├── .gitignore ├── Assets ├── ParticleSystem-GPU.meta └── ParticleSystem-GPU │ ├── Materials.meta │ ├── Materials │ ├── Hidden_MeshDataWriter.mat │ ├── Hidden_MeshDataWriter.mat.meta │ ├── p.mat │ └── p.mat.meta │ ├── Scenes.meta │ ├── Scenes │ ├── gatheredParticles.unity │ ├── gatheredParticles.unity.meta │ ├── main.unity │ ├── main.unity.meta │ ├── particleResearch.unity │ └── particleResearch.unity.meta │ ├── Scripts.meta │ ├── Scripts │ ├── GatheredParticle.cs │ ├── GatheredParticle.cs.meta │ ├── MeshDataTest.cs │ ├── MeshDataTest.cs.meta │ ├── ParticleGPUUpdate.cs │ ├── ParticleGPUUpdate.cs.meta │ ├── ParticleSystemStudy.cs │ └── ParticleSystemStudy.cs.meta │ ├── Shaders.meta │ └── Shaders │ ├── MeshDataWriter.shader │ ├── MeshDataWriter.shader.meta │ ├── ParticleSystem.Particle.cginc │ ├── ParticleSystem.Particle.cginc.meta │ ├── ParticleUpdater.compute │ └── ParticleUpdater.compute.meta ├── 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 ├── UnityPackageManager └── manifest.json ├── imgs ├── cpu-update.png └── gpu-update.png └── text.md /.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 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-------------------------------------------------------------------------------- /Assets/ParticleSystem-GPU/Scripts/GatheredParticle.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using System.Runtime.InteropServices; 3 | using UnityEngine; 4 | 5 | public class GatheredParticle : MonoBehaviour 6 | { 7 | 8 | public ComputeShader updater; 9 | public ParticleSystem pSystem; 10 | public string kernelName = "gathered"; 11 | public Mesh targetMesh; 12 | public Transform targetTransform; 13 | public Material vertBufferWriter; 14 | 15 | ParticleSystem.Particle[] particles; 16 | ComputeBuffer particlesDataBuffer; 17 | ComputeBuffer targetVertexDataBuffer; 18 | 19 | struct vertexData 20 | { 21 | public Vector3 pos; 22 | public Vector3 normal; 23 | public Vector2 uv; 24 | } 25 | 26 | // Use this for initialization 27 | void Start() 28 | { 29 | var maxParticles = pSystem.main.maxParticles; 30 | particles = new ParticleSystem.Particle[maxParticles]; 31 | 32 | var structSize = Marshal.SizeOf(typeof(ParticleSystem.Particle)); 33 | particlesDataBuffer = new ComputeBuffer(maxParticles, structSize); 34 | 35 | var vertCount = targetMesh.vertexCount; 36 | structSize = Marshal.SizeOf(typeof(vertexData)); 37 | targetVertexDataBuffer = new ComputeBuffer(vertCount, structSize); 38 | } 39 | 40 | private void OnDestroy() 41 | { 42 | new List() { particlesDataBuffer, targetVertexDataBuffer }.ForEach(cb => cb.Dispose()); 43 | } 44 | 45 | private void FixedUpdate() 46 | { 47 | UpdateTargetVertBuffer(); 48 | UpdateParticles(); 49 | } 50 | 51 | void UpdateTargetVertBuffer() 52 | { 53 | Graphics.SetRandomWriteTarget(1, targetVertexDataBuffer); 54 | vertBufferWriter.SetPass(0); 55 | Graphics.DrawMeshNow(targetMesh, targetTransform.localToWorldMatrix); 56 | Graphics.ClearRandomWriteTargets(); 57 | } 58 | 59 | void UpdateParticles() 60 | { 61 | var numPerticles = pSystem.GetParticles(particles); 62 | var kernel = updater.FindKernel(kernelName); 63 | var threadsX = Mathf.CeilToInt(numPerticles / 8f); 64 | 65 | particlesDataBuffer.SetData(particles, 0, 0, numPerticles); 66 | updater.SetBuffer(kernel, "_Particles", particlesDataBuffer); 