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February 18, 2022 15:00
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// Each #kernel tells which function to compile; you can have many kernels | |
#pragma kernel GrassGeneration | |
struct InputData { | |
float3 position; | |
float3 normal; | |
float3 tangent; | |
}; | |
struct IndirectArgs { | |
uint numVerticesPerInstance; | |
uint numInstances; | |
uint startVertexIndex; | |
uint startInstanceIndex; | |
}; | |
struct DrawVertex { | |
float3 position; | |
float3 normal; | |
float2 uv; | |
}; | |
struct DrawTriangle { | |
DrawVertex vertices[3]; | |
}; | |
StructuredBuffer<InputData> _InputDataBuffer; | |
AppendStructuredBuffer<DrawTriangle> _DrawTrianglesBuffer; | |
RWStructuredBuffer<IndirectArgs> _IndirectArgsBuffer; | |
int _VertexCount; | |
float4x4 _LocalToWorld; | |
float4 _WidthHeightRange; | |
DrawVertex GetVertex(float3 position, float3 normal, float2 uv) { | |
DrawVertex output = (DrawVertex) 0; | |
output.position = mul(_LocalToWorld, float4(position, 1.0)).xyz; | |
output.normal = mul(_LocalToWorld, float4(normal, 0.0)).xyz; | |
output.uv = uv; | |
return output; | |
} | |
float random (float2 st) { | |
return frac(sin(dot(st.xy,float2(12.9898,78.233)))*43758.5453123); | |
} | |
[numthreads(64,1,1)] | |
void GrassGeneration (uint3 id : SV_DispatchThreadID) | |
{ | |
if ((int) id.x >= _VertexCount) { | |
return; | |
} | |
InputData input = _InputDataBuffer[id.x]; | |
DrawVertex drawVertices[6]; | |
float randValue = random(input.position.xz); | |
float width = lerp(_WidthHeightRange.x, _WidthHeightRange.y, randValue); | |
float height = lerp(_WidthHeightRange.z, _WidthHeightRange.w, randValue); | |
drawVertices[0] = GetVertex(input.position - width * input.tangent, input.normal, float2(0, 0)); | |
drawVertices[1] = GetVertex(input.position + width * input.tangent, input.normal, float2(1, 0)); | |
drawVertices[2] = GetVertex(input.position - width * input.tangent + height * input.normal, input.normal, float2(0, 1)); | |
drawVertices[3] = GetVertex(input.position + width * input.tangent, input.normal, float2(1, 0)); | |
drawVertices[4] = GetVertex(input.position + width * input.tangent + height * input.normal, input.normal, float2(1, 1)); | |
drawVertices[5] = GetVertex(input.position - width * input.tangent + height * input.normal, input.normal, float2(0, 1)); | |
DrawTriangle tri = (DrawTriangle) 0; | |
tri.vertices[0] = drawVertices[0]; | |
tri.vertices[1] = drawVertices[1]; | |
tri.vertices[2] = drawVertices[2]; | |
_DrawTrianglesBuffer.Append(tri); | |
tri.vertices[0] = drawVertices[3]; | |
tri.vertices[1] = drawVertices[4]; | |
tri.vertices[2] = drawVertices[5]; | |
_DrawTrianglesBuffer.Append(tri); | |
InterlockedAdd(_IndirectArgsBuffer[0].numVerticesPerInstance, 6); | |
} |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))] | |
public class GrassGenerator : MonoBehaviour | |
{ | |
public struct InputData | |
{ | |
public Vector3 position; | |
public Vector3 normal; | |
public Vector3 tangent; | |
public InputData(Vector3 position, Vector3 normal, Vector3 tangent) | |
{ | |
this.position = position; | |
this.normal = normal; | |
this.tangent = tangent; | |
} | |
} | |
public ComputeShader grassGenerationCS; | |
public Material renderingMaterial; | |
public Vector2 width = new Vector2(0.25f, 0.5f); | |
public Vector2 height = new Vector2(0.25f, 0.5f); | |
private List<InputData> inputDataList = new List<InputData>(); | |
private int[] indirectArgs = new int[] { 0, 1, 0, 0 }; | |
private ComputeBuffer inputDataBuffer; | |
private ComputeBuffer drawTrianglesBuffer; | |
private ComputeBuffer indirectArgsBuffer; | |
private const int INPUTDATA_STRIDE = sizeof(float) * (3 + 3 + 3); | |
private const int DRAWTRIANGLES_STRIDE = sizeof(float) * 3 * (3 + 3 + 2); | |
private const int INDIRECTARGS_STRIDE = sizeof(int) * 4; | |
private const int MAX_TRIANGLES = 2; | |
private Mesh mesh; | |
private int vertexCount; | |
private int kernelID; | |
private int threadGroupSize; | |
