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				https://github.com/maxartz15/VertexAnimation.git
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	AnimatorSystems test.
P4 sync: - LOD testing. - AnimatorSystems test setup. - AnimationTime and AnimationIndex per mesh. - Vector encoding/decoding.
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							| @@ -1,3 +1,7 @@ | ||||
| # P4 ignore | ||||
| *.p4ignore | ||||
|  | ||||
| # Unity ignore | ||||
| [Ll]ibrary/ | ||||
| [Tt]emp/ | ||||
| [Oo]bj/ | ||||
|   | ||||
| @@ -1,6 +1,6 @@ | ||||
| using UnityEngine; | ||||
| using UnityEngine; | ||||
| using UnityEditor; | ||||
|  | ||||
| namespace tech_art_outsource.vertex_animation.Editor | ||||
| namespace TAO.VertexAnimation.Editor | ||||
| { | ||||
| } | ||||
| @@ -1,5 +1,5 @@ | ||||
| { | ||||
|     "name": "tech_art_outsource.vertex_animation.Editor", | ||||
|     "name": "TAO.VertexAnimation.Editor", | ||||
|     "references": [ | ||||
|         "tech_art_outsource.vertex_animation" | ||||
|     ], | ||||
| @@ -12,5 +12,6 @@ | ||||
|     "precompiledReferences": [], | ||||
|     "autoReferenced": true, | ||||
|     "defineConstraints": [], | ||||
|     "versionDefines": [] | ||||
|     "versionDefines": [], | ||||
|     "noEngineReferences": false | ||||
| } | ||||
| @@ -1,5 +1,5 @@ | ||||
| using UnityEngine; | ||||
| using UnityEngine; | ||||
|  | ||||
| namespace tech_art_outsource.vertex_animation | ||||
| namespace TAO.VertexAnimation | ||||
| { | ||||
| } | ||||
| @@ -1,5 +1,5 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 559649aeb9735c94d8ad2186111a080f | ||||
| guid: 0cb5d112db9529a4c9ae075291729515 | ||||
| folderAsset: yes | ||||
| DefaultImporter: | ||||
|   externalObjects: {} | ||||
|   | ||||
							
								
								
									
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								Runtime/Scripts/VA_AnimatorComponentAuthoring.cs
									
									
									
									
									
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							| @@ -0,0 +1,53 @@ | ||||
| using Unity.Entities; | ||||
| using Unity.Transforms; | ||||
| using Unity.Collections; | ||||
| using UnityEngine; | ||||
|  | ||||
| namespace TAO.VertexAnimation | ||||
| { | ||||
| 	[DisallowMultipleComponent] | ||||
| 	public class VA_AnimatorComponentAuthoring : MonoBehaviour | ||||
| 	{ | ||||
|  | ||||
| 	} | ||||
|  | ||||
| 	//[GenerateAuthoringComponent] | ||||
| 	public struct VA_AnimatorComponent : IComponentData | ||||
| 	{ | ||||
| 		public int animationIndex; | ||||
| 		public int animationIndexSchedule; | ||||
| 		public float animationTime; | ||||
| 	} | ||||
|  | ||||
| 	public class VA_AnimatorConversionSystem : GameObjectConversionSystem | ||||
| 	{ | ||||
| 		protected override void OnUpdate() | ||||
| 		{ | ||||
| 			Entities.ForEach((VA_AnimatorComponentAuthoring animator) => | ||||
| 			{ | ||||
| 				Entity entity = GetPrimaryEntity(animator); | ||||
| 			 | ||||
| 				// Add animator to 'parent'. | ||||
| 				VA_AnimatorComponent animatorComponent = new VA_AnimatorComponent | ||||
| 				{ | ||||
| 					animationIndex = 0, | ||||
| 					animationIndexSchedule = -1, | ||||
| 					animationTime = 0, | ||||
| 			};			 | ||||
| 				DstEntityManager.AddComponentData(entity, animatorComponent); | ||||
|  | ||||
| 				// Add the Material data to the children. | ||||
| 				var children = animator.GetComponentsInChildren<MeshRenderer>(); | ||||
| 				for (int i = 0; i < children.Length; i++) | ||||
| 				{ | ||||
| 					Entity ent = GetPrimaryEntity(children[i]); | ||||
| 				 | ||||
| 					VA_AnimationIndexComponent animationIndex = new VA_AnimationIndexComponent { Value = 0 }; | ||||
| 					DstEntityManager.AddComponentData(ent, animationIndex); | ||||
| 					VA_AnimationTimeComponent animationTime = new VA_AnimationTimeComponent { Value = 0 }; | ||||
| 					DstEntityManager.AddComponentData(ent, animationTime); | ||||
| 				} | ||||
| 			}); | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
| @@ -1,5 +1,5 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: e0cb46ae92466054da17b75956297486 | ||||
| guid: 29deecb09ead9e74aa32f9d265f1e7ef | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
							
