mirror of
https://github.com/maxartz15/VertexAnimation.git
synced 2024-12-05 01:30:44 +01:00
ModelBaker Test
MeshCombiner, combine SkinnedMeshRenderers and MeshRenderers into one. AnimationBaker, bake SkinnedMeshRenderer with of animations into vertex animations. Test shader, flipped Y compared to previvious version, it now starts at 0,0 and goes into the positive direciton.
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8
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Editor/Gizmos/VA_ModelBaker Icon.png
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Editor/Gizmos/VA_ModelBaker Icon.png
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Editor/Scripts/Editor/ModelBaker.meta
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8
Editor/Scripts/Editor/ModelBaker/Editor.meta
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109
Editor/Scripts/Editor/ModelBaker/Editor/VA_ModelBakerEditor.cs
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Editor/Scripts/Editor/ModelBaker/Editor/VA_ModelBakerEditor.cs
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using UnityEngine;
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using UnityEditor;
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namespace TAO.VertexAnimation.Editor
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{
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[CustomEditor(typeof(VA_ModelBaker))]
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public class VA_ModelBakerEditor : UnityEditor.Editor
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{
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private VA_ModelBaker modelBaker = null;
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void OnEnable()
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{
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modelBaker = target as VA_ModelBaker;
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}
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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InputGUI();
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BakeGUI();
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OutputGUI();
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serializedObject.ApplyModifiedProperties();
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}
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private void InputGUI()
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{
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//public GameObject model;
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//public AnimationClip[] animationClips;
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//public int fps = 24;
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//public int textureWidth = 512;
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//public bool saveBakedDataToAsset = true;
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//public bool generateAnimationBook = false;
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EditorGUILayout.PropertyField(serializedObject.FindProperty("model"));
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EditorGUILayout.PropertyField(serializedObject.FindProperty("animationClips"));
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EditorGUILayout.PropertyField(serializedObject.FindProperty("fps"));
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EditorGUILayout.PropertyField(serializedObject.FindProperty("textureWidth"));
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EditorGUILayout.PropertyField(serializedObject.FindProperty("saveBakedDataToAsset"));
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EditorGUILayout.PropertyField(serializedObject.FindProperty("generateAnimationBook"));
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}
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private void BakeGUI()
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{
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if (GUILayout.Button("Bake"))
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{
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ClearBakedData();
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modelBaker.Bake();
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if (modelBaker.saveBakedDataToAsset)
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{
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SaveBakedData();
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}
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}
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using (new EditorGUILayout.HorizontalScope())
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{
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if (GUILayout.Button("SaveBakedData", EditorStyles.miniButtonLeft))
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{
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SaveBakedData();
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}
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if (GUILayout.Button("ClearBakedData", EditorStyles.miniButtonRight))
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{
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ClearBakedData();
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}
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}
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}
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private void OutputGUI()
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{
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using (new EditorGUI.DisabledGroupScope(true))
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{
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EditorGUILayout.PropertyField(serializedObject.FindProperty("bakedData"));
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}
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}
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private void SaveBakedData()
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{
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AssetDatabase.AddObjectToAsset(modelBaker.BakedData.mesh, modelBaker);
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foreach (var pm in modelBaker.BakedData.positionMaps)
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{
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AssetDatabase.AddObjectToAsset(pm, modelBaker);
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}
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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}
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private void ClearBakedData()
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{
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var assets = AssetDatabase.LoadAllAssetsAtPath(AssetDatabase.GetAssetPath(modelBaker));
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foreach (var a in assets)
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{
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if (a != modelBaker)
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{
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AssetDatabase.RemoveObjectFromAsset(a);
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}
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}
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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}
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}
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}
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12
Editor/Scripts/VA_AssetConverter.cs
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12
Editor/Scripts/VA_AssetConverter.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace TAO.VertexAnimation.Editor
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{
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[CreateAssetMenu(fileName = "new AssetConverter", menuName = "VA_Animation/AssetConverter", order = 400)]
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public class VA_AssetConverter : ScriptableObject
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{
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}
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}
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Editor/Scripts/VA_AssetConverter.cs.meta
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Runtime/Scripts/ModelBaker.meta
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Runtime/Scripts/ModelBaker.meta
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189
Runtime/Scripts/ModelBaker/AnimationBaker.cs
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189
Runtime/Scripts/ModelBaker/AnimationBaker.cs
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using System.Collections.Generic;
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using UnityEngine;
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namespace TAO.VertexAnimation
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{
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public static class AnimationBaker
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{
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[System.Serializable]
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public struct BakedData
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{
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public Mesh mesh;
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public List<Texture2D> positionMaps;
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// Returns main position map.
