Browse Source

added splats & vertex snapping shader

master
cailean 9 months ago
parent
commit
d487af62b8
  1. 2
      Assets/ML-Agents/Timers/DreconDemo_timers.json
  2. 31
      Assets/MarathonEnvs/Agents/Characters/MarathonMan004/BlueJoints.mat
  3. 54
      Assets/MarathonEnvs/Agents/Characters/MarathonMan004/BlueSurface.mat
  4. 28
      Assets/MarathonEnvs/Textures/ground.mat
  5. 23317
      Assets/Scenes/DreconDemo.unity
  6. 48
      Assets/Scenes/DreconDemo/HDRP.asset
  7. 8
      Assets/Shaders.meta
  8. 300
      Assets/Shaders/Demo.mat
  9. 8
      Assets/Shaders/Demo.mat.meta
  10. 3138
      Assets/Shaders/Demo.shadergraph
  11. 10
      Assets/Shaders/Demo.shadergraph.meta
  12. 8
      Assets/Shaders/HLSL.meta
  13. 118
      Assets/Shaders/HLSL/CustomLighting.hlsl
  14. 9
      Assets/Shaders/HLSL/CustomLighting.hlsl.meta
  15. 3
      Assets/Shaders/cginc.meta
  16. 44
      Assets/Shaders/cginc/DitheringPatterns.cginc
  17. 3
      Assets/Shaders/cginc/DitheringPatterns.cginc.meta
  18. 129
      Assets/Shaders/cginc/voronoi.cginc
  19. 3
      Assets/Shaders/cginc/voronoi.cginc.meta
  20. 8
      Assets/Splat.meta
  21. BIN
      Assets/Splat/Rocks.splat
  22. 10
      Assets/Splat/Rocks.splat.meta
  23. 7225
      Assets/Splat/Wow.vfx
  24. 7
      Assets/Splat/Wow.vfx.meta
  25. 8
      Assets/Subgraphs.meta
  26. 709
      Assets/Subgraphs/AffineTextureMapping.shadersubgraph
  27. 10
      Assets/Subgraphs/AffineTextureMapping.shadersubgraph.meta
  28. 875
      Assets/Subgraphs/CalculateAdditionalLights.shadersubgraph
  29. 10
      Assets/Subgraphs/CalculateAdditionalLights.shadersubgraph.meta
  30. 1106
      Assets/Subgraphs/CalculateLighting.shadersubgraph
  31. 10
      Assets/Subgraphs/CalculateLighting.shadersubgraph.meta
  32. 1787
      Assets/Subgraphs/CalculateMainLight.shadersubgraph
  33. 10
      Assets/Subgraphs/CalculateMainLight.shadersubgraph.meta
  34. 160
      Assets/Subgraphs/CameraClipping.shadersubgraph
  35. 10
      Assets/Subgraphs/CameraClipping.shadersubgraph.meta
  36. 161
      Assets/Subgraphs/ColorPrecision.shadersubgraph
  37. 10
      Assets/Subgraphs/ColorPrecision.shadersubgraph.meta
  38. 993
      Assets/Subgraphs/DirectSpecular.shadersubgraph
  39. 10
      Assets/Subgraphs/DirectSpecular.shadersubgraph.meta
  40. 497
      Assets/Subgraphs/GetMainLight.shadersubgraph
  41. 10
      Assets/Subgraphs/GetMainLight.shadersubgraph.meta
  42. 149
      Assets/Subgraphs/UV_Pixelation.shadersubgraph
  43. 10
      Assets/Subgraphs/UV_Pixelation.shadersubgraph.meta
  44. 191
      Assets/Subgraphs/VertexJitter.shadersubgraph
  45. 10
      Assets/Subgraphs/VertexJitter.shadersubgraph.meta
  46. 1
      Packages/manifest.json
  47. 6
      Packages/packages-lock.json