								
								
									
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								Runtime/Scripts/VA_AnimatorSystem.cs
									
									
									
									
									
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							| @@ -0,0 +1,136 @@ | ||||
| using Unity.Collections; | ||||
| using Unity.Entities; | ||||
| using Unity.Rendering; | ||||
| using Unity.Transforms; | ||||
| using UnityEngine; | ||||
|  | ||||
| namespace TAO.VertexAnimation | ||||
| { | ||||
| 	//public class VA_AnimatorSystem : SystemBase | ||||
| 	//{ | ||||
| 	//    private EndSimulationEntityCommandBufferSystem endSimulationEntityCommandBufferSystem; | ||||
| 	 | ||||
| 	//    protected override void OnCreate() | ||||
| 	//    { | ||||
| 	//        base.OnCreate(); | ||||
| 	 | ||||
| 	//        endSimulationEntityCommandBufferSystem = World.GetExistingSystem<EndSimulationEntityCommandBufferSystem>(); | ||||
| 	//    } | ||||
| 	 | ||||
| 	//    protected override void OnUpdate() | ||||
| 	//    { | ||||
| 	//        var ecb = endSimulationEntityCommandBufferSystem.CreateCommandBuffer().AsParallelWriter(); | ||||
| 	 | ||||
| 	//        Entities.ForEach((Entity entity, int entityInQueryIndex, in VA_AnimatorComponent ac, in DynamicBuffer<Child> children) => | ||||
| 	//        { | ||||
| 	//            for (int i = 0; i < children.Length; i++) | ||||
| 	//            { | ||||
| 	//                // Get child. | ||||
| 	//                Entity child = children[i].Value; | ||||
| 	 | ||||
| 	//                // Overwrite existing component. | ||||
| 	//                ecb.AddComponent(entityInQueryIndex, child, new VA_AnimationTimeComponent { Value = ac.animationTime }); | ||||
| 	//                ecb.AddComponent(entityInQueryIndex, child, new VA_AnimationIndexComponent { Value = ac.animationIndex }); | ||||
| 	//            } | ||||
| 	//        }) | ||||
| 	//        .ScheduleParallel(); | ||||
| 	 | ||||
| 	//        endSimulationEntityCommandBufferSystem.AddJobHandleForProducer(Dependency); | ||||
| 	//    } | ||||
| 	//} | ||||
| 	 | ||||
| 	//[UpdateBefore(typeof(HybridRendererSystem))] | ||||
| 	public class VA_AnimatorSystem : SystemBase | ||||
| 	{ | ||||
| 		protected override void OnUpdate() | ||||
| 		{ | ||||
| 			var atc = GetComponentDataFromEntity<VA_AnimationTimeComponent>(false); | ||||
| 	        var aic = GetComponentDataFromEntity<VA_AnimationIndexComponent>(false); | ||||
| 	 | ||||
| 			Entities.ForEach((ref VA_AnimatorComponent ac, in DynamicBuffer<Child> children) => | ||||
| 	        { | ||||
| 	            for (int i = 0; i < children.Length; i++) | ||||
| 	            { | ||||
| 	                // Get child. | ||||
| 	                Entity child = children[i].Value; | ||||
| 	                 | ||||
| 			        // Get a copy of the time Component of the child. | ||||
| 			        VA_AnimationTimeComponent atcCopy = atc[child]; | ||||
| 			        // Set new value. | ||||
| 			        atcCopy.Value = ac.animationTime; | ||||
| 			        // Update original. | ||||
| 			        atc[child] = atcCopy; | ||||
| 	                 | ||||
| 			        VA_AnimationIndexComponent aicCopy = aic[child]; | ||||
| 			        aicCopy.Value = ac.animationIndex; | ||||
| 			        aic[child] = aicCopy; | ||||
| 	            } | ||||
| 	        }) | ||||
| 	        .Run(); | ||||
| 	    } | ||||
| 	} | ||||
| 	 | ||||
| 	public class VA_AnimatorSystem2 : SystemBase | ||||
| 	{ | ||||
| 	    protected override void OnCreate() | ||||
| 	    { | ||||
| 	        base.OnCreate(); | ||||
| 	 | ||||
| 			Enabled = false; | ||||
| 	    } | ||||
| 	 | ||||
| 	    protected override void OnUpdate() | ||||
| 		{ | ||||
| 			Entities.ForEach((ref VA_AnimatorComponent ac, in DynamicBuffer<Child> children) => | ||||
| 			{ | ||||
| 				for (int i = 0; i < children.Length; i++) | ||||
| 				{ | ||||
| 					// Get child. | ||||
| 					Entity child = children[i].Value; | ||||
| 					 | ||||
| 					//if(HasComponent<VA_AnimationTimeComponent>(child)) | ||||
| 					//{ | ||||
| 	                    var atc = GetComponent<VA_AnimationTimeComponent>(child); | ||||
| 	                    atc.Value = ac.animationTime; | ||||
| 						SetComponent(child, atc); | ||||
| 	                //} | ||||
| 					 | ||||
| 					//if(HasComponent<VA_AnimationIndexComponent>(child)) | ||||
| 					//{ | ||||
| 						var aic = GetComponent<VA_AnimationIndexComponent>(child); | ||||
| 						aic.Value = ac.animationIndex; | ||||
| 						SetComponent(child, aic); | ||||
| 					//} | ||||
| 				} | ||||
| 			}) | ||||
| 			.Run(); | ||||
| 		} | ||||
| 	} | ||||
| 	 | ||||
| 	[UpdateBefore(typeof(VA_AnimatorSystem))] | ||||
| 	public class VA_AnimationTimeSystem : SystemBase | ||||
| 	{ | ||||
| 		protected override void OnUpdate() | ||||
| 		{ | ||||
| 			float time = UnityEngine.Time.deltaTime; | ||||
| 			 | ||||
| 			Entities.ForEach((ref VA_AnimatorComponent ac) => | ||||
| 			{ | ||||
| 				ac.animationTime += time; | ||||
| 			}).ScheduleParallel(); | ||||
| 		} | ||||
| 	} | ||||
| 	 | ||||
| 	[UpdateBefore(typeof(VA_AnimatorSystem))] | ||||
| 	public class VA_AnimationIndexSystem : SystemBase | ||||
| 	{ | ||||
| 		protected override void OnUpdate() | ||||
| 		{ | ||||
| 			Entities.ForEach((Entity entity, ref VA_AnimatorComponent ac) => | ||||
| 			{ | ||||
| 				int index = entity.Index % 2; | ||||
| 				ac.animationIndex = index; | ||||
| 			}).ScheduleParallel(); | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
							
