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3c9e88531d
| Author | SHA1 | Date | |
|---|---|---|---|
| 3c9e88531d | |||
| 5c5d55955e | |||
| 4d03d277a9 | |||
| 95d7b81cde | |||
| b9a9220156 | |||
| aa1a6584f6 | |||
| 6d4166ed60 | |||
| 8ca58a1f13 | |||
| 77040b7d56 |
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m_SourcePrefab: {fileID: -4216948427090074523, guid: 31ae15794738c134a94e378c021711b0, type: 3}
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--- !u!1660057539 &9223372036854775807
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--- !u!1660057539 &9223372036854775807
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SceneRoots:
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@@ -1,38 +0,0 @@
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using UnityEngine;
|
|
||||||
|
|
||||||
public class SimpleSpin : MonoBehaviour
|
|
||||||
{
|
|
||||||
[Header("Rotation Settings")]
|
|
||||||
[Tooltip("Rotation speed in degrees per second")]
|
|
||||||
[Range(-200f, 200f)]
|
|
||||||
public float rotationSpeed = 10f;
|
|
||||||
|
|
||||||
[Tooltip("Rotation axis (X, Y, Z components)")]
|
|
||||||
public Vector3 rotationAxis = Vector3.up;
|
|
||||||
|
|
||||||
[Tooltip("Rotate in local or world space")]
|
|
||||||
public bool useLocalRotation = true;
|
|
||||||
|
|
||||||
[Header("Advanced Options")]
|
|
||||||
[Tooltip("Enable rotation on this script")]
|
|
||||||
public bool enableRotation = true;
|
|
||||||
|
|
||||||
void Start()
|
|
||||||
{
|
|
||||||
if (rotationAxis == Vector3.zero)
|
|
||||||
rotationAxis = Vector3.up;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Update()
|
|
||||||
{
|
|
||||||
if (!enableRotation)
|
|
||||||
return;
|
|
||||||
|
|
||||||
float rotationAmount = rotationSpeed * Time.deltaTime;
|
|
||||||
|
|
||||||
if (useLocalRotation)
|
|
||||||
transform.Rotate(rotationAxis, rotationAmount, Space.Self);
|
|
||||||
else
|
|
||||||
transform.Rotate(rotationAxis, rotationAmount, Space.World);
|
|
||||||
}
|
|
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}
|
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 536715a2510f9db4883a1cd9d1bf11ef
|
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+2
-4
@@ -319,11 +319,9 @@ namespace SplatVfx.Editor
|
|||||||
color = 0.5f + color * SH_C0;
|
color = 0.5f + color * SH_C0;
|
||||||
splatDataNative.color[elemIx] = color;
|
splatDataNative.color[elemIx] = color;
|
||||||
|
|
||||||
for (int j = 0; j < 15; j++)
|
for (int j = 0; j < 45; j++)
|
||||||
{
|
{
|
||||||
splatDataNative.sh[elemIx * 45 + j * 3] = chunkBytes.ReinterpretLoad<float>(start + headerData.ElementByteOffsets[(int)DataEnum.f_rest_0 + j]);
|
splatDataNative.sh[elemIx * 45 + j] = chunkBytes.ReinterpretLoad<float>(start + headerData.ElementByteOffsets[(int)DataEnum.f_rest_0 + j]);
|
||||||
splatDataNative.sh[elemIx * 45 + j * 3 + 1] = chunkBytes.ReinterpretLoad<float>(start + headerData.ElementByteOffsets[(int)DataEnum.f_rest_0 + 15 + j]);
|
|
||||||
splatDataNative.sh[elemIx * 45 + j * 3 + 2] = chunkBytes.ReinterpretLoad<float>(start + headerData.ElementByteOffsets[(int)DataEnum.f_rest_0 + 30 + j]);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