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public Texture2D GetPositionMap
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{
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get
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{
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return positionMaps[0];
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}
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}
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}
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[System.Serializable]
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public struct AnimationInfo
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{
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public int rawFrameHeight;
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public int frameHeight;
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public int frameSpacing;
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public int frames;
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public int maxFrames;
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public int textureWidth;
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public int textureHeight;
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// Create animation info and calculate values.
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public AnimationInfo(Mesh mesh, int frames, int textureWidth)
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{
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this.frames = frames;
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this.textureWidth = textureWidth;
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rawFrameHeight = Mathf.CeilToInt((float)mesh.vertices.Length / this.textureWidth);
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frameHeight = Mathf.NextPowerOfTwo(rawFrameHeight);
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frameSpacing = (frameHeight - rawFrameHeight) + 1;
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textureHeight = Mathf.NextPowerOfTwo(frameHeight * this.frames);
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maxFrames = textureHeight / frameHeight;
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}
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}
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public static BakedData Bake(this GameObject model, AnimationClip[] animationClips, int fps, int textureWidth)
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{
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BakedData bakedData = new BakedData()
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{
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mesh = null,
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positionMaps = new List<Texture2D>()
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};
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// Calculate what our max frames/time is going to be.
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int maxFrames = 0;
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foreach (AnimationClip ac in animationClips)
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{
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int frames = Mathf.FloorToInt(fps * ac.length);
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if (maxFrames < frames)
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{
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maxFrames = frames;
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}
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}
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// Get the target mesh to calculate the animation info.
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Mesh mesh = model.GetComponent<SkinnedMeshRenderer>().sharedMesh;
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// Get the info for the biggest animation.
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AnimationInfo animationInfo = new AnimationInfo(mesh, maxFrames, textureWidth);
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foreach (AnimationClip ac in animationClips)
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{
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// Set the frames for this animation.
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animationInfo.frames = Mathf.FloorToInt(fps * ac.length);
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BakedData bd = Bake(model, ac, animationInfo);
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bakedData.mesh = bd.mesh;
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bakedData.positionMaps.AddRange(bd.positionMaps);
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}
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return bakedData;
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}
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public static BakedData Bake(this GameObject model, AnimationClip animationClip, AnimationInfo animationInfo)
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{
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Mesh mesh = new Mesh
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{
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name = string.Format("{0}", model.name)
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};
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// Bake mesh for a copy and to apply the new UV's to.
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SkinnedMeshRenderer skinnedMeshRenderer = model.GetComponent<SkinnedMeshRenderer>();
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skinnedMeshRenderer.BakeMesh(mesh);
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mesh.RecalculateBounds();
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mesh.uv3 = mesh.BakePositionUVs(animationInfo);
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BakedData bakedData = new BakedData()
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{
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mesh = mesh,
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positionMaps = new List<Texture2D>() { BakePositionMap(model, animationClip, animationInfo) }
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};
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return bakedData;
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}
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public static Texture2D BakePositionMap(this GameObject model, AnimationClip animationClip, AnimationInfo animationInfo)
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{
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// Create positionMap Texture without MipMaps which is Linear and HDR to store values in a bigger range.
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Texture2D positionMap = new Texture2D(animationInfo.textureWidth, animationInfo.textureHeight, TextureFormat.RGBAHalf, false, true);
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// Create instance to sample from.
