mirror of
				https://github.com/maxartz15/VertexAnimation.git
				synced 2025-11-04 02:15:59 +01:00 
			
		
		
		
	Custom encoding/decoding.
Custom vector3 encoding/decoding test. removed normal decoding from VA functions, this should now be done outside this function to allow easy switching of decoders. Co-Authored-By: Neeto-rzo <68438932+Neeto-rzo@users.noreply.github.com>
This commit is contained in:
		@@ -6,70 +6,75 @@ using UnityEngine;
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namespace TAO.VertexAnimation
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{
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	//TODO: SetComponent.
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	//TODO: Disable thread safety.
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	//TODO: Blob data for static animation data.
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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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	//	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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			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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				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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@@ -128,8 +133,9 @@ namespace TAO.VertexAnimation
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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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				//int index = entity.Index % 2;
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				//ac.animationIndex = index;
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				ac.animationIndex = 0;
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			}).ScheduleParallel();
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		}
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	}
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@@ -2,16 +2,27 @@
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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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#define V_PI		3.14159265359f
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#define V_TWO_PI	6.28318530718f
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#define V_HALF_PI   1.57079632679f
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void EncodeFloat3ToFloat1_float(float3 f3, out float f1)
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{
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	float z = sqrt(f3.z * 8 + 8);
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	float y = (f3.y / z + 0.5f) * 31;
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	float x = floor((f3.x / z + 0.5f) * 31) * 32;
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	f1 = (x + y) / 1023;
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}
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void DecodeFloat1ToFloat2_float(float f1, out float2 f2)
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{
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	//decode float to float2
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	f1 *= 1024;
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	float2 f2;
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	f2.x = floor(f1 / 32.0) / 31.5;
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	f2.y = (f1 - (floor(f1 / 32.0) * 32.0)) / 31.5;
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}
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	//decode float2 to float3
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void DecodeFloat2ToFloat3_float(float f2, out float3 f3)
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{
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	f2 *= 4;
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	f2 -= 2;
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	float f2dot = dot(f2, f2);
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@@ -20,73 +31,11 @@ void DecodeFloat1ToFloat3_float(float f1, out float3 f3)
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	f3 = clamp(f3, -1.0, 1.0);
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}
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void EncodeFloat3ToFloat1_float(float3 f3, out float f1)
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void DecodeFloat1ToFloat3_float(float f1, out float3 f3)
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{
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	float z = sqrt(f3.z * 8 + 8);
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	float y = (f3.y / z + 0.5f) * 31;
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	float x = floor((f3.x / z + 0.5f) * 31) * 32;
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	float o = (x + y) / 1023;
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	f1 = o;
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    //float       fval1 = f3.x;
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    //float       fval2 = f3.y;
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    //float       fval3 = f3.z;
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    //float       scaled0;
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    //float       added0;
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    //float       sqrt0;
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    //float       div0;
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    //float       added1;
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    //float       scaled1;
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    //float       floor0;
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    //float       scaled2;
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    //float       div1;
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    //float       added2;
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    //float       scaled3;
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    //float       sum0;
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    //float       scaled4;
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	//// Code produced by: mulconst1
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    //scaled0 = fval3 * 8;
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    //// Code produced by: addconst1
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    //added0 = scaled0 + 8;
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    //// Code produced by: sqrt1
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    //sqrt0 = sqrt(added0);
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    //// Code produced by: divide1
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    //div0 = fval1 / sqrt0;
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    //// Code produced by: addconst2
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    //added1 = div0 + 0.5;
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    //// Code produced by: mulconst2
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    //scaled1 = added1 * 31;
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    //// Code produced by: floor1
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    //floor0 = floor(scaled1);
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    //// Code produced by: mulconst3
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    //scaled2 = floor0 * 32;
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    //// Code produced by: divide2
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    //div1 = fval2 / sqrt0;
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    //// Code produced by: addconst3
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    //added2 = div1 + 0.5;
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    //// Code produced by: mulconst4
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    //scaled3 = added2 * 31;
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    //// Code produced by: add1
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    //sum0 = scaled2 + scaled3;
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    //// Code produced by: divconst1
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    //scaled4 = sum0 * (1.0 / 1023);
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    //f1 = scaled4;
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	float2 f2;
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	DecodeFloat1ToFloat2_float(f1, f2);
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	DecodeFloat2ToFloat3_float(f2, f3);
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}
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// Ref:
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@@ -102,4 +51,35 @@ void Decode2Float1ToFloat3_float(float f1, out float3 f3)
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	f3 = (frac((f1) / float3(16777216, 65536, 256)));
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}
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// Custom
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// Decode 0..1 float.
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void FloatToFloat2_float(float f1, out float2 f2)
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{
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	f1 *= 256;
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	f2.x = (f1 % 16) / 15;
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	f2.y = ((f1 / 256) * 16);
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	f2.y = floor(f2.y) / 15;
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}
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void Float2ToFloat3_float(float2 f2, out float3 f3)
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{
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	float dist = 1 - abs((f2.y - 0.5f) * 2);
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	float temp = (f2.x * V_TWO_PI) - V_PI;
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	f3.x = sin(temp + V_TWO_PI) * dist;
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	f3.z = cos((temp - V_PI) + V_TWO_PI) * dist;
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	f3.y = (f2.y - 0.5f) * -2;
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	f3 = normalize(f3);
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}
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void FloatToFloat3_float(float f1, out float3 f3)
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{
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	float2 f2;
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	FloatToFloat2_float(f1, f2);
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	Float2ToFloat3_float(f2, f3);
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}
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#endif
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@@ -21,30 +21,32 @@ float2 VA_UV_float(float2 uv, int maxFrames, float time)
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}
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void VA_float(float2 uv, SamplerState texSampler, Texture2D positionMap, float time, int maxFrames,
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	out float3 outPosition, out float3 outNormal)
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	out float3 position, out float3 alpha)
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{
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	float2 uvPosition = VA_UV_float(uv, maxFrames, time);
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	// Position.
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	float4 texturePos = positionMap.SampleLevel(texSampler, uvPosition, 0);
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	outPosition = texturePos.xyz;
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	position = texturePos.xyz;
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	// Normal.
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	DecodeFloat1ToFloat3_float(texturePos.w, outNormal);
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	//FloatToFloat3_float(texturePos.w, outNormal);
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	alpha = texturePos.w;
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}
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void VA_ARRAY_float(float2 uv, SamplerState texSampler, Texture2DArray positionMap, float positionMapIndex, float time, int maxFrames,
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	out float3 outPosition, out float3 outNormal)
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	out float3 position, out float3 alpha)
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{
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	float2 uvPosition = VA_UV_float(uv, maxFrames, time);
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		||||
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		||||
	// Position.
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	float4 texturePos;
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	SampleTexture2DArrayLOD_float(positionMap, uvPosition, texSampler, positionMapIndex, 0, texturePos);
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	outPosition = texturePos.xyz;
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	position = texturePos.xyz;
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	// Normal.
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	DecodeFloat1ToFloat3_float(texturePos.w, outNormal);
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	//FloatToFloat3_float(texturePos.w, outNormal);
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	alpha = texturePos.w;
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		||||
}
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		||||
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#endif
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@@ -196,7 +196,7 @@
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		||||
            "m_Id": "b89a68670a6642e19ae1063415132848"
 | 
			
