mirror of
https://github.com/maxartz15/VertexAnimation.git
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Vertex animation base.
Vertex animation base shader with interpolation.
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57
Runtime/Scripts/VA_MaterialSetup.cs
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using UnityEngine;
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namespace tech_art_outsource.vertex_animation
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{
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public class VA_MaterialSetup : MonoBehaviour
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{
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public TextAsset m_animationJson = null;
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[HideInInspector]
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public AnimationData m_animationData = null;
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private Material m_material = null;
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// Start is called before the first frame update
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void Start()
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{
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m_animationData = JsonUtility.FromJson<AnimationData>(m_animationJson.text);
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m_material = GetComponent<MeshRenderer>().material;
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m_material.SetInt("_numOfFrames", int.Parse(m_animationData.vertex_animation_textures1[0]._numOfFrames));
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m_material.SetFloat("_paddedX", float.Parse(m_animationData.vertex_animation_textures1[0]._paddedX));
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m_material.SetFloat("_paddedY", float.Parse(m_animationData.vertex_animation_textures1[0]._paddedY));
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m_material.SetFloat("_pivMax", float.Parse(m_animationData.vertex_animation_textures1[0]._pivMax));
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m_material.SetFloat("_pivMin", float.Parse(m_animationData.vertex_animation_textures1[0]._pivMin));
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m_material.SetFloat("_posMax", float.Parse(m_animationData.vertex_animation_textures1[0]._posMax));
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m_material.SetFloat("_posMin", float.Parse(m_animationData.vertex_animation_textures1[0]._posMin));
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m_material.SetFloat("_speed", float.Parse(m_animationData.vertex_animation_textures1[0]._speed));
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}
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}
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[System.Serializable]
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public class AnimationData
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{
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public AnimData[] vertex_animation_textures1;
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}
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[System.Serializable]
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public class AnimData
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{
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public string _doubleTex;
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public string _height;
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public string _normData;
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public string _numOfFrames;
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public string _packNorm;
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public string _packPscale;
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public string _paddedX;
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public string _paddedY;
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public string _pivMax;
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public string _pivMin;
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public string _posMax;
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public string _posMin;
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public string _scaleMax;
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public string _scaleMin;
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public string _speed;
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public string _width;
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}
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}
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23
Runtime/Shaders/SideFXLabs/LICENSE.md
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Copyright (c) 2020
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Side Effects Software Inc. All rights reserved.
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Redistribution and use of in source and binary forms, with or without
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modification, are permitted provided that the following conditions are met:
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1. Redistributions of source code must retain the above copyright notice,
|
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this list of conditions and the following disclaimer.
|
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2. The name of Side Effects Software may not be used to endorse or
|
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promote products derived from this software without specific prior
|
||||
written permission.
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THIS SOFTWARE IS PROVIDED BY SIDE EFFECTS SOFTWARE `AS IS' AND ANY EXPRESS
|
||||
OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
||||
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
|
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NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT,
|
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA,
|
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OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
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LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
|
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EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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Runtime/Shaders/SideFXLabs/VAT_Utilies.hlsl
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Runtime/Shaders/SideFXLabs/VAT_Utilies.hlsl
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float3 VAT_unpackAlpha(float alpha)
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{
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//decode float to float2
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alpha *= 1024;
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// alpha = 0.8286 * 1024;
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float2 f2;
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f2.x = floor(alpha / 32.0) / 31.5;
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f2.y = (alpha - (floor(alpha / 32.0)*32.0)) / 31.5;
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//decode float2 to float3
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float3 f3;
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f2 *= 4;
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f2 -= 2;
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float f2dot = dot(f2,f2);
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f3.xy = sqrt(1 - (f2dot/4.0)) * f2;
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f3.z = 1 - (f2dot/2.0);
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f3 = clamp(f3, -1.0, 1.0);
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return f3;
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}
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float2 VAT_uvPosition(float2 uvIndex, int numOfFrames, float speed, float time, float2 paddedRatio)
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{
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float2 uvPosition;
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float FPS = 24.0;
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float FPS_div_Frames = FPS / numOfFrames;
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float timeInFrames = frac(speed * time);
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timeInFrames = ceil(timeInFrames * numOfFrames);
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timeInFrames /= numOfFrames;
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timeInFrames += (1/numOfFrames);