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GameObject inst = GameObject.Instantiate(model);
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SkinnedMeshRenderer skinnedMeshRenderer = inst.GetComponent<SkinnedMeshRenderer>();
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int y = 0;
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for (int f = 0; f < animationInfo.frames; f++)
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{
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animationClip.SampleAnimation(inst, (animationClip.length / animationInfo.frames) * f);
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Mesh sampledMesh = new Mesh();
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skinnedMeshRenderer.BakeMesh(sampledMesh);
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sampledMesh.RecalculateBounds();
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int x = 0;
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for (int v = 0; v < sampledMesh.vertices.Length; v++)
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{
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Vector3 vert = sampledMesh.vertices[v];
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Vector3 normal = sampledMesh.normals[v];
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positionMap.SetPixel(x, y,
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new Color(vert.x, vert.y, vert.z,
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VectorUtils.Float3ToFloat(normal))
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);
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x++;
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if (x >= animationInfo.textureWidth)
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{
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x = 0;
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y++;
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}
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}
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y += animationInfo.frameSpacing;
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}
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GameObject.DestroyImmediate(inst);
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positionMap.name = string.Format("VA_N-{0}_F-{1}_MF-{2}", animationClip.name, animationInfo.frames, animationInfo.maxFrames);
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positionMap.filterMode = FilterMode.Point;
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// TODO: Make no longer readable.
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positionMap.Apply(false, false);
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return positionMap;
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}
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public static Vector2[] BakePositionUVs(this Mesh mesh, AnimationInfo animationInfo)
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{
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Vector2[] uv3 = new Vector2[mesh.vertices.Length];
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float xOffset = 1.0f / animationInfo.textureWidth;
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float yOffset = 1.0f / animationInfo.textureHeight;
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float x = xOffset / 2.0f;
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float y = yOffset / 2.0f;
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for (int v = 0; v < mesh.vertices.Length; v++)
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{
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uv3[v] = new Vector2(x, y);
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x += xOffset;
|
||||
if (x >= 1.0f)
|
||||
{
|
||||
x = xOffset / 2.0f;
|
||||
y += yOffset;
|
||||
}
|
||||
}
|
||||
|
||||
mesh.uv3 = uv3;
|
||||
|
||||
return uv3;
|
||||
}
|
||||
}
|
||||
}
|
11
Runtime/Scripts/ModelBaker/AnimationBaker.cs.meta
Normal file
11
Runtime/Scripts/ModelBaker/AnimationBaker.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f73c308e347c32142b0f61e8b2550914
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
254
Runtime/Scripts/ModelBaker/MeshCombiner.cs
Normal file
254
Runtime/Scripts/ModelBaker/MeshCombiner.cs
Normal file
@ -0,0 +1,254 @@
|
||||
// References:
|
||||
// https://forum.unity.com/threads/help-combining-and-manipulating-skinned-mesh-renderers-imported-from-blender.505078/
|
||||
// http://wiki.unity3d.com/index.php/CombineSkinnedMeshes
|
||||
// http://wiki.unity3d.com/index.php/SkinnedMeshCombiner
|
||||
|
||||
// TODO:
|
||||
// ---Bake ALL the MeshRenderers/SkinnedMeshRenderers and merge them together.---
|
||||
// ---Bake multiple animations.---
|
||||
// ---Get the longest animation to calculate the texture height, so all the textures have the same height for the 3D texture.---
|
||||
// Add options and previews for texture size, animation phasing/fps.
|
||||
// Either merge with the animation books or generate them from this and maybe store them as child (and then don't destroy them on re-bake to keep the reference but replace it).
|
||||
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace TAO.VertexAnimation
|
||||
{
|
||||
public static class MeshCombiner
|
||||
{
|
||||
private struct MaterialMeshGroup
|
||||
{
|
||||
public List<SkinnedMeshRenderer> skinnedMeshes;
|
||||
public List<(MeshFilter mf, MeshRenderer mr)> meshes;
|
||||
public Material material;
|
||||
}
|
||||
|
||||
public static SkinnedMeshRenderer Combine(this SkinnedMeshRenderer target, List<SkinnedMeshRenderer> skinnedMeshes, List<(MeshFilter mf, MeshRenderer mr)> meshes)
|
||||
{
|
||||
List<MaterialMeshGroup> groups = new List<MaterialMeshGroup>();
|
||||
|
||||
// Group skinnedMeshes.