private Bounds bounds; | |
private void OnEnable() | |
{ | |
mesh = GetComponent<MeshFilter>().sharedMesh; | |
vertexCount = mesh.vertexCount; | |
SetupBuffers(); | |
SetupData(); | |
} | |
private void OnDisable() | |
{ | |
ReleaseBuffers(); | |
} | |
private void SetupBuffers() | |
{ | |
inputDataBuffer = new ComputeBuffer(vertexCount, INPUTDATA_STRIDE, ComputeBufferType.Structured, ComputeBufferMode.Immutable); | |
drawTrianglesBuffer = new ComputeBuffer(vertexCount * MAX_TRIANGLES, DRAWTRIANGLES_STRIDE, ComputeBufferType.Append); | |
indirectArgsBuffer = new ComputeBuffer(1, INDIRECTARGS_STRIDE, ComputeBufferType.IndirectArguments); | |
} | |
private void ReleaseBuffers() | |
{ | |
ReleaseBuffer(inputDataBuffer); | |
ReleaseBuffer(drawTrianglesBuffer); | |
ReleaseBuffer(indirectArgsBuffer); | |
} | |
private void SetupData() | |
{ | |
if (mesh == null) | |
{ | |
return; | |
} | |
inputDataList.Clear(); | |
for (int i = 0; i < vertexCount; i++) | |
{ | |
inputDataList.Add(new InputData(mesh.vertices[i], mesh.normals[i], mesh.tangents[i])); | |
} | |
bounds = GetComponent<MeshRenderer>().bounds; | |
inputDataBuffer.SetData(inputDataList); | |
indirectArgsBuffer.SetData(indirectArgs); | |
kernelID = grassGenerationCS.FindKernel("GrassGeneration"); | |
grassGenerationCS.GetKernelThreadGroupSizes(kernelID, out uint threadGroupSizeX, out _, out _); | |
threadGroupSize = Mathf.CeilToInt((float)vertexCount / threadGroupSizeX); | |
grassGenerationCS.SetBuffer(kernelID, "_InputDataBuffer", inputDataBuffer); | |
grassGenerationCS.SetBuffer(kernelID, "_DrawTrianglesBuffer", drawTrianglesBuffer); | |
grassGenerationCS.SetBuffer(kernelID, "_IndirectArgsBuffer", indirectArgsBuffer); | |
grassGenerationCS.SetInt("_VertexCount", vertexCount); | |
renderingMaterial.SetBuffer("_DrawTrianglesBuffer", drawTrianglesBuffer); | |
} | |
private void GenerateGeometry() | |
{ | |
if (mesh == null || drawTrianglesBuffer == null || indirectArgsBuffer == null || inputDataBuffer == null || grassGenerationCS == null || renderingMaterial == null) | |
{ | |
return; | |
} | |
drawTrianglesBuffer.SetCounterValue(0); | |
grassGenerationCS.SetMatrix("_LocalToWorld", transform.localToWorldMatrix); | |
grassGenerationCS.SetVector("_WidthHeightRange", new Vector4(width.x, width.y, height.x, height.y)); | |
grassGenerationCS.Dispatch(kernelID, threadGroupSize, 1, 1); | |
} | |
private void Update() | |
{ | |
GenerateGeometry(); | |
Graphics.DrawProceduralIndirect( | |
renderingMaterial, | |
bounds, | |
MeshTopology.Triangles, | |
indirectArgsBuffer, | |
0, | |
null, | |
null, | |
UnityEngine.Rendering.ShadowCastingMode.On, | |
true, | |
gameObject.layer | |
); | |
} | |
private void ReleaseBuffer(ComputeBuffer buffer) | |
{ | |
if (buffer != null) | |
{ | |
buffer.Release(); | |
buffer = null; | |
} | |
} | |
} |
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Shader "Unlit/ProceduralGrassUnlit" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
Cull Off | |
Tags { "RenderType"="Opaque" } | |
LOD 100 | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
// make fog work | |
#pragma multi_compile_fog | |
#include "UnityCG.cginc" | |
struct DrawVertex { | |
float3 position; | |
float3 normal; | |
float2 uv; | |
}; | |
struct DrawTriangle { | |
DrawVertex vertices[3]; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
UNITY_FOG_COORDS(1) | |
float4 vertex : SV_POSITION; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
StructuredBuffer<DrawTriangle> _DrawTrianglesBuffer; | |
v2f vert (uint vertexID : SV_VertexID) | |
{ | |
v2f o; | |
DrawTriangle tri = _DrawTrianglesBuffer[vertexID / 3]; | |
DrawVertex v = tri.vertices[vertexID % 3]; | |
o.vertex = UnityObjectToClipPos(v.position); | |
o.uv = v.uv; | |
UNITY_TRANSFER_FOG(o,o.vertex); | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
// sample the texture | |
fixed4 col = fixed4(i.uv, 0, 1); | |
// apply fog | |
UNITY_APPLY_FOG(i.fogCoord, col); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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