mirror of
https://github.com/maxartz15/VertexAnimation.git
synced 2024-12-05 01:30:44 +01:00
AnimatorSystems test.
P4 sync: - LOD testing. - AnimatorSystems test setup. - AnimationTime and AnimationIndex per mesh. - Vector encoding/decoding.
This commit is contained in:
parent
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commit
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4
.gitignore
vendored
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.gitignore
vendored
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# P4 ignore
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*.p4ignore
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# Unity ignore
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[Ll]ibrary/
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[Ll]ibrary/
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[Tt]emp/
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[Tt]emp/
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[Oo]bj/
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[Oo]bj/
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@ -1,6 +1,6 @@
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using UnityEngine;
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using UnityEngine;
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using UnityEditor;
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using UnityEditor;
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namespace tech_art_outsource.vertex_animation.Editor
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namespace TAO.VertexAnimation.Editor
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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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{
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{
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"name": "tech_art_outsource.vertex_animation.Editor",
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"name": "TAO.VertexAnimation.Editor",
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"references": [
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"references": [
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"tech_art_outsource.vertex_animation"
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"tech_art_outsource.vertex_animation"
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],
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],
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"precompiledReferences": [],
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"precompiledReferences": [],
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"autoReferenced": true,
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"autoReferenced": true,
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"defineConstraints": [],
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"defineConstraints": [],
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"versionDefines": []
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"versionDefines": [],
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"noEngineReferences": false
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}
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}
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@ -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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}
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}
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@ -1,5 +1,5 @@
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fileFormatVersion: 2
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fileFormatVersion: 2
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guid: 559649aeb9735c94d8ad2186111a080f
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guid: 0cb5d112db9529a4c9ae075291729515
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folderAsset: yes
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folderAsset: yes
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||||||
DefaultImporter:
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DefaultImporter:
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externalObjects: {}
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externalObjects: {}
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53
Runtime/Scripts/VA_AnimatorComponentAuthoring.cs
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53
Runtime/Scripts/VA_AnimatorComponentAuthoring.cs
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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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fileFormatVersion: 2
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guid: e0cb46ae92466054da17b75956297486
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guid: 29deecb09ead9e74aa32f9d265f1e7ef
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MonoImporter:
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MonoImporter:
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externalObjects: {}
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externalObjects: {}
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serializedVersion: 2
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serializedVersion: 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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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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11
Runtime/Scripts/VA_AnimatorSystem.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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||||||
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guid: 9e392c661a124f746b7a3c7a1f04f72c
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MonoImporter:
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||||||
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externalObjects: {}
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||||||
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serializedVersion: 2
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||||||
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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17
Runtime/Scripts/VA_MaterialComponentData.cs
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17
Runtime/Scripts/VA_MaterialComponentData.cs
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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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Runtime/Scripts/VA_MaterialComponentData.cs.meta
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fileFormatVersion: 2
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guid: 8a25e66c24d9e3b4da1013acc6710f5f
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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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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@ -1,5 +1,5 @@
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fileFormatVersion: 2
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fileFormatVersion: 2
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guid: b283ebaf6cfdbad4c8dc0900b9163c8c
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guid: 71cfc4c615f0e50419bc8ffd5c89a97c
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folderAsset: yes
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folderAsset: yes
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DefaultImporter:
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DefaultImporter:
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externalObjects: {}
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externalObjects: {}
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@ -1,5 +1,5 @@
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fileFormatVersion: 2
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fileFormatVersion: 2
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guid: cdd7dbaad258f5046b5f1afb1e2c83dd
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guid: 41482fd3e78799541bd339d7f8ba30b9
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folderAsset: yes
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folderAsset: yes
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DefaultImporter:
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DefaultImporter:
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externalObjects: {}
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externalObjects: {}
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12
Runtime/Shaders/HLSL/SampleTexture2DArrayLOD.hlsl
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12
Runtime/Shaders/HLSL/SampleTexture2DArrayLOD.hlsl
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// References:
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// 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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}
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#endif
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fileFormatVersion: 2
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fileFormatVersion: 2
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guid: 02d1c270a9fbbbb409ce4b0951c20c65
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guid: eb87dde6533ca4440aae5a15702ee904
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ShaderImporter:
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ShaderImporter:
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externalObjects: {}
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externalObjects: {}
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defaultTextures: []
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defaultTextures: []
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105
Runtime/Shaders/HLSL/VectorEncodingDecoding.hlsl
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105
Runtime/Shaders/HLSL/VectorEncodingDecoding.hlsl
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#ifndef VECTOR_ENCODING_DECODING_INCLUDED
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#define VECTOR_ENCODING_DECODING_INCLUDED
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// Ref: SideFX.