float opacity = chunkBytes.ReinterpretLoad<float>(start + headerData.ElementByteOffsets[(int)DataEnum.opacity]);
|
float opacity = chunkBytes.ReinterpretLoad<float>(start + headerData.ElementByteOffsets[(int)DataEnum.opacity]);
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File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -1,18 +0,0 @@
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fileFormatVersion: 2
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ScriptedImporter:
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internalIDToNameTable: []
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externalObjects: {}
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serializedVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
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useAsTemplate: 0
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exposeTemplateAsShader: 0
|
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template:
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name:
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category:
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description:
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icon: {instanceID: 0}
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thumbnail: {instanceID: 0}
|
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@@ -1,54 +0,0 @@
|
|||||||
#define EPSILON 0.0004f
|
|
||||||
|
|
||||||
float CrossProduct(float2 A, float2 B)
|
|
||||||
{
|
|
||||||
return A.x * B.y - A.y * B.x;
|
|
||||||
}
|
|
||||||
|
|
||||||
float SweepArea(float2 A, float2 B)
|
|
||||||
{
|
|
||||||
return abs(CrossProduct(A, B));
|
|
||||||
}
|
|
||||||
|
|
||||||
float4x4 GetMajorAxes(float4x4 Axes, float4x4 AxesProjections)
|
|
||||||
{
|
|
||||||
float4x4 result = (float4x4)0;
|
|
||||||
|
|
||||||
float2 x_proj = AxesProjections[0].xy;
|
|
||||||
float2 y_proj = AxesProjections[1].xy;
|
|
||||||
float2 z_proj = AxesProjections[2].xy;
|
|
||||||
|
|
||||||
float3 x_axes = Axes[0].xyz;
|
|
||||||
float3 y_axes = Axes[1].xyz;
|
|
||||||
float3 z_axes = Axes[2].xyz;
|
|
||||||
|
|
||||||
float xy_area = SweepArea(x_proj, y_proj);
|
|
||||||
float xz_area = SweepArea(x_proj, z_proj);
|
|
||||||
float yz_area = SweepArea(y_proj, z_proj);
|
|
||||||
|
|
||||||
// Compute selection weights using step
|
|
||||||
float xy_is_max = step(xz_area, xy_area) * step(yz_area, xy_area);
|
|
||||||
float xz_is_max = step(yz_area, xz_area) * (1.0 - xy_is_max);
|
|
||||||
float yz_is_max = 1.0 - xy_is_max - xz_is_max;
|
|
||||||
|
|
||||||
// Select axis0
|
|
||||||
float3 axis0 =
|
|
||||||
xy_is_max * x_axes +
|
|
||||||
xz_is_max * x_axes +
|
|
||||||
yz_is_max * y_axes;
|
|
||||||
|
|
||||||
// Select axis1
|
|
||||||
float3 axis1 =
|
|
||||||
xy_is_max * y_axes +
|
|
||||||
xz_is_max * z_axes +
|
|
||||||
yz_is_max * z_axes;
|
|
||||||
|
|
||||||
// Normalize and scale if length is below threshold
|
|
||||||
float len0 = length(axis0);
|
|
||||||
float len1 = length(axis1);
|
|
||||||
|
|
||||||
result[0].xyz = normalize(axis0) * max(len0, EPSILON);
|
|