								
								
									
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| fileFormatVersion: 2 | ||||
| guid: 9e392c661a124f746b7a3c7a1f04f72c | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
							
								
								
									
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								Runtime/Scripts/VA_MaterialComponentData.cs
									
									
									
									
									
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							| @@ -0,0 +1,17 @@ | ||||
| using Unity.Entities; | ||||
| using Unity.Rendering; | ||||
|  | ||||
| namespace TAO.VertexAnimation | ||||
| { | ||||
| 	[MaterialProperty("_AnimationIndex", MaterialPropertyFormat.Float)] | ||||
| 	public struct VA_AnimationIndexComponent : IComponentData | ||||
| 	{ | ||||
| 		public float Value; | ||||
| 	} | ||||
| 	 | ||||
| 	[MaterialProperty("_AnimationTime", MaterialPropertyFormat.Float)] | ||||
| 	public struct VA_AnimationTimeComponent : IComponentData | ||||
| 	{ | ||||
| 		public float Value; | ||||
| 	} | ||||
| } | ||||
							
								
								
									
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							| @@ -0,0 +1,11 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 8a25e66c24d9e3b4da1013acc6710f5f | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,57 +0,0 @@ | ||||
| using UnityEngine; | ||||
|  | ||||
| namespace tech_art_outsource.vertex_animation | ||||
| { | ||||
|     public class VA_MaterialSetup : MonoBehaviour | ||||
|     { | ||||
|         public TextAsset m_animationJson = null; | ||||
|         [HideInInspector] | ||||
|         public AnimationData m_animationData = null; | ||||
|  | ||||
|         private Material m_material = null; | ||||
|  | ||||
|         // Start is called before the first frame update | ||||
|         void Start() | ||||
|         { | ||||
|             m_animationData = JsonUtility.FromJson<AnimationData>(m_animationJson.text); | ||||
|  | ||||
|             m_material = GetComponent<MeshRenderer>().material; | ||||
|  | ||||
|             m_material.SetInt("_numOfFrames", int.Parse(m_animationData.vertex_animation_textures1[0]._numOfFrames)); | ||||
|             m_material.SetFloat("_paddedX", float.Parse(m_animationData.vertex_animation_textures1[0]._paddedX)); | ||||
|             m_material.SetFloat("_paddedY", float.Parse(m_animationData.vertex_animation_textures1[0]._paddedY)); | ||||
|             m_material.SetFloat("_pivMax", float.Parse(m_animationData.vertex_animation_textures1[0]._pivMax)); | ||||
|             m_material.SetFloat("_pivMin", float.Parse(m_animationData.vertex_animation_textures1[0]._pivMin)); | ||||
|             m_material.SetFloat("_posMax", float.Parse(m_animationData.vertex_animation_textures1[0]._posMax)); | ||||
|             m_material.SetFloat("_posMin", float.Parse(m_animationData.vertex_animation_textures1[0]._posMin)); | ||||
|             m_material.SetFloat("_speed", float.Parse(m_animationData.vertex_animation_textures1[0]._speed)); | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     [System.Serializable] | ||||
|     public class AnimationData | ||||
|     { | ||||
|         public AnimData[] vertex_animation_textures1; | ||||
|     } | ||||
|  | ||||
|     [System.Serializable] | ||||
|     public class AnimData | ||||
|     { | ||||
|         public string _doubleTex; | ||||
|         public string _height; | ||||
|         public string _normData; | ||||
|         public string _numOfFrames; | ||||
|         public string _packNorm; | ||||
|         public string _packPscale; | ||||
|         public string _paddedX; | ||||
|         public string _paddedY; | ||||
|         public string _pivMax; | ||||
|         public string _pivMin; | ||||
|         public string _posMax; | ||||
|         public string _posMin; | ||||
|         public string _scaleMax; | ||||
|         public string _scaleMin; | ||||
|         public string _speed; | ||||
|         public string _width; | ||||
|     } | ||||
| } | ||||
| @@ -1,5 +1,5 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: b283ebaf6cfdbad4c8dc0900b9163c8c | ||||
| guid: 71cfc4c615f0e50419bc8ffd5c89a97c | ||||
| folderAsset: yes | ||||
| DefaultImporter: | ||||
|   externalObjects: {} | ||||
|   | ||||
| @@ -1,5 +1,5 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: cdd7dbaad258f5046b5f1afb1e2c83dd | ||||
| guid: 41482fd3e78799541bd339d7f8ba30b9 | ||||
| folderAsset: yes | ||||
| DefaultImporter: | ||||
|   externalObjects: {} | ||||
							