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uvPosition.x = uvIndex.x * paddedRatio.x;
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uvPosition.y = (1 - (timeInFrames * paddedRatio.y)) + (1 - ((1 - uvIndex.y) * paddedRatio.y));
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return uvPosition;
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}
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// Rigid VAT
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void VAT_Rigid_float(
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float3 restPosition,
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float3 restNormal,
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float3 vertexColor,
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float2 uvIndex,
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SamplerState texSampler,
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Texture2D positionMap,
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Texture2D rotationMap,
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float2 positionBounds,
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float2 pivotBounds,
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float time,
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float speed,
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int numOfFrames,
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float2 paddedRatio,
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out float3 outPosition,
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out float3 outNormal
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)
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{
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float2 uvPosition = VAT_uvPosition(uvIndex, numOfFrames, speed, time, paddedRatio);
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float4 texturePos = positionMap.SampleLevel(texSampler, uvPosition, 0);
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float4 textureRot = rotationMap.SampleLevel(texSampler, uvPosition, 0);
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texturePos.xyz = lerp(positionBounds.x, positionBounds.y, texturePos.xyz);
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float3 pivot = lerp(pivotBounds.x, pivotBounds.y, vertexColor.xyz);
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float3 atOrigin = restPosition - pivot;
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//calculate rotation
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textureRot *= 2.0;
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textureRot -= 1.0;
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float4 quat = 0;
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quat = textureRot;
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float3 rotated = 2.0 * cross(quat.xyz, cross(quat.xyz, atOrigin) + quat.w * atOrigin);
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float3 rotatedNormal = restNormal + 2.0 * cross(quat.xyz, cross(quat.xyz, restNormal) + quat.w * restNormal);
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outPosition = atOrigin + rotated + texturePos;
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outNormal = rotatedNormal;
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}
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// Soft VAT
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void VAT_Soft_float(
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float3 restPosition,
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float2 uvIndex,
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SamplerState texSampler,
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Texture2D positionMap,
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Texture2D normalMap,
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Texture2D colorMap,
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float2 positionBounds,
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float time,
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float speed,
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int numOfFrames,
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float2 paddedRatio,
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bool packNorm,
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out float3 outPosition,
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out float3 outNormal,
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out float3 outColor
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)
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{
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float2 uvPosition = VAT_uvPosition(uvIndex, numOfFrames, speed, time, paddedRatio);
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float4 texturePos = positionMap.SampleLevel(texSampler, uvPosition, 0);
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float4 textureN = normalMap.SampleLevel(texSampler, uvPosition, 0);
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float4 textureCd = colorMap.SampleLevel(texSampler, uvPosition, 0);
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texturePos.xyz = lerp(positionBounds.x, positionBounds.y, texturePos.xyz);
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//calculate normal
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if (packNorm){
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outNormal = VAT_unpackAlpha(texturePos.w);
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} else {
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outNormal = textureN * 2 - 1;
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}
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outPosition = restPosition + texturePos;
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outColor = textureCd.xyz;
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}
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// Fluid VAT
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void VAT_Fluid_float(
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float2 uvIndex,
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SamplerState texSampler,
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Texture2D positionMap,
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Texture2D normalMap,
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Texture2D colorMap,
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float2 positionBounds,
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float time,
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float speed,
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int numOfFrames,
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float2 paddedRatio,
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bool packNorm,
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out float3 outPosition,
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out float3 outNormal,
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out float3 outColor
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)
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{
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float2 uvPosition = VAT_uvPosition(uvIndex, numOfFrames, speed, time, paddedRatio);
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float4 texturePos = positionMap.SampleLevel(texSampler, uvPosition, 0);
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float4 textureN = normalMap.SampleLevel(texSampler, uvPosition, 0);
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float4 textureCd = colorMap.SampleLevel(texSampler, uvPosition, 0);
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texturePos.xyz = lerp(positionBounds.x, positionBounds.y, texturePos.xyz);
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//calculate normal
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if (packNorm){
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outNormal = VAT_unpackAlpha(texturePos.w);
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} else {
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outNormal = textureN * 2 - 1;
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}
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outPosition = texturePos;
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outColor = textureCd.xyz;
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}
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// Sprite VAT
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void VAT_Sprite_float(
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float2 uvIndex,
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float2 uv,