||||||
result[1].xyz = normalize(axis1) * max(len1, EPSILON);
|
|
||||||
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
+19
-23
@@ -1,5 +1,3 @@
|
|||||||
#define sh(i) SHBuffer[Index * 45 + (i - 1)]
|
|
||||||
|
|
||||||
/// Index: The splat's index
|
/// Index: The splat's index
|
||||||
/// Degrees: The degrees of spherical harmonics to calculate
|
/// Degrees: The degrees of spherical harmonics to calculate
|
||||||
/// DirClr: A 4x4 matrix with the first row containing a vector from the splat position to the camera, and the second row containing its base color
|
/// DirClr: A 4x4 matrix with the first row containing a vector from the splat position to the camera, and the second row containing its base color
|
||||||
@@ -29,49 +27,47 @@ float3 CalculateSHColor(uint Index, uint Degrees, float4x4 DirClr, StructuredBuf
|
|||||||
|
|
||||||
float3 sh[16];
|
float3 sh[16];
|
||||||
|
|
||||||
// INTERLEAVED RGB when loaded as StructuredBuffer<float>
|
|
||||||
// for (int i = 1; i < 16; i++)
|
// for (int i = 1; i < 16; i++)
|
||||||
// {
|
// {
|
||||||
// sh[i].x = SHBuffer[Index * 45 + (i - 1) * 3];
|
// sh[i].x = SHBuffer[Index * 45 + (i - 1) * 3];
|
||||||
// sh[i].y = SHBuffer[Index * 45 + (i - 1) * 3 + 1];
|
// sh[i].y = SHBuffer[Index * 45 + (i - 1) * 3 + 1];
|
||||||
// sh[i].z = SHBuffer[Index * 45 + (i - 1) * 3 + 2];
|
// sh[i].z = SHBuffer[Index * 45 + (i - 1) * 3 + 2];
|
||||||
// }
|
// }
|
||||||
// CONTINUOUS CHANNELS when loaded as StructuredBuffer<float>
|
for (int i = 1; i < 16; i++)
|
||||||
// for (int i = 1; i < 16; i++)
|
{
|
||||||
// {
|
sh[i].x = SHBuffer[Index * 45 + (i - 1)];
|
||||||
// sh[i].x = SHBuffer[Index * 45 + (i - 1)];
|
sh[i].y = SHBuffer[Index * 45 + 15 + (i - 1)];
|
||||||
// sh[i].y = SHBuffer[Index * 45 + 15 + (i - 1)];
|
sh[i].z = SHBuffer[Index * 45 + 30 + (i - 1)];
|
||||||
// sh[i].z = SHBuffer[Index * 45 + 30 + (i - 1)];
|
}
|
||||||
// }
|
|
||||||
|
|
||||||
if (Degrees > 0)
|
if (Degrees > 0)
|
||||||
{
|
{
|
||||||
float x = dir.x;
|
float x = dir.x;
|
||||||
float y = dir.y;
|
float y = dir.y;
|
||||||
float z = dir.z;
|
float z = dir.z;
|
||||||
result = result - SH_C1 * y * sh(1) + SH_C1 * z * sh(2) - SH_C1 * x * sh(3);
|
result = result - SH_C1 * y * sh[1] + SH_C1 * z * sh[2] - SH_C1 * x * sh[3];
|
||||||
|
|
||||||
if (Degrees > 1)
|
if (Degrees > 1)
|
||||||
{
|
{
|
||||||
float xx = x * x, yy = y * y, zz = z * z;
|
float xx = x * x, yy = y * y, zz = z * z;
|
||||||
float xy = x * y, yz = y * z, xz = x * z;
|
float xy = x * y, yz = y * z, xz = x * z;
|
||||||
result = result +
|
result = result +
|
||||||
SH_C2[0] * xy * sh(4) +
|
SH_C2[0] * xy * sh[4] +
|
||||||
SH_C2[1] * yz * sh(5) +
|
SH_C2[1] * yz * sh[5] +
|
||||||
SH_C2[2] * (2.0f * zz - xx - yy) * sh(6) +
|
SH_C2[2] * (2.0f * zz - xx - yy) * sh[6] +
|
||||||
SH_C2[3] * xz * sh(7) +
|
SH_C2[3] * xz * sh[7] +
|
||||||
SH_C2[4] * (xx - yy) * sh(8);
|
SH_C2[4] * (xx - yy) * sh[8];
|
||||||
|
|
||||||
if (Degrees > 2)
|
if (Degrees > 2)
|
||||||
{
|
{
|
||||||
result = result +
|
result = result +
|
||||||
SH_C3[0] * y * (3.0f * xx - yy) * sh(9) +
|
SH_C3[0] * y * (3.0f * xx - yy) * sh[9] +