67 | updater.SetBuffer(kernel, "_TargetData", targetVertexDataBuffer); 68 | updater.SetFloat("dt", Time.fixedDeltaTime); 69 | updater.SetInt("numVerts", targetMesh.vertexCount); 70 | 71 | updater.Dispatch(kernel, threadsX, 1, 1); 72 | particlesDataBuffer.GetData(particles, 0, 0, numPerticles); 73 | pSystem.SetParticles(particles, numPerticles); 74 | } 75 | } 76 | -------------------------------------------------------------------------------- /Assets/ParticleSystem-GPU/Scripts/GatheredParticle.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cc77f68f050497c42845c089cf3c2f5a 3 | timeCreated: 1520181121 4 | licenseType: Pro 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/ParticleSystem-GPU/Scripts/MeshDataTest.cs: -------------------------------------------------------------------------------- 1 | using System.Runtime.InteropServices; 2 | using UnityEngine; 3 | 4 | public class MeshDataTest : MonoBehaviour { 5 | 6 | public Material bufferWriter; 7 | Mesh targetMesh; 8 | 9 | ComputeBuffer vDataBuffer; 10 | [Header("for debug")] 11 | [SerializeField] vData[] dataArray; 12 | 13 | // Use this for initialization 14 | void Start () { 15 | targetMesh = GetComponent().sharedMesh; 16 | var vCount = targetMesh.vertexCount; 17 | dataArray = new vData[vCount]; 18 | vDataBuffer = new ComputeBuffer(vCount, Marshal.SizeOf(typeof(vData))); 19 | } 20 | 21 | private void OnDestroy() 22 | { 23 | vDataBuffer.Dispose(); 24 | } 25 | 26 | // Update is called once per frame 27 | void FixedUpdate () { 28 | Graphics.SetRandomWriteTarget(1, vDataBuffer); 29 | bufferWriter.SetPass(0); 30 | Graphics.DrawMeshNow(targetMesh, transform.localToWorldMatrix); 31 | Graphics.ClearRandomWriteTargets(); 32 | 33 | //vDataBuffer.GetData(dataArray); 34 | } 35 | 36 | [System.Serializable] 37 | public struct vData 38 | { 39 | public Vector3 pos; 40 | public Vector3 normal; 41 | public Vector2 uv; 42 | } 43 | } 44 | -------------------------------------------------------------------------------- /Assets/ParticleSystem-GPU/Scripts/MeshDataTest.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a5f9742f12615cf45b9ec9af60633422 3 | timeCreated: 1519798376 4 | licenseType: Pro 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/ParticleSystem-GPU/Scripts/ParticleGPUUpdate.cs: -------------------------------------------------------------------------------- 1 | using System.Runtime.InteropServices; 2 | using UnityEngine; 3 | using UnityEngine.Events; 4 | 5 | public class ParticleGPUUpdate : MonoBehaviour 6 | { 7 | 8 | public ComputeShader updater; 9 | public ParticleSystem pSystem; 10 | public string kernelName = "update"; 11 | public UnityEvent GPUSetup; 12 | 13 | ParticleSystem.Particle[] particles; 14 | 15 | ComputeBuffer particlesDataBuffer; 16 | new Camera camera; 17 | 18 | Vector3 mousePos; 19 | float attraction; 20 | 21 | // Use this for initialization 22 | void Start() 23 | { 24 | var maxParticles = pSystem.main.maxParticles; 25 | particles = new ParticleSystem.Particle[maxParticles]; 26 | 27 | var structSize = Marshal.SizeOf(typeof(ParticleSystem.Particle)); 28 | particlesDataBuffer = new ComputeBuffer(maxParticles, structSize); 29 | camera = Camera.main; 30 | } 31 | private void OnDestroy() 32 | { 33 | if (particlesDataBuffer != null) 34 | particlesDataBuffer.Release(); 35 | } 36 | 37 | private void FixedUpdate() 38 | { 39 | mousePos = Input.mousePosition; 40 | mousePos.z = 15f; 41 | mousePos = camera.ScreenToWorldPoint(mousePos); 42 | attraction = Input.GetMouseButton(0) ? 