Job System - Done!
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@ -150,7 +150,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: bef3764eec961e04db4297ce68f82391, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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depth: 6
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depth: 8
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mesh: {fileID: 10207, guid: 0000000000000000e000000000000000, type: 0}
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material: {fileID: 2100000, guid: 8f3914ac4291e664ba60ae208ae66460, type: 2}
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--- !u!4 &197491476
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@ -1,17 +1,56 @@
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using UnityEngine;
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Jobs;
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using Unity.Mathematics;
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using UnityEngine;
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using static Unity.Mathematics.math;
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using quaternion = Unity.Mathematics.quaternion;
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public class Fractal : MonoBehaviour
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{
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[BurstCompile(FloatPrecision.Standard, FloatMode.Fast, CompileSynchronously = true)]
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private struct UpdateFractalLevelJob : IJobFor
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{
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public float spinAngleDelta;
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public float scale;
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[ReadOnly]
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public NativeArray<FractalPart> parents;
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public NativeArray<FractalPart> parts;
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[WriteOnly]
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public NativeArray<float3x4> matrices;
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public void Execute(int i)
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{
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var parent = parents[i / 5];
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var part = parts[i];
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part.spinAngle += spinAngleDelta;
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part.worldRotation = mul(parent.worldRotation,
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mul(part.rotation, quaternion.RotateY(part.spinAngle))
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);
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part.worldPosition =
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parent.worldPosition +
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mul(parent.worldRotation, 1.5f * scale * part.direction);
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parts[i] = part;
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float3x3 r = float3x3(part.worldRotation) * scale;
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matrices[i] = float3x4(r.c0, r.c1, r.c2, part.worldPosition);
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}
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}
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private struct FractalPart
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{
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public Vector3 direction, worldPosition;
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public Quaternion rotation, worldRotation;
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public float3 direction, worldPosition;
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public quaternion rotation, worldRotation;
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public float spinAngle;
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}
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FractalPart[][] parts;
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NativeArray<FractalPart>[] parts;
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Matrix4x4[][] matrices;
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NativeArray<float3x4>[] matrices;
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[SerializeField, Range(1, 8)]
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int depth = 4;
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@ -22,22 +61,16 @@ public class Fractal : MonoBehaviour
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[SerializeField]
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Material material = default;
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static Vector3[] directions =
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static float3[] directions =
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{
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Vector3.up,
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Vector3.right,
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Vector3.left,
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Vector3.forward,
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Vector3.back
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up(), right(), left(), forward(), back()
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};
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static Quaternion[] rotations =
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static quaternion[] rotations =
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{
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Quaternion.identity,
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Quaternion.Euler(0f, 0f, -90f),
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Quaternion.Euler(0f, 0f, 90f),
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Quaternion.Euler(90f, 0f, 0f),
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Quaternion.Euler(-90f, 0f, 0f)
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quaternion.identity,
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quaternion.RotateZ(-0.5f * PI), quaternion.RotateZ(0.5f * PI),
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quaternion.RotateX(0.5f * PI), quaternion.RotateX(-0.5f * PI)
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};
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private FractalPart CreatePart(int childIndex)
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@ -57,21 +90,21 @@ public class Fractal : MonoBehaviour
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private void OnEnable()
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{
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parts = new FractalPart[depth][];
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matrices = new Matrix4x4[depth][];
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parts = new NativeArray<FractalPart>[depth];
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matrices = new NativeArray<float3x4>[depth];
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matricesBuffers = new ComputeBuffer[depth];
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int stride = 16 * 4;
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int stride = 12 * 4;
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for (int i = 0, length = 1; i < parts.Length; i++, length *= 5)
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{
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parts[i] = new FractalPart[length];
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matrices[i] = new Matrix4x4[length];
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parts[i] = new NativeArray<FractalPart>(length, Allocator.Persistent);
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matrices[i] = new NativeArray<float3x4>(length, Allocator.Persistent);
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matricesBuffers[i] = new ComputeBuffer(length, stride);
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}
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parts[0][0] = CreatePart(0);
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for (int li = 1; li < parts.Length; li++)
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{
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FractalPart[] levelParts = parts[li];
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NativeArray<FractalPart> levelParts = parts[li];
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for (int fpi = 0; fpi < levelParts.Length; fpi += 5)
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{
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for (int ci = 0; ci < 5; ci++)
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@ -92,6 +125,8 @@ public class Fractal : MonoBehaviour
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for (int i = 0; i < matricesBuffers.Length; i++)
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{
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matricesBuffers[i].Release();
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parts[i].Dispose();
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matrices[i].Dispose();
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}
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parts = null;
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matrices = null;
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@ -109,45 +144,35 @@ public class Fractal : MonoBehaviour
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private void Update()
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{
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float spinAngleDelta = 22.5f * Time.deltaTime;
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float spinAngleDelta = 0.125f * PI * Time.deltaTime;