|
||||||
SH_C3[1] * xy * z * sh(10) +
|
SH_C3[1] * xy * z * sh[10] +
|
||||||
SH_C3[2] * y * (4.0f * zz - xx - yy) * sh(11) +
|
SH_C3[2] * y * (4.0f * zz - xx - yy) * sh[11] +
|
||||||
SH_C3[3] * z * (2.0f * zz - 3.0f * xx - 3.0f * yy) * sh(12) +
|
SH_C3[3] * z * (2.0f * zz - 3.0f * xx - 3.0f * yy) * sh[12] +
|
||||||
SH_C3[4] * x * (4.0f * zz - xx - yy) * sh(13) +
|
SH_C3[4] * x * (4.0f * zz - xx - yy) * sh[13] +
|
||||||
SH_C3[5] * z * (xx - yy) * sh(14) +
|
SH_C3[5] * z * (xx - yy) * sh[14] +
|
||||||
SH_C3[6] * x * (xx - 3.0f * yy) * sh(15);
|
SH_C3[6] * x * (xx - 3.0f * yy) * sh[15];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -0,0 +1,46 @@
|
|||||||
|
/// Hidden
|
||||||
|
float CrossProduct(float2 A, float2 B)
|
||||||
|
{
|
||||||
|
return A.x * B.y - A.y * B.x;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Hidden
|
||||||
|
float SweepArea(float2 A, float2 B)
|
||||||
|
{
|
||||||
|
return abs(CrossProduct(A, B));
|
||||||
|
}
|
||||||
|
|
||||||
|
float4x4 GetMajorAxes(float4x4 Axes, float4x4 AxesProjections)
|
||||||
|
{
|
||||||
|
float4x4 result = (float4x4)0;
|
||||||
|
|
||||||
|
float2 x_proj = AxesProjections[0].xy;
|
||||||
|
float2 y_proj = AxesProjections[1].xy;
|
||||||
|
float2 z_proj = AxesProjections[2].xy;
|
||||||
|
|
||||||
|
float3 x_axes = Axes[0].xyz;
|
||||||
|
float3 y_axes = Axes[1].xyz;
|
||||||
|
float3 z_axes = Axes[2].xyz;
|
||||||
|
|
||||||
|
float xy_area = SweepArea(x_proj, y_proj);
|
||||||
|
float xz_area = SweepArea(x_proj, z_proj);
|
||||||
|
float yz_area = SweepArea(y_proj, z_proj);
|
||||||
|
|
||||||
|
if (xy_area > xz_area && xy_area > yz_area)
|
||||||
|
{
|
||||||
|
result[0].xyz = x_axes;
|
||||||
|
result[1].xyz = y_axes;
|
||||||
|
}
|
||||||
|
else if (xz_area > yz_area)
|
||||||
|
{
|
||||||
|
result[0].xyz = x_axes;
|
||||||
|
result[1].xyz = z_axes;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
result[0].xyz = y_axes;
|
||||||
|
result[1].xyz = z_axes;
|
||||||
|
}
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
Binary file not shown.
-21
@@ -1,21 +0,0 @@
|
|||||||
MIT License
|
|
||||||
|
|
||||||
Copyright (c) 2026 Rafael Formoso
|
|
||||||
|
|
||||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
||||||
of this software and associated documentation files (the "Software"), to deal
|
|
||||||
in the Software without restriction, including without limitation the rights
|
|
||||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
||||||
copies of the Software, and to permit persons to whom the Software is
|
|
||||||
furnished to do so, subject to the following conditions:
|
|
||||||
|
|
||||||
The above copyright notice and this permission notice shall be included in all
|
|
||||||
copies or substantial portions of the Software.
|
|
||||||
|
|
||||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
||||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
||||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
||||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
||||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
||||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|
||||||
SOFTWARE.