|
||||
foreach (var sm in skinnedMeshes)
|
||||
{
|
||||
bool hasGroup = false;
|
||||
foreach (var g in groups)
|
||||
{
|
||||
if (sm.sharedMaterial == g.material)
|
||||
{
|
||||
hasGroup = true;
|
||||
g.skinnedMeshes.Add(sm);
|
||||
}
|
||||
}
|
||||
|
||||
if (!hasGroup)
|
||||
{
|
||||
groups.Add(new MaterialMeshGroup()
|
||||
{
|
||||
skinnedMeshes = new List<SkinnedMeshRenderer>()
|
||||
{
|
||||
sm
|
||||
},
|
||||
meshes = new List<(MeshFilter mf, MeshRenderer mr)>(),
|
||||
material = sm.sharedMaterial
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Group Meshes.
|
||||
foreach (var m in meshes)
|
||||
{
|
||||
bool hasGroup = false;
|
||||
foreach (var g in groups)
|
||||
{
|
||||
if (m.mr.sharedMaterial == g.material)
|
||||
{
|
||||
hasGroup = true;
|
||||
g.meshes.Add(m);
|
||||
}
|
||||
}
|
||||
|
||||
if (!hasGroup)
|
||||
{
|
||||
groups.Add(new MaterialMeshGroup()
|
||||
{
|
||||
skinnedMeshes = new List<SkinnedMeshRenderer>(),
|
||||
meshes = new List<(MeshFilter mf, MeshRenderer mr)>()
|
||||
{
|
||||
m
|
||||
},
|
||||
material = m.mr.sharedMaterial
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
List<GameObject> tmp = new List<GameObject>();
|
||||
for (int i = 0; i < groups.Count; i++)
|
||||
{
|
||||
tmp.Add(new GameObject("tmpChild", typeof(SkinnedMeshRenderer)));
|
||||
tmp[i].transform.parent = target.transform;
|
||||
|
||||
MaterialMeshGroup mmg = groups[i];
|
||||
tmp[i].GetComponent<SkinnedMeshRenderer>().Combine(mmg.skinnedMeshes, mmg.meshes, mmg.material);
|
||||
}
|
||||
|
||||
// TODO: Merge materialMergedObjects.
|
||||
// TEMP: Remove when materialMergedObjects.
|
||||
SkinnedMeshRenderer newSkinnedMeshRenderer = tmp[0].GetComponent<SkinnedMeshRenderer>();
|
||||
target.sharedMesh = newSkinnedMeshRenderer.sharedMesh;
|
||||
target.sharedMaterial = newSkinnedMeshRenderer.sharedMaterial;
|
||||
target.bones = newSkinnedMeshRenderer.bones;
|
||||
|
||||
foreach (var go in tmp)
|
||||
{
|
||||
GameObject.DestroyImmediate(go);
|
||||
}
|
||||
|
||||
// Set a name to make it more clear.
|
||||
target.sharedMesh.name = target.transform.name.Replace("(Clone)", "");
|
||||
return target;
|
||||
}
|
||||
|
||||
public static SkinnedMeshRenderer Combine(this SkinnedMeshRenderer target, List<SkinnedMeshRenderer> skinnedMeshes, List<(MeshFilter mf, MeshRenderer mr)> meshes, Material mainMaterial)
|
||||
{
|
||||
List<Transform> bones = new List<Transform>();
|
||||
List<BoneWeight> boneWeights = new List<BoneWeight>();
|
||||
List<Matrix4x4> bindPoses = new List<Matrix4x4>();
|
||||
List<CombineInstance> combineInstances = new List<CombineInstance>();
|
||||
|
||||
// Combine SkinnedMeshes.
|
||||
int boneOffset = 0;
|
||||
for (int s = 0; s < skinnedMeshes.Count; s++)
|
||||
{
|
||||
SkinnedMeshRenderer smr = skinnedMeshes[s];
|
||||
|
||||
//if the skinned mesh renderer has a material other than the default
|
||||
//we assume it's a one-off face material and deal with it later
|
||||
if (smr.sharedMaterial != mainMaterial)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
BoneWeight[] meshBoneweight = smr.sharedMesh.boneWeights;
|
||||
|
||||
// May want to modify this if the renderer shares bones as unnecessary bones will get added.
|
||||
// We don't care since it is going to be converted into vertex animations later anyways.