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FractalPart rootPart = parts[0][0];
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rootPart.spinAngle += spinAngleDelta;
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rootPart.worldRotation =
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transform.rotation *
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(rootPart.rotation * Quaternion.Euler(0f, rootPart.spinAngle, 0f));
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rootPart.worldRotation = mul(transform.rotation,
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mul(rootPart.rotation, quaternion.RotateY(rootPart.spinAngle))
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);
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rootPart.worldPosition = transform.position;
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parts[0][0] = rootPart;
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float objectScale = transform.lossyScale.x;
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matrices[0][0] = Matrix4x4.TRS(
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rootPart.worldPosition, rootPart.worldRotation, objectScale * Vector3.one
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);
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float3x3 r = float3x3(rootPart.worldRotation) * objectScale;
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matrices[0][0] = float3x4(r.c0, r.c1, r.c2, rootPart.worldPosition);
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float scale = objectScale;
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JobHandle jobHandle = default;
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for (int li = 1; li < parts.Length; li++)
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{
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scale *= 0.5f;
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FractalPart[] parentParts = parts[li - 1];
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FractalPart[] levelParts = parts[li];
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Matrix4x4[] levelMatrices = matrices[li];
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for (int fpi = 0; fpi < levelParts.Length; fpi++)
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jobHandle = new UpdateFractalLevelJob
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{
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var parent = parentParts[fpi / 5];
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var part = levelParts[fpi];
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part.spinAngle += spinAngleDelta;
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part.worldRotation =
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parent.worldRotation *
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(part.rotation * Quaternion.Euler(0f, part.spinAngle, 0f));
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part.worldPosition =
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parent.worldPosition +
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parent.worldRotation * (1.5f * scale * part.direction);
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levelParts[fpi] = part;
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levelMatrices[fpi] = Matrix4x4.TRS(
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part.worldPosition, part.worldRotation, scale * Vector3.one
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);
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}
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spinAngleDelta = spinAngleDelta,
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scale = scale,
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parents = parts[li - 1],
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parts = parts[li],
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matrices = matrices[li]
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}.ScheduleParallel(parts[li].Length, 5, jobHandle);
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}
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jobHandle.Complete();
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var bounds = new Bounds(rootPart.worldPosition, 3f * objectScale * Vector3.one);
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var bounds = new Bounds(rootPart.worldPosition, float3(3f * objectScale));
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for (int i = 0; i < matricesBuffers.Length; i++)
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{
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ComputeBuffer buffer = matricesBuffers[i];
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@ -1,10 +1,14 @@
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#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
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StructuredBuffer<float4x4> _Matrices;
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StructuredBuffer<float3x4> _Matrices;
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#endif
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void ConfigureProcedural () {
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#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
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unity_ObjectToWorld = _Matrices[unity_InstanceID];
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float3x4 m = _Matrices[unity_InstanceID];
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unity_ObjectToWorld._m00_m01_m02_m03 = m._m00_m01_m02_m03;
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unity_ObjectToWorld._m10_m11_m12_m13 = m._m10_m11_m12_m13;
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unity_ObjectToWorld._m20_m21_m22_m23 = m._m20_m21_m22_m23;
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unity_ObjectToWorld._m30_m31_m32_m33 = float4(0.0, 0.0, 0.0, 1.0);
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#endif
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}
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{
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"dependencies": {
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"com.unity.burst": "1.4.4",
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"com.unity.render-pipelines.universal": "7.5.3",
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"com.unity.textmeshpro": "2.1.3",
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"com.unity.modules.ai": "1.0.0",
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{
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"dependencies": {
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"com.unity.burst": {
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"version": "1.4.4",
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"depth": 0,
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"source": "registry",
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"dependencies": {
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"com.unity.mathematics": "1.2.1"
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},
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"url": "https://packages.unity.cn"
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},
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"com.unity.mathematics": {
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"version": "1.2.1",
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"depth": 1,
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"source": "registry",
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"dependencies": {},
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"url": "https://packages.unity.cn"
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},
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"com.unity.render-pipelines.core": {
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"version": "7.5.3",
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"depth": 1,
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16
ProjectSettings/BurstAotSettings_StandaloneWindows.json
Normal file
16
ProjectSettings/BurstAotSettings_StandaloneWindows.json
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{
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"MonoBehaviour": {
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"Version": 3,
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"EnableBurstCompilation": true,
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"EnableOptimisations": true,
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"EnableSafetyChecks": false,
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"EnableDebugInAllBuilds": false,
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"UsePlatformSDKLinker": false,
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"CpuMinTargetX32": 0,
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"CpuMaxTargetX32": 0,
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"CpuMinTargetX64": 0,
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"CpuMaxTargetX64": 0,
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"CpuTargetsX32": 6,
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"CpuTargetsX64": 72
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}
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}
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webGLWasmStreaming: 0
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scriptingDefineSymbols: {}
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platformArchitecture: {}
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scriptingBackend: {}
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scriptingBackend:
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Standalone: 0
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il2cppCompilerConfiguration: {}
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managedStrippingLevel: {}
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incrementalIl2cppBuild: {}
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