0.5f : 0f; 43 | 44 | GPUUpdate(); 45 | } 46 | 47 | void GPUUpdate() 48 | { 49 | GPUSetup.Invoke(); 50 | 51 | var numParticles = pSystem.GetParticles(particles); 52 | var kernel = updater.FindKernel(kernelName); 53 | var threadsX = Mathf.CeilToInt(numParticles / 8f); 54 | 55 | particlesDataBuffer.SetData(particles, 0, 0, numParticles); 56 | updater.SetBuffer(kernel, "_Particles", particlesDataBuffer); 57 | 58 | updater.SetVector("mousePos", mousePos); 59 | updater.SetFloat("attraction", attraction); 60 | updater.SetFloat("dt", Time.fixedDeltaTime); 61 | 62 | updater.Dispatch(kernel, threadsX, 1, 1); 63 | particlesDataBuffer.GetData(particles, 0, 0, numParticles); 64 | 65 | pSystem.SetParticles(particles, numParticles); 66 | } 67 | } 68 | -------------------------------------------------------------------------------- /Assets/ParticleSystem-GPU/Scripts/ParticleGPUUpdate.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c2a91f812d023e849bd5664f3d1618d4 3 | timeCreated: 1517805092 4 | MonoImporter: 5 | externalObjects: {} 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/ParticleSystem-GPU/Scripts/ParticleSystemStudy.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Runtime.InteropServices; 5 | using System.Reflection; 6 | using UnityEngine; 7 | 8 | public class ParticleSystemStudy : MonoBehaviour 9 | { 10 | public Particle editable; 11 | public Particle[] particles; 12 | 13 | public ComputeShader computeBridge; 14 | ComputeBuffer particleDataBuffer; 15 | 16 | new ParticleSystem particleSystem; 17 | ParticleSystem.Particle[] particleData; 18 | 19 | private void Start() 20 | { 21 | particleSystem = GetComponent(); 22 | particleData = new ParticleSystem.Particle[particleSystem.main.maxParticles]; 23 | particles = new Particle[particleData.Length]; 24 | 25 | var size = Marshal.SizeOf(typeof(ParticleSystem.Particle)); 26 | Debug.Log(size); 27 | size = Marshal.SizeOf(typeof(Particle)); 28 | Debug.Log(size); 29 | 30 | size = 0; 31 | var particle = new ParticleSystem.Particle(); 32 | Debug.Log(Marshal.SizeOf(particle.startSize)); 33 | 34 | var ps = typeof(ParticleSystem.Particle).GetProperties(); 35 | 36 | foreach (var p in ps) 37 | { 38 | if (p.GetCustomAttributes(false).Length < 1) 39 | if (p.CanWrite) 40 | { 41 | //Debug.Log(p); 42 | //Debug.Log(p.PropertyType); 43 | size += Marshal.SizeOf(p.PropertyType); 44 | } 45 | } 46 | Debug.Log(size); 47 | 48 | particleDataBuffer = new ComputeBuffer(10, Marshal.SizeOf(typeof(ParticleSystem.Particle))); 49 | } 50 | 51 | private void OnDestroy() 52 | { 53 | particleDataBuffer.Release(); 54 | } 55 | 56 | private void Update() 57 | { 58 | 59 | var num = particleSystem.GetParticles(particleData); 60 | particleDataBuffer.SetData(particleData, 0, 0, num); 61 | var kernel = computeBridge.FindKernel("bridge"); 62 | computeBridge.SetBuffer(kernel, "_Particles", particleDataBuffer); 63 | computeBridge.Dispatch(kernel, 1, 1, 1); 64 | particleDataBuffer.GetData(particleData, 0, 0, num); 65 | 66 | for (var i = 0; i < num; i++) 67 | particles[i].SetData(particleData[i]); 