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SamplerState texSampler,
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Texture2D positionMap,
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Texture2D colorMap,
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float2 positionBounds,
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float2 widthHeight,
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float time,
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float speed,
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int numOfFrames,
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float2 paddedRatio,
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bool packNorm,
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matrix MV,
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out float3 outPosition,
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out float3 outNormal,
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out float3 outColor
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)
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{
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float2 uvPosition = VAT_uvPosition(uvIndex, numOfFrames, speed, time, paddedRatio);
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float4 texturePos = positionMap.SampleLevel(texSampler, uvPosition, 0);
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float4 textureCd = colorMap.SampleLevel(texSampler, uvPosition, 0);
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texturePos.xyz = lerp(positionBounds.x, positionBounds.y, texturePos.xyz);
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outNormal = float3(1.0, 0.0, 0.0);
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//create camera facing billboard based on uv coordinates
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float3 cameraF = float3(0.5 - uv.x, uv.y - 0.5, 0);
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cameraF *= float3(widthHeight.x, widthHeight.y, 1);
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cameraF = mul(cameraF, MV);
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outPosition = cameraF + texturePos.xyz;
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outColor = textureCd.xyz;
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}
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Runtime/Shaders/VA_LerpTimeFraction.shadersubgraph
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{
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"m_SerializedProperties": [
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{
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"typeInfo": {
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"fullName": "UnityEditor.ShaderGraph.Internal.Vector1ShaderProperty"
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},
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"typeInfo": {
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"fullName": "UnityEditor.Graphing.Edge"
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{
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"typeInfo": {
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"fullName": "UnityEditor.Graphing.Edge"
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{
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"typeInfo": {
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"fullName": "UnityEditor.Graphing.Edge"
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},
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"JSONnodeData": "{\n \"m_OutputSlot\": {\n \"m_SlotId\": 0,\n \"m_NodeGUIDSerialized\": \"a8c55430-190f-4696-9c5b-7d78321fe0ab\"\n },\n \"m_InputSlot\": {\n \"m_SlotId\": 1,\n \"m_NodeGUIDSerialized\": \"fe282ad8-93cb-4f33-bddf-6cf8fab494d6\"\n }\n}"
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"typeInfo": {
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"fullName": "UnityEditor.Graphing.Edge"
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"JSONnodeData": "{\n \"m_OutputSlot\": {\n \"m_SlotId\": 2,\n \"m_NodeGUIDSerialized\": \"bc3cdf1a-f645-4574-901c-8934507dbc77\"\n },\n \"m_InputSlot\": {\n \"m_SlotId\": 0,\n \"m_NodeGUIDSerialized\": \"fe282ad8-93cb-4f33-bddf-6cf8fab494d6\"\n }\n}"
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{
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"typeInfo": {
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"fullName": "UnityEditor.Graphing.Edge"
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"JSONnodeData": "{\n \"m_OutputSlot\": {\n \"m_SlotId\": 2,\n \"m_NodeGUIDSerialized\": \"fe282ad8-93cb-4f33-bddf-6cf8fab494d6\"\n },\n \"m_InputSlot\": {\n \"m_SlotId\": 1,\n \"m_NodeGUIDSerialized\": \"95be052b-144c-45e8-8896-22f67d9e9722\"\n }\n}"
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}
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],
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"m_PreviewData": {
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"serializedMesh": {
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"m_SerializedMesh": "{\"mesh\":{\"instanceID\":0}}",
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"m_Guid": ""
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}
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},
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"m_Path": "Sub Graphs",
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"m_ConcretePrecision": 0,
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"m_ActiveOutputNodeGuidSerialized": ""
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}
|
10
Runtime/Shaders/VA_TimeOffset.shadersubgraph.meta
Normal file
10
Runtime/Shaders/VA_TimeOffset.shadersubgraph.meta
Normal file
@ -0,0 +1,10 @@
|
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fileFormatVersion: 2
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guid: 2d93b5b652a565a4a9c6583a698f1577
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ScriptedImporter:
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internalIDToNameTable: []
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externalObjects: {}
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serializedVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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script: {fileID: 11500000, guid: 60072b568d64c40a485e0fc55012dc9f, type: 3}
|
7
Runtime/tech_art_outsource.vertex_animation.asmdef.meta
Normal file
7
Runtime/tech_art_outsource.vertex_animation.asmdef.meta
Normal file
@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 63eba01500490214086d323e096ce32f
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AssemblyDefinitionImporter:
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externalObjects: {}
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@ -1,11 +1,6 @@
|
||||
This package borrows code from various different sources, including:
|
||||
|
||||
# []()
|
||||
|
||||
### Relevant Files
|
||||
- []()
|
||||
|
||||
### Credits
|
||||
- Author: []()
|
||||
- Source: []()
|
||||
- License: []()
|
||||
### SideFXLabs
|
||||
- File: [VAT](/Runtime/Shaders/SideFXLabs/)
|
||||
- Source: [Github](https://github.com/sideeffects/SideFXLabs)
|
||||
- License: [LICENSE](/Runtime/Shaders/SideFXLabs/LICENSE.md)
|
7
THIRD PARTY NOTICES.md.meta
Normal file
7
THIRD PARTY NOTICES.md.meta
Normal file
@ -0,0 +1,7 @@
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fileFormatVersion: 2
|
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guid: 7e99a9c557e49374fb05cc0e3181defc
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TextScriptImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -2,8 +2,8 @@
|
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"name": "com.tech_art_outsource.vertex_animation",
|
||||
"displayName": "TAO Vertex Animation",
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||||
"version": "0.1.0",
|
||||
"unity": "2019.4",
|
||||
"unityRelease": "10f1",
|
||||
"unity": "2020.1",
|
||||
"unityRelease": "6f1",
|
||||
"description": "Vertex animation shaders and tools.",
|
||||
"category": "Tool",
|
||||
"type": "tool",
|
||||
@ -14,7 +14,6 @@
|
||||
"url": "https://www.maxartz15.com"
|
||||
},
|
||||
"dependencies": {
|
||||
"com.maxartz15.package1": "0.1.0"
|
||||
},
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"keywords": [
|
||||
"tech art outsource",
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|
7
package.json.meta
Normal file
7
package.json.meta
Normal file
@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: a6a5bfe9638127143b049ea24a17ab1a
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PackageManifestImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
|
Loading…
Reference in New Issue
Block a user