|
|
||||||
@@ -1,6 +1,6 @@
|
|||||||
{
|
{
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
"com.unity.cinemachine": "3.1.6",
|
"com.unity.cinemachine": "2.10.7",
|
||||||
"com.unity.ide.visualstudio": "2.0.27",
|
"com.unity.ide.visualstudio": "2.0.27",
|
||||||
"com.unity.inputsystem": "1.18.0",
|
"com.unity.inputsystem": "1.18.0",
|
||||||
"com.unity.render-pipelines.universal": "17.3.0",
|
"com.unity.render-pipelines.universal": "17.3.0",
|
||||||
|
|||||||
@@ -11,12 +11,11 @@
|
|||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
"com.unity.cinemachine": {
|
"com.unity.cinemachine": {
|
||||||
"version": "3.1.6",
|
"version": "2.10.7",
|
||||||
"depth": 0,
|
"depth": 0,
|
||||||
"source": "registry",
|
"source": "registry",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
"com.unity.splines": "2.0.0",
|
"com.unity.test-framework": "1.1.31"
|
||||||
"com.unity.modules.imgui": "1.0.0"
|
|
||||||
},
|
},
|
||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
@@ -110,13 +109,6 @@
|
|||||||
"dependencies": {},
|
"dependencies": {},
|
||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
"com.unity.settings-manager": {
|
|
||||||
"version": "2.1.1",
|
|
||||||
"depth": 2,
|
|
||||||
"source": "registry",
|
|
||||||
"dependencies": {},
|
|
||||||
"url": "https://packages.unity.com"
|
|
||||||
},
|
|
||||||
"com.unity.shadergraph": {
|
"com.unity.shadergraph": {
|
||||||
"version": "17.3.0",
|
"version": "17.3.0",
|
||||||
"depth": 1,
|
"depth": 1,
|
||||||
@@ -126,17 +118,6 @@
|
|||||||
"com.unity.searcher": "4.9.3"
|
"com.unity.searcher": "4.9.3"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
"com.unity.splines": {
|
|
||||||
"version": "2.8.2",
|
|
||||||
"depth": 1,
|
|
||||||
"source": "registry",
|
|
||||||
"dependencies": {
|
|
||||||
"com.unity.mathematics": "1.2.1",
|
|
||||||
"com.unity.modules.imgui": "1.0.0",
|
|
||||||
"com.unity.settings-manager": "1.0.3"
|
|
||||||
},
|
|
||||||
"url": "https://packages.unity.com"
|
|
||||||
},
|
|
||||||
"com.unity.test-framework": {
|
"com.unity.test-framework": {
|
||||||
"version": "1.6.0",
|
"version": "1.6.0",
|
||||||
"depth": 0,
|
"depth": 0,
|
||||||
|
|||||||
@@ -6,8 +6,8 @@ EditorBuildSettings:
|
|||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
m_Scenes:
|
m_Scenes:
|
||||||
- enabled: 1
|
- enabled: 1
|
||||||
path: Assets/vfx-graph-gs/Scenes/Main.unity
|
path: Assets/Scenes/SampleScene.unity
|
||||||
guid: 09fad7c6f4d48844d9510f9903fca619
|
guid: 99c9720ab356a0642a771bea13969a05
|
||||||
m_configObjects:
|
m_configObjects:
|
||||||
com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 052faaac586de48259a63d0c4782560b, type: 3}
|
com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 052faaac586de48259a63d0c4782560b, type: 3}
|
||||||
m_UseUCBPForAssetBundles: 0
|
m_UseUCBPForAssetBundles: 0
|
||||||
|
|||||||
@@ -12,13 +12,13 @@ PlayerSettings:
|
|||||||
targetDevice: 2
|
targetDevice: 2
|
||||||
useOnDemandResources: 0
|
useOnDemandResources: 0
|
||||||
accelerometerFrequency: 60
|
accelerometerFrequency: 60
|
||||||
companyName: rsformoso
|
companyName: DefaultCompany
|
||||||
productName: vfx-graph-gs
|
productName: vfx-graph-gs
|
||||||
defaultCursor: {fileID: 0}
|
defaultCursor: {fileID: 0}
|
||||||
cursorHotspot: {x: 0, y: 0}
|
cursorHotspot: {x: 0, y: 0}
|
||||||
m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1}
|
m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1}
|
||||||
m_ShowUnitySplashScreen: 0
|
m_ShowUnitySplashScreen: 1
|
||||||
m_ShowUnitySplashLogo: 0
|
m_ShowUnitySplashLogo: 1
|
||||||
m_SplashScreenOverlayOpacity: 1
|
m_SplashScreenOverlayOpacity: 1
|
||||||
m_SplashScreenAnimation: 1
|
m_SplashScreenAnimation: 1
|
||||||
m_SplashScreenLogoStyle: 1
