mirror of
				https://github.com/maxartz15/VertexAnimation.git
				synced 2025-11-04 02:15:59 +01:00 
			
		
		
		
	AnimatorSystems test.
P4 sync: - LOD testing. - AnimatorSystems test setup. - AnimationTime and AnimationIndex per mesh. - Vector encoding/decoding.
This commit is contained in:
		@@ -1,5 +1,5 @@
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using UnityEngine;
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using UnityEngine;
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namespace tech_art_outsource.vertex_animation
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namespace TAO.VertexAnimation
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{
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}
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										53
									
								
								Runtime/Scripts/VA_AnimatorComponentAuthoring.cs
									
									
									
									
									
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										53
									
								
								Runtime/Scripts/VA_AnimatorComponentAuthoring.cs
									
									
									
									
									
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							@@ -0,0 +1,53 @@
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using Unity.Entities;
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using Unity.Transforms;
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using Unity.Collections;
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using UnityEngine;
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namespace TAO.VertexAnimation
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{
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	[DisallowMultipleComponent]
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	public class VA_AnimatorComponentAuthoring : MonoBehaviour
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	{
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	}
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	//[GenerateAuthoringComponent]
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	public struct VA_AnimatorComponent : IComponentData
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	{
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		public int animationIndex;
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		public int animationIndexSchedule;
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		public float animationTime;
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	}
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	public class VA_AnimatorConversionSystem : GameObjectConversionSystem
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	{
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		protected override void OnUpdate()
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		{
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			Entities.ForEach((VA_AnimatorComponentAuthoring animator) =>
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			{
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				Entity entity = GetPrimaryEntity(animator);
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				// Add animator to 'parent'.
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				VA_AnimatorComponent animatorComponent = new VA_AnimatorComponent
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				{
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					animationIndex = 0,
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					animationIndexSchedule = -1,
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					animationTime = 0,
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			};			
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				DstEntityManager.AddComponentData(entity, animatorComponent);
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				// Add the Material data to the children.
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				var children = animator.GetComponentsInChildren<MeshRenderer>();
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				for (int i = 0; i < children.Length; i++)
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				{
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					Entity ent = GetPrimaryEntity(children[i]);
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					VA_AnimationIndexComponent animationIndex = new VA_AnimationIndexComponent { Value = 0 };
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					DstEntityManager.AddComponentData(ent, animationIndex);
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					VA_AnimationTimeComponent animationTime = new VA_AnimationTimeComponent { Value = 0 };
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					DstEntityManager.AddComponentData(ent, animationTime);
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				}
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			});
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		}
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	}
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}
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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										136
									
								
								Runtime/Scripts/VA_AnimatorSystem.cs
									
									
									
									
									
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										136
									
								
								Runtime/Scripts/VA_AnimatorSystem.cs
									
									
									
									
									
