├── .gitignore ├── Assets ├── Examples.meta ├── Packages.meta └── Packages │ ├── VolumetricFire3D.meta │ └── VolumetricFire3D │ ├── CustomPackages.meta │ ├── CustomPackages │ ├── CurveTexture.meta │ ├── CurveTexture │ │ ├── CurveTexture.cs │ │ ├── CurveTexture.cs.meta │ │ ├── Editor.meta │ │ ├── Editor │ │ │ ├── CurveTextureEditor.cs │ │ │ ├── CurveTextureEditor.cs.meta │ │ │ ├── GradientTextureEditor.cs │ │ │ └── GradientTextureEditor.cs.meta │ │ ├── GradientTexture.cs │ │ ├── GradientTexture.cs.meta │ │ ├── LICENSE.txt │ │ ├── LICENSE.txt.meta │ │ ├── ReadMe.txt │ │ └── ReadMe.txt.meta │ ├── GradientTexGen.cs │ ├── GradientTexGen.cs.meta │ ├── Voxelizer.meta │ └── Voxelizer │ │ ├── Scripts.meta │ │ ├── Scripts │ │ ├── CPUVoxelizer.cs │ │ ├── CPUVoxelizer.cs.meta │ │ ├── GPUVoxelData.cs │ │ ├── GPUVoxelData.cs.meta │ │ ├── GPUVoxelizer.cs │ │ ├── GPUVoxelizer.cs.meta │ │ ├── Kernel.cs │ │ ├── Kernel.cs.meta │ │ ├── Voxel.cs │ │ ├── Voxel.cs.meta │ │ ├── VoxelMesh.cs │ │ └── VoxelMesh.cs.meta │ │ ├── Shaders.meta │ │ └── Shaders │ │ ├── Quaternion.hlsl │ │ ├── Quaternion.hlsl.meta │ │ ├── Voxel.hlsl │ │ ├── Voxel.hlsl.meta │ │ ├── Voxelizer.compute │ │ └── Voxelizer.compute.meta │ ├── Demo.meta │ ├── Demo │ ├── Material.meta │ ├── Material │ │ ├── Phoenix.meta │ │ └── Phoenix │ │ │ ├── Body.mat │ │ │ ├── Body.mat.meta │ │ │ ├── NeckSymbol.mat │ │ │ ├── NeckSymbol.mat.meta │ │ │ ├── Tails.mat │ │ │ └── Tails.mat.meta │ ├── Models.meta │ ├── Models │ │ ├── Raw Mocap Data.meta │ │ ├── Raw Mocap Data │ │ │ ├── AnimationController.controller │ │ │ ├── AnimationController.controller.meta │ │ │ ├── DefaultAvatar.fbm.meta │ │ │ ├── DefaultAvatar.fbm │ │ │ │ ├── body normal.png │ │ │ │ ├── body normal.png.meta │ │ │ │ ├── body_color_map.png │ │ │ │ ├── body_color_map.png.meta │ │ │ │ ├── body_specular_map.png │ │ │ │ ├── body_specular_map.png.meta │ │ │ │ ├── eyes_color_map.png │ │ │ │ ├── eyes_color_map.png.meta │ │ │ │ ├── eyes_specular_map.png │ │ │ │ ├── eyes_specular_map.png.meta │ │ │ │ ├── face normal.png │ │ │ │ ├── face normal.png.meta │ │ │ │ ├── face_color_map.png │ │ │ │ └── face_color_map.png.meta │ │ │ ├── DefaultAvatar.fbx │ │ │ ├── DefaultAvatar.fbx.meta │ │ │ ├── Materials.meta │ │ │ ├── Materials │ │ │ │ ├── DefaultAvatar-body.mat │ │ │ │ ├── DefaultAvatar-body.mat.meta │ │ │ │ ├── DefaultAvatar-eyes.mat │ │ │ │ ├── DefaultAvatar-eyes.mat.meta │ │ │ │ ├── DefaultAvatar-face.mat │ │ │ │ ├── DefaultAvatar-face.mat.meta │ │ │ │ ├── body normal.png │ │ │ │ ├── body normal.png.meta │ │ │ │ ├── body_specular_map.png │ │ │ │ ├── body_specular_map.png.meta │ │ │ │ ├── eyes_specular_map.png │ │ │ │ ├── eyes_specular_map.png.meta │ │ │ │ ├── face normal.png │ │ │ │ └── face normal.png.meta │ │ │ ├── WalkFWD.fbx │ │ │ └── WalkFWD.fbx.meta │ │ ├── phoenix.meta │ │ ├── phoenix │ │ │ ├── PhoenixFlapping.controller │ │ │ ├── PhoenixFlapping.controller.meta │ │ │ ├── skeb.fbx │ │ │ └── skeb.fbx.meta │ │ ├── untitled.mtl │ │ ├── untitled.mtl.meta │ │ ├── untitled.obj │ │ └── untitled.obj.meta │ ├── Shaders.meta │ ├── Shaders │ │ ├── Standard-DoubleSided.shader │ │ └── Standard-DoubleSided.shader.meta │ ├── Textures.meta │ ├── Textures │ │ ├── phoenix.meta │ │ └── phoenix │ │ │ ├── BUMP.png │ │ │ ├── BUMP.png.meta │ │ │ ├── TEX+alpha2.png │ │ │ ├── TEX+alpha2.png.meta │ │ │ ├── TEX2_(2)normal.png │ │ │ ├── TEX2_(2)normal.png.meta │ │ │ ├── TEXT.png │ │ │ ├── TEXT.png.meta │ │ │ ├── cadena.png │ │ │ ├── cadena.png.meta │ │ │ ├── ravbo+alpha.png │ │ │ └── ravbo+alpha.png.meta │ ├── VolumetricFire3D.unity │ └── VolumetricFire3D.unity.meta │ ├── FireFluidSettings.lighting │ ├── FireFluidSettings.lighting.meta │ ├── LICENSE │ ├── LICENSE.meta │ ├── Materials.meta │ ├── Materials │ ├── FireRayCast.mat │ ├── FireRayCast.mat.meta │ ├── Plane.mat │ ├── Plane.mat.meta │ ├── Sky.meta │ ├── Sky │ │ ├── Sky1.mat │ │ └── Sky1.mat.meta │ ├── SmokeRayCast.mat │ ├── SmokeRayCast.mat.meta │ ├── Spawn.mat │ └── Spawn.mat.meta │ ├── Prefabs.meta │ ├── Prefabs │ ├── FireFluidSimBackup.prefab │ ├── FireFluidSimBackup.prefab.meta │ ├── SmokeFluidSim.prefab │ ├── SmokeFluidSim.prefab.meta │ ├── VolumetricFire3D.prefab │ └── VolumetricFire3D.prefab.meta │ ├── Scripts.meta │ ├── Scripts │ ├── Editor.meta │ ├── Editor │ │ ├── VolumetricEditor.cs │ │ └── VolumetricEditor.cs.meta │ ├── FireFluidSim.cs │ ├── FireFluidSim.cs.meta │ ├── Mediator.cs │ ├── Mediator.cs.meta │ ├── MeshVoxelizer.cs │ ├── MeshVoxelizer.cs.meta │ ├── Obstacle.cs │ ├── Obstacle.cs.meta │ ├── SmokeFluidSim.cs │ ├── SmokeFluidSim.cs.meta │ ├── Spawn.cs │ ├── Spawn.cs.meta │ ├── Volumetric.cs │ └── Volumetric.cs.meta │ ├── Shaders.meta │ ├── Shaders │ ├── ApplyAdvection.compute │ ├── ApplyAdvection.compute.meta │ ├── ApplyBuoyancy.compute │ ├── ApplyBuoyancy.compute.meta │ ├── ApplyImpulse.compute │ ├── ApplyImpulse.compute.meta │ ├── ComputeConfinement.compute │ ├── ComputeConfinement.compute.meta │ ├── ComputeDivergence.compute │ ├── ComputeDivergence.compute.meta │ ├── ComputeJacobi.compute │ ├── ComputeJacobi.compute.meta │ ├── ComputeObstacles.compute │ ├── ComputeObstacles.compute.meta │ ├── ComputeProjection.compute │ ├── ComputeProjection.compute.meta │ ├── ComputeVorticity.compute │ ├── ComputeVorticity.compute.meta │ ├── FireRayCast.shader │ ├── FireRayCast.shader.meta │ ├── rgb_to_cmyk.hlsl │ └── rgb_to_cmyk.hlsl.meta │ ├── Sky.mat │ ├── Sky.mat.meta │ ├── Textures.meta │ └── Textures │ ├── BackupFireGradient.png │ ├── BackupFireGradient.png.meta │ ├── FireGradient.renderTexture │ ├── FireGradient.renderTexture.meta │ ├── Noise.meta │ ├── Noise │ ├── LDR_LLL1_0.png │ └── LDR_LLL1_0.png.meta │ ├── Sky.meta │ ├── Sky │ ├── kloppenheim_05_2k.hdr │ └── kloppenheim_05_2k.hdr.meta │ ├── SmokeGradient.renderTexture │ └── SmokeGradient.renderTexture.meta ├── LICENSE ├── Logs ├── AssetImportWorker0.log ├── Packages-Update.log ├── shadercompiler-AssetImportWorker0.log ├── shadercompiler-UnityShaderCompiler.exe0.log ├── shadercompiler-UnityShaderCompiler.exe1.log ├── shadercompiler-UnityShaderCompiler.exe10.log ├── shadercompiler-UnityShaderCompiler.exe11.log ├── shadercompiler-UnityShaderCompiler.exe12.log ├── shadercompiler-UnityShaderCompiler.exe13.log ├── shadercompiler-UnityShaderCompiler.exe14.log ├── shadercompiler-UnityShaderCompiler.exe15.log ├── shadercompiler-UnityShaderCompiler.exe2.log ├── shadercompiler-UnityShaderCompiler.exe3.log ├── shadercompiler-UnityShaderCompiler.exe4.log ├── shadercompiler-UnityShaderCompiler.exe5.log ├── shadercompiler-UnityShaderCompiler.exe6.log ├── shadercompiler-UnityShaderCompiler.exe7.log ├── shadercompiler-UnityShaderCompiler.exe8.log └── shadercompiler-UnityShaderCompiler.exe9.log ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── TimelineSettings.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset ├── README.md ├── UserSettings └── EditorUserSettings.asset ├── VolumetricFire3D.unitypackage ├── cleanup.sh └── images ├── UnityVolumetricFire3D_1.gif └── UnityVolumetricFire3D_2.gif /.gitignore: -------------------------------------------------------------------------------- 1 | *.pcache 2 | 3 | .vscode/ 4 | 5 | [Ll]ibrary/ 6 | [Tt]emp/ 7 | [Oo]bj/ 8 | [Bb]uild/ 9 | [Bb]uilds/ 10 | Assets/AssetStoreTools* 11 | 12 | # Visual Studio cache directory 13 | .vs/ 14 | 15 | # Autogenerated VS/MD/Consulo solution and project files 16 | ExportedObj/ 17 | .consulo/ 18 | *.csproj 19 | *.unityproj 20 | *.sln 21 | *.suo 22 | *.tmp 23 | *.user 24 | *.userprefs 25 | *.pidb 26 | *.booproj 27 | *.svd 28 | *.pdb 29 | *.opendb 30 | 31 | # Unity3D generated meta files 32 | *.pidb.meta 33 | *.pdb.meta 34 | 35 | # Unity3D Generated File On Crash Reports 36 | sysinfo.txt 37 | 38 | # Builds 39 | *.apk 40 | # *.unitypackage 41 | -------------------------------------------------------------------------------- /Assets/Examples.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1cb86f74c9ba5d84b9210b60655238f9 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Packages.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3cf73e2e4767e09449f2b33bb74b8560 3 | folderAsset: yes 4 | timeCreated: 1475663006 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8a2447f0147bdc6419aa424f1aad4e18 3 | folderAsset: yes 4 | timeCreated: 1489637140 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/CustomPackages.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 22c91e19795133843be86b6426efafbd 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/CustomPackages/CurveTexture.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 27da6b2e6a3311b44bbcfabfbabda0bd 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/CustomPackages/CurveTexture/CurveTexture.