|
m_SplashScreenLogoStyle: 1
|
||||||
@@ -143,9 +143,8 @@ PlayerSettings:
|
|||||||
loadStoreDebugModeEnabled: 0
|
loadStoreDebugModeEnabled: 0
|
||||||
visionOSBundleVersion: 1.0
|
visionOSBundleVersion: 1.0
|
||||||
tvOSBundleVersion: 1.0
|
tvOSBundleVersion: 1.0
|
||||||
bundleVersion: 0.0.0-prototype
|
bundleVersion: 0.1.0
|
||||||
preloadedAssets:
|
preloadedAssets: []
|
||||||
- {fileID: -944628639613478452, guid: 052faaac586de48259a63d0c4782560b, type: 3}
|
|
||||||
metroInputSource: 0
|
metroInputSource: 0
|
||||||
wsaTransparentSwapchain: 0
|
wsaTransparentSwapchain: 0
|
||||||
m_HolographicPauseOnTrackingLoss: 1
|
m_HolographicPauseOnTrackingLoss: 1
|
||||||
@@ -525,10 +524,7 @@ PlayerSettings:
|
|||||||
m_Height: 720
|
m_Height: 720
|
||||||
m_Kind: 1
|
m_Kind: 1
|
||||||
m_SubKind:
|
m_SubKind:
|
||||||
m_BuildTargetBatching:
|
m_BuildTargetBatching: []
|
||||||
- m_BuildTarget: WebGL
|
|
||||||
m_StaticBatching: 0
|
|
||||||
m_DynamicBatching: 0
|
|
||||||
m_BuildTargetShaderSettings: []
|
m_BuildTargetShaderSettings: []
|
||||||
m_BuildTargetGraphicsJobs: []
|
m_BuildTargetGraphicsJobs: []
|
||||||
m_BuildTargetGraphicsJobMode: []
|
m_BuildTargetGraphicsJobMode: []
|
||||||
@@ -818,11 +814,11 @@ PlayerSettings:
|
|||||||
webGLTemplate: APPLICATION:Default
|
webGLTemplate: APPLICATION:Default
|
||||||
webGLAnalyzeBuildSize: 0
|
webGLAnalyzeBuildSize: 0
|
||||||
webGLUseEmbeddedResources: 0
|
webGLUseEmbeddedResources: 0
|
||||||
webGLCompressionFormat: 0
|
webGLCompressionFormat: 1
|
||||||
webGLWasmArithmeticExceptions: 0
|
webGLWasmArithmeticExceptions: 0
|
||||||
webGLLinkerTarget: 1
|
webGLLinkerTarget: 1
|
||||||
webGLThreadsSupport: 0
|
webGLThreadsSupport: 0
|
||||||
webGLDecompressionFallback: 1
|
webGLDecompressionFallback: 0
|
||||||
webGLInitialMemorySize: 32
|
webGLInitialMemorySize: 32
|
||||||
webGLMaximumMemorySize: 2048
|
webGLMaximumMemorySize: 2048
|
||||||
webGLMemoryGrowthMode: 2
|
webGLMemoryGrowthMode: 2
|
||||||
|
|||||||
@@ -1,46 +0,0 @@
|
|||||||
# Unity VFX Graph Gaussian Splatting Renderer
|
|
||||||
|
|
||||||
A Unity implementation of Gaussian splatting using VFX Graph for real-time rendering. This project uses Unity's VFX Graph system as an alternative to the EWA algorithm to provide more flexibility in accessing the splat's data structures.
|
|
||||||
|
|
||||||
## Installation
|
|
||||||
|
|
||||||
Import this project into Unity or copy the `Assets/vfx-graph-gs/` folder to your project
|
|
||||||
|
|
||||||
## Usage
|
|
||||||
|
|
||||||
### Importing PLY Files
|
|
||||||
|
|
||||||
1. Place your PLY file containing Gaussian splat data in your project
|
|
||||||
2. The custom `SplatImporter` will automatically process the file
|
|
||||||
3. A VFX prefab will be generated that you can drag on to a scene
|
|
||||||
|
|
||||||
## File Structure
|
|
||||||
|
|
||||||
```
|
|
||||||
Assets/vfx-graph-gs/
|
|
||||||
├── Scripts/ # Core C# implementation
|
|
||||||
│ ├── SplatData.cs # Data container and GPU buffer management
|
|
||||||
│ ├── SplatDataBinder.cs # VFX Graph integration
|
|
||||||
│ ├── SplatDataInspector.cs # Custom inspector for SplatData
|
|
||||||
│ └── SplatImporter.cs # PLY file importer with burst compilation
|
|
||||||
├── VFXGraphHLSL/ # GPU shader functions
|
|
||||||
│ ├── CalculateAxes.hlsl # Quaternion to matrix conversion
|
|
||||||
│ ├── CalculateSH.hlsl # Spherical harmonics calculations
|
|
||||||
│ └── GetMajorAxes.hlsl # Projection axis selection
|
|
||||||
├── SplatVFX.vfx # Main VFX Graph asset
|
|
||||||
└── [PLY files] # Gaussian splat data files
|
|
||||||
```
|
|
||||||
|
|
||||||
## License
|
|
||||||
|
|
||||||
This project is licensed under the MIT License. See the LICENSE file for details.
