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add37a9288
| Author | SHA1 | Date | |
|---|---|---|---|
| add37a9288 | |||
| 3c9e88531d | |||
| 5c5d55955e | |||
| 4d03d277a9 | |||
| 95d7b81cde | |||
| b9a9220156 | |||
| aa1a6584f6 | |||
| 6d4166ed60 | |||
| 8ca58a1f13 | |||
| 77040b7d56 |
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using UnityEngine;
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{
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#define EPSILON 0.0004f
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float CrossProduct(float2 A, float2 B)
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{
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float SweepArea(float2 A, float2 B)
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||||
|
||||
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
|
||||
/// 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
|
||||
@@ -29,49 +27,47 @@ float3 CalculateSHColor(uint Index, uint Degrees, float4x4 DirClr, StructuredBuf
|
||||
|
||||
float3 sh[16];
|
||||
|
||||
// INTERLEAVED RGB when loaded as StructuredBuffer<float>
|
||||
// for (int i = 1; i < 16; i++)
|
||||
// {
|
||||
// sh[i].x = SHBuffer[Index * 45 + (i - 1) * 3];
|
||||
// sh[i].y = SHBuffer[Index * 45 + (i - 1) * 3 + 1];
|
||||
// sh[i].z = SHBuffer[Index * 45 + (i - 1) * 3 + 2];
|
||||
// }
|
||||
// CONTINUOUS CHANNELS when loaded as StructuredBuffer<float>
|
||||
// for (int i = 1; i < 16; i++)
|
||||
// {
|
||||
// sh[i].x = SHBuffer[Index * 45 + (i - 1)];
|
||||
// sh[i].y = SHBuffer[Index * 45 + 15 + (i - 1)];
|
||||
// sh[i].z = SHBuffer[Index * 45 + 30 + (i - 1)];
|
||||
// }
|
||||
for (int i = 1; i < 16; i++)
|
||||
{
|
||||
sh[i].x = SHBuffer[Index * 45 + (i - 1)];
|
||||
sh[i].y = SHBuffer[Index * 45 + 15 + (i - 1)];
|
||||
sh[i].z = SHBuffer[Index * 45 + 30 + (i - 1)];
|
||||
}
|
||||
|
||||
if (Degrees > 0)
|
||||
{
|
||||
float x = dir.x;
|
||||
float y = dir.y;
|
||||
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)
|
||||
{
|
||||
float xx = x * x, yy = y * y, zz = z * z;
|
||||
float xy = x * y, yz = y * z, xz = x * z;
|
||||
result = result +
|
||||
SH_C2[0] * xy * sh(4) +
|
||||
SH_C2[1] * yz * sh(5) +
|
||||
SH_C2[2] * (2.0f * zz - xx - yy) * sh(6) +
|
||||
SH_C2[3] * xz * sh(7) +
|
||||
SH_C2[4] * (xx - yy) * sh(8);
|
||||
SH_C2[0] * xy * sh[4] +
|
||||
SH_C2[1] * yz * sh[5] +
|
||||
SH_C2[2] * (2.0f * zz - xx - yy) * sh[6] +
|
||||
SH_C2[3] * xz * sh[7] +
|
||||
SH_C2[4] * (xx - yy) * sh[8];
|
||||
|
||||
if (Degrees > 2)
|
||||
{
|
||||
result = result +
|
||||
SH_C3[0] * y * (3.0f * xx - yy) * sh(9) +
|
||||
SH_C3[1] * xy * z * sh(10) +
|
||||
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[4] * x * (4.0f * zz - xx - yy) * sh(13) +
|
||||
SH_C3[5] * z * (xx - yy) * sh(14) +
|
||||
SH_C3[6] * x * (xx - 3.0f * yy) * sh(15);
|
||||
SH_C3[0] * y * (3.0f * xx - yy) * sh[9] +
|
||||
SH_C3[1] * xy * z * sh[10] +
|
||||
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[4] * x * (4.0f * zz - xx - yy) * sh[13] +
|
||||
SH_C3[5] * z * (xx - yy) * sh[14] +
|
||||
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.