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							@@ -0,0 +1,136 @@
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using Unity.Collections;
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using Unity.Entities;
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using Unity.Rendering;
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using Unity.Transforms;
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using UnityEngine;
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namespace TAO.VertexAnimation
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{
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	//public class VA_AnimatorSystem : SystemBase
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	//{
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	//    private EndSimulationEntityCommandBufferSystem endSimulationEntityCommandBufferSystem;
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	//    protected override void OnCreate()
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	//    {
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	//        base.OnCreate();
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	//        endSimulationEntityCommandBufferSystem = World.GetExistingSystem<EndSimulationEntityCommandBufferSystem>();
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	//    }
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	//    protected override void OnUpdate()
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	//    {
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	//        var ecb = endSimulationEntityCommandBufferSystem.CreateCommandBuffer().AsParallelWriter();
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	//        Entities.ForEach((Entity entity, int entityInQueryIndex, in VA_AnimatorComponent ac, in DynamicBuffer<Child> children) =>
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	//        {
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	//            for (int i = 0; i < children.Length; i++)
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	//            {
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	//                // Get child.
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	//                Entity child = children[i].Value;
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	//                // Overwrite existing component.
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	//                ecb.AddComponent(entityInQueryIndex, child, new VA_AnimationTimeComponent { Value = ac.animationTime });
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	//                ecb.AddComponent(entityInQueryIndex, child, new VA_AnimationIndexComponent { Value = ac.animationIndex });
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	//            }
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	//        })
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	//        .ScheduleParallel();
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	//        endSimulationEntityCommandBufferSystem.AddJobHandleForProducer(Dependency);
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	//    }
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	//}
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	//[UpdateBefore(typeof(HybridRendererSystem))]
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	public class VA_AnimatorSystem : SystemBase
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	{
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		protected override void OnUpdate()
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		{
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			var atc = GetComponentDataFromEntity<VA_AnimationTimeComponent>(false);
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	        var aic = GetComponentDataFromEntity<VA_AnimationIndexComponent>(false);
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			Entities.ForEach((ref VA_AnimatorComponent ac, in DynamicBuffer<Child> children) =>
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	        {
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	            for (int i = 0; i < children.Length; i++)
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	            {
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	                // Get child.
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	                Entity child = children[i].Value;
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			        // Get a copy of the time Component of the child.
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			        VA_AnimationTimeComponent atcCopy = atc[child];
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			        // Set new value.
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			        atcCopy.Value = ac.animationTime;
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			        // Update original.
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			        atc[child] = atcCopy;
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			        VA_AnimationIndexComponent aicCopy = aic[child];
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			        aicCopy.Value = ac.animationIndex;
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			        aic[child] = aicCopy;
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	            }
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	        })
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	        .Run();
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	    }
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	}
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	public class VA_AnimatorSystem2 : SystemBase
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	{
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	    protected override void OnCreate()
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	    {
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	        base.OnCreate();
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			Enabled = false;
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	    }
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	    protected override void OnUpdate()
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		{
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			Entities.ForEach((ref VA_AnimatorComponent ac, in DynamicBuffer<Child> children) =>
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			{
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				for (int i = 0; i < children.Length; i++)
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				{
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					// Get child.
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					Entity child = children[i].Value;
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					//if(HasComponent<VA_AnimationTimeComponent>(child))
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					//{
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	                    var atc = GetComponent<VA_AnimationTimeComponent>(child);
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	                    atc.Value = ac.animationTime;
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						SetComponent(child, atc);
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	                //}
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					//if(HasComponent<VA_AnimationIndexComponent>(child))
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					//{
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						var aic = GetComponent<VA_AnimationIndexComponent>(child);
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						aic.Value = ac.animationIndex;
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						SetComponent(child, aic);
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					//}
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				}
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			})
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			.Run();
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		}
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	}
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	[UpdateBefore(typeof(VA_AnimatorSystem))]
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	public class VA_AnimationTimeSystem : SystemBase
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	{
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		protected override void OnUpdate()
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		{
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			float time = UnityEngine.Time.deltaTime;
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			Entities.ForEach((ref VA_AnimatorComponent ac) =>
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			{
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				ac.animationTime += time;
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			}).ScheduleParallel();
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		}
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	}
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	[UpdateBefore(typeof(VA_AnimatorSystem))]
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	public class VA_AnimationIndexSystem : SystemBase
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	{
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		protected override void OnUpdate()
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		{
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			Entities.ForEach((Entity entity, ref VA_AnimatorComponent ac) =>
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			{
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				int index = entity.Index % 2;
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				ac.animationIndex = index;
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			}).ScheduleParallel();
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		}
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	}
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}
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										11
									
								
								Runtime/Scripts/VA_AnimatorSystem.cs.meta
									
									
									
									
									
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								Runtime/Scripts/VA_AnimatorSystem.cs.meta
									
									
									
									
									
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										17
									
								
								Runtime/Scripts/VA_MaterialComponentData.cs
									
									
									
									
									
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								Runtime/Scripts/VA_MaterialComponentData.cs
									
									
									
									
									
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							@@ -0,0 +1,17 @@
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using Unity.Entities;
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using Unity.Rendering;
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namespace TAO.VertexAnimation
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{
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	[MaterialProperty("_AnimationIndex", MaterialPropertyFormat.Float)]
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	public struct VA_AnimationIndexComponent : IComponentData
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	{
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		public float Value;
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	}
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	[MaterialProperty("_AnimationTime", MaterialPropertyFormat.Float)]
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	public struct VA_AnimationTimeComponent : IComponentData
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	{
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		public float Value;
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	}
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}
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										11
									