2
Assets/ML-Agents/Timers/DreconDemo_timers.json

@ -1 +1 @@
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{"count":1,"self":86.6465728,"total":94.567531699999989,"children":{"InitializeActuators":{"count":3,"self":0.0015083,"total":0.0015083,"children":null},"InitializeSensors":{"count":3,"self":0.0010003,"total":0.0010003,"children":null},"AgentSendState":{"count":7117,"self":0.058375399999999994,"total":2.4519433999999998,"children":{"CollectObservations":{"count":10677,"self":2.365414,"total":2.3654139,"children":null},"WriteActionMask":{"count":10677,"self":0.0085711,"total":0.0085711,"children":null},"RequestDecision":{"count":10677,"self":0.019583,"total":0.019583,"children":null}}},"DecideAction":{"count":7117,"self":2.7565068,"total":2.7565067,"children":null},"AgentAct":{"count":7117,"self":2.7100017999999997,"total":2.7100017999999997,"children":null}},"gauges":{"DReCon-v0.CumulativeReward":{"count":2574,"max":1018.91522,"min":3.14188123,"runningAverage":6.19673443,"value":409.7774,"weightedAverage":167.984955}},"metadata":{"timer_format_version":"0.1.0","start_time_seconds":"1711385217","unity_version":"2022.3.5f1","command_line_arguments":"C:\\Program Files\\Unity\\Hub\\Editor\\2022.3.5f1\\Editor\\Unity.exe -projectpath C:\\Users\\caile\\Desktop\\Projects\\24_3-Moloch\\2_Unity\\Expeirments\\Drecon2022 -useHub -hubIPC -cloudEnvironment production -licensingIpc LicenseClient-caile -hubSessionId 9e5c7e88-9604-402f-ad48-475fd854c868 -accessToken pC8n14FNPq0EjahWPrlmE5BUQMVDGzZog3jpk7j5ikA005f","communication_protocol_version":"1.5.0","com.unity.ml-agents_version":"2.0.1","scene_name":"DreconDemo","end_time_seconds":"1711385311"}}

31
Assets/MarathonEnvs/Agents/Characters/MarathonMan004/BlueJoints.mat

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54
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@ -315,11 +357,15 @@ Material:
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- _X_Snap: 80
- _Y_Snap: 20
- _ZTestDepthEqualForOpaque: 3
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28
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23317
Assets/Scenes/DreconDemo.unity

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48
Assets/Scenes/DreconDemo/HDRP.asset

