AnimatorSystems test.

P4 sync:
- LOD testing.
- AnimatorSystems test setup.
- AnimationTime and AnimationIndex per mesh.
- Vector encoding/decoding.
This commit is contained in:
max 2020-12-06 02:36:15 +01:00
parent 7c5e5ee0bb
commit b63ee2ff02
52 changed files with 8072 additions and 1548 deletions

4
.gitignore vendored
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# P4 ignore
*.p4ignore
# Unity ignore
[Ll]ibrary/
[Tt]emp/
[Oo]bj/

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using UnityEngine;
using UnityEngine;
using UnityEditor;
namespace tech_art_outsource.vertex_animation.Editor
namespace TAO.VertexAnimation.Editor
{
}

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{
"name": "tech_art_outsource.vertex_animation.Editor",
"name": "TAO.VertexAnimation.Editor",
"references": [
"tech_art_outsource.vertex_animation"
],
@ -12,5 +12,6 @@
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"defineConstraints": [],
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"versionDefines": [],
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}

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using UnityEngine;
using UnityEngine;
namespace tech_art_outsource.vertex_animation
namespace TAO.VertexAnimation
{
}

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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);
}
});
}
}
}

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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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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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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;
}
}

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// 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

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#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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#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

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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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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;
}

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