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"dependencies": {
|
||||
"com.unity.cinemachine": "3.1.6",
|
||||
"com.unity.cinemachine": "2.10.7",
|
||||
"com.unity.ide.visualstudio": "2.0.27",
|
||||
"com.unity.inputsystem": "1.18.0",
|
||||
"com.unity.render-pipelines.universal": "17.3.0",
|
||||
|
||||
@@ -11,12 +11,11 @@
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.cinemachine": {
|
||||
"version": "3.1.6",
|
||||
"version": "2.10.7",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.splines": "2.0.0",
|
||||
"com.unity.modules.imgui": "1.0.0"
|
||||
"com.unity.test-framework": "1.1.31"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
@@ -110,13 +109,6 @@
|
||||
"dependencies": {},
|
||||
"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": {
|
||||
"version": "17.3.0",
|
||||
"depth": 1,
|
||||
@@ -126,17 +118,6 @@
|
||||
"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": {
|
||||
"version": "1.6.0",
|
||||
"depth": 0,
|
||||
|
||||
@@ -6,8 +6,8 @@ EditorBuildSettings:
|
||||
serializedVersion: 2
|
||||
m_Scenes:
|
||||
- enabled: 1
|
||||
path: Assets/vfx-graph-gs/Scenes/Main.unity
|
||||
guid: 09fad7c6f4d48844d9510f9903fca619
|
||||
path: Assets/Scenes/SampleScene.unity
|
||||
guid: 99c9720ab356a0642a771bea13969a05
|
||||
m_configObjects:
|
||||
com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 052faaac586de48259a63d0c4782560b, type: 3}
|
||||
m_UseUCBPForAssetBundles: 0
|
||||
|
||||
@@ -12,13 +12,13 @@ PlayerSettings:
|
||||
targetDevice: 2
|
||||
useOnDemandResources: 0
|
||||
accelerometerFrequency: 60
|
||||
companyName: rsformoso
|
||||
companyName: DefaultCompany
|
||||
productName: vfx-graph-gs
|
||||
defaultCursor: {fileID: 0}
|
||||
cursorHotspot: {x: 0, y: 0}
|
||||
m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1}
|
||||
m_ShowUnitySplashScreen: 0
|
||||
m_ShowUnitySplashLogo: 0
|
||||
m_ShowUnitySplashScreen: 1
|
||||
m_ShowUnitySplashLogo: 1
|
||||
m_SplashScreenOverlayOpacity: 1
|
||||
m_SplashScreenAnimation: 1
|
||||
m_SplashScreenLogoStyle: 1
|
||||
@@ -143,9 +143,8 @@ PlayerSettings:
|
||||
loadStoreDebugModeEnabled: 0
|
||||
visionOSBundleVersion: 1.0
|
||||
tvOSBundleVersion: 1.0
|
||||
bundleVersion: 0.0.0-prototype
|
||||
preloadedAssets:
|
||||
- {fileID: -944628639613478452, guid: 052faaac586de48259a63d0c4782560b, type: 3}
|
||||
bundleVersion: 0.1.0
|
||||
preloadedAssets: []
|
||||
metroInputSource: 0
|
||||
wsaTransparentSwapchain: 0
|
||||
m_HolographicPauseOnTrackingLoss: 1
|
||||
@@ -525,10 +524,7 @@ PlayerSettings:
|
||||
m_Height: 720
|
||||
m_Kind: 1
|
||||
m_SubKind:
|
||||
m_BuildTargetBatching:
|
||||
- m_BuildTarget: WebGL
|
||||
m_StaticBatching: 0
|
||||
m_DynamicBatching: 0
|
||||
m_BuildTargetBatching: []
|
||||
m_BuildTargetShaderSettings: []
|
||||
m_BuildTargetGraphicsJobs: []
|
||||
m_BuildTargetGraphicsJobMode: []
|
||||
@@ -818,11 +814,11 @@ PlayerSettings:
|
||||
webGLTemplate: APPLICATION:Default
|
||||
webGLAnalyzeBuildSize: 0
|
||||
webGLUseEmbeddedResources: 0
|
||||
webGLCompressionFormat: 0
|
||||
webGLCompressionFormat: 1
|
||||
webGLWasmArithmeticExceptions: 0
|
||||
webGLLinkerTarget: 1
|
||||
webGLThreadsSupport: 0
|
||||
webGLDecompressionFallback: 1
|
||||
webGLDecompressionFallback: 0
|
||||
webGLInitialMemorySize: 32
|
||||
webGLMaximumMemorySize: 2048
|
||||
webGLMemoryGrowthMode: 2
|
||||
|
||||
@@ -1,27 +1,12 @@
|
||||
# TODO
|
||||
- [ ] Account for the fact that a larger minor axis "hardens" splat edges
|
||||
- Maybe shift the alpha gradient, or incorporate into shader
|
||||
- [ ] Rework SplatBinder system to collect all splat objects in the scene and
|
||||
combine their buffers
|
||||
- [ ] 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~~
|
||||
|
||||
- [ ] Rewrite SH Array to use interleaved RGB rather than contiguous data per
|
||||
channel
|
||||
- [ ] Switch to using ByteAddressBuffers instead of loops in CalculateSH.hlsl
|
||||
- [ ] Optimize CalculateAxes.hlsl
|
||||
- [ ] Allow splat data buffers to be accessible by other VFX Graphs
|
||||
- [ ] Support SOGS format
|
||||
- [ ] Add exception reporting and handling for incomplete splat data
|
||||
- [ ] Add support for other PLY data types and endianness
|
||||
- [ ] Add support for ASCII PLY data
|
||||
- [ ] Fix the header parsing logic in SplatImporter.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>
|
||||
<Project Path="Assembly-CSharp.csproj" />
|
||||
<Project Path="Assembly-CSharp-Editor.csproj" />
|
||||
</Solution>
|
||||
|
||||
Reference in New Issue
Block a user