|
||||
for (int i = 0; i < meshBoneweight.Length; ++i)
|
||||
{
|
||||
BoneWeight bWeight = meshBoneweight[i];
|
||||
|
||||
bWeight.boneIndex0 += boneOffset;
|
||||
bWeight.boneIndex1 += boneOffset;
|
||||
bWeight.boneIndex2 += boneOffset;
|
||||
bWeight.boneIndex3 += boneOffset;
|
||||
|
||||
boneWeights.Add(bWeight);
|
||||
}
|
||||
|
||||
boneOffset += smr.bones.Length;
|
||||
|
||||
Transform[] meshBones = smr.bones;
|
||||
for (int i = 0; i < meshBones.Length; ++i)
|
||||
{
|
||||
bones.Add(meshBones[i]);
|
||||
|
||||
//we take the old bind pose that mapped from our mesh to world to bone,
|
||||
//and take out our localToWorldMatrix, so now it's JUST the bone matrix
|
||||
//since our skinned mesh renderer is going to be on the root of our object that works
|
||||
bindPoses.Add(smr.sharedMesh.bindposes[i] * smr.transform.worldToLocalMatrix);
|
||||
}
|
||||
|
||||
CombineInstance ci = new CombineInstance
|
||||
{
|
||||
mesh = smr.sharedMesh,
|
||||
transform = smr.transform.localToWorldMatrix
|
||||
};
|
||||
combineInstances.Add(ci);
|
||||
|
||||
GameObject.DestroyImmediate(smr);
|
||||
}
|
||||
|
||||
// Combine Meshes.
|
||||
for (int s = 0; meshes != null && s < meshes.Count; s++)
|
||||
{
|
||||
MeshFilter filter = meshes[s].mf;
|
||||
MeshRenderer renderer = meshes[s].mr;
|
||||
|
||||
//if the skinned mesh renderer has a material other than the default
|
||||
//we assume it's a one-off face material and deal with it later
|
||||
if (renderer.sharedMaterial != mainMaterial)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// May want to modify this if the renderer shares bones as unnecessary bones will get added.
|
||||
// We don't care since it is going to be converted into vertex animations later anyways.
|
||||
int vertCount = filter.sharedMesh.vertexCount;
|
||||
for (int i = 0; i < vertCount; ++i)
|
||||
{
|
||||
BoneWeight bWeight = new BoneWeight
|
||||
{
|
||||
boneIndex0 = boneOffset,
|
||||
boneIndex1 = boneOffset,
|
||||
boneIndex2 = boneOffset,
|
||||
boneIndex3 = boneOffset,
|
||||
weight0 = 1
|
||||
};
|
||||
|
||||
boneWeights.Add(bWeight);
|
||||
}
|
||||
|
||||
boneOffset += 1;
|
||||
|
||||
bones.Add(filter.transform);
|
||||
|
||||
// TODO: figure out what this should be.
|
||||
bindPoses.Add(filter.transform.worldToLocalMatrix);
|
||||
|
||||
CombineInstance ci = new CombineInstance
|
||||
{
|
||||
mesh = filter.sharedMesh,
|
||||
transform = filter.transform.localToWorldMatrix
|
||||
};
|
||||
combineInstances.Add(ci);
|
||||
|
||||
GameObject.DestroyImmediate(filter);
|
||||
GameObject.DestroyImmediate(renderer);
|
||||
}
|
||||
|
||||
// Actually combine and recalculate mesh.
|
||||
Mesh skinnedMesh = new Mesh();
|
||||
skinnedMesh.CombineMeshes(combineInstances.ToArray(), true, true);
|
||||
skinnedMesh.RecalculateBounds();
|
||||
|
||||
// Copy settings to target.
|
||||
target.sharedMesh = skinnedMesh;
|
||||
target.sharedMaterial = mainMaterial;
|
||||
target.bones = bones.ToArray();
|
||||
target.sharedMesh.boneWeights = boneWeights.ToArray();
|
||||
target.sharedMesh.bindposes = bindPoses.ToArray();
|
||||
|
||||
return target;
|
||||
}
|
||||
|
||||
public static void ConbineAndConvertGameObject(this GameObject gameObject)
|
||||
{
|
||||
// Get Skinned Meshes.
|
||||
List<SkinnedMeshRenderer> skinnedMeshes = gameObject.GetComponentsInChildren<SkinnedMeshRenderer>(true).ToList();
|
||||
// Get Meshes.