68 | 69 | } 70 | 71 | //for inspector 72 | [System.Serializable] 73 | public struct Particle 74 | { 75 | public Vector3 position; 76 | public Vector3 velocity; 77 | public Vector3 animatedVelocity; 78 | public Vector3 totalVelocity; 79 | public float remainingLifetime; 80 | public float startLifetime; 81 | public Vector3 startSize3D; 82 | public Vector3 axisOfRotation; 83 | public float rotation; 84 | public Vector3 rotation3D; 85 | public float angularVelocity; 86 | public Vector3 angularVelocity3D; 87 | public Color32 startColor; 88 | public uint randomSeed; 89 | public float startSize; 90 | 91 | public void SetData(ParticleSystem.Particle source) 92 | { 93 | position = source.position; 94 | velocity = source.velocity; 95 | animatedVelocity = source.animatedVelocity; 96 | totalVelocity = source.totalVelocity; 97 | remainingLifetime = source.remainingLifetime; 98 | startLifetime = source.startLifetime; 99 | startSize3D = source.startSize3D; 100 | axisOfRotation = source.axisOfRotation; 101 | rotation = source.rotation; 102 | rotation3D = source.rotation3D; 103 | angularVelocity = source.angularVelocity; 104 | angularVelocity3D = source.angularVelocity3D; 105 | startColor = source.startColor; 106 | randomSeed = source.randomSeed; 107 | startSize = source.startSize; 108 | } 109 | 110 | public ParticleSystem.Particle GetUnityParticle() 111 | { 112 | var particle = new ParticleSystem.Particle(); 113 | particle.position = position; 114 | particle.velocity = velocity; 115 | //particle.animatedVelocity = animatedVelocity; 116 | //particle.totalVelocity = totalVelocity; 117 | particle.remainingLifetime = remainingLifetime; 118 | particle.startLifetime = startLifetime; 119 | particle.startSize3D = startSize3D; 120 | particle.axisOfRotation = axisOfRotation; 121 | particle.rotation = rotation; 122 | particle.rotation3D = rotation3D; 123 | particle.angularVelocity = angularVelocity; 124 | particle.angularVelocity3D = angularVelocity3D; 125 | particle.startColor = startColor; 126 | particle.randomSeed = randomSeed; 127 | particle.startSize = startSize; 128 | return particle; 129 | } 130 | } 131 | } 132 | -------------------------------------------------------------------------------- /Assets/ParticleSystem-GPU/Scripts/ParticleSystemStudy.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5b6b07e73af11c24294fa7b5960f090a 3 | timeCreated: 1519375769 4 | licenseType: Pro 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/ParticleSystem-GPU/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6e22a705aaf8af641976cb92ea31dad7 3 | folderAsset: yes 4 | timeCreated: 1517804850 5 | DefaultImporter: 6 | externalObjects: {} 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/ParticleSystem-GPU/Shaders/MeshDataWriter.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/MeshDataWriter" 2 | { 3 | SubShader 4 | { 5 | Pass 6 | { 7 | CGPROGRAM 8 | #pragma vertex vert 9 | #pragma fragment frag 10 | #pragma target 4.5 11 | 12 | #include "UnityCG.cginc" 13 | 14 | struct appdata 15 | { 16 | float4 vertex : POSITION; 17 | float3 normal : NORMAL; 18 | float2 uv : TEXCOORD0; 19 | uint vid : SV_VertexID; 20 | }; 21 | struct vData { 22 | float3 pos; 23 | float3 normal; 24 | float2 uv; 25 | }; 26 | RWStructuredBuffer _VDataOut : register(u1); 27 | 28 | void vert(appdata v) 29 | { 30 | vData data = (vData)0; 31 | data.pos = mul(unity_ObjectToWorld, v.vertex); 32 | data.normal = UnityObjectToWorldNormal(v.normal); 33 | data.uv = v.uv; 34 | _VDataOut[v.vid] = data; 35 | } 36 | 37 | void frag(){} 38 | 39 | ENDCG 40 | } 41 | } 42 | } -------------------------------------------------------------------------------- /Assets/ParticleSystem-GPU/Shaders/MeshDataWriter.