								
								
									
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							| @@ -0,0 +1,12 @@ | ||||
| // References:  | ||||
| // https://forum.unity.com/threads/hdrp-shader-graph-hybrid-instanced-instancing-now-working.886063/ | ||||
|  | ||||
| #ifndef SAMPLE_TEXTURE2D_ARRAY_INCLUDED | ||||
| #define SAMPLE_TEXTURE2D_ARRAY_INCLUDED | ||||
|  | ||||
| void SampleTexture2DArrayLOD_float(Texture2DArray TextureArray, float2 UV, SamplerState Sampler, uint Index, uint LOD, out float4 RGBA) | ||||
| { | ||||
| 	RGBA = SAMPLE_TEXTURE2D_ARRAY_LOD(TextureArray, Sampler, UV, Index, LOD); | ||||
| } | ||||
|  | ||||
| #endif | ||||
| @@ -1,5 +1,5 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 02d1c270a9fbbbb409ce4b0951c20c65 | ||||
| guid: eb87dde6533ca4440aae5a15702ee904 | ||||
| ShaderImporter: | ||||
|   externalObjects: {} | ||||
|   defaultTextures: [] | ||||
							
								
								
									
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							| @@ -0,0 +1,105 @@ | ||||
|  | ||||
| #ifndef VECTOR_ENCODING_DECODING_INCLUDED | ||||
| #define VECTOR_ENCODING_DECODING_INCLUDED | ||||
|  | ||||
| // Ref: SideFX. | ||||
| void DecodeFloat1ToFloat3_float(float f1, out float3 f3) | ||||
| { | ||||
| 	//decode float to float2 | ||||
| 	f1 *= 1024; | ||||
| 	float2 f2; | ||||
| 	f2.x = floor(f1 / 32.0) / 31.5; | ||||
| 	f2.y = (f1 - (floor(f1 / 32.0) * 32.0)) / 31.5; | ||||
|  | ||||
| 	//decode float2 to float3 | ||||
| 	f2 *= 4; | ||||
| 	f2 -= 2; | ||||
| 	float f2dot = dot(f2, f2); | ||||
| 	f3.xy = sqrt(1 - (f2dot / 4.0)) * f2; | ||||
| 	f3.z = 1 - (f2dot / 2.0); | ||||
| 	f3 = clamp(f3, -1.0, 1.0); | ||||
| } | ||||
|  | ||||
| void EncodeFloat3ToFloat1_float(float3 f3, out float f1) | ||||
| { | ||||
| 	float z = sqrt(f3.z * 8 + 8); | ||||
| 	float y = (f3.y / z + 0.5f) * 31; | ||||
| 	float x = floor((f3.x / z + 0.5f) * 31) * 32; | ||||
| 	 | ||||
| 	float o = (x + y) / 1023; | ||||
| 	 | ||||
| 	f1 = o; | ||||
| 	 | ||||
|     //float       fval1 = f3.x; | ||||
|     //float       fval2 = f3.y; | ||||
|     //float       fval3 = f3.z; | ||||
|     //float       scaled0; | ||||
|     //float       added0; | ||||
|     //float       sqrt0; | ||||
|     //float       div0; | ||||
|     //float       added1; | ||||
|     //float       scaled1; | ||||
|     //float       floor0; | ||||
|     //float       scaled2; | ||||
|     //float       div1; | ||||
|     //float       added2; | ||||
|     //float       scaled3; | ||||
|     //float       sum0; | ||||
|     //float       scaled4; | ||||
|  | ||||
| 	//// Code produced by: mulconst1 | ||||
|     //scaled0 = fval3 * 8; | ||||
|      | ||||
|     //// Code produced by: addconst1 | ||||
|     //added0 = scaled0 + 8; | ||||
|      | ||||
|     //// Code produced by: sqrt1 | ||||
|     //sqrt0 = sqrt(added0); | ||||
|      | ||||
|     //// Code produced by: divide1 | ||||
|     //div0 = fval1 / sqrt0; | ||||
|      | ||||
|     //// Code produced by: addconst2 | ||||
|     //added1 = div0 + 0.5; | ||||
|      | ||||
|     //// Code produced by: mulconst2 | ||||
|     //scaled1 = added1 * 31; | ||||
|      | ||||
|     //// Code produced by: floor1 | ||||
|     //floor0 = floor(scaled1); | ||||
|      | ||||
|     //// Code produced by: mulconst3 | ||||
|     //scaled2 = floor0 * 32; | ||||
|      | ||||
|     //// Code produced by: divide2 | ||||
|     //div1 = fval2 / sqrt0; | ||||
|      | ||||
|     //// Code produced by: addconst3 | ||||
|     //added2 = div1 + 0.5; | ||||
|      | ||||
|     //// Code produced by: mulconst4 | ||||
|     //scaled3 = added2 * 31; | ||||
|      | ||||
|     //// Code produced by: add1 | ||||
|     //sum0 = scaled2 + scaled3; | ||||
|      | ||||
|     //// Code produced by: divconst1 | ||||
|     //scaled4 = sum0 * (1.0 / 1023); | ||||
|      | ||||
|     //f1 = scaled4; | ||||
| } | ||||
|  | ||||
| // Ref: | ||||
| // https://answers.unity.com/questions/733677/cg-shader-float3-to-float-packunpack-functions.html | ||||
| // http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/ | ||||
| void Encode2Float3ToFloat1_float(float3 f3, out float f1) | ||||
| { | ||||
| 	f1 = (dot(round((f3) * 255), float3(65536, 256, 1))); | ||||
| } | ||||
|  | ||||
| void Decode2Float1ToFloat3_float(float f1, out float3 f3) | ||||
| { | ||||
| 	f3 = (frac((f1) / float3(16777216, 65536, 256))); | ||||
| } | ||||
|  | ||||
| #endif | ||||
							
								
								
									
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							| @@ -0,0 +1,50 @@ | ||||
|  | ||||
| #ifndef VERTEXANIMATIONUTILS_INCLUDED | ||||
| #define VERTEX_ANIMATION_INCLUDED | ||||
|  | ||||
| #include "VectorEncodingDecoding.hlsl" | ||||
| #include "SampleTexture2DArrayLOD.hlsl" | ||||
|  | ||||
| float2 VA_UV_float(float2 uv, int maxFrames, float time) | ||||
| { | ||||
| 	float2 uvPosition; | ||||
| 	 | ||||
| 	float timeInFrames = frac(time); | ||||
| 	timeInFrames = ceil(timeInFrames * maxFrames); | ||||
| 	timeInFrames /= maxFrames; | ||||
| 	timeInFrames += (1 / maxFrames); | ||||
|  | ||||
| 	uvPosition.x = uv.x; | ||||
| 	uvPosition.y = (1 - (timeInFrames)) + (1 - (1 - uv.y)); | ||||
|  | ||||
| 	return uvPosition; | ||||
| } | ||||
|  | ||||
| void VA_float(float2 uv, SamplerState texSampler, Texture2D positionMap, float time, int maxFrames, | ||||
| 	out float3 outPosition, out float3 outNormal) | ||||
| { | ||||
| 	float2 uvPosition = VA_UV_float(uv, maxFrames, time); | ||||
|  | ||||
| 	// Position. | ||||
| 	float4 texturePos = positionMap.SampleLevel(texSampler, uvPosition, 0); | ||||
| 	outPosition = texturePos.xyz; | ||||
|  | ||||
| 	// Normal. | ||||
| 	DecodeFloat1ToFloat3_float(texturePos.w, outNormal); | ||||
| } | ||||
|  | ||||
| void VA_ARRAY_float(float2 uv, SamplerState texSampler, Texture2DArray positionMap, float positionMapIndex, float time, int maxFrames, | ||||
| 	out float3 outPosition, out float3 outNormal) | ||||
| { | ||||
| 	float2 uvPosition = VA_UV_float(uv, maxFrames, time); | ||||
|  | ||||
| 	// Position. | ||||
| 	float4 texturePos; | ||||
| 	SampleTexture2DArrayLOD_float(positionMap, uvPosition, texSampler, positionMapIndex, 0, texturePos); | ||||
| 	outPosition = texturePos.xyz; | ||||
|  | ||||
| 	// Normal. | ||||
| 	DecodeFloat1ToFloat3_float(texturePos.w, outNormal); | ||||
| } | ||||
|  | ||||
| #endif | ||||
							