								
								Runtime/Scripts/VA_MaterialComponentData.cs.meta
									
									
									
									
									
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										11
									
								
								Runtime/Scripts/VA_MaterialComponentData.cs.meta
									
									
									
									
									
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@@ -1,57 +0,0 @@
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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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										12
									
								
								Runtime/Shaders/HLSL/SampleTexture2DArrayLOD.hlsl
									
									
									
									
									
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								Runtime/Shaders/HLSL/SampleTexture2DArrayLOD.hlsl
									
									
									
									
									
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// References: 
 | 
			
		||||
// https://forum.unity.com/threads/hdrp-shader-graph-hybrid-instanced-instancing-now-working.886063/
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#ifndef SAMPLE_TEXTURE2D_ARRAY_INCLUDED
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#define SAMPLE_TEXTURE2D_ARRAY_INCLUDED
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void SampleTexture2DArrayLOD_float(Texture2DArray TextureArray, float2 UV, SamplerState Sampler, uint Index, uint LOD, out float4 RGBA)
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		||||
{
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	RGBA = SAMPLE_TEXTURE2D_ARRAY_LOD(TextureArray, Sampler, UV, Index, LOD);
 | 
			
		||||
}
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#endif
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@@ -1,5 +1,5 @@
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		||||
							
								
								
									
										105
									
								
								Runtime/Shaders/HLSL/VectorEncodingDecoding.hlsl
									
									
									
									
									
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								Runtime/Shaders/HLSL/VectorEncodingDecoding.hlsl
									
									
									
									
									
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							@@ -0,0 +1,105 @@
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#ifndef VECTOR_ENCODING_DECODING_INCLUDED
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#define VECTOR_ENCODING_DECODING_INCLUDED
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		||||
 | 
			
		||||
// 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
 | 
			
		||||
							
								
								
									
										9
									
								
								Runtime/Shaders/HLSL/VectorEncodingDecoding.hlsl.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										9
									
								
								Runtime/Shaders/HLSL/VectorEncodingDecoding.hlsl.meta
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,9 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: 02eb5540183369645883b2c6b33144dc
 | 
			
		||||
ShaderImporter:
 | 
			
		||||
  externalObjects: {}
 | 
			
		||||
  defaultTextures: []
 | 
			
		||||
  nonModifiableTextures: []
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
							
								
								
									
										50
									
								
								Runtime/Shaders/HLSL/VertexAnimation.hlsl
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										50
									
								
								Runtime/Shaders/HLSL/VertexAnimation.hlsl
									
									
									
									
									
										Normal file
									
								
							@@ -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
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										9
									
								
								Runtime/Shaders/HLSL/VertexAnimation.hlsl.meta
									
									
									
									
									
										Normal file
									
								
							@@ -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.
 | 
			
		||||
										
											
												File diff suppressed because one or more lines are too long
											
										
									
								
							@@ -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
 | 
			
		||||
)
 | 
			
		||||
{
 | 
			
		||||
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										10
									
								
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    "autoReferenced": true,
 | 
			
		||||
    "defineConstraints": [],
 | 
			
		||||
    "versionDefines": [],
 | 
			
		||||
    "noEngineReferences": false
 | 
			
		||||
}
 | 
			
		||||
@@ -1,12 +0,0 @@
 | 
			
		||||
{
 | 
			
		||||
    "name": "tech_art_outsource.vertex_animation",
 | 
			
		||||
    "references": [],
 | 
			
		||||
    "includePlatforms": [],
 | 
			
		||||
    "excludePlatforms": [],
 | 
			
		||||
    "allowUnsafeCode": false,
 | 
			
		||||
    "overrideReferences": false,
 | 
			
		||||
    "precompiledReferences": [],
 | 
			
		||||
    "autoReferenced": true,
 | 
			
		||||
    "defineConstraints": [],
 | 
			
		||||
    "versionDefines": []
 | 
			
		||||
}
 | 
			
		||||
		Reference in New Issue
	
	Block a user