		||||
        },
 | 
			
		||||
        {
 | 
			
		||||
            "m_Id": "07aa60cb707f4623a11536d9507405db"
 | 
			
		||||
            "m_Id": "68e1750097114f2d9801fda29c1a4a1a"
 | 
			
		||||
        }
 | 
			
		||||
    ],
 | 
			
		||||
    "m_Precision": 0,
 | 
			
		||||
@@ -207,34 +207,6 @@
 | 
			
		||||
    "IsFirstSlotValid": true
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
{
 | 
			
		||||
    "m_SGVersion": 0,
 | 
			
		||||
    "m_Type": "UnityEditor.ShaderGraph.Vector3MaterialSlot",
 | 
			
		||||
    "m_ObjectId": "07aa60cb707f4623a11536d9507405db",
 | 
			
		||||
    "m_Id": 2,
 | 
			
		||||
    "m_DisplayName": "Normal",
 | 
			
		||||
    "m_SlotType": 0,
 | 
			
		||||
    "m_Priority": 2147483647,
 | 
			
		||||
    "m_Hidden": false,
 | 
			
		||||
    "m_ShaderOutputName": "Normal",
 | 
			
		||||
    "m_StageCapability": 3,
 | 
			
		||||
    "m_Value": {
 | 
			
		||||
        "x": 0.0,
 | 
			
		||||
        "y": 0.0,
 | 
			
		||||
        "z": 0.0
 | 
			
		||||
    },
 | 
			
		||||
    "m_DefaultValue": {
 | 
			
		||||
        "x": 0.0,
 | 
			
		||||
        "y": 0.0,
 | 
			
		||||
        "z": 0.0
 | 
			
		||||
    },
 | 
			
		||||
    "m_Labels": [
 | 
			
		||||
        "X",
 | 
			
		||||
        "Y",
 | 
			
		||||
        "Z"
 | 
			
		||||
    ]
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
{
 | 
			
		||||
    "m_SGVersion": 0,
 | 
			
		||||
    "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot",
 | 
			
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@@ -400,6 +372,34 @@
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		Reference in New Issue
	
	Block a user