								
								
									
										9
									
								
								Runtime/Shaders/HLSL/VertexAnimation.hlsl.meta
									
									
									
									
									
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								Runtime/Shaders/HLSL/VertexAnimation.hlsl.meta
									
									
									
									
									
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							| @@ -0,0 +1,9 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: a1250bb4cf9f61147bba30a99144d8f2 | ||||
| ShaderImporter: | ||||
|   externalObjects: {} | ||||
|   defaultTextures: [] | ||||
|   nonModifiableTextures: [] | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,23 +0,0 @@ | ||||
|  Copyright (c) 2020 | ||||
| 	Side Effects Software Inc.  All rights reserved. | ||||
|  | ||||
|  Redistribution and use of in source and binary forms, with or without | ||||
|  modification, are permitted provided that the following conditions are met: | ||||
|  | ||||
|  1. Redistributions of source code must retain the above copyright notice, | ||||
|     this list of conditions and the following disclaimer. | ||||
|  | ||||
|  2. The name of Side Effects Software may not be used to endorse or | ||||
|     promote products derived from this software without specific prior | ||||
|     written permission. | ||||
|  | ||||
|  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 | ||||
|  NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, | ||||
|  INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT | ||||
|  LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, | ||||
|  OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF | ||||
|  LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING | ||||
|  NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, | ||||
|  EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||||
										