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class CurveTexture : MonoBehaviour 5 | { 6 | public AnimationCurve R = AnimationCurve.Linear(0, 0, 1, 1); 7 | public AnimationCurve G = AnimationCurve.Linear(0, 0, 1, 1); 8 | public AnimationCurve B = AnimationCurve.Linear(0, 0, 1, 1); 9 | public AnimationCurve A = AnimationCurve.Linear(0, 0, 1, 1); 10 | public TextureWrapMode wrapMode = TextureWrapMode.Clamp; 11 | public FilterMode filterMode = FilterMode.Bilinear; 12 | [Range(1, 16)] 13 | public int anisoLevel = 1; 14 | 15 | public enum Resolution 16 | { 17 | k16 = 16, 18 | k32 = 32, 19 | k64 = 64, 20 | k128 = 128, 21 | k256 = 256, 22 | k512 = 512 23 | } 24 | 25 | public Resolution resolution = Resolution.k256; 26 | public string propertyName; 27 | public bool useSharedMaterial = false; 28 | public string globalName; 29 | 30 | private Texture2D texture; 31 | 32 | void Start() 33 | { 34 | Refresh(); 35 | } 36 | 37 | public Texture2D Generate(bool makeNoLongerReadable = false) 38 | { 39 | Texture2D tex = new Texture2D((int)resolution, 1, TextureFormat.ARGB32, false, true); 40 | tex.wrapMode = wrapMode; 41 | tex.filterMode = filterMode; 42 | tex.anisoLevel = anisoLevel; 43 | 44 | // this method does GC allocation; we could do it pixel by pixel and avoid that, but that would 45 | // cross the C#->C bridge once per pixel, so this seems like a better way to go for most uses. 46 | Color[] colors = new Color[(int)resolution]; 47 | float div = (float)(int)resolution; 48 | for (int i = 0; i < (int)resolution; ++i) 49 | { 50 | float t = (float)i/div; 51 | colors[i] = new Color(R.Evaluate(t), G.Evaluate(t), B.Evaluate(t), A.Evaluate(t)); 52 | } 53 | tex.SetPixels(colors); 54 | tex.Apply(false, makeNoLongerReadable); 55 | 56 | return tex; 57 | } 58 | 59 | public void Refresh() 60 | { 61 | if (texture != null) 62 | { 63 | DestroyImmediate(texture); 64 | } 65 | texture = Generate(); 66 | 67 | if (!string.IsNullOrEmpty(propertyName)) 68 | { 69 | Renderer r = GetComponent(); 70 | if (r != null) 71 | { 72 | Material mat; 73 | if (useSharedMaterial || !Application.isPlaying) 74 | { 75 | mat = r.sharedMaterial; 76 | } 77 | else 78 | { 79 | mat = r.material; 80 | } 81 | if (mat.HasProperty(propertyName)) 82 | { 83 | mat.SetTexture(propertyName, texture); 84 | } 85 | } 86 | } 87 | else if (!string.IsNullOrEmpty(globalName)) 88 | { 89 | Shader.SetGlobalTexture(globalName, texture); 90 | } 91 | } 92 | 93 | void OnDestroy() 94 | { 95 | if (texture != null) 96 | { 97 | DestroyImmediate(texture); 98 | } 99 | } 100 | } 101 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/CustomPackages/CurveTexture/CurveTexture.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 252f86adefc59e24684d8759c3a26325 3 | timeCreated: 1447892296 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/CustomPackages/CurveTexture/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 90eb07cfad419e646a32983882f84a5b 3 | folderAsset: yes 4 | timeCreated: 1448413633 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/CustomPackages/CurveTexture/Editor/CurveTextureEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ce5ed3c0aec63344bb7241d7cf7b8c67 3 | timeCreated: 1448413645 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/CustomPackages/CurveTexture/Editor/GradientTextureEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | using System.Collections; 4 | using System; 5 | using System.Collections.Generic; 6 | using System.IO; 7 | 8 | [CustomEditor(typeof(GradientTexture))] 9 | public class GradientTextureEditor : Editor 10 | { 11 | public override void OnInspectorGUI() 12 | { 13 | EditorGUI.BeginChangeCheck(); 14 | SerializedProperty gradients = serializedObject.FindProperty("gradients"); 15 | SerializedProperty renderTextures = serializedObject.FindProperty("renderTextures"); 16 | SerializedProperty wrapMode = serializedObject.FindProperty("wrapMode"); 17 | SerializedProperty filterMode = serializedObject.FindProperty("filterMode"); 18 | SerializedProperty resolution = serializedObject.FindProperty("resolution"); 19 | SerializedProperty useSharedMaterial = serializedObject.FindProperty("useSharedMaterial"); 20 | SerializedProperty anisoLevel = serializedObject.FindProperty("anisoLevel"); 21 | 22 | GradientTexture ct = target as GradientTexture; 23 | Renderer r = ct.GetComponent(); 24 | if (r == null) 25 | { 26 | EditorGUILayout.BeginHorizontal(); 27 | EditorGUILayout.PrefixLabel("global name"); 28 | ct.globalName = EditorGUILayout.TextField(ct.globalName); 29 | EditorGUILayout.EndHorizontal(); 30 | } 31 | else 32 | { 33 | Material mat = r.sharedMaterial; 34 | Shader s = mat.shader; 35 | int count = ShaderUtil.GetPropertyCount(s); 36 | List textureNames = new List(); 37 | for (int i = 0; i < count; ++i) 38 | { 39 | if (ShaderUtil.GetPropertyType(s, i) == ShaderUtil.ShaderPropertyType.TexEnv) 40 | { 41 | textureNames.Add(ShaderUtil.GetPropertyName(s, i)); 42 | } 43 | } 44 | int index = textureNames.IndexOf(ct.propertyName); 45 | int newIdx = EditorGUILayout.Popup(index, textureNames.ToArray()); 46 | if (newIdx != index) 47 | { 48 | ct.propertyName = textureNames[newIdx]; 49 | } 50 | } 51 | EditorGUILayout.PropertyField(gradients); 52 | EditorGUILayout.PropertyField(renderTextures); 53 | EditorGUILayout.PropertyField(wrapMode); 54 | EditorGUILayout.PropertyField(filterMode); 55 | EditorGUILayout.PropertyField(resolution); 56 | if (r != null) 57 | { 58 | EditorGUILayout.PropertyField(useSharedMaterial); 59 | } 60 | EditorGUILayout.PropertyField(anisoLevel); 61 | if (EditorGUI.EndChangeCheck()) 62 | { 63 | serializedObject.ApplyModifiedProperties(); 64 | ct.Refresh(); 65 | } 66 | 67 | if (GUILayout.Button("Save Texture")) 68 | { 69 | //Texture2D tex = ct.Generate(false); 70 | ct.RenderTexutures(false); 71 | 72 | 73 | /* 74 | string path = EditorUtility.SaveFilePanel("Save Texture", Application.dataPath, "curve", "png"); 75 | if (!string.IsNullOrEmpty(path)) 76 | { 77 | Texture2D tex = ct.Generate(false); 78 | byte[] bytes = tex.EncodeToPNG(); 79 | File.WriteAllBytes(path, bytes); 80 | DestroyImmediate(tex); 81 | AssetImporter ai = AssetImporter.GetAtPath(path); 82 | if (ai != null) 83 | { 84 | TextureImporter ti = ai as TextureImporter; 85 | ti.anisoLevel = ct.anisoLevel; 86 | ti.linearTexture = true; 87 | ti.generateMipsInLinearSpace = true; 88 | ti.filterMode = ct.filterMode; 89 | ti.wrapMode = ct.wrapMode; 90 | ti.textureFormat = TextureImporterFormat.ARGB32; 91 | ti.SaveAndReimport(); 92 | } 93 | } 94 | */ 95 | } 96 | } 97 | } 98 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/CustomPackages/CurveTexture/Editor/GradientTextureEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8550a7ec1b5331447a7173674bf84da9 3 | timeCreated: 1448657876 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/CustomPackages/CurveTexture/GradientTexture.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | 5 | public class GradientTexture : MonoBehaviour 6 | { 7 | public List gradients = new List(); 8 | public List renderTextures = new List(); 9 | public TextureWrapMode wrapMode = TextureWrapMode.Clamp; 10 | public FilterMode filterMode = FilterMode.Bilinear; 11 | [Range(1, 16)] 12 | public int anisoLevel = 1; 13 | 14 | public enum Resolution 15 | { 16 | k16 = 16, 17 | k32 = 32, 18 | k64 = 64, 19 | k128 = 128, 20 | k256 = 256, 21 | k512 = 512 22 | } 23 | 24 | public Resolution resolution = Resolution.k256; 25 | public string propertyName; 26 | public bool useSharedMaterial = false; 27 | public string globalName; 28 | 29 | private Texture2D texture; 30 | 31 | void Start() 32 | { 33 | Refresh(); 34 | } 35 | 36 | public Texture2D Generate(Gradient gradient, bool makeNoLongerReadable = false) 37 | { 38 | Texture2D tex = new Texture2D((int)resolution, 1, TextureFormat.ARGB32, false, true); 39 | tex.wrapMode = wrapMode; 40 | tex.filterMode = filterMode; 41 | tex.anisoLevel = anisoLevel; 42 | 43 | // this method does GC allocation; we could do it pixel by pixel and avoid that, but that would 44 | // cross the C#->C bridge once per pixel, so this seems like a better way to go for most uses. 45 | Color[] colors = new Color[(int)resolution]; 46 | float div = (float)(int)resolution; 47 | for (int i = 0; i < (int)resolution; ++i) 48 | { 49 | float t = (float)i/div; 50 | colors[i] = gradient.Evaluate(t); 51 | } 52 | tex.SetPixels(colors); 53 | tex.Apply(false, makeNoLongerReadable); 54 | 55 | return tex; 56 | } 57 | 58 | public void RenderTexutures(bool makeNoLongerReadable = false) { 59 | for(int i = 0; i < this.renderTextures.Count; i++) { 60 | texture = Generate(this.gradients[i], makeNoLongerReadable); 61 | Graphics.Blit(texture, this.renderTextures[i]); 62 | } 63 | } 64 | 65 | public void Refresh() 66 | { 67 | if (texture != null) 68 | { 69 | DestroyImmediate(texture); 70 | } 71 | 72 | this.RenderTexutures(); 73 | 74 | if (!string.IsNullOrEmpty(propertyName)) 75 | { 76 | Renderer r = GetComponent(); 77 | if (r != null) 78 | { 79 | Material mat; 80 | if (useSharedMaterial || !Application.isPlaying) 81 | { 82 | mat = r.sharedMaterial; 83 | } 84 | else 85 | { 86 | mat = r.material; 87 | } 88 | if (mat.HasProperty(propertyName)) 89 | { 90 | mat.SetTexture(propertyName, texture); 91 | } 92 | } 93 | } 94 | else if (!string.IsNullOrEmpty(globalName)) 95 | { 96 | Shader.SetGlobalTexture(globalName, texture); 97 | } 98 | } 99 | 100 | void OnDestroy() 101 | { 102 | if (texture != null) 103 | { 104 | DestroyImmediate(texture); 105 | } 106 | } 107 | } 108 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/CustomPackages/CurveTexture/GradientTexture.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 325bb27cc5d99694eaaebc8d62def5fa 3 | timeCreated: 1448657752 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/CustomPackages/CurveTexture/LICENSE.txt: -------------------------------------------------------------------------------- 1 | 2 | Copyright (c) [2016] [Jason Booth] 3 | 4 | Permission is hereby granted, free of charge, to any person obtaining a copy 5 | of this software and associated documentation files (the "Software"), to deal 6 | in the Software without restriction, including without limitation the rights 7 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 8 | copies of the Software, and to permit persons to whom the Software is 9 | furnished to do so, subject to the following conditions: 10 | 11 | The above copyright notice and this permission notice shall be included in all 12 | copies or substantial portions of the Software. 13 | 14 | No portion of the software may be sold or included in packages in the Unity 15 | Asset Store without express permission from the author. 16 | 17 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 18 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 19 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 20 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 21 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 22 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 23 | SOFTWARE. -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/CustomPackages/CurveTexture/LICENSE.