|
|
||||||
|
|
||||||
## References
|
|
||||||
|
|
||||||
- [Original Gaussian Splatting Code](https://github.com/graphdeco-inria/gaussian-splatting)
|
|
||||||
- [SplatVFX](https://github.com/keijiro/SplatVFX)
|
|
||||||
|
|
||||||
|
|
||||||
> ## Additional Notes
|
|
||||||
> - The importer processes files in 256MB chunks to handle large files
|
|
||||||
> - Presently, the splat file *must* have all splat data present, including spherical harmonics. It currently only supports `float` type variables and binary-encoded files.
|
|
||||||
@@ -1,27 +1,12 @@
|
|||||||
# TODO
|
# TODO
|
||||||
- [ ] Account for the fact that a larger minor axis "hardens" splat edges
|
|
||||||
- Maybe shift the alpha gradient, or incorporate into shader
|
- [ ] Rewrite SH Array to use interleaved RGB rather than contiguous data per
|
||||||
- [ ] Rework SplatBinder system to collect all splat objects in the scene and
|
channel
|
||||||
combine their buffers
|
- [ ] Switch to using ByteAddressBuffers instead of loops in CalculateSH.hlsl
|
||||||
- [ ] Write shader to calculate Gaussians at runtime
|
|
||||||
- Texture lookups are slow on mobile
|
|
||||||
- [ ] ~~Write shader that prevents pixel overdraw~~
|
|
||||||
- ~~Applies cumulative alpha,while drawing back to front, and writes to the
|
|
||||||
Z-buffer after a certain threshold~~
|
|
||||||
- [ ] Optimize CalculateAxes.hlsl
|
- [ ] Optimize CalculateAxes.hlsl
|
||||||
- [ ] Allow splat data buffers to be accessible by other VFX Graphs
|
- [ ] Allow splat data buffers to be accessible by other VFX Graphs
|
||||||
- [ ] Support SOGS format
|
|
||||||
- [ ] Add exception reporting and handling for incomplete splat data
|
- [ ] Add exception reporting and handling for incomplete splat data
|
||||||
- [ ] Add support for other PLY data types and endianness
|
- [ ] Add support for other PLY data types and endianness
|
||||||
- [ ] Add support for ASCII PLY data
|
- [ ] Add support for ASCII PLY data
|
||||||
- [ ] Fix the header parsing logic in SplatImporter.cs
|
- [ ] Fix the header parsing logic in SplatImporter.cs
|
||||||
- [ ] Add more thorough checks in SplatDataBinder.cs
|
- [ ] Add more thorough checks in SplatDataBinder.cs
|
||||||
|
|
||||||
# DONE
|
|
||||||
- [x] Rewrite SH Array to use interleaved RGB rather than contiguous data per
|
|
||||||
channel
|
|
||||||
- [x] Switch to using ByteAddressBuffers instead of loops in CalculateSH.hlsl
|
|
||||||
- Used StructuredBuffer\<float3\> instead
|
|
||||||
|
|
||||||
# NOTES
|
|
||||||
- Does VFX Graph calculate the Update and Render blocks before applying Z-test?
|
|
||||||
|
|||||||
@@ -1,4 +1,3 @@
|
|||||||
<Solution>
|
<Solution>
|
||||||
<Project Path="Assembly-CSharp.csproj" />
|
<Project Path="Assembly-CSharp.csproj" />
|
||||||
<Project Path="Assembly-CSharp-Editor.csproj" />
|
|
||||||
</Solution>
|
</Solution>
|
||||||
|
|||||||
Reference in New Issue
Block a user