											
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							| @@ -1,192 +0,0 @@ | ||||
| float3 VAT_unpackAlpha(float alpha) | ||||
| { | ||||
|     //decode float to float2 | ||||
|     alpha *= 1024; | ||||
|     // alpha = 0.8286 * 1024; | ||||
|     float2 f2; | ||||
|     f2.x = floor(alpha / 32.0) / 31.5; | ||||
|     f2.y = (alpha - (floor(alpha / 32.0)*32.0)) / 31.5; | ||||
|  | ||||
|     //decode float2 to float3 | ||||
|     float3 f3; | ||||
|     f2 *= 4; | ||||
|     f2 -= 2; | ||||
|     float f2dot = dot(f2,f2); | ||||
|     f3.xy = sqrt(1 - (f2dot/4.0)) * f2; | ||||
|     f3.z = 1 - (f2dot/2.0); | ||||
|     f3 = clamp(f3, -1.0, 1.0); | ||||
|     return f3;     | ||||
| } | ||||
|  | ||||
| float2 VAT_uvPosition(float2 uvIndex, int numOfFrames, float speed, float time, float2 paddedRatio) | ||||
| { | ||||
|     float2 uvPosition; | ||||
|     float FPS = 24.0; | ||||
|     float FPS_div_Frames = FPS / numOfFrames; | ||||
|     float timeInFrames = frac(speed * time); | ||||
|  | ||||
|     timeInFrames = ceil(timeInFrames * numOfFrames); | ||||
|     timeInFrames /= numOfFrames; | ||||
|     timeInFrames += (1/numOfFrames); | ||||
|  | ||||
|     uvPosition.x = uvIndex.x * paddedRatio.x; | ||||
|     uvPosition.y = (1 - (timeInFrames * paddedRatio.y)) + (1 - ((1 - uvIndex.y) * paddedRatio.y)); | ||||
|  | ||||
|     return uvPosition; | ||||
| } | ||||
| // Rigid VAT | ||||
| void VAT_Rigid_float( | ||||
|     float3 restPosition, | ||||
|     float3 restNormal, | ||||
|     float3 vertexColor, | ||||
|     float2 uvIndex, | ||||
|     SamplerState texSampler, | ||||
|     Texture2D positionMap, | ||||
|     Texture2D rotationMap, | ||||
|     float2 positionBounds, | ||||
|     float2 pivotBounds, | ||||
|     float time, | ||||
|     float speed, | ||||
|     int numOfFrames, | ||||
|     float2 paddedRatio, | ||||
|     out float3 outPosition, | ||||
|     out float3 outNormal | ||||
| ) | ||||
| { | ||||
|     float2 uvPosition = VAT_uvPosition(uvIndex, numOfFrames, speed, time, paddedRatio); | ||||
|  | ||||
|     float4 texturePos = positionMap.SampleLevel(texSampler, uvPosition, 0); | ||||
|     float4 textureRot = rotationMap.SampleLevel(texSampler, uvPosition, 0); | ||||
|  | ||||
|     texturePos.xyz = lerp(positionBounds.x, positionBounds.y, texturePos.xyz); | ||||
|  | ||||
|     float3 pivot = lerp(pivotBounds.x, pivotBounds.y, vertexColor.xyz); | ||||
|  | ||||
|     float3 atOrigin = restPosition - pivot; | ||||
|  | ||||
|     //calculate rotation | ||||
|     textureRot *= 2.0; | ||||
|     textureRot -= 1.0; | ||||
|     float4 quat = 0; | ||||
|  | ||||
|     quat = textureRot; | ||||
|  | ||||
|     float3 rotated = 2.0 * cross(quat.xyz, cross(quat.xyz, atOrigin) + quat.w * atOrigin); | ||||
|     float3 rotatedNormal = restNormal + 2.0 * cross(quat.xyz, cross(quat.xyz, restNormal) + quat.w * restNormal); | ||||
|  | ||||
|     outPosition = atOrigin + rotated + texturePos; | ||||
|     outNormal = rotatedNormal; | ||||
| } | ||||
|  | ||||
| // Soft VAT | ||||
| void VAT_Soft_float( | ||||
|     float3 restPosition, | ||||
|     float2 uvIndex, | ||||
|     SamplerState texSampler, | ||||
|     Texture2D positionMap, | ||||
|     Texture2D normalMap, | ||||
|     Texture2D colorMap, | ||||
|     float2 positionBounds, | ||||
|     float time, | ||||
|     float speed, | ||||
|     int numOfFrames, | ||||
|     float2 paddedRatio, | ||||
|     bool packNorm, | ||||
|     out float3 outPosition, | ||||
|     out float3 outNormal, | ||||
|     out float3 outColor | ||||