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 76313ee98c7460948803843984f4e54a 3 | timeCreated: 1448454549 4 | licenseType: Pro 5 | TextScriptImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/CustomPackages/CurveTexture/ReadMe.txt: -------------------------------------------------------------------------------- 1 | Curve Texture for Unity 2 | ©2015 Jason Booth 3 | 4 | If you do a lot of shader work, you might find yourself needing to encode a curve or LUT into a texture. People usually do this with gradients in photoshop, but it’s often difficult to control the curve when you can only view and work with it as a color gradient. Curve texture allows you to use 4 unity curves to generate a single RGBA texture, allowing you to easily encode 4 arbitrary curves into a texture. 5 | To use the component, add it to any object with a Renderer component; it will look at the shader on the material and give you an option for which texture property to target. If it doesn’t find a renderer, it will give you a text label allowing you to set it as a global shader property. 6 | You can select the size of the texture to generate as well as the wrap, filter, and anisotropic properties. Finally, you can save the texture in case you’d prefer to bake it out and not generate it at runtime. 7 | The main benefit of using the component is iteration speed and workflow; the data adjusts interactively in the editor, rather than having to flip to an external app, adjust, and reimport, and it’s easy to represent exactly the curve you desire. 8 | 9 | Gradient Texture is the same thing, but with a gradient, which is more an ease of use thing since gradients are easy to create in art tools. -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/CustomPackages/CurveTexture/ReadMe.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b4e2f35865f2aca438f27c856641789a 3 | timeCreated: 1448416698 4 | licenseType: Pro 5 | TextScriptImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/CustomPackages/GradientTexGen.cs: -------------------------------------------------------------------------------- 1 | // mattatz, GradientTexGen 2 | // https://gist.github.com/mattatz/a8c697e212b653ca9ce966797bb93a3c 3 | using UnityEngine; 4 | 5 | #if UNITY_EDITOR 6 | using UnityEditor; 7 | #endif 8 | 9 | using System.IO; 10 | using System.Collections; 11 | 12 | namespace mattatz.Utils { 13 | public class GradientTexGen { 14 | 15 | public static Texture2D Create (Gradient grad, int width = 32, int height = 1) { 16 | var gradTex = new Texture2D(width, height, TextureFormat.ARGB32, false); 17 | gradTex.filterMode = FilterMode.Bilinear; 18 | float inv = 1f / (width - 1); 19 | for (int y = 0; y < height; y++) { 20 | for (int x = 0; x < width; x++) { 21 | var t = x * inv; 22 | Color col = grad.Evaluate(t); 23 | gradTex.SetPixel(x, y, col); 24 | } 25 | } 26 | gradTex.Apply(); 27 | return gradTex; 28 | } 29 | 30 | } 31 | 32 | /* 33 | #if UNITY_EDITOR 34 | public class GradientTexCreator : EditorWindow { 35 | 36 | [SerializeField] Gradient gradient; 37 | [SerializeField] int width = 128; 38 | [SerializeField] int height = 16; 39 | [SerializeField] string fileName = "Gradient"; 40 | 41 | [MenuItem("Custom/GradientTex")] 42 | static void Init() { 43 | EditorWindow.GetWindow(typeof(GradientTexCreator)); 44 | } 45 | 46 | void OnInspectorGUI () { 47 | EditorGUI.BeginChangeCheck(); 48 | 49 | SerializedObject so = new SerializedObject(this); 50 | SerializedProperty gradients = so.FindProperty("gradients"); 51 | SerializedProperty renderTextures = so.FindProperty("renderTextures"); 52 | EditorGUILayout.PropertyField(gradients); 53 | EditorGUILayout.PropertyField(renderTextures); 54 | 55 | EditorGUILayout.PropertyField(so.FindProperty("gradient"), true, null); 56 | if (EditorGUI.EndChangeCheck()) { 57 | so.ApplyModifiedProperties(); 58 | } 59 | 60 | using (new GUILayout.HorizontalScope()) { 61 | GUILayout.Label("width", GUILayout.Width(80f)); 62 | int.TryParse(GUILayout.TextField(width.ToString(), GUILayout.Width(120f)), out width); 63 | } 64 | 65 | using (new GUILayout.HorizontalScope()) { 66 | GUILayout.Label("height", GUILayout.Width(80f)); 67 | int.TryParse(GUILayout.TextField(height.ToString(), GUILayout.Width(120f)), out height); 68 | } 69 | 70 | using (new GUILayout.HorizontalScope()) { 71 | GUILayout.Label("name", GUILayout.Width(80f)); 72 | fileName = GUILayout.TextField(fileName, GUILayout.Width(120f)); 73 | GUILayout.Label(".png"); 74 | } 75 | 76 | if(GUILayout.Button("Save")) { 77 | string path = EditorUtility.SaveFolderPanel("Select an output path", "", ""); 78 | if(path.Length > 0) { 79 | var tex = GradientTexGen.Create(gradient, width, height); 80 | byte[] pngData = tex.EncodeToPNG(); 81 | File.WriteAllBytes(path + "/" + fileName + ".png", pngData); 82 | AssetDatabase.Refresh(); 83 | } 84 | } 85 | } 86 | } 87 | #endif 88 | */ 89 | 90 | } 91 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/CustomPackages/GradientTexGen.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1fe48504d81ac6b44b95502b7998eb19 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/CustomPackages/Voxelizer.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5b00c227b129aad4f96c3843cea139fc 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/CustomPackages/Voxelizer/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9846e7e796b3d5147b89fd7b1cae24b9 3 | folderAsset: yes 4 | timeCreated: 1475663038 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/CustomPackages/Voxelizer/Scripts/CPUVoxelizer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 94873d8d1f5f6674f9eeca86f7fc98ac 3 | timeCreated: 1475663102 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/CustomPackages/Voxelizer/Scripts/GPUVoxelData.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using System.Runtime.InteropServices; 5 | 6 | using UnityEngine; 7 | 8 | namespace VoxelSystem { 9 | 10 | public class GPUVoxelData : System.IDisposable { 11 | 12 | public ComputeBuffer Buffer { get { return buffer; } } 13 | 14 | public int Width { get { return width; } } 15 | public int Height { get { return height; } } 16 | public int Depth { get { return depth; } } 17 | public float UnitLength { get { return unitLength; } } 18 | 19 | int width, height, depth; 20 | float unitLength; 21 | 22 | ComputeBuffer buffer; 23 | Voxel_t[] voxels; 24 | 25 | public GPUVoxelData(ComputeBuffer buf, int w, int h, int d, float u) { 26 | buffer = buf; 27 | width = w; 28 | height = h; 29 | depth = d; 30 | unitLength = u; 31 | } 32 | 33 | public Voxel_t[] GetData() { 34 | // cache 35 | if(voxels == null) { 36 | voxels = new Voxel_t[Buffer.count]; 37 | Buffer.GetData(voxels); 38 | } 39 | return voxels; 40 | } 41 | 42 | public void Dispose() { 43 | buffer.Release(); 44 | } 45 | 46 | } 47 | 48 | } 49 | 50 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/CustomPackages/Voxelizer/Scripts/GPUVoxelData.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 63389d6478e4d4a099be9b6ff0beb339 3 | timeCreated: 1515291750 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/CustomPackages/Voxelizer/Scripts/GPUVoxelizer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 210c7cf8506064102b21ab6e410cbd5b 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/CustomPackages/Voxelizer/Scripts/Kernel.cs: -------------------------------------------------------------------------------- 1 |  2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | 6 | namespace VoxelSystem { 7 | 8 | public class Kernel 9 | { 10 | public int Index { get { return index; } } 11 | public uint ThreadX { get { return threadX; } } 12 | public uint ThreadY { get { return threadY; } } 13 | public uint ThreadZ { get { return threadZ; } } 14 | 15 | int index; 16 | uint threadX, threadY, threadZ; 17 | 18 | public Kernel(ComputeShader shader, string key) 19 | { 20 | index = shader.FindKernel(key); 21 | if (index < 0) 22 | { 23 | Debug.LogWarning("Can't find kernel"); 24 | return; 25 | } 26 | shader.GetKernelThreadGroupSizes(index, out threadX, out threadY, out threadZ); 27 | } 28 | } 29 | 30 | } 31 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/CustomPackages/Voxelizer/Scripts/Kernel.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 34d6c3858dfd14569b3ff6d0a3405425 3 | timeCreated: 1515291026 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/CustomPackages/Voxelizer/Scripts/Voxel.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using System.Runtime.InteropServices; 5 | 6 | using UnityEngine; 7 | 8 | namespace VoxelSystem 9 | { 10 | 11 | [StructLayout(LayoutKind.Sequential)] 12 | public struct Voxel_t 13 | { 14 | public Vector3 position; 15 | public Vector2 uv; 16 | public uint fill; 17 | public uint front; 18 | 19 | public bool IsFrontFace() 20 | { 21 | return fill > 0 && front > 0; 22 | } 23 | 24 | public bool IsBackFace() 25 | { 26 | return fill > 0 && front < 1; 27 | } 28 | 29 | public bool IsEmpty() 30 | { 31 | return fill < 1; 32 | } 33 | } 34 | 35 | } 36 | 37 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/CustomPackages/Voxelizer/Scripts/Voxel.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ed8564a4ee29d1746944c53dab0406d2 3 | timeCreated: 1520322849 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/Packages/VolumetricFire3D/CustomPackages/Voxelizer/Scripts/VoxelMesh.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dd46024348ce23b44a71e21097d94610 3 | timeCreated: 1520140923 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/Packages/VolumetricFire3D/CustomPackages/Voxelizer/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 742c182270637472f9e93be3a5b9a519 3 | folderAsset: yes 4 | timeCreated: 1515289839 5 | licenseType: Free 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/CustomPackages/Voxelizer/Shaders/Quaternion.hlsl: -------------------------------------------------------------------------------- 1 | // 2 | // Quaternion.cginc 3 | // https://github.com/sugi-cho/First-Compute-Shader/ 4 | // 5 | 6 | #ifndef QUATERNION_INCLUDED 7 | #define QUATERNION_INCLUDED 8 | 9 | #define PI2 6.28318530718 10 | // Quaternion multiplication. 