|
||||
List<(MeshFilter, MeshRenderer)> meshes = new List<(MeshFilter, MeshRenderer)>();
|
||||
foreach (var mf in gameObject.GetComponentsInChildren<MeshFilter>(true))
|
||||
{
|
||||
if (mf.TryGetComponent(out MeshRenderer mr))
|
||||
{
|
||||
meshes.Add((mf, mr));
|
||||
}
|
||||
}
|
||||
|
||||
// Add target mesh.
|
||||
SkinnedMeshRenderer target = gameObject.AddComponent<SkinnedMeshRenderer>();
|
||||
target.Combine(skinnedMeshes, meshes);
|
||||
}
|
||||
}
|
||||
}
|
11
Runtime/Scripts/ModelBaker/MeshCombiner.cs.meta
Normal file
11
Runtime/Scripts/ModelBaker/MeshCombiner.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f43224daff50a5042a182c6fb12440a8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
37
Runtime/Scripts/ModelBaker/VA_ModelBaker.cs
Normal file
37
Runtime/Scripts/ModelBaker/VA_ModelBaker.cs
Normal file
@ -0,0 +1,37 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace TAO.VertexAnimation
|
||||
{
|
||||
[CreateAssetMenu(fileName = "new ModelBaker", menuName = "VA_ModelBaker/ModelBaker", order = 400)]
|
||||
public class VA_ModelBaker : ScriptableObject
|
||||
{
|
||||
public GameObject model;
|
||||
public AnimationClip[] animationClips;
|
||||
public int fps = 24;
|
||||
public int textureWidth = 512;
|
||||
public bool saveBakedDataToAsset = true;
|
||||
public bool generateAnimationBook = false;
|
||||
|
||||
[SerializeField]
|
||||
private AnimationBaker.BakedData bakedData;
|
||||
public AnimationBaker.BakedData BakedData
|
||||
{
|
||||
get
|
||||
{
|
||||
return bakedData;
|
||||
}
|
||||
}
|
||||
|
||||
public void Bake()
|
||||
{
|
||||
var target = Instantiate(model);
|
||||
|
||||
target.ConbineAndConvertGameObject();
|
||||
bakedData = target.Bake(animationClips, fps, textureWidth);
|
||||
|
||||
DestroyImmediate(target);
|
||||
}
|
||||
}
|
||||
}
|
11
Runtime/Scripts/ModelBaker/VA_ModelBaker.cs.meta
Normal file
11
Runtime/Scripts/ModelBaker/VA_ModelBaker.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6752e365d065458469473b601e74e699
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
34
Runtime/Scripts/ModelBaker/VectorUtils.cs
Normal file
34
Runtime/Scripts/ModelBaker/VectorUtils.cs
Normal file
@ -0,0 +1,34 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace TAO.VertexAnimation
|
||||
{
|
||||
public static class VectorUtils
|
||||
{
|
||||
public static Vector2 Float3ToFloat2(this Vector3 f3)
|
||||
{
|
||||
Vector3 rotation = Vector3.Normalize(new Vector3(f3.x, 0, f3.z));
|
||||
|
||||
Vector2 f2 = new Vector2();
|
||||
f2.x = Mathf.Acos(Vector3.Dot(rotation, new Vector3(1, 0, 0))) * Mathf.Sign(f3.z);
|
||||
f2.x = ((f2.x / Mathf.PI) + 1) * 0.5f;
|
||||
|
||||
f2.y = Mathf.Acos(f3.y) / Mathf.PI;
|
||||
|
||||
f2 *= 15;
|
||||
f2.x = Mathf.Round(f2.x);
|
||||
f2.y = Mathf.Round(f2.y);
|
||||
|
||||
return f2;
|
||||
}
|
||||
|
||||
public static float Float2ToFloat(this Vector2 f2)
|
||||
{
|
||||
return (f2.x + (16 * f2.y)) / 255;
|
||||
}
|
||||
|
||||
public static float Float3ToFloat(this Vector3 f3)
|
||||
{
|
||||
return Float2ToFloat(Float3ToFloat2(f3));
|
||||
}
|
||||
}
|
||||
}