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 21a2ae8e32a04394c933758dae2527fe 3 | timeCreated: 1519796885 4 | licenseType: Pro 5 | ShaderImporter: 6 | externalObjects: {} 7 | defaultTextures: [] 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/ParticleSystem-GPU/Shaders/ParticleSystem.Particle.cginc: -------------------------------------------------------------------------------- 1 | #ifndef PARTICLE_SYSTEM_PARTICLE 2 | #define PARTICLE_SYSTEM_PARTICLE 3 | struct Particle 4 | { 5 | float3 position; 6 | float3 velocity; 7 | float3 animatedVelocity; 8 | float3 unused_totalVelocity; //velocityとanimatedの足し算。自動的に計算される 9 | float3 axisOfRotation; 10 | float3 rotation3D; 11 | float3 angularVelocity3D; 12 | float3 startSize3D; 13 | uint startColor; //Color32の代わり 0xFFFFFFFFで設定する(ABRGの順) 14 | uint randomSeed; 15 | float remainingLifetime; 16 | float startLifetime; 17 | float unused_rotation; //rotation3Dから、自動的に設定されるぽい 18 | float unused_angularVelocity; //angularVelociry3Dから、自動設定 19 | //float startSize; 20 | // sizeof(ParticleSystem.Particle) = 120なので、floatかint、1個分多いので、とりあえずstartSizeをコメントアウトしてみた 21 | // この並び順は、ParticleUpdate.compute bridge-kernelで調査した 22 | }; 23 | 24 | 25 | uint Particle_ColorToUint(half4 col) 26 | { 27 | uint col32 = ((uint) (col.r * 0xFF)) 28 | + ((uint) (col.g * 0xFF) << 8) 29 | + ((uint) (col.b * 0xFF) << 16) 30 | + ((uint) (col.a * 0xFF) << 24); 31 | return col32; 32 | } 33 | 34 | #endif -------------------------------------------------------------------------------- /Assets/ParticleSystem-GPU/Shaders/ParticleSystem.Particle.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7ab1e292c6772ad4e868aaa5e1ed13b4 3 | timeCreated: 1517804930 4 | ShaderImporter: 5 | externalObjects: {} 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/ParticleSystem-GPU/Shaders/ParticleUpdater.compute: -------------------------------------------------------------------------------- 1 | #pragma kernel update 2 | #pragma kernel bridge 3 | #pragma kernel gathered 4 | 5 | #include "ParticleSystem.Particle.cginc" 6 | 7 | struct vData 8 | { 9 | float3 pos; 10 | float3 normal; 11 | float2 uv; 12 | }; 13 | 14 | RWStructuredBuffer _Particles; 15 | StructuredBuffer _TargetData; 16 | float dt; 17 | float3 mousePos; 18 | float attraction; 19 | uint numVerts; 20 | 21 | [numthreads(8, 1, 1)] 22 | void update(uint3 id : SV_DispatchThreadID) 23 | { 24 | Particle p = _Particles[id.x]; 25 | float3 to = mousePos - p.position; 26 | float dst = max(0.0001, length(to)); 27 | float3 force = normalize(to) * dst * dt * 10; 28 | p.velocity += force * attraction; 29 | //p.velocity *= frac((float)p.randomSeed * dt *0.001); 30 | p.startColor = (p.randomSeed & 0x00FFFFFF) + 0xFF000000; 31 | _Particles[id.x] = p; 32 | } 33 | 34 | [numthreads(16, 1, 1)] 35 | void bridge(uint3 id : SV_DispatchThreadID) 36 | { 37 | Particle p = (Particle) 0; 38 | p.position = half3(1, 1, 1); 39 | p.velocity = half3(1, 1, 1); 40 | p.animatedVelocity = half3(1, 1, 1); 41 | p.axisOfRotation.xyz = half3(0, 1, 2); 42 | p.rotation3D = half3(0, 1, 2); //C#上でparticle.rotation3Dは、1rad = 57.29578degに、変換される。