11 | // http://mathworld.wolfram.com/Quaternion.html 12 | float4 qmul(float4 q1, float4 q2) 13 | { 14 | return float4( 15 | q2.xyz * q1.w + q1.xyz * q2.w + cross(q1.xyz, q2.xyz), 16 | q1.w * q2.w - dot(q1.xyz, q2.xyz) 17 | ); 18 | } 19 | 20 | // Rotate a vector with a rotation quaternion. 21 | // http://mathworld.wolfram.com/Quaternion.html 22 | float3 rotateWithQuaternion(float3 v, float4 r) 23 | { 24 | float4 r_c = r * float4(-1, -1, -1, 1); 25 | return qmul(r, qmul(float4(v, 0), r_c)).xyz; 26 | } 27 | 28 | float4 getAngleAxisRotation(float3 v, float3 axis, float angle){ 29 | axis = normalize(axis); 30 | float s,c; 31 | sincos(angle,s,c); 32 | return float4(axis.x*s,axis.y*s,axis.z*s,c); 33 | } 34 | 35 | float3 rotateAngleAxis(float3 v, float3 axis, float angle){ 36 | float4 q = getAngleAxisRotation(v,axis,angle); 37 | return rotateWithQuaternion(v,q); 38 | } 39 | 40 | float4 fromToRotation(float3 from, float3 to){ 41 | float3 42 | v1 = normalize(from), 43 | v2 = normalize(to), 44 | cr = cross(v1,v2); 45 | float4 q = float4( cr,1+dot(v1,v2) ); 46 | return normalize(q); 47 | } 48 | 49 | #endif -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/CustomPackages/Voxelizer/Shaders/Quaternion.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3be8992a3bb25e141a773d4897ebe909 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/CustomPackages/Voxelizer/Shaders/Voxel.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef __VOXEL_COMMON_INCLUDED__ 2 | #define __VOXEL_COMMON_INCLUDED__ 3 | 4 | struct Voxel { 5 | float3 position; 6 | float2 uv; 7 | bool fill; 8 | bool front; 9 | }; 10 | 11 | bool is_front_voxel(Voxel v) 12 | { 13 | return v.fill && v.front; 14 | } 15 | 16 | bool is_back_voxel(Voxel v) 17 | { 18 | return v.fill && !v.front; 19 | } 20 | 21 | bool is_empty_voxel(Voxel v) 22 | { 23 | return !v.fill; 24 | } 25 | 26 | #endif 27 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/CustomPackages/Voxelizer/Shaders/Voxel.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 35fd9f53a9d64c245ad19691f593e65c 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- 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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/Packages/VolumetricFire3D/LICENSE.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 66ca09f00df90c447b620be265ee5a9d 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/Materials.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f6db2bc76e7b3754886e1b8e79996ff0 3 | folderAsset: yes 4 | DefaultImporter: 5 | 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mainObjectFileID: 0 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/Prefabs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fd9ac0e19d371c4468b5b921ab7d92a3 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/Prefabs/FireFluidSimBackup.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8ac1656ef874a1a4eb4f29e26ff9b0ad 3 | NativeFormatImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/Prefabs/SmokeFluidSim.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0b40c0b4ea4208b4792d95085b850676 3 | NativeFormatImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/Prefabs/VolumetricFire3D.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 254356bdfdadcdd4aafdd4454a3d8f02 3 | NativeFormatImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0f670c9ec84a88d4cab33481a41f9b00 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/Scripts/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4fdeca28d5698914497a7d56677e529e 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/Scripts/Editor/VolumetricEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | #if UNITY_EDITOR 4 | using UnityEditor; 5 | #endif 6 | 7 | using System.IO; 8 | using System.Collections; 9 | 10 | namespace FluidSim3DProject 11 | { 12 | #if UNITY_EDITOR 13 | [CustomEditor(typeof(Volumetric))] 14 | public class VolumetricEditor : Editor { 15 | 16 | public override void OnInspectorGUI() 17 | { 18 | EditorGUI.BeginChangeCheck(); 19 | base.OnInspectorGUI(); 20 | 21 | Volumetric volumetric = target as Volumetric; 22 | 23 | if (EditorGUI.EndChangeCheck()) 24 | { 25 | //Debug.Log("end change "); 26 | this.serializedObject.ApplyModifiedProperties(); 27 | volumetric.RenderTexutures(); 28 | } 29 | } 30 | 31 | } 32 | #endif 33 | } -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/Scripts/Editor/VolumetricEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8030956be2c17944eb489013d12f560b 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/Scripts/FireFluidSim.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 164869986c15313419bf6ec021c90430 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/Scripts/Mediator.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace FluidSim3DProject 6 | { 7 | public class Mediator : MonoBehaviour 8 | { 9 | 10 | public FireFluidSim fluidSimulator3D; 11 | public GameObject spawnsObj; 12 | public GameObject obstaclesObj; 13 | public Volumetric volumetric; 14 | 15 | [HideInInspector] public List spawns; 16 | [HideInInspector] public List obstacles; 17 | [HideInInspector] public Bounds bounds; 18 | //private List spawnVelocities; 19 | 20 | 21 | void Start() { 22 | this.initColleagues(); 23 | this.bounds = new Bounds(this.transform.position, this.transform.localScale); 24 | foreach(Spawn spawn in spawns) { 25 | spawn.InitSpawn(); //set voxels 26 | } 27 | foreach(Obstacle obstacle in obstacles) { 28 | obstacle.InitObstacle(); //set voxels 29 | } 30 | this.fluidSimulator3D.Init(); //Initialize fire fluid 31 | this.volumetric.SetParametersOnMaterial(); 32 | } 33 | 34 | void initColleagues() { 35 | if (spawnsObj == null) { 36 | Debug.LogError("Can't find spawns gameObject."); 37 | return; 38 | } 39 | if (obstaclesObj == null) { 40 | Debug.LogError("Can't find obstacles gameObject."); 41 | return; 42 | } 43 | if (fluidSimulator3D == null) { 44 | Debug.LogError("Can't find FluidSimulator3D."); 45 | return; 46 | } 47 | if (volumetric == null) { 48 | Debug.LogError("Can't find Volumetric."); 49 | return; 50 | } 51 | foreach(Transform spawnTransform in spawnsObj.transform) { 52 | GameObject spawnObj = spawnTransform.gameObject; 53 | Spawn spawn = spawnTransform.gameObject.GetComponent(); 54 | if (spawnObj.activeSelf != null && spawn != null) { 55 | spawn.SetMediator(this); 56 | this.spawns.Add(spawn); 57 | } 58 | } 59 | foreach(Transform obstacleTransform in obstaclesObj.transform) { 60 | GameObject obstacleObj = obstacleTransform.gameObject; 61 | Obstacle obstacle = obstacleObj.GetComponent(); 62 | if (obstacleObj.activeSelf && obstacle != null) { 63 | obstacle.SetMediator(this); 64 | this.obstacles.Add(obstacle); 65 | } 66 | } 67 | this.fluidSimulator3D.SetMediator(this); 68 | this.volumetric.SetMediator(this); 69 | } 70 | 71 | void Update() { 72 | foreach(Spawn spawn in spawns) { 73 | spawn.UpdateSpawn(); 74 | } 75 | foreach(Obstacle obstacle in obstacles) { 76 | obstacle.UpdateObstacle(); 77 | } 78 | this.fluidSimulator3D.Simulate(); //Simulate fire fluid 79 | this.volumetric.SetParametersOnMaterial(); 80 | } 81 | 82 | 83 | void OnDestroy() { 84 | this.fluidSimulator3D.ReleaseAll(); 85 | } 86 | 87 | } 88 | } 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-------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/Scripts/Obstacle.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using System.Runtime.InteropServices; 5 | 6 | using UnityEngine; 7 | using UnityEngine.Rendering; 8 | 9 | using VoxelSystem; 10 | 11 | 12 | namespace FluidSim3DProject 13 | { 14 | 15 | public class Obstacle : MeshVoxelizer { 16 | public void InitObstacle () { 17 | base.InitMeshVoxelizer(); 18 | } 19 | 20 | public void UpdateObstacle () { 21 | base.UpdateMeshVoxelizer(); 22 | } 23 | 24 | } 25 | 26 | } 27 | 28 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/Scripts/Obstacle.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 826eba8b49556a340be99092f8cf92b2 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/Scripts/SmokeFluidSim.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a924471615937564f81ebb1540cd8b36 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/Scripts/Spawn.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using System.Runtime.InteropServices; 5 | 6 | using UnityEngine; 7 | using UnityEngine.Rendering; 8 | 9 | using VoxelSystem; 10 | 11 | 12 | namespace FluidSim3DProject 13 | { 14 | 15 | public class Spawn : MeshVoxelizer { 16 | public void InitSpawn () { 17 | base.InitMeshVoxelizer(); 18 | } 19 | 20 | public void UpdateSpawn () { 21 | base.UpdateMeshVoxelizer(); 22 | } 23 | 24 | } 25 | 26 | } 27 | 28 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/Scripts/Spawn.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c424128a9728aa644ae241e8bc8c6e13 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/Scripts/Volumetric.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f0a9faa1890e7f04fa34f4bcd020471a 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8fe3db169bedce248a2ab634d707f41c 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/Shaders/ApplyAdvection.compute.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 411cedf0db0a1904693c77b97afbf915 3 | ComputeShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/Shaders/ApplyBuoyancy.compute: -------------------------------------------------------------------------------- 1 | 2 | #pragma kernel CSMain 3 | #define NUM_THREADS 8 4 | 5 | float4 _Size, _Up; 6 | float _AmbientTemperature, _DeltaTime, _Buoyancy, _Weight; 7 | 8 | RWStructuredBuffer _Write; 9 | StructuredBuffer _Velocity; 10 | StructuredBuffer _Density, _Temperature; 11 | 12 | // The sesition, "30.2.5 Smoke", https://developer.nvidia.com/gpugems/gpugems3/part-v-physics-simulation/chapter-30-real-time-simulation-and-rendering-3d-fluids 13 | // 14 | // It says 15 | // > where P is pressure, m is the molar mass of the gas, g is the acceleration due to gravity, 16 | // > and R is the universal gas constant. In practice, all of these physical constants can be treated as a single value and 17 | // > can be tweaked to achieve the desired visual appearance. The value T 0 is the ambient or "room" temperature, 18 | // > and T represents the temperature values being advected through the flow. z is the normalized upward-direction vector. 