Procedural Drawing

This commit is contained in:
_Redstone_c_ 2021-01-31 14:03:48 +08:00
parent a64346ee62
commit 2f409b3606
12 changed files with 419 additions and 24 deletions

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@ -0,0 +1,24 @@
#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
StructuredBuffer<float3> _Positions;
#endif
float _Step;
void ConfigureProcedural()
{
#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
float3 position = _Positions[unity_InstanceID];
unity_ObjectToWorld = 0.0;
unity_ObjectToWorld._m03_m13_m23_m33 = float4(position, 1.0);
unity_ObjectToWorld._m00_m11_m22 = _Step;
#endif
}
void ShaderGraphFunction_float (float3 In, out float3 Out) {
Out = In;
}
void ShaderGraphFunction_half (half3 In, out half3 Out) {
Out = In;
}

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Shader "Graph/Point Surface GPU"
{
Properties
{
_Smoothness("Smoothness", Range(0, 1)) = 0.5
}
SubShader
{
CGPROGRAM
#pragma surface ConfigureSurface Standard fullforwardshadows addshadow
#pragma instancing_options assumeuniformscaling procedural:ConfigureProcedural
#pragma editor_sync_compilation
#pragma target 4.5
#include "Point GPU.hlsl"
struct Input
{
float3 worldPos;
};
float _Smoothness;
void ConfigureSurface(Input input, inout SurfaceOutputStandard surface)
{
surface.Albedo = saturate(input.worldPos * 0.5 + 0.5);
surface.Smoothness = _Smoothness;
}
ENDCG
}
FallBack "Diffuse"
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@ -5,7 +5,15 @@ public class GPUGraph : MonoBehaviour
[SerializeField]
ComputeShader computeShader = default;
[SerializeField, Range(10, 200)]
[SerializeField]
Material material = default;
[SerializeField]
Mesh mesh = default;
const int maxResolution = 1000;
[SerializeField, Range(10, maxResolution)]
int resolution = 10;
[SerializeField]
@ -37,7 +45,7 @@ public class GPUGraph : MonoBehaviour
private void OnEnable()
{
positionsBuffer = new ComputeBuffer(resolution * resolution, 3 * 4);
positionsBuffer = new ComputeBuffer(maxResolution * maxResolution, 3 * 4);
}
private void OnDisable()
@ -86,5 +94,10 @@ public class GPUGraph : MonoBehaviour
var groups = Mathf.CeilToInt(resolution / 8f);
computeShader.Dispatch(0, groups, groups, 1);
material.SetBuffer(positionsId, positionsBuffer);
material.SetFloat(stepId, step);
var bounds = new Bounds(Vector3.zero, Vector3.one * (2f + 2f / resolution));
Graphics.DrawMeshInstancedProcedural(mesh, 0, material, bounds, resolution * resolution);
}
}