|
11
Runtime/Scripts/ModelBaker/VectorUtils.cs.meta
Normal file
11
Runtime/Scripts/ModelBaker/VectorUtils.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0a4c82d2f184d3f4d8bb111e89009c3f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -20,6 +20,21 @@ float2 VA_UV_float(float2 uv, int maxFrames, float time)
|
||||
return uvPosition;
|
||||
}
|
||||
|
||||
float2 VA1_UV_float(float2 uv, int maxFrames, float time)
|
||||
{
|
||||
float2 uvPosition;
|
||||
|
||||
float timeInFrames = frac(time);
|
||||
timeInFrames = ceil(timeInFrames * maxFrames);
|
||||
timeInFrames /= maxFrames;
|
||||
timeInFrames += round(1.0f / maxFrames);
|
||||
|
||||
uvPosition.x = uv.x;
|
||||
uvPosition.y = (1.0f - (1.0f - uv.y) - (1.0f - (timeInFrames)));
|
||||
|
||||
return uvPosition;
|
||||
}
|
||||
|
||||
void VA_float(float2 uv, SamplerState texSampler, Texture2D positionMap, float time, int maxFrames,
|
||||
out float3 position, out float3 alpha)
|
||||
{
|
||||
@ -34,6 +49,20 @@ void VA_float(float2 uv, SamplerState texSampler, Texture2D positionMap, float t
|
||||
alpha = texturePos.w;
|
||||
}
|
||||
|
||||
void VA1_float(float2 uv, SamplerState texSampler, Texture2D positionMap, float time, int maxFrames,
|
||||
out float3 position, out float alpha)
|
||||
{
|
||||
float2 uvPosition = VA1_UV_float(uv, maxFrames, time);
|
||||
|
||||
// Position.
|
||||
float4 texturePos = positionMap.SampleLevel(texSampler, uvPosition, 0);
|
||||
position = texturePos.xyz;
|
||||
|
||||
// Normal.
|
||||
//FloatToFloat3_float(texturePos.w, outNormal);
|
||||
alpha = texturePos.w;
|
||||
}
|
||||
|
||||
void VA_ARRAY_float(float2 uv, SamplerState texSampler, Texture2DArray positionMap, float positionMapIndex, float time, int maxFrames,
|
||||
out float3 position, out float3 alpha)
|
||||
{
|
||||
|
799
Runtime/Shaders/SubGraphs/VA1.shadersubgraph
Normal file
799
Runtime/Shaders/SubGraphs/VA1.shadersubgraph
Normal file
@ -0,0 +1,799 @@
|
||||
{
|
||||
"m_SGVersion": 2,
|
||||
"m_Type": "UnityEditor.ShaderGraph.GraphData",
|
||||
"m_ObjectId": "144dcb1a2d15470a91360080bc9bd989",
|
||||
"m_Properties": [
|
||||
{
|
||||
"m_Id": "3564f72314574212a0eed0f9581a6b85"
|
||||
},
|
||||
{
|
||||
"m_Id": "a09a6ce7e08545d99b5bda70586f4e79"
|
||||
},
|
||||
{
|
||||
"m_Id": "975a04061f8d4786bce18d1574108732"
|
||||
},
|
||||
{
|
||||
"m_Id": "f9b649ed28584dca8a522f3fb582f350"
|
||||
},
|
||||
{
|
||||
"m_Id": "967e0c2bcb6e48c2b85b82c6d4c734a4"
|
||||
}
|
||||
],
|
||||
"m_Keywords": [],
|
||||
"m_Nodes": [
|
||||
{
|
||||
"m_Id": "031d019a3f114a639fed0a731159883c"
|
||||
},
|
||||
{
|
||||
"m_Id": "83aca69ecbd845e888867dea88a660f1"
|
||||
},
|
||||
{
|
||||
"m_Id": "46dfe2d873b3436a89d174ac3545bc00"
|
||||
},
|
||||
{
|
||||
"m_Id": "f39a0ab1ea5d4129b8c210c762bed693"
|
||||
},
|
||||
{
|
||||
"m_Id": "5c18cb5e2e0542c2ae766d7de7011cda"
|
||||
},
|
||||
{
|
||||
"m_Id": "431f7271c3544d459b5128258fd524ed"
|
||||
},
|
||||
{
|
||||
"m_Id": "bc36bc83631c44e0b48e951b444ba971"
|
||||
}
|
||||
],
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Loading…
Reference in New Issue
Block a user