name)); 97 | 98 | AssetDatabase.SaveAssets(); 99 | AssetDatabase.Refresh(); 100 | #endif 101 | } 102 | } 103 | -------------------------------------------------------------------------------- /Assets/SurfaceSampler/Scripts/SurfaceSampler.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6fed721f85eb7fd418f6e814a3df135d 3 | timeCreated: 1501667455 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: 8 | - mesh: {instanceID: 0} 9 | - sampler: {fileID: 7200000, guid: ec1de61b0f1ce2e409776b2db6996e5e, type: 3} 10 | - originColTex: {instanceID: 0} 11 | executionOrder: 0 12 | icon: {instanceID: 0} 13 | userData: 14 | assetBundleName: 15 | assetBundleVariant: 16 | -------------------------------------------------------------------------------- /Assets/SurfaceSampler/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 768974484c47f454eb45ef6e33ab5a16 3 | folderAsset: yes 4 | timeCreated: 1501579722 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/SurfaceSampler/Shaders/CopyTextureUV0ToUV1.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/CopyTextureUV0ToUV1" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | _Alpha ("alpha val", Float) = 0 7 | } 8 | SubShader 9 | { 10 | Tags { "RenderType"="Opaque" } 11 | LOD 100 ZTest Always Cull Off 12 | 13 | Pass 14 | { 15 | CGPROGRAM 16 | #pragma vertex vert 17 | #pragma fragment frag 18 | 19 | #include "UnityCG.cginc" 20 | 21 | struct appdata 22 | { 23 | float4 vertex : POSITION; 24 | float2 uv : TEXCOORD0; 25 | float2 uv2 : TEXCOORD1; 26 | }; 27 | 28 | struct v2f 29 | { 30 | float2 uv : TEXCOORD0; 31 | float4 vertex : SV_POSITION; 32 | }; 33 | 34 | sampler2D _MainTex; 35 | float4 _MainTex_ST; 36 | float _Alpha; 37 | 38 | v2f vert (appdata v) 39 | { 40 | v.uv2.y = 1.0-v.uv2.y; 41 | 42 | v2f o; 43 | o.vertex = float4(v.uv2*2.0-1.0,0.0,1.0); 44 | o.uv = v.uv; 45 | return o; 46 | } 47 | 48 | fixed4 frag (v2f i) : SV_Target 49 | { 50 | // sample the texture 51 | fixed4 col = tex2D(_MainTex, i.uv); 52 | col.a *= _Alpha; 53 | return col; 54 | } 55 | ENDCG 56 | } 57 | } 58 | } 59 | -------------------------------------------------------------------------------- /Assets/SurfaceSampler/Shaders/CopyTextureUV0ToUV1.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 05155aa5aa3939c4998f348c44b9d5e0 3 | timeCreated: 1501652882 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/SurfaceSampler/Shaders/Mesh-Info-Texture.shader: -------------------------------------------------------------------------------- 1 | Shader "Generator/mesh Info texture" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | SubShader 8 | { 9 | Tags { "RenderType"="Opaque" } 10 | LOD 100 ZTest Always Cull Off 11 | 12 | Pass 13 | { 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | 18 | #include "UnityCG.cginc" 19 | 20 | struct appdata 21 | { 22 | float4 vertex : POSITION; 23 | float3 normal : NORMAL; 24 | float2 uv : TEXCOORD0; 25 | float2 uv2 : TEXCOORD1; 26 | }; 27 | 28 | struct v2f 29 | { 30 | float3 vPos : TEXCOORD0; 31 | float3 vNorm : TEXCOORD1; 32 | float4 vertex : SV_POSITION; 33 | }; 34 | 35 | struct pOut 36 | { 37 | float4 VertexPosition : SV_Target0; 38 | float4 VertexNormal : SV_Target1; 39 | }; 40 | 41 | v2f vert (appdata v) 42 | { 43 | float3 vPos = v.vertex.xyz; 44 | float3 vNorm = v.normal; 45 | v.uv2.y = 1.0-v.uv2.y; 46 | 47 | v2f o; 48 | //use uv2 generated for light-map 49 | o.vertex = float4(v.uv2*2.0-1.0,0.0,1.0); 50 | o.vPos = vPos; 51 | o.vNorm = vNorm; 52 | return o; 53 | } 54 | 55 | pOut frag (v2f i) 56 | { 57 | pOut o; 58 | o.VertexPosition = float4(i.vPos,1.0); 59 | o.VertexNormal = float4(i.vNorm,1.0); 60 | return o; 61 | } 62 | ENDCG 63 | } 64 | } 65 | } 66 | -------------------------------------------------------------------------------- /Assets/SurfaceSampler/Shaders/Mesh-Info-Texture.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ea326cef97d589d42aae8e3edbd301d0 3 | timeCreated: 1501606328 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/SurfaceSampler/Shaders/SurfaceSampler.compute: -------------------------------------------------------------------------------- 1 | // Each #kernel tells which function to compile; you can have many kernels 2 | #pragma kernel sampleOpaqueTexel 3 | #pragma kernel buildUvTex 4 | 5 | Texture2D Tex; 6 | RWTexture2D Output; 7 | uint TexSize; 8 | uint NumUvs; 9 | AppendStructuredBuffer OpaqueUv; 10 | ConsumeStructuredBuffer UvPool; 11 | 12 | [numthreads(8,8,1)] 13 | void sampleOpaqueTexel (uint3 id : SV_DispatchThreadID) 14 | { 15 | uint2 xy = id.xy; 16 | float2 uv = (float2)xy / (float)TexSize; 17 | float alpha = Tex[xy].a; 18 | if(0.5 < alpha) 19 | OpaqueUv.Append(uv); 20 | } 21 | 22 | [numthreads(8,8,1)] 23 | void buildUvTex (uint3 id : SV_DispatchThreadID) 24 | { 25 | uint idx = id.x + id.y * TexSize; 26 | if(idx < NumUvs){ 27 | float2 uv = UvPool.Consume(); 28 | uint2 xy = id.xy; 29 | Output[xy] = float4(uv,0,1); 30 | } 31 | } -------------------------------------------------------------------------------- /Assets/SurfaceSampler/Shaders/SurfaceSampler.compute.