| ) | ||||
| { | ||||
|     float2 uvPosition = VAT_uvPosition(uvIndex, numOfFrames, speed, time, paddedRatio); | ||||
|  | ||||
|     float4 texturePos = positionMap.SampleLevel(texSampler, uvPosition, 0); | ||||
|     float4 textureN = normalMap.SampleLevel(texSampler, uvPosition, 0); | ||||
|     float4 textureCd = colorMap.SampleLevel(texSampler, uvPosition, 0); | ||||
|  | ||||
|     texturePos.xyz = lerp(positionBounds.x, positionBounds.y, texturePos.xyz); | ||||
|  | ||||
|     //calculate normal | ||||
|     if (packNorm){ | ||||
|         outNormal = VAT_unpackAlpha(texturePos.w); | ||||
|     } else { | ||||
|         outNormal = textureN * 2 - 1; | ||||
|     } | ||||
|  | ||||
|     outPosition = restPosition + texturePos; | ||||
|     outColor = textureCd.xyz; | ||||
| } | ||||
|  | ||||
| // Fluid VAT | ||||
| void VAT_Fluid_float( | ||||
|     float2 uvIndex, | ||||
|     SamplerState texSampler, | ||||
|     Texture2D positionMap, | ||||
|     Texture2D normalMap, | ||||
|     Texture2D colorMap, | ||||
|     float2 positionBounds, | ||||
|     float time, | ||||
|     float speed, | ||||
|     int numOfFrames, | ||||
|     float2 paddedRatio, | ||||
|     bool packNorm, | ||||
|     out float3 outPosition, | ||||
|     out float3 outNormal, | ||||
|     out float3 outColor | ||||
| ) | ||||
| { | ||||
|     float2 uvPosition = VAT_uvPosition(uvIndex, numOfFrames, speed, time, paddedRatio); | ||||
|  | ||||
|     float4 texturePos = positionMap.SampleLevel(texSampler, uvPosition, 0); | ||||
|     float4 textureN = normalMap.SampleLevel(texSampler, uvPosition, 0); | ||||
|     float4 textureCd = colorMap.SampleLevel(texSampler, uvPosition, 0); | ||||
|  | ||||
|     texturePos.xyz = lerp(positionBounds.x, positionBounds.y, texturePos.xyz); | ||||
|  | ||||
|     //calculate normal | ||||
|     if (packNorm){ | ||||
|         outNormal = VAT_unpackAlpha(texturePos.w); | ||||
|     } else { | ||||
|         outNormal = textureN * 2 - 1; | ||||
|     } | ||||
|  | ||||
|     outPosition = texturePos; | ||||
|     outColor = textureCd.xyz; | ||||
| } | ||||
|  | ||||
| // Sprite VAT | ||||
| void VAT_Sprite_float( | ||||
|     float2 uvIndex, | ||||
|     float2 uv, | ||||
|     SamplerState texSampler, | ||||
|     Texture2D positionMap, | ||||
|     Texture2D colorMap, | ||||
|     float2 positionBounds, | ||||
|     float2 widthHeight, | ||||
|     float time, | ||||
|     float speed, | ||||
|     int numOfFrames, | ||||
|     float2 paddedRatio, | ||||
|     bool packNorm, | ||||
|     matrix MV, | ||||
|     out float3 outPosition, | ||||
|     out float3 outNormal, | ||||
|     out float3 outColor | ||||
| ) | ||||
| { | ||||
|     float2 uvPosition = VAT_uvPosition(uvIndex, numOfFrames, speed, time, paddedRatio); | ||||
|  | ||||
|     float4 texturePos = positionMap.SampleLevel(texSampler, uvPosition, 0); | ||||
|     float4 textureCd = colorMap.SampleLevel(texSampler, uvPosition, 0); | ||||
|  | ||||
|     texturePos.xyz = lerp(positionBounds.x, positionBounds.y, texturePos.xyz); | ||||
|  | ||||
|     outNormal = float3(1.0, 0.0, 0.0); | ||||
|  | ||||
|     //create camera facing billboard based on uv coordinates | ||||
|     float3 cameraF = float3(0.5 - uv.x, uv.y - 0.5, 0); | ||||
|     cameraF *= float3(widthHeight.x, widthHeight.y, 1); | ||||
|     cameraF = mul(cameraF, MV); | ||||
|  | ||||
|     outPosition = cameraF + texturePos.xyz; | ||||
|     outColor = textureCd.xyz; | ||||
| } | ||||
| @@ -1,6 +1,7 @@ | ||||
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										19
									