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#ifndef CUSTOM_LIGHTING_INCLUDED
#define CUSTOM_LIGHTING_INCLUDED
void MainLight_float(float3 WorldPos, out float3 Direction, out float3 Color, out float DistanceAtten, out float ShadowAtten)
{
#if SHADERGRAPH_PREVIEW
Direction = float3(0.5, 0.5, 0);
Color = 1;
DistanceAtten = 1;
ShadowAtten = 1;
#else
#if SHADOWS_SCREEN
float4 clipPos = TransformWorldToHClip(WorldPos);
float4 shadowCoord = ComputeScreenPos(clipPos);
#else
float4 shadowCoord = TransformWorldToShadowCoord(WorldPos);
#endif
Light mainLight = GetMainLight(shadowCoord);
Direction = mainLight.direction;
Color = mainLight.color;
DistanceAtten = mainLight.distanceAttenuation;
ShadowAtten = mainLight.shadowAttenuation;
#endif
}
void MainLight_half(float3 WorldPos, out half3 Direction, out half3 Color, out half DistanceAtten, out half ShadowAtten)
{
#if SHADERGRAPH_PREVIEW
Direction = half3(0.5, 0.5, 0);
Color = 1;
DistanceAtten = 1;
ShadowAtten = 1;
#else
#if SHADOWS_SCREEN
half4 clipPos = TransformWorldToHClip(WorldPos);
half4 shadowCoord = ComputeScreenPos(clipPos);
#else
half4 shadowCoord = TransformWorldToShadowCoord(WorldPos);
#endif
Light mainLight = GetMainLight(shadowCoord);
Direction = mainLight.direction;
Color = mainLight.color;
DistanceAtten = mainLight.distanceAttenuation;
ShadowAtten = mainLight.shadowAttenuation;
#endif
}
void DirectSpecular_float(float3 Specular, float Smoothness, float3 Direction, float3 Color, float3 WorldNormal, float3 WorldView, out float3 Out)
{
#if SHADERGRAPH_PREVIEW
Out = 0;
#else
Smoothness = exp2(10 * Smoothness + 1);
WorldNormal = normalize(WorldNormal);
WorldView = SafeNormalize(WorldView);
Out = LightingSpecular(Color, Direction, WorldNormal, WorldView, float4(Specular, 0), Smoothness);
#endif
}
void DirectSpecular_half(half3 Specular, half Smoothness, half3 Direction, half3 Color, half3 WorldNormal, half3 WorldView, out half3 Out)
{
#if SHADERGRAPH_PREVIEW
Out = 0;
#else
Smoothness = exp2(10 * Smoothness + 1);
WorldNormal = normalize(WorldNormal);
WorldView = SafeNormalize(WorldView);
Out = LightingSpecular(Color, Direction, WorldNormal, WorldView,half4(Specular, 0), Smoothness);
#endif
}
void AdditionalLights_float(float3 SpecColor, float Smoothness, float3 WorldPosition, float3 WorldNormal, float3 WorldView, out float3 Diffuse, out float3 Specular)
{
float3 diffuseColor = 0;
float3 specularColor = 0;
#ifndef SHADERGRAPH_PREVIEW
Smoothness = exp2(10 * Smoothness + 1);
WorldNormal = normalize(WorldNormal);
WorldView = SafeNormalize(WorldView);
int pixelLightCount = GetAdditionalLightsCount();
for (int i = 0; i < pixelLightCount; ++i)
{
Light light = GetAdditionalLight(i, WorldPosition);
half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
diffuseColor += LightingLambert(attenuatedLightColor, light.direction, WorldNormal);
specularColor += LightingSpecular(attenuatedLightColor, light.direction, WorldNormal, WorldView, float4(SpecColor, 0), Smoothness);
}
#endif
Diffuse = diffuseColor;
Specular = specularColor;
}
void AdditionalLights_half(half3 SpecColor, half Smoothness, half3 WorldPosition, half3 WorldNormal, half3 WorldView, out half3 Diffuse, out half3 Specular)
{
half3 diffuseColor = 0;
half3 specularColor = 0;
#ifndef SHADERGRAPH_PREVIEW
Smoothness = exp2(10 * Smoothness + 1);
WorldNormal = normalize(WorldNormal);
WorldView = SafeNormalize(WorldView);
int pixelLightCount = GetAdditionalLightsCount();
for (int i = 0; i < pixelLightCount; ++i)
{
Light light = GetAdditionalLight(i, WorldPosition);
half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
diffuseColor += LightingLambert(attenuatedLightColor, light.direction, WorldNormal);
specularColor += LightingSpecular(attenuatedLightColor, light.direction, WorldNormal, WorldView, half4(SpecColor, 0), Smoothness);
}
#endif
Diffuse = diffuseColor;
Specular = specularColor;
}
#endif

