Procedural Drawing
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a64346ee62
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24
Assets/Point/Point GPU.hlsl
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24
Assets/Point/Point GPU.hlsl
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#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
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StructuredBuffer<float3> _Positions;
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#endif
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float _Step;
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void ConfigureProcedural()
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{
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#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
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float3 position = _Positions[unity_InstanceID];
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unity_ObjectToWorld = 0.0;
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unity_ObjectToWorld._m03_m13_m23_m33 = float4(position, 1.0);
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unity_ObjectToWorld._m00_m11_m22 = _Step;
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#endif
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}
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void ShaderGraphFunction_float (float3 In, out float3 Out) {
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Out = In;
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}
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void ShaderGraphFunction_half (half3 In, out half3 Out) {
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Out = In;
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}
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9
Assets/Point/Point GPU.hlsl.meta
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9
Assets/Point/Point GPU.hlsl.meta
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78
Assets/Point/Point Surface GPU.mat
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78
Assets/Point/Point Surface GPU.mat
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Assets/Point/Point Surface GPU.mat.meta
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35
Assets/Point/Point Surface GPU.shader
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35
Assets/Point/Point Surface GPU.shader
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Shader "Graph/Point Surface GPU"
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{
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Properties
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{
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_Smoothness("Smoothness", Range(0, 1)) = 0.5
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}
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SubShader
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{
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CGPROGRAM
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#pragma surface ConfigureSurface Standard fullforwardshadows addshadow
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#pragma instancing_options assumeuniformscaling procedural:ConfigureProcedural
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#pragma editor_sync_compilation
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#pragma target 4.5
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#include "Point GPU.hlsl"
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struct Input
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{
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float3 worldPos;
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};
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float _Smoothness;
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void ConfigureSurface(Input input, inout SurfaceOutputStandard surface)
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{
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surface.Albedo = saturate(input.worldPos * 0.5 + 0.5);
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surface.Smoothness = _Smoothness;
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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9
Assets/Point/Point Surface GPU.shader.meta
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9
Assets/Point/Point Surface GPU.shader.meta
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90
Assets/Point/Point URP GPU.mat
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Assets/Point/Point URP GPU.mat
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Assets/Point/Point URP GPU.shadergraph
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Assets/Point/Point URP GPU.shadergraph
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File diff suppressed because one or more lines are too long
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@ -98,7 +98,7 @@ LightmapSettings:
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function: 4
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@ -5,7 +5,15 @@ public class GPUGraph : MonoBehaviour
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[SerializeField]
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ComputeShader computeShader = default;
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[SerializeField, Range(10, 200)]
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[SerializeField]
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Material material = default;
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[SerializeField]
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Mesh mesh = default;
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const int maxResolution = 1000;
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[SerializeField, Range(10, maxResolution)]
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int resolution = 10;
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[SerializeField]
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@ -37,7 +45,7 @@ public class GPUGraph : MonoBehaviour
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private void OnEnable()
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{
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positionsBuffer = new ComputeBuffer(resolution * resolution, 3 * 4);
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positionsBuffer = new ComputeBuffer(maxResolution * maxResolution, 3 * 4);
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}
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private void OnDisable()
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@ -86,5 +94,10 @@ public class GPUGraph : MonoBehaviour
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var groups = Mathf.CeilToInt(resolution / 8f);
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computeShader.Dispatch(0, groups, groups, 1);
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material.SetBuffer(positionsId, positionsBuffer);
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material.SetFloat(stepId, step);
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var bounds = new Bounds(Vector3.zero, Vector3.one * (2f + 2f / resolution));
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Graphics.DrawMeshInstancedProcedural(mesh, 0, material, bounds, resolution * resolution);
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}
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}
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