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ec1de61b0f1ce2e409776b2db6996e5e 3 | timeCreated: 1501607911 4 | licenseType: Free 5 | ComputeShaderImporter: 6 | currentAPIMask: 4 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/SurfaceSampler/Shaders/SurfaceVisualizer.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/SurfaceVisualizer" 2 | { 3 | Properties 4 | { 5 | _PosTex ("position", 2D) = "white"{} 6 | _NormTex ("normal", 2D) = "white"{} 7 | _ColTex ("color", 2D) = "white"{} 8 | _UvTex ("uv", 2D) = "white"{} 9 | _NumUvs ("num points", Float) = 1000 10 | 11 | _T ("visualize", Range(0,1)) = 0 12 | } 13 | SubShader 14 | { 15 | Tags { "RenderType"="Opaque" } 16 | LOD 100 17 | 18 | Pass 19 | { 20 | CGPROGRAM 21 | #pragma vertex vert 22 | #pragma fragment frag 23 | 24 | #include "UnityCG.cginc" 25 | 26 | struct appdata 27 | { 28 | float2 uv : TEXCOORD0; 29 | }; 30 | 31 | struct v2f 32 | { 33 | float4 col : TEXCOORD0; 34 | float4 vertex : SV_POSITION; 35 | }; 36 | 37 | sampler2D _PosTex, _NormTex, _ColTex, _UvTex; 38 | float4 _UvTex_TexelSize; 39 | float _NumUvs, _T; 40 | 41 | v2f vert (appdata v) 42 | { 43 | uint idx = v.uv.y * _NumUvs; 44 | float x = floor(idx % _UvTex_TexelSize.z) / _UvTex_TexelSize.z; 45 | float y = floor(idx / _UvTex_TexelSize.z) / _UvTex_TexelSize.w; 46 | 47 | float4 uv = float4(x,y,0,0); 48 | uv = tex2Dlod(_UvTex, uv); 49 | uv.w = 0; 50 | 51 | float4 vertex = tex2Dlod(_PosTex, uv); 52 | float4 normal = tex2Dlod(_NormTex, uv); 53 | float4 color = tex2Dlod(_ColTex, uv); 54 | vertex.xyz = lerp( float3(uv.xy,0), vertex.xyz, _T); 55 | 56 | v2f o; 57 | o.vertex = UnityObjectToClipPos(vertex); 58 | o.col = color; 59 | return o; 60 | } 61 | 62 | fixed4 frag (v2f i) : SV_Target 63 | { 64 | return i.col; 65 | } 66 | ENDCG 67 | } 68 | } 69 | } 70 | -------------------------------------------------------------------------------- /Assets/SurfaceSampler/Shaders/SurfaceVisualizer.shader.meta: 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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. 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/README.md: -------------------------------------------------------------------------------- 1 | # SurfaceSamplerUnity 2 | 3 | Sample uvs on mesh-surface. made with Unity. 4 | 5 | visualize surface with point-mesh 6 | 7 | ![](img/visualize.gif) 8 | 9 | ## position texture 10 | 11 | ![](img/Horse_pos.png) 12 | 13 | ## normal texture 14 | 15 | ![](img/Horse_norm.png) 16 | 17 | ## color texture 18 | 19 | ![](img/Horse_col.png) 20 | 21 | ## sampled uv texture 22 | 23 | ![](img/Horse_uv.png) -------------------------------------------------------------------------------- /img/Horse_col.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/sugi-cho/SurfaceSamplerUnity/8046b67b6aa683e323ea52865bdbc8e67539e0ed/img/Horse_col.png -------------------------------------------------------------------------------- /img/Horse_norm.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/sugi-cho/SurfaceSamplerUnity/8046b67b6aa683e323ea52865bdbc8e67539e0ed/img/Horse_norm.png -------------------------------------------------------------------------------- /img/Horse_pos.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/sugi-cho/SurfaceSamplerUnity/8046b67b6aa683e323ea52865bdbc8e67539e0ed/img/Horse_pos.png -------------------------------------------------------------------------------- /img/Horse_uv.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/sugi-cho/SurfaceSamplerUnity/8046b67b6aa683e323ea52865bdbc8e67539e0ed/img/Horse_uv.png -------------------------------------------------------------------------------- /img/visualize.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/sugi-cho/SurfaceSamplerUnity/8046b67b6aa683e323ea52865bdbc8e67539e0ed/img/visualize.gif --------------------------------------------------------------------------------