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void DecodeFloat1ToFloat3_float(float f1, out float3 f3)
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|
{
|
||||||
|
//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
|
|
||||||
)
|
|
||||||
{
|
|
||||||
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 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 1caf0f5dc0fa19b4a961e254dd6e44ee
|
guid: 29c0dbfa54203f14dbc5e0841fa559ac
|
||||||
TextScriptImporter:
|
folderAsset: yes
|
||||||
|
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"JSONnodeData": "{\n \"m_OutputSlot\": {\n \"m_SlotId\": 0,\n \"m_NodeGUIDSerialized\": \"4ffbfaec-989c-4eda-b92e-ac5777ca89dd\"\n },\n \"m_InputSlot\": {\n \"m_SlotId\": 0,\n \"m_NodeGUIDSerialized\": \"95be052b-144c-45e8-8896-22f67d9e9722\"\n }\n}"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"typeInfo": {
|
|
||||||
"fullName": "UnityEditor.Graphing.Edge"
|
|
||||||
},
|
|
||||||
"JSONnodeData": "{\n \"m_OutputSlot\": {\n \"m_SlotId\": 2,\n \"m_NodeGUIDSerialized\": \"95be052b-144c-45e8-8896-22f67d9e9722\"\n },\n \"m_InputSlot\": {\n \"m_SlotId\": 1,\n \"m_NodeGUIDSerialized\": \"ff294d7c-6c8b-49fc-bc41-442124e6f55a\"\n }\n}"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"typeInfo": {
|
|
||||||
"fullName": "UnityEditor.Graphing.Edge"
|
|
||||||
},
|
|
||||||
"JSONnodeData": "{\n \"m_OutputSlot\": {\n \"m_SlotId\": 0,\n \"m_NodeGUIDSerialized\": \"a8c55430-190f-4696-9c5b-7d78321fe0ab\"\n },\n \"m_InputSlot\": {\n \"m_SlotId\": 1,\n \"m_NodeGUIDSerialized\": \"fe282ad8-93cb-4f33-bddf-6cf8fab494d6\"\n }\n}"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"typeInfo": {
|
|
||||||
"fullName": "UnityEditor.Graphing.Edge"
|
|
||||||
},
|
|
||||||
"JSONnodeData": "{\n \"m_OutputSlot\": {\n \"m_SlotId\": 2,\n \"m_NodeGUIDSerialized\": \"bc3cdf1a-f645-4574-901c-8934507dbc77\"\n },\n \"m_InputSlot\": {\n \"m_SlotId\": 0,\n \"m_NodeGUIDSerialized\": \"fe282ad8-93cb-4f33-bddf-6cf8fab494d6\"\n }\n}"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"typeInfo": {
|
|
||||||
"fullName": "UnityEditor.Graphing.Edge"
|
|
||||||
},
|
|
||||||
"JSONnodeData": "{\n \"m_OutputSlot\": {\n \"m_SlotId\": 2,\n \"m_NodeGUIDSerialized\": \"fe282ad8-93cb-4f33-bddf-6cf8fab494d6\"\n },\n \"m_InputSlot\": {\n \"m_SlotId\": 1,\n \"m_NodeGUIDSerialized\": \"95be052b-144c-45e8-8896-22f67d9e9722\"\n }\n}"
|
|
||||||
}
|
|
||||||
],
|
|
||||||
"m_PreviewData": {
|
|
||||||
"serializedMesh": {
|
|
||||||
"m_SerializedMesh": "{\"mesh\":{\"instanceID\":0}}",
|
|
||||||
"m_Guid": ""
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"m_Path": "Sub Graphs",
|
|
||||||
"m_ConcretePrecision": 0,
|
|
||||||
"m_ActiveOutputNodeGuidSerialized": ""
|
|
||||||
}
|
|
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"
|
||||||
|
],
|
||||||
|
"includePlatforms": [],
|
||||||
|
"excludePlatforms": [],
|
||||||
|
"allowUnsafeCode": false,
|
||||||
|
"overrideReferences": false,
|
||||||
|
"precompiledReferences": [],
|
||||||
|
"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": []
|
|
||||||
}
|
|
8
Tests.meta
Normal file
8
Tests.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 92fc02ea2f2a7bc4c872ab3bc2707955
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
8
Tests/Editor.meta
Normal file
8
Tests/Editor.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 60aa4f06653ee124292effef2e35b79d
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
8
Tests/Runtime.meta
Normal file
8
Tests/Runtime.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 91e1e0050d0772c4d954892ed488cc4b
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
8
Tests/Runtime/Shaders.meta
Normal file
8
Tests/Runtime/Shaders.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 26ecec6d25bff2647a521828b794f673
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
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
|
fileFormatVersion: 2
|
||||||
guid: 9835661790b47214b8f52829d120645f
|
guid: be8d14449b1fe1a4bb06acd3a0af5fd5
|
||||||
ScriptedImporter:
|
ScriptedImporter:
|
||||||
internalIDToNameTable: []
|
internalIDToNameTable: []
|
||||||
externalObjects: {}
|
externalObjects: {}
|
@ -13,8 +13,6 @@
|
|||||||
"email": "info@maxartz15.com",
|
"email": "info@maxartz15.com",
|
||||||
"url": "https://www.maxartz15.com"
|
"url": "https://www.maxartz15.com"
|
||||||
},
|
},
|
||||||
"dependencies": {
|
|
||||||
},
|
|
||||||
"keywords": [
|
"keywords": [
|
||||||
"tech art outsource",
|
"tech art outsource",
|
||||||
"vertex animation"
|
"vertex animation"
|
||||||
|
Loading…
Reference in New Issue
Block a user