								
								Runtime/TAO.VertexAnimation.asmdef
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										19
									
								
								Runtime/TAO.VertexAnimation.asmdef
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,19 @@ | ||||
| { | ||||
|     "name": "TAO.VertexAnimation", | ||||
|     "references": [ | ||||
|         "GUID:2665a8d13d1b3f18800f46e256720795", | ||||
|         "GUID:734d92eba21c94caba915361bd5ac177", | ||||
|         "GUID:8819f35a0fc84499b990e90a4ca1911f", | ||||
|         "GUID:7a450cf7ca9694b5a8bfa3fd83ec635a", | ||||
|         "GUID:a5baed0c9693541a5bd947d336ec7659" | ||||
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|     "includePlatforms": [], | ||||
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|     "overrideReferences": false, | ||||
|     "precompiledReferences": [], | ||||
|     "autoReferenced": true, | ||||
|     "defineConstraints": [], | ||||
|     "versionDefines": [], | ||||
|     "noEngineReferences": false | ||||
| } | ||||
| @@ -1,12 +0,0 @@ | ||||
| { | ||||
|     "name": "tech_art_outsource.vertex_animation", | ||||
|     "references": [], | ||||
|     "includePlatforms": [], | ||||
|     "excludePlatforms": [], | ||||
|     "allowUnsafeCode": false, | ||||
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|     "autoReferenced": true, | ||||
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| } | ||||
							
								
								
									
										8
									
								
								Tests.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										8
									
								
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										Normal file
									
								
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| folderAsset: yes | ||||
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										8
									
								
								Tests/Editor.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										8
									
								
								Tests/Editor.meta
									
									
									
									
									
										Normal file
									
								
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| fileFormatVersion: 2 | ||||
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								Tests/Runtime.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										8
									
								
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										Normal file
									
								
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| fileFormatVersion: 2 | ||||
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| folderAsset: yes | ||||
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								Tests/Runtime/Shaders.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										8
									
								
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										Normal file
									
								
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| fileFormatVersion: 2 | ||||
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| folderAsset: yes | ||||
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										1763
									
								
								Tests/Runtime/Shaders/EncodeDecodeTest.shadergraph
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										1763
									
								
								Tests/Runtime/Shaders/EncodeDecodeTest.shadergraph
									
									
									
									
									
										Normal file
									
								
							
										
											
												File diff suppressed because it is too large
												Load Diff
											
										
									
								
							| @@ -1,5 +1,5 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 9835661790b47214b8f52829d120645f | ||||
| guid: be8d14449b1fe1a4bb06acd3a0af5fd5 | ||||
| ScriptedImporter: | ||||
|   internalIDToNameTable: [] | ||||
|   externalObjects: {} | ||||
| @@ -13,8 +13,6 @@ | ||||
|     "email": "info@maxartz15.com", | ||||
|     "url": "https://www.maxartz15.com" | ||||
|   }, | ||||
|   "dependencies": { | ||||
|   }, | ||||
|   "keywords": [ | ||||
|     "tech art outsource", | ||||
|     "vertex animation" | ||||
| @@ -26,4 +24,4 @@ | ||||
|       "path": "Samples~/Example1" | ||||
|     } | ||||
|   ] | ||||
| } | ||||
| } | ||||
		Reference in New Issue
	
	Block a user