つまり、ラジアンで入力する 43 | p.angularVelocity3D = half3(2, 1, 0.5); 44 | p.startSize3D = half3(2, 3, 1); 45 | p.startColor = Particle_ColorToUint(half4(1.0, 0.5, 0.75, 0.5)); 46 | p.randomSeed = 2; 47 | p.remainingLifetime = 10; 48 | p.startLifetime = 20; 49 | _Particles[id.x] = p; 50 | } 51 | 52 | [numthreads(8,1,1)] 53 | void gathered(uint3 id : SV_DispatchThreadID) 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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 | -------------------------------------------------------------------------------- /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_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate 14 | m_Enabled: 0 15 | m_CaptureEditorExceptions: 1 16 | UnityPurchasingSettings: 17 | m_Enabled: 0 18 | m_TestMode: 0 19 | UnityAnalyticsSettings: 20 | m_Enabled: 1 21 | m_InitializeOnStartup: 1 22 | m_TestMode: 0 23 | m_TestEventUrl: 24 | m_TestConfigUrl: 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity-ParticleSystem-GPUUpdate 2 | 3 | Update built-in ParticleSystem with ComputeShader 4 | 5 | ## ParticleSystem.Particle for shader 6 | 7 | [struct ParticleSystem.Particle](https://docs.unity3d.com/ja/2017.3/ScriptReference/ParticleSystem.Particle.html) 8 | 9 | [cginc](https://github.com/sugi-cho/Unity-ParticleSystem-GPUUpdate/blob/master/Assets/ParticleSystem-GPU/Shaders/ParticleSystem.Particle.cginc) 10 | 11 | ## GPUで処理するのとCPUで処理するので、比べてみた 12 | 13 | `ParticleSystem.GetParticles(particles)`, `ParticleSystem.SetParticles(particles)`,`ComputeBuffer.SetData(particles)`,`ComputeBuffer.GetData(particles)`あたりの処理が、パーティクル数が増えると重くなってくるっぽい。 14 | 現状は、そんなに使えない感じがする 15 | 16 | [GPU処理](https://github.com/sugi-cho/Unity-ParticleSystem-GPUUpdate/blob/master/Assets/ParticleSystem-GPU/Scripts/ParticleGPUUpdate.cs#L57-L74) 17 | 18 | ComputeBufferから直接パーティクル情報をSetできる何かあると良いな 19 | 20 | ![gpu](imgs/gpu-update.png) 21 | 22 | GPU処理時 23 | 24 | --- 25 | 26 | ![cpu](imgs/cpu-update.png) 27 | 28 | CPU処理時 29 | 30 | パーティクル数は、約25000 -------------------------------------------------------------------------------- /UnityPackageManager/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | } 4 | } 5 | -------------------------------------------------------------------------------- /imgs/cpu-update.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/sugi-cho/Unity-ParticleSystem-GPUUpdate/e762d35296db7be9f3cbaeaeaafba98bb482b4c7/imgs/cpu-update.png -------------------------------------------------------------------------------- /imgs/gpu-update.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/sugi-cho/Unity-ParticleSystem-GPUUpdate/e762d35296db7be9f3cbaeaeaafba98bb482b4c7/imgs/gpu-update.png -------------------------------------------------------------------------------- /text.md: -------------------------------------------------------------------------------- 1 | # ParticleSystemをComputeShaderで制御する(Unity) 2 | 3 | UnityのParticleSystem(Shuriken)をComputeShaderで制御する方法について調べました。 4 | 5 | ParticleSystemは、パーティクルの色や動きを --------------------------------------------------------------------------------