19 | // > The buoyant force should be thought of as an "external" force and 20 | // > should be added to the velocity field immediately following velocity advection. 21 | // 22 | [numthreads(NUM_THREADS,NUM_THREADS,NUM_THREADS)] 23 | void CSMain (int3 id : SV_DispatchThreadID) 24 | { 25 | 26 | int idx = id.x + id.y*_Size.x + id.z*_Size.x*_Size.y; 27 | 28 | float T = _Temperature[idx]; 29 | float D = _Density[idx]; 30 | float3 V = _Velocity[idx]; 31 | 32 | if(T > _AmbientTemperature) 33 | V += (_DeltaTime * (T - _AmbientTemperature) * _Buoyancy - D * _Weight) * _Up.xyz; 34 | 35 | _Write[idx] = V; 36 | } 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/Shaders/ApplyBuoyancy.compute.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0d7710a16db583e418df13bddb0be43d 3 | ComputeShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/Shaders/ApplyImpulse.compute: -------------------------------------------------------------------------------- 1 | #pragma kernel GaussImpulse 2 | #pragma kernel ExtinguishmentImpluse 3 | 4 | #define NUM_THREADS 8 5 | 6 | #include "Assets/Packages/VolumetricFire3D/CustomPackages/Voxelizer/Shaders/Voxel.hlsl" 7 | 8 | //#include "Assets/Luxe2021/Lib/UGist/Cginc/SimplexNoise.cginc" 9 | //#include "Packages/jp.keijiro.noiseshader/Shader/ClassicNoise3D.hlsl" 10 | //#include "Packages/jp.keijiro.noiseshader/Shader/SimplexNoise3D.hlsl" 11 | 12 | 13 | float _Radius, _Amount, _DeltaTime, _Extinguishment; 14 | float4 _ObjectPosition, _Size; //size = bounds size 15 | 16 | float _NoisePercent; // 0 ~ 1 17 | 18 | RWStructuredBuffer _Write; 19 | StructuredBuffer _VoxelBuffer; 20 | StructuredBuffer _Read, _Reaction; 21 | 22 | 23 | [numthreads(NUM_THREADS,NUM_THREADS,NUM_THREADS)] 24 | void GaussImpulse(uint3 id : SV_DispatchThreadID) 25 | { 26 | int idx = id.x + id.y*_Size.x + id.z*_Size.x*_Size.y; 27 | float3 voxelPos = float3(id.x, id.y, id.z); 28 | 29 | //float3 pos = id/(_Size.xyz-1.0f) - _ObjectPosition.xyz; //sphere position 30 | //float mag = pos.x*pos.x + pos.y*pos.y + pos.z*pos.z; 31 | //float rad2 = _Radius*_Radius; 32 | //float gaussDistribution = exp(-mag/rad2); 33 | 34 | //float noiseIntensity = 1.0; 35 | //float noise = snoise(voxelPos); 36 | //noiseIntensity = noise < _NoisePercent ? 1.0 : 0.0; 37 | //noiseIntensity = noise; 38 | 39 | float voxelExists = (_VoxelBuffer[idx].fill ? 1.0 : 0.0); 40 | float amount = voxelExists * _Amount * _DeltaTime; //_Amount = reaction/temperature amount 41 | //float amount = gaussDistribution * _Amount * _DeltaTime; //_Amount = reaction/temperature amount 42 | 43 | _Write[idx] = _Read[idx] + amount; 44 | } 45 | 46 | /* 47 | [numthreads(NUM_THREADS,NUM_THREADS,NUM_THREADS)] 48 | void GaussImpulse(uint3 id : SV_DispatchThreadID) 49 | { 50 | //_Radius = 1.5; 51 | int idx = id.x + id.y*_Size.x + id.z*_Size.x*_Size.y; 52 | float3 pos = id/(_Size.xyz-1.0f) - _ObjectPosition.xyz; 53 | float mag = pos.x*pos.x + pos.y*pos.y + pos.z*pos.z; 54 | float rad2 = _Radius*_Radius; 55 | 56 | float amount = exp(-mag/rad2) * _Amount * _DeltaTime; 57 | 58 | _Write[idx] = _Read[idx] + amount; 59 | } 60 | */ 61 | 62 | [numthreads(NUM_THREADS,NUM_THREADS,NUM_THREADS)] 63 | void ExtinguishmentImpluse(uint3 id : SV_DispatchThreadID) 64 | { 65 | int idx = id.x + id.y*_Size.x + id.z*_Size.x*_Size.y; 66 | 67 | float amount = 0.0; 68 | float reaction = _Reaction[idx]; 69 | 70 | if(reaction > 0.0 && reaction < _Extinguishment) 71 | amount = _Amount * reaction; 72 | 73 | _Write[idx] = _Read[idx] + amount; 74 | } 75 | 76 | 77 | 78 | 79 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/Shaders/ApplyImpulse.compute.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a080c25e6daeb0d4e88fced65f9959ce 3 | ComputeShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/Shaders/ComputeConfinement.compute: -------------------------------------------------------------------------------- 1 | 2 | #pragma kernel CSMain 3 | #define NUM_THREADS 8 4 | 5 | float _DeltaTime, _Epsilon; 6 | float4 _Size; 7 | 8 | RWStructuredBuffer _Write; 9 | StructuredBuffer _Vorticity, _Read; 10 | 11 | [numthreads(NUM_THREADS,NUM_THREADS,NUM_THREADS)] 12 | void CSMain (int3 id : SV_DispatchThreadID) 13 | { 14 | 15 | int idxL = max(0, id.x-1) + id.y*_Size.x + id.z*_Size.x*_Size.y; 16 | int idxR = min(_Size.x-1, id.x+1) + id.y*_Size.x + id.z*_Size.x*_Size.y; 17 | 18 | int idxB = id.x + max(0, id.y-1)*_Size.x + id.z*_Size.x*_Size.y; 19 | int idxT = id.x + min(_Size.y-1, id.y+1)*_Size.x + id.z*_Size.x*_Size.y; 20 | 21 | int idxD = id.x + id.y*_Size.x + max(0, id.z-1)*_Size.x*_Size.y; 22 | int idxU = id.x + id.y*_Size.x + min(_Size.z-1, id.z+1)*_Size.x*_Size.y; 23 | 24 | float omegaL = length(_Vorticity[ idxL ]); 25 | float omegaR = length(_Vorticity[ idxR ]); 26 | 27 | float omegaB = length(_Vorticity[ idxB ]); 28 | float omegaT = length(_Vorticity[ idxT ]); 29 | 30 | float omegaD = length(_Vorticity[ idxD ]); 31 | float omegaU = length(_Vorticity[ idxU ]); 32 | 33 | int idx = id.x + id.y*_Size.x + id.z*_Size.x*_Size.y; 34 | 35 | float3 omega = _Vorticity[idx]; 36 | 37 | float3 eta = 0.5 * float3( omegaR - omegaL, omegaT - omegaB, omegaU - omegaD ); 38 | 39 | eta = normalize( eta + float3(0.001,0.001,0.001) ); 40 | 41 | float3 force = _DeltaTime * _Epsilon * float3( eta.y * omega.z - eta.z * omega.y, eta.z * omega.x - eta.x * omega.z, eta.x * omega.y - eta.y * omega.x ); 42 | 43 | _Write[idx] = _Read[idx] + force; 44 | } 45 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/Shaders/ComputeConfinement.compute.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4b0055f0edf774c4ea97ac8cd62e6158 3 | ComputeShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/Shaders/ComputeDivergence.compute: -------------------------------------------------------------------------------- 1 | 2 | #pragma kernel CSMain 3 | #define NUM_THREADS 8 4 | 5 | float4 _Size; 6 | 7 | RWStructuredBuffer _Write; 8 | StructuredBuffer _Velocity; 9 | StructuredBuffer _Obstacles; 10 | 11 | [numthreads(NUM_THREADS,NUM_THREADS,NUM_THREADS)] 12 | void CSMain (int3 id : SV_DispatchThreadID) 13 | { 14 | 15 | int idxL = max(0, id.x-1) + id.y*_Size.x + id.z*_Size.x*_Size.y; 16 | int idxR = min(_Size.x-1, id.x+1) + id.y*_Size.x + id.z*_Size.x*_Size.y; 17 | 18 | int idxB = id.x + max(0, id.y-1)*_Size.x + id.z*_Size.x*_Size.y; 19 | int idxT = id.x + min(_Size.y-1, id.y+1)*_Size.x + id.z*_Size.x*_Size.y; 20 | 21 | int idxD = id.x + id.y*_Size.x + max(0, id.z-1)*_Size.x*_Size.y; 22 | int idxU = id.x + id.y*_Size.x + min(_Size.z-1, id.z+1)*_Size.x*_Size.y; 23 | 24 | float3 L = _Velocity[ idxL ]; 25 | float3 R = _Velocity[ idxR ]; 26 | 27 | float3 B = _Velocity[ idxB ]; 28 | float3 T = _Velocity[ idxT ]; 29 | 30 | float3 D = _Velocity[ idxD ]; 31 | float3 U = _Velocity[ idxU ]; 32 | 33 | float3 obstacleVelocity = float3(0,0,0); 34 | 35 | if(_Obstacles[idxL] > 0.1) L = obstacleVelocity; 36 | if(_Obstacles[idxR] > 0.1) R = obstacleVelocity; 37 | 38 | if(_Obstacles[idxB] > 0.1) B = obstacleVelocity; 39 | if(_Obstacles[idxT] > 0.1) T = obstacleVelocity; 40 | 41 | if(_Obstacles[idxD] > 0.1) D = obstacleVelocity; 42 | if(_Obstacles[idxU] > 0.1) U = obstacleVelocity; 43 | 44 | float divergence = 0.5 * ( ( R.x - L.x ) + ( T.y - B.y ) + ( U.z - D.z ) ); 45 | 46 | int idx = id.x + id.y*_Size.x + id.z*_Size.x*_Size.y; 47 | 48 | _Write[idx] = float3(divergence,0,0); 49 | } 50 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/Shaders/ComputeDivergence.compute.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e25212f321912c44ab6d9430762d37b6 3 | ComputeShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/Shaders/ComputeJacobi.compute: -------------------------------------------------------------------------------- 1 | 2 | #pragma kernel CSMain 3 | #define NUM_THREADS 8 4 | 5 | float4 _Size; 6 | 7 | RWStructuredBuffer _Write; 8 | StructuredBuffer _Pressure, _Obstacles; 9 | StructuredBuffer _Divergence; 10 | 11 | //爆発するときはここが強すぎる 12 | //エラーが多すぎると爆発する。 13 | // 14 | //ほかにもSolverが一応ある. jacobi はGPUで計算するときに使われることがおおい 15 | [numthreads(NUM_THREADS,NUM_THREADS,NUM_THREADS)] 16 | void CSMain (int3 id : SV_DispatchThreadID) 17 | { 18 | 19 | int idxL = max(0, id.x-1) + id.y*_Size.x + id.z*_Size.x*_Size.y; 20 | int idxR = min(_Size.x-1, id.x+1) + id.y*_Size.x + id.z*_Size.x*_Size.y; 21 | 22 | int idxB = id.x + max(0, id.y-1)*_Size.x + id.z*_Size.x*_Size.y; 23 | int idxT = id.x + min(_Size.y-1, id.y+1)*_Size.x + id.z*_Size.x*_Size.y; 24 | 25 | int idxD = id.x + id.y*_Size.x + max(0, id.z-1)*_Size.x*_Size.y; 26 | int idxU = id.x + id.y*_Size.x + min(_Size.z-1, id.z+1)*_Size.x*_Size.y; 27 | 28 | float L = _Pressure[ idxL ]; 29 | float R = _Pressure[ idxR ]; 30 | 31 | float B = _Pressure[ idxB ]; 32 | float T = _Pressure[ idxT ]; 33 | 34 | float D = _Pressure[ idxD ]; 35 | float U = _Pressure[ idxU ]; 36 | 37 | int idx = id.x + id.y*_Size.x + id.z*_Size.x*_Size.y; 38 | 39 | float C = _Pressure[idx]; 40 | 41 | float divergence = _Divergence[idx].r; 42 | 43 | if(_Obstacles[idxL] > 0.1) L = C; 44 | if(_Obstacles[idxR] > 0.1) R = C; 45 | 46 | if(_Obstacles[idxB] > 0.1) B = C; 47 | if(_Obstacles[idxT] > 0.1) T = C; 48 | 49 | if(_Obstacles[idxD] > 0.1) D = C; 50 | if(_Obstacles[idxU] > 0.1) U = C; 51 | 52 | _Write[idx] = ( L + R + B + T + U + D - divergence ) / 6.0; 53 | } 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/Shaders/ComputeJacobi.compute.