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#ifndef DITHERING_PATTERNS_INCLUDED
#define DITHERING_PATTERNS_INCLUDED
float4x4 binary = float4x4
(
0 , 1 , 0 , 1 ,
1 , 0 , 1 , 0 ,
0 , 1 , 0 , 1 ,
1 , 0 , 1 , 0
);
float4x4 binaryDecimal = float4x4
(
0.23 , 0.2 , 0.6 , 0.2 ,
0.2 , 0.43 , 0.2 , 0.77,
0.88 , 0.2 , 0.87 , 0.2 ,
0.2 , 0.46 , 0.2 , 0
);
float4x4 dotted = float4x4
(
-4.0, 0.0, -3.0, 1.0,
2.0, -2.0, 3.0, -1.0,
-3.0, 1.0, -4.0, 0.0,
3.0, -1.0, 2.0, -2.0
);
float4x4 hatched = float4x4
(
1 , 0 , 0 , 1 ,
0 , 1 , 1 , 0 ,
0 , 1 , 1 , 0 ,
1 , 0 , 0 , 1
);
float4x4 mono = float4x4
(
1 , 1 , 1 , 1 ,
1 , 1 , 1 , 1 ,
1 , 1 , 1 , 1 ,
1 , 1 , 1 , 1
);
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//
// Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader
//
// Original work (webgl-noise) Copyright (C) 2011 Stefan Gustavson
// Translation and modification was made by Keijiro Takahashi.
//
// This shader is based on the webgl-noise GLSL shader. For further details
// of the original shader, please see the following description from the
// original source code.
//
//
// GLSL textureless classic 2D noise "cnoise",
// with an RSL-style periodic variant "pnoise".
// Author: Stefan Gustavson ([email protected])
// Version: 2011-08-22
//
// Many thanks to Ian McEwan of Ashima Arts for the
// ideas for permutation and gradient selection.
//
// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
// Distributed under the MIT license. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
float4 mod(float4 x, float4 y)
{
return x - y * floor(x / y);
}
float4 mod289(float4 x)
{
return x - floor(x / 289.0) * 289.0;
}
float4 permute(float4 x)
{
return mod289(((x*34.0)+1.0)*x);
}
float4 taylorInvSqrt(float4 r)
{
return (float4)1.79284291400159 - r * 0.85373472095314;
}
float2 fade(float2 t) {
return t*t*t*(t*(t*6.0-15.0)+10.0);
}
// Classic Perlin noise
float cnoise(float2 P)
{
float4 Pi = floor(P.xyxy) + float4(0.0, 0.0, 1.0, 1.0);
float4 Pf = frac (P.xyxy) - float4(0.0, 0.0, 1.0, 1.0);
Pi = mod289(Pi); // To avoid truncation effects in permutation
float4 ix = Pi.xzxz;
float4 iy = Pi.yyww;
float4 fx = Pf.xzxz;
float4 fy = Pf.yyww;
float4 i = permute(permute(ix) + iy);
float4 gx = frac(i / 41.0) * 2.0 - 1.0 ;
float4 gy = abs(gx) - 0.5 ;
float4 tx = floor(gx + 0.5);
gx = gx - tx;
float2 g00 = float2(gx.x,gy.x);
float2 g10 = float2(gx.y,gy.y);
float2 g01 = float2(gx.z,gy.z);
float2 g11 = float2(gx.w,gy.w);
float4 norm = taylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));
g00 *= norm.x;
g01 *= norm.y;
g10 *= norm.z;
g11 *= norm.w;
float n00 = dot(g00, float2(fx.x, fy.x));
float n10 = dot(g10, float2(fx.y, fy.y));
float n01 = dot(g01, float2(fx.z, fy.z));
float n11 = dot(g11, float2(fx.w, fy.w));
float2 fade_xy = fade(Pf.xy);
float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x);
float n_xy = lerp(n_x.x, n_x.y, fade_xy.y);
return 2.3 * n_xy;
}
// Classic Perlin noise, periodic variant
float pnoise(float2 P, float2 rep)
{
float4 Pi = floor(P.xyxy) + float4(0.0, 0.0, 1.0, 1.0);
float4 Pf = frac (P.xyxy) - float4(0.0, 0.0, 1.0, 1.0);
Pi = mod(Pi, rep.xyxy); // To create noise with explicit period
Pi = mod289(Pi); // To avoid truncation effects in permutation
float4 ix = Pi.xzxz;
float4 iy = Pi.yyww;
float4 fx = Pf.xzxz;
float4 fy = Pf.yyww;
float4 i = permute(permute(ix) + iy);
float4 gx = frac(i / 41.0) * 2.0 - 1.0 ;
float4 gy = abs(gx) - 0.5 ;
float4 tx = floor(gx + 0.5);
gx = gx - tx;
float2 g00 = float2(gx.x,gy.x);
float2 g10 = float2(gx.y,gy.y);
float2 g01 = float2(gx.z,gy.z);
float2 g11 = float2(gx.w,gy.w);
float4 norm = taylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));
g00 *= norm.x;
g01 *= norm.y;
g10 *= norm.z;
g11 *= norm.w;
float n00 = dot(g00, float2(fx.x, fy.x));
float n10 = dot(g10, float2(fx.y, fy.y));
float n01 = dot(g01, float2(fx.z, fy.z));
float n11 = dot(g11, float2(fx.w, fy.w));
float2 fade_xy = fade(Pf.xy);
float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x);
float n_xy = lerp(n_x.x, n_x.y, fade_xy.y);
return 2.3 * n_xy;
}

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