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cebd12b982d79674aab2ed65879e49d0 3 | ComputeShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/Shaders/ComputeObstacles.compute: -------------------------------------------------------------------------------- 1 | #pragma kernel ResetObstacle 2 | #pragma kernel UpdatObstacle 3 | 4 | #define NUM_THREADS 8 5 | 6 | #include "Assets/Packages/VolumetricFire3D/CustomPackages/Voxelizer/Shaders/Voxel.hlsl" 7 | 8 | float _Radius; 9 | float4 _ObjectPosition, _Size; //bounds size 10 | //int _Width, _Height, _Depth; //num of voxels 11 | 12 | bool _WallRight, _WallLeft, _WallUp, _WallDown, _WallFront, _WallBack; 13 | 14 | StructuredBuffer _VoxelBuffer; 15 | //StructuredBuffer _Voxels; 16 | RWStructuredBuffer _Write; 17 | 18 | /* int get_voxel_index(int x, int y, int z) { 19 | return z * (_Width * _Height) + y * _Width + x; 20 | }*/ 21 | 22 | [numthreads(NUM_THREADS,NUM_THREADS,NUM_THREADS)] 23 | void ResetObstacle (int3 id : SV_DispatchThreadID) 24 | { 25 | int idx = id.x + id.y*_Size.x + id.z*_Size.x*_Size.y; 26 | float obstacle = 0; 27 | _Write[idx] = obstacle; 28 | } 29 | 30 | [numthreads(NUM_THREADS,NUM_THREADS,NUM_THREADS)] 31 | void UpdatObstacle (int3 id : SV_DispatchThreadID) 32 | { 33 | 34 | int idx = id.x + id.y*_Size.x + id.z*_Size.x*_Size.y; 35 | 36 | float obstacle = 0; 37 | 38 | if(_WallLeft && id.x-1 < 0) obstacle = 1; 39 | if(_WallRight && id.x+1 > (int)_Size.x-1) obstacle = 1; 40 | 41 | if(_WallDown && id.y-1 < 0) obstacle = 1; 42 | if(_WallUp && id.y+1 > (int)_Size.y-1) obstacle = 1; 43 | 44 | if(_WallBack && id.z-1 < 0) obstacle = 1; 45 | if(_WallFront && id.z+1 > (int)_Size.z-1) obstacle = 1; 46 | 47 | if (_VoxelBuffer[idx].fill > 0.1) obstacle = 1; 48 | 49 | // 50 | // Test 51 | // 52 | /* 53 | float3 pos = id/(_Size.xyz-1.0f) - _ObjectPosition.xyz; 54 | float mag = pos.x*pos.x + pos.y*pos.y + pos.z*pos.z; 55 | float rad2 = _Radius*_Radius; 56 | float gaussDistribution = exp(-mag/rad2); 57 | if (gaussDistribution > 0.5) obstacle = 1; 58 | */ 59 | 60 | 61 | _Write[idx] = obstacle; 62 | } 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/Shaders/ComputeObstacles.compute.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6a49b38e37bae7a4ab2903fbdde8e4ac 3 | ComputeShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/Shaders/ComputeProjection.compute: -------------------------------------------------------------------------------- 1 | 2 | #pragma kernel CSMain 3 | #define NUM_THREADS 8 4 | 5 | float4 _Size; 6 | 7 | RWStructuredBuffer _Write; 8 | StructuredBuffer _Pressure, _Obstacles; 9 | StructuredBuffer _Velocity; 10 | 11 | [numthreads(NUM_THREADS,NUM_THREADS,NUM_THREADS)] 12 | void CSMain (int3 id : SV_DispatchThreadID) 13 | { 14 | int idx = id.x + id.y*_Size.x + id.z*_Size.x*_Size.y; 15 | 16 | if(_Obstacles[idx] > 0.1) 17 | { 18 | _Write[idx] = float3(0,0,0); 19 | return; 20 | } 21 | 22 | int idxL = max(0, id.x-1) + id.y*_Size.x + id.z*_Size.x*_Size.y; 23 | int idxR = min(_Size.x-1, id.x+1) + id.y*_Size.x + id.z*_Size.x*_Size.y; 24 | 25 | int idxB = id.x + max(0, id.y-1)*_Size.x + id.z*_Size.x*_Size.y; 26 | int idxT = id.x + min(_Size.y-1, id.y+1)*_Size.x + id.z*_Size.x*_Size.y; 27 | 28 | int idxD = id.x + id.y*_Size.x + max(0, id.z-1)*_Size.x*_Size.y; 29 | int idxU = id.x + id.y*_Size.x + min(_Size.z-1, id.z+1)*_Size.x*_Size.y; 30 | 31 | float L = _Pressure[ idxL ]; 32 | float R = _Pressure[ idxR ]; 33 | 34 | float B = _Pressure[ idxB ]; 35 | float T = _Pressure[ idxT ]; 36 | 37 | float D = _Pressure[ idxD ]; 38 | float U = _Pressure[ idxU ]; 39 | 40 | float C = _Pressure[idx]; 41 | 42 | float3 mask = float3(1,1,1); 43 | 44 | if(_Obstacles[idxL] > 0.1) { L = C; mask.x = 0; } 45 | if(_Obstacles[idxR] > 0.1) { R = C; mask.x = 0; } 46 | 47 | if(_Obstacles[idxB] > 0.1) { B = C; mask.y = 0; } 48 | if(_Obstacles[idxT] > 0.1) { T = C; mask.y = 0; } 49 | 50 | if(_Obstacles[idxD] > 0.1) { D = C; mask.z = 0; } 51 | if(_Obstacles[idxU] > 0.1) { U = C; mask.z = 0; } 52 | 53 | float3 v = _Velocity[idx] - float3( R - L, T - B, U - D ) * 0.5; 54 | 55 | _Write[idx] = v * mask; 56 | } 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/Shaders/ComputeProjection.compute.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: aa1de4528a2c0d24983dce181ecd63af 3 | ComputeShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Packages/VolumetricFire3D/Shaders/ComputeVorticity.compute: -------------------------------------------------------------------------------- 1 | 2 | #pragma kernel CSMain 3 | #define NUM_THREADS 8 4 | 5 | float4 _Size; 6 | 7 | RWStructuredBuffer _Write; 8 | StructuredBuffer _Velocity; 9 | 10 | [numthreads(NUM_THREADS,NUM_THREADS,NUM_THREADS)] 11 | void CSMain (int3 id : SV_DispatchThreadID) 12 | { 13 | 14 | int idxL = max(0, id.x-1) + id.y*_Size.x + id.z*_Size.x*_Size.y; 15 | int idxR = min(_Size.x-1, id.x+1) + id.y*_Size.x + id.z*_Size.x*_Size.y; 16 | 17 | int idxB = id.x + max(0, id.y-1)*_Size.x + id.z*_Size.x*_Size.y; 18 | int idxT = id.x + min(_Size.y-1, id.y+1)*_Size.x + id.z*_Size.x*_Size.y; 19 | 20 | int idxD = id.x + id.y*_Size.x + max(0, id.z-1)*_Size.x*_Size.y; 21 | int idxU = id.x + id.y*_Size.x + min(_Size.z-1, id.z+1)*_Size.x*_Size.y; 22 | 23 | float3 L = _Velocity[ idxL ]; 24 | float3 R = _Velocity[ idxR ]; 25 | 26 | float3 B = _Velocity[ idxB ]; 27 | float3 T = 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 21c908ee3e341d74f9b6fadddb195389 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 0 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2020-2021 Tasuku TAKAHASHI 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 | -------------------------------------------------------------------------------- /Logs/Packages-Update.log: -------------------------------------------------------------------------------- 1 | 2 | === Wed Dec 2 18:00:36 2020 3 | 4 | Packages were changed. 5 | Update Mode: mergeDefaultDependencies 6 | 7 | The following packages were added: 8 | com.unity.collab-proxy@1.3.9 9 | com.unity.ide.rider@1.2.1 10 | com.unity.ide.visualstudio@2.0.3 11 | com.unity.ide.vscode@1.2.2 12 | com.unity.modules.ai@1.0.0 13 | com.unity.modules.androidjni@1.0.0 14 | com.unity.modules.animation@1.0.0 15 | com.unity.modules.assetbundle@1.0.0 16 | com.unity.modules.audio@1.0.0 17 | com.unity.modules.cloth@1.0.0 18 | com.unity.modules.director@1.0.0 19 | com.unity.modules.imageconversion@1.0.0 20 | com.unity.modules.imgui@1.0.0 21 | com.unity.modules.jsonserialize@1.0.0 22 | com.unity.modules.particlesystem@1.0.0 23 | com.unity.modules.physics@1.0.0 24 | com.unity.modules.physics2d@1.0.0 25 | com.unity.modules.screencapture@1.0.0 26 | com.unity.modules.terrain@1.0.0 27 | com.unity.modules.terrainphysics@1.0.0 28 | com.unity.modules.tilemap@1.0.0 29 | com.unity.modules.ui@1.0.0 30 | com.unity.modules.uielements@1.0.0 31 | com.unity.modules.umbra@1.0.0 32 | com.unity.modules.unityanalytics@1.0.0 33 | com.unity.modules.unitywebrequest@1.0.0 34 | com.unity.modules.unitywebrequestassetbundle@1.0.0 35 | com.unity.modules.unitywebrequestaudio@1.0.0 36 | com.unity.modules.unitywebrequesttexture@1.0.0 37 | com.unity.modules.unitywebrequestwww@1.0.0 38 | com.unity.modules.vehicles@1.0.0 39 | com.unity.modules.video@1.0.0 40 | com.unity.modules.vr@1.0.0 41 | com.unity.modules.wind@1.0.0 42 | com.unity.modules.xr@1.0.0 43 | com.unity.test-framework@1.1.18 44 | com.unity.textmeshpro@3.0.1 45 | com.unity.timeline@1.3.6 46 | com.unity.ugui@1.0.0 47 | 48 | === Fri Dec 11 00:54:42 2020 49 | 50 | Packages were changed. 51 | Update Mode: updateDependencies 52 | 53 | The following packages were updated: 54 | com.unity.ide.visualstudio from version 2.0.3 to 2.0.5 55 | com.unity.ide.vscode from version 1.2.2 to 1.2.3 56 | com.unity.test-framework from version 1.1.18 to 1.1.19 57 | 58 | === Sun Mar 14 17:09:48 2021 59 | 60 | Packages were changed. 61 | Update Mode: updateDependencies 62 | 63 | The following packages were updated: 64 | com.unity.ide.rider from version 1.2.1 to 2.0.7 65 | com.unity.test-framework from version 1.1.19 to 1.1.22 66 | com.unity.timeline from version 1.3.6 to 1.4.6 67 | -------------------------------------------------------------------------------- /Logs/shadercompiler-AssetImportWorker0.log: -------------------------------------------------------------------------------- 1 | Base path: 'C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data', plugins path 'C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/PlaybackEngines' 2 | Cmd: initializeCompiler 3 | 4 | Unhandled exception: Protocol error - failed to read magic number (error -2147483644, transferred 0/4) 5 | 6 | Quitting shader compiler process 7 | -------------------------------------------------------------------------------- /Logs/shadercompiler-UnityShaderCompiler.exe1.log: -------------------------------------------------------------------------------- 1 | Base path: 'C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data', plugins path 'C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/PlaybackEngines' 2 | Cmd: initializeCompiler 3 | 4 | Cmd: compileSnippet 5 | insize=14562 path=Assets/Packages/VolumetricFire3D/Shaders cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 rsLen=0 pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR uKW= dKW=UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30 flags=0 lang=0 type=Vertex platform=d3d11 reqs=1101803 mask=6 start=40 ok=1 outsize=1238 6 | 7 | Cmd: compileSnippet 8 | insize=11688 path=Assets/DefaultResourcesExtra cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 rsLen=0 pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR uKW=SHADOWS_SPLIT_SPHERES dKW=SHADOWS_SINGLE_CASCADE UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30 flags=0 lang=0 type=Vertex platform=d3d11 reqs=227 mask=6 start=380 ok=1 outsize=1258 9 | 10 | Cmd: compileComputeKernel 11 | insize=2357 path=C:/Users/Tasuku/Projects/UnityVolumetricFire3D/Assets/Packages/VolumetricFire3D/Shaders/ApplyImpulse.compute kernel=GaussImpulse cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 km= pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR uKW=SHADER_STAGE_COMPUTE platform=d3d11 flags=0 ok=1 outsize=910 12 | 13 | Cmd: compileComputeKernel 14 | insize=11425 path=C:/Users/Tasuku/Projects/UnityVolumetricFire3D/Assets/Packages/VolumetricFire3D/CustomPackages/Voxelizer/Shaders/Voxelizer.compute kernel=SurfaceFront cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 km= pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR uKW=SHADER_STAGE_COMPUTE platform=d3d11 flags=0 ok=1 outsize=9432 15 | 16 | -------------------------------------------------------------------------------- /Logs/shadercompiler-UnityShaderCompiler.exe10.log: -------------------------------------------------------------------------------- 1 | Base path: 'C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data', plugins path 'C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/PlaybackEngines' 2 | Cmd: initializeCompiler 3 | 4 | Cmd: compileSnippet 5 | insize=1006 path=Assets/Packages/VolumetricFire3D/Demo/Shaders cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 rsLen=0 pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR UNITY_PASS_FORWARDBASE uKW=DIRECTIONAL SHADOWS_SCREEN LIGHTPROBE_SH _EMISSION _ALPHATEST_ON dKW=_NORMALMAP _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _METALLICGLOSSMAP _DETAIL_MULX2 _PARALLAXMAP FOG_LINEAR FOG_EXP FOG_EXP2 SHADOWS_SHADOWMASK DYNAMICLIGHTMAP_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING DIRLIGHTMAP_COMBINED UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30 flags=0 lang=0 type=Fragment platform=d3d11 reqs=227 mask=6 start=65 ok=1 outsize=7382 6 | 7 | Cmd: shutdown 8 | -------------------------------------------------------------------------------- /Logs/shadercompiler-UnityShaderCompiler.exe11.log: -------------------------------------------------------------------------------- 1 | Base path: 'C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data', plugins path 'C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/PlaybackEngines' 2 | Cmd: initializeCompiler 3 | 4 | Cmd: compileSnippet 5 | insize=1006 path=Assets/Packages/VolumetricFire3D/Demo/Shaders cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 rsLen=0 pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR UNITY_PASS_FORWARDBASE uKW=DIRECTIONAL SHADOWS_SCREEN LIGHTPROBE_SH _EMISSION _ALPHATEST_ON _NORMALMAP dKW=_ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _METALLICGLOSSMAP _DETAIL_MULX2 _PARALLAXMAP FOG_LINEAR FOG_EXP FOG_EXP2 SHADOWS_SHADOWMASK DYNAMICLIGHTMAP_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING DIRLIGHTMAP_COMBINED VERTEXLIGHT_ON UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30 flags=0 lang=0 type=Vertex platform=d3d11 reqs=227 mask=6 start=65 ok=1 outsize=2362 6 | 7 | Cmd: compileComputeKernel 8 | insize=11425 path=C:/Users/Tasuku/Projects/UnityVolumetricFire3D/Assets/Packages/VolumetricFire3D/CustomPackages/Voxelizer/Shaders/Voxelizer.compute kernel=BuildTexture3D cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 km= pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR uKW=SHADER_STAGE_COMPUTE platform=d3d11 flags=0 ok=1 outsize=1026 9 | 10 | Cmd: shutdown 11 | -------------------------------------------------------------------------------- /Logs/shadercompiler-UnityShaderCompiler.exe12.log: -------------------------------------------------------------------------------- 1 | Base path: 'C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data', plugins path 'C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/PlaybackEngines' 2 | Cmd: initializeCompiler 3 | 4 | Cmd: compileSnippet 5 | insize=1006 path=Assets/Packages/VolumetricFire3D/Demo/Shaders cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 rsLen=0 pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR UNITY_PASS_FORWARDBASE uKW=DIRECTIONAL SHADOWS_SCREEN LIGHTPROBE_SH _EMISSION _ALPHATEST_ON _NORMALMAP dKW=_ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _METALLICGLOSSMAP _DETAIL_MULX2 _PARALLAXMAP FOG_LINEAR FOG_EXP FOG_EXP2 SHADOWS_SHADOWMASK DYNAMICLIGHTMAP_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING DIRLIGHTMAP_COMBINED UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30 flags=0 lang=0 type=Fragment platform=d3d11 reqs=227 mask=6 start=65 ok=1 outsize=7774 6 | 7 | Cmd: compileComputeKernel 8 | insize=11425 path=C:/Users/Tasuku/Projects/UnityVolumetricFire3D/Assets/Packages/VolumetricFire3D/CustomPackages/Voxelizer/Shaders/Voxelizer.compute kernel=Volume cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 km= pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR uKW=SHADER_STAGE_COMPUTE platform=d3d11 flags=0 ok=1 outsize=2592 9 | 10 | Cmd: compileSnippet 11 | insize=14530 path=Assets/Packages/VolumetricFire3D/Shaders cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 rsLen=0 pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR uKW= dKW=UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30 flags=0 lang=0 type=Vertex platform=d3d11 reqs=1101803 mask=6 start=40 ok=1 outsize=1238 12 | 13 | Cmd: shutdown 14 | -------------------------------------------------------------------------------- /Logs/shadercompiler-UnityShaderCompiler.exe13.log: -------------------------------------------------------------------------------- 1 | Base path: 'C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data', plugins path 'C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/PlaybackEngines' 2 | Cmd: initializeCompiler 3 | 4 | Cmd: shutdown 5 | -------------------------------------------------------------------------------- /Logs/shadercompiler-UnityShaderCompiler.exe14.log: -------------------------------------------------------------------------------- 1 | Base path: 'C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data', plugins path 'C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/PlaybackEngines' 2 | Cmd: initializeCompiler 3 | 4 | Cmd: compileComputeKernel 5 | insize=11425 path=C:/Users/Tasuku/Projects/UnityVolumetricFire3D/Assets/Packages/VolumetricFire3D/CustomPackages/Voxelizer/Shaders/Voxelizer.compute kernel=SurfaceBack cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 km= pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR uKW=SHADER_STAGE_COMPUTE platform=d3d11 flags=0 ok=1 outsize=9431 6 | 7 | Cmd: shutdown 8 | -------------------------------------------------------------------------------- /Logs/shadercompiler-UnityShaderCompiler.exe15.log: -------------------------------------------------------------------------------- 1 | Base path: 'C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data', plugins path 'C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/PlaybackEngines' 2 | Cmd: initializeCompiler 3 | 4 | Cmd: compileComputeKernel 5 | insize=1764 path=C:/Users/Tasuku/Projects/UnityVolumetricFire3D/Assets/Packages/VolumetricFire3D/Shaders/ComputeObstacles.compute kernel=UpdatObstacle cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 km= pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR uKW=SHADER_STAGE_COMPUTE platform=d3d11 flags=0 ok=1 outsize=1487 6 | 7 | Cmd: shutdown 8 | -------------------------------------------------------------------------------- /Logs/shadercompiler-UnityShaderCompiler.exe2.log: -------------------------------------------------------------------------------- 1 | Base path: 'C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data', plugins path 'C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/PlaybackEngines' 2 | Cmd: initializeCompiler 3 | 4 | Cmd: compileSnippet 5 | insize=14562 path=Assets/Packages/VolumetricFire3D/Shaders cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 rsLen=0 pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR uKW= dKW=UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30 flags=0 lang=0 type=Fragment platform=d3d11 reqs=1101803 mask=6 start=40 ok=1 outsize=12054 6 | 7 | Cmd: compileSnippet 8 | insize=782 path=Assets/Packages/VolumetricFire3D/Demo/Shaders cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 rsLen=0 pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR UNITY_PASS_SHADOWCASTER uKW=SHADOWS_DEPTH _ALPHATEST_ON dKW=_ALPHABLEND_ON _ALPHAPREMULTIPLY_ON SHADOWS_CUBE UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30 flags=0 lang=0 type=Vertex platform=d3d11 reqs=227 mask=6 start=133 ok=1 outsize=1534 9 | 10 | Cmd: compileComputeKernel 11 | insize=1520 path=C:/Users/Tasuku/Projects/UnityVolumetricFire3D/Assets/Packages/VolumetricFire3D/Shaders/ApplyBuoyancy.compute kernel=CSMain cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 km= pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR uKW=SHADER_STAGE_COMPUTE platform=d3d11 flags=0 ok=1 outsize=1251 12 | 13 | Cmd: compileComputeKernel 14 | insize=11425 path=C:/Users/Tasuku/Projects/UnityVolumetricFire3D/Assets/Packages/VolumetricFire3D/CustomPackages/Voxelizer/Shaders/Voxelizer.compute kernel=ResetVoxels cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 km= pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR uKW=SHADER_STAGE_COMPUTE platform=d3d11 flags=0 ok=1 outsize=825 15 | 16 | -------------------------------------------------------------------------------- /Logs/shadercompiler-UnityShaderCompiler.exe3.log: -------------------------------------------------------------------------------- 1 | Base path: 'C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data', plugins path 'C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/PlaybackEngines' 2 | Cmd: initializeCompiler 3 | 4 | Cmd: compileSnippet 5 | insize=782 path=Assets/Packages/VolumetricFire3D/Demo/Shaders cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 rsLen=0 pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR UNITY_PASS_SHADOWCASTER uKW=SHADOWS_DEPTH _ALPHATEST_ON dKW=_ALPHABLEND_ON _ALPHAPREMULTIPLY_ON SHADOWS_CUBE UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30 flags=0 lang=0 type=Fragment platform=d3d11 reqs=227 mask=6 start=133 ok=1 outsize=442 6 | 7 | Cmd: compileComputeKernel 8 | insize=1764 path=C:/Users/Tasuku/Projects/UnityVolumetricFire3D/Assets/Packages/VolumetricFire3D/Shaders/ComputeObstacles.compute kernel=ResetObstacle cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 km= pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR uKW=SHADER_STAGE_COMPUTE platform=d3d11 flags=0 ok=1 outsize=569 9 | 10 | -------------------------------------------------------------------------------- /Logs/shadercompiler-UnityShaderCompiler.exe4.log: -------------------------------------------------------------------------------- 1 | Base path: 'C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data', plugins path 'C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/PlaybackEngines' 2 | Cmd: initializeCompiler 3 | 4 | Cmd: compileComputeKernel 5 | insize=6310 path=C:/Users/Tasuku/Projects/UnityVolumetricFire3D/Assets/Packages/VolumetricFire3D/Shaders/ApplyAdvection.compute kernel=AdvectMacCormack cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 km= pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR uKW=SHADER_STAGE_COMPUTE platform=d3d11 flags=0 ok=1 outsize=6096 6 | 7 | Cmd: shutdown 8 | -------------------------------------------------------------------------------- /Logs/shadercompiler-UnityShaderCompiler.exe5.log: -------------------------------------------------------------------------------- 1 | Base path: 'C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data', plugins path 'C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/PlaybackEngines' 2 | Cmd: initializeCompiler 3 | 4 | Cmd: compileComputeKernel 5 | insize=6310 path=C:/Users/Tasuku/Projects/UnityVolumetricFire3D/Assets/Packages/VolumetricFire3D/Shaders/ApplyAdvection.compute kernel=AdvectBFECC cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 km= pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR uKW=SHADER_STAGE_COMPUTE platform=d3d11 flags=0 ok=1 outsize=5431 6 | 7 | Cmd: shutdown 8 | -------------------------------------------------------------------------------- /Logs/shadercompiler-UnityShaderCompiler.exe6.log: -------------------------------------------------------------------------------- 1 | Base path: 'C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data', plugins path 'C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/PlaybackEngines' 2 | Cmd: initializeCompiler 3 | 4 | Cmd: compileSnippet 5 | insize=11688 path=Assets/DefaultResourcesExtra cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 rsLen=0 pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR uKW=SHADOWS_SPLIT_SPHERES dKW=SHADOWS_SINGLE_CASCADE UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30 flags=0 lang=0 type=Fragment platform=d3d11 reqs=227 mask=6 start=380 ok=1 outsize=5706 6 | 7 | Cmd: compileComputeKernel 8 | insize=6310 path=C:/Users/Tasuku/Projects/UnityVolumetricFire3D/Assets/Packages/VolumetricFire3D/Shaders/ApplyAdvection.compute kernel=Advect cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 km= pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR uKW=SHADER_STAGE_COMPUTE platform=d3d11 flags=0 ok=1 outsize=2728 9 | 10 | Cmd: compileSnippet 11 | insize=14530 path=Assets/Packages/VolumetricFire3D/Shaders cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 rsLen=0 pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR uKW= dKW=UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30 flags=0 lang=0 type=Fragment platform=d3d11 reqs=1101803 mask=6 start=40 ok=1 outsize=12018 12 | 13 | Cmd: shutdown 14 | -------------------------------------------------------------------------------- /Logs/shadercompiler-UnityShaderCompiler.exe7.log: -------------------------------------------------------------------------------- 1 | Base path: 'C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data', plugins path 'C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/PlaybackEngines' 2 | Cmd: initializeCompiler 3 | 4 | Cmd: compileSnippet 5 | insize=1489 path=Assets/DefaultResourcesExtra cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 rsLen=0 pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR UNITY_PASS_FORWARDBASE uKW=DIRECTIONAL SHADOWS_SCREEN LIGHTPROBE_SH dKW=FOG_LINEAR FOG_EXP FOG_EXP2 INSTANCING_ON _NORMALMAP _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _METALLICGLOSSMAP _PARALLAXMAP SHADOWS_SHADOWMASK DYNAMICLIGHTMAP_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING DIRLIGHTMAP_COMBINED VERTEXLIGHT_ON UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30 flags=0 lang=0 type=Vertex platform=d3d11 reqs=227 mask=6 start=68 ok=1 outsize=2002 6 | 7 | Cmd: compileComputeKernel 8 | insize=2357 path=C:/Users/Tasuku/Projects/UnityVolumetricFire3D/Assets/Packages/VolumetricFire3D/Shaders/ApplyImpulse.compute kernel=ExtinguishmentImpluse cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 km= pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR uKW=SHADER_STAGE_COMPUTE platform=d3d11 flags=0 ok=1 outsize=997 9 | 10 | Cmd: shutdown 11 | -------------------------------------------------------------------------------- /Logs/shadercompiler-UnityShaderCompiler.exe8.log: -------------------------------------------------------------------------------- 1 | Base path: 'C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data', plugins path 'C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/PlaybackEngines' 2 | Cmd: initializeCompiler 3 | 4 | Cmd: compileSnippet 5 | insize=1489 path=Assets/DefaultResourcesExtra cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 rsLen=0 pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR UNITY_PASS_FORWARDBASE uKW=DIRECTIONAL SHADOWS_SCREEN LIGHTPROBE_SH dKW=_EMISSION FOG_LINEAR FOG_EXP FOG_EXP2 INSTANCING_ON _NORMALMAP _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _METALLICGLOSSMAP _DETAIL_MULX2 _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A _SPECULARHIGHLIGHTS_OFF _GLOSSYREFLECTIONS_OFF _PARALLAXMAP SHADOWS_SHADOWMASK DYNAMICLIGHTMAP_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING DIRLIGHTMAP_COMBINED UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30 flags=0 lang=0 type=Fragment platform=d3d11 reqs=227 mask=6 start=68 ok=1 outsize=7190 6 | 7 | Cmd: compileComputeKernel 8 | insize=1679 path=C:/Users/Tasuku/Projects/UnityVolumetricFire3D/Assets/Packages/VolumetricFire3D/Shaders/ComputeJacobi.compute kernel=CSMain cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 km= pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR uKW=SHADER_STAGE_COMPUTE platform=d3d11 flags=0 ok=1 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-------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!890905787 &1 4 | VersionControlSettings: 5 | m_ObjectHideFlags: 0 6 | m_Mode: Visible Meta Files 7 | m_CollabEditorSettings: 8 | inProgressEnabled: 1 9 | -------------------------------------------------------------------------------- /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 | # Unity Volumetric Fire 3D 2 | 3D volumetric fire on Unity. This is under construction now. 3 | Video: https://vimeo.com/showcase/8124185 4 | 5 | ![Unity Volumetric Fire 3D basic](./images/UnityVolumetricFire3D_1.gif) 6 | ![Unity Volumetric Fire 3D extends](./images/UnityVolumetricFire3D_2.gif) 7 | 8 | 9 | 10 | ## Env 11 | 12 | - Windows 10 13 | - RTX 3070 14 | 15 | if you run with lower graphic card, you have to reduce the parameter, a number of voxels, to 32 or 64. 16 | 17 | ## References 18 | 19 | - Scrawk, The GPU Gems 3D fluid simulation, https://github.com/Scrawk/GPU-GEMS-3D-Fluid-Simulation 20 | - Sebastian Lague, Clouds, https://github.com/SebLague/Clouds 21 | - Mattatz, Unity-voxel, https://github.com/mattatz/unity-voxel 22 | - Adam Samson, clouds, https://twitter.com/adamshmamshon/status/1266104960326012934 23 | -------------------------------------------------------------------------------- /UserSettings/EditorUserSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!162 &1 4 | EditorUserSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 4 7 | m_ConfigSettings: 8 | vcSharedLogLevel: 9 | value: 0d5e400f0650 10 | flags: 0 11 | m_VCAutomaticAdd: 1 12 | m_VCDebugCom: 0 13 | m_VCDebugCmd: 0 14 | m_VCDebugOut: 0 15 | m_SemanticMergeMode: 2 16 | m_VCShowFailedCheckout: 1 17 | m_VCOverwriteFailedCheckoutAssets: 1 18 | m_VCOverlayIcons: 1 19 | m_VCAllowAsyncUpdate: 0 20 | -------------------------------------------------------------------------------- /VolumetricFire3D.unitypackage: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/supertask/UnityVolumetricFire3D/7e6a56ddc829796a8faa0b5ab69d1c0b7f949911/VolumetricFire3D.unitypackage -------------------------------------------------------------------------------- /cleanup.sh: -------------------------------------------------------------------------------- 1 | #!/bin/bash 2 | rm -rf Library 3 | rm -rf Temp 4 | rm -rf obj 5 | rm -f *.csproj 6 | rm -f *.sln 7 | -------------------------------------------------------------------------------- /images/UnityVolumetricFire3D_1.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/supertask/UnityVolumetricFire3D/7e6a56ddc829796a8faa0b5ab69d1c0b7f949911/images/UnityVolumetricFire3D_1.gif -------------------------------------------------------------------------------- /images/UnityVolumetricFire3D_2.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/supertask/UnityVolumetricFire3D/7e6a56ddc829796a8faa0b5ab69d1c0b7f949911/images/UnityVolumetricFire3D_2.gif --------------------------------------------------------------------------------