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noiseFrequency: 0.29 - forceDirection: {x: 0, y: -1, z: 0} - forceStrength: 0.05 + noiseFrequency: 0.731 + forceDirection: {x: 0, y: 0, z: 1} + forceStrength: 0.493 impulsePosition: {x: 0, y: 0, z: 0} impulseRadius: 3 - impulseStrength: 1 + impulseStrength: 0.05 diff --git a/Unity_2018_Frozen/Assets/Frozen/Script/SnowflakeParticleUpdater.cs b/Unity_2018_Frozen/Assets/Frozen/Script/SnowflakeParticleUpdater.cs index fd57985..0864c09 100644 --- a/Unity_2018_Frozen/Assets/Frozen/Script/SnowflakeParticleUpdater.cs +++ b/Unity_2018_Frozen/Assets/Frozen/Script/SnowflakeParticleUpdater.cs @@ -33,7 +33,6 @@ namespace UltraCombos.Frozen public float rate = 1.0f; [SerializeField] DFVolume.VolumeData volumeData; - ComputeBuffer volume_buffer; [SerializeField, Range(0, 1)] float value = 0; @@ -58,15 +57,12 @@ namespace UltraCombos.Frozen OnReset(); } - debug = string.Format("{0}", volumeData.data[(int)Mathf.Min(volumeData.data.Count * value, volumeData.data.Count - 1)]); - UpdateParticle(Time.fixedDeltaTime); } private void OnDestroy() { Utilities.Release(ref args_buffer); - Utilities.Release(ref volume_buffer); } private void OnReset() @@ -80,12 +76,6 @@ namespace UltraCombos.Frozen args_buffer = shader.CreateIndirectComputeArgsBuffer(maxParticles, 1, 1); } - { - var data = volumeData.data; - volume_buffer = new ComputeBuffer(data.Count, sizeof(float) * 4); - volume_buffer.SetData(data); - } - { buffer_data = new List(); yield return Utilities.GetRandomParticleData(maxParticles, buffer_data); @@ -120,7 +110,7 @@ namespace UltraCombos.Frozen shader.SetBuffer(0, "home_position_buffer", kinectOpticalFlow.HomePositionBuffer); shader.SetBuffer(0, "home_velocity_buffer", kinectOpticalFlow.HomeVelocityBuffer); shader.SetBuffer(0, "fluid_velocity_buffer", smokeFluidSim.VelocityBuffer); - shader.SetBuffer(0, "volume_data", volume_buffer); + shader.SetTexture(0, "DFVolume", volumeData.texture); shader.DispatchIndirect(0, args_buffer); diff --git a/Unity_2018_Frozen/Assets/Frozen/Shader/FrozenParticleUnlitPoint.shader b/Unity_2018_Frozen/Assets/Frozen/Shader/FrozenParticleUnlitPoint.shader index f55a0c9..59fad34 100644 --- a/Unity_2018_Frozen/Assets/Frozen/Shader/FrozenParticleUnlitPoint.shader +++ b/Unity_2018_Frozen/Assets/Frozen/Shader/FrozenParticleUnlitPoint.shader @@ -53,7 +53,8 @@ { v2g o = (v2g)0; #ifdef SHADER_API_D3D11 - o.vertex = mul(model_matrix, float4(ssbo[vid].position, ssbo[vid].life)); + o.vertex = mul(model_matrix, float4(ssbo[vid].position, 1.0)); + o.vertex.w = ssbo[vid].life; #endif return o; } diff --git a/Unity_2018_Frozen/Assets/Frozen/Shader/SnowflakeParticleUpdate.compute b/Unity_2018_Frozen/Assets/Frozen/Shader/SnowflakeParticleUpdate.compute index 7cebe28..a7f55ad 100644 --- a/Unity_2018_Frozen/Assets/Frozen/Shader/SnowflakeParticleUpdate.compute +++ b/Unity_2018_Frozen/Assets/Frozen/Shader/SnowflakeParticleUpdate.compute @@ -25,7 +25,7 @@ RWStructuredBuffer uniform_buffer; RWStructuredBuffer home_position_buffer; RWStructuredBuffer home_velocity_buffer; RWStructuredBuffer fluid_velocity_buffer; -RWStructuredBuffer volume_data; + Texture3D DFVolume; SamplerState samplerDFVolume; @@ -117,10 +117,12 @@ void CSMain(uint3 id : SV_DispatchThreadID) float3 dim = ((p.position - FluidGridRoot) / FluidGridSize) * FluidGridDim; dim = clamp(dim, float3(0, 0, 0), FluidGridDim - 1); int idx = (int)dim.x + (int)dim.y * FluidGridDim.x + (int)dim.z * FluidGridDim.x * FluidGridDim.y; - float3 F = fluid_velocity_buffer[idx].xyz * 1.0f; + float3 F = fluid_velocity_buffer[idx].xyz * 5.0f; acc += F * uni.impulseStrength; } + float3 volume_cc = float3(0.0, 0.424, 2.853); + // volume { //float3 volume_dim = float3(50, 50, 50); @@ -128,33 +130,47 @@ void CSMain(uint3 id : SV_DispatchThreadID) //dim = clamp(dim, float3(0, 0, 0), volume_dim - 1); //int idx = (int)dim.x + (int)dim.y * volume_dim.x + (int)dim.z * volume_dim.x * volume_dim.y; float4 df = SampleVolume((p.position - FluidGridRoot) / FluidGridSize); - float3 F = -df.xyz * pow(df.w / 0.5, 2.2); - F += cross(-df.xyz, float3(1, 0, 0)) * (1.0 - saturate(df.w / 0.2)) * 0.05; + float3 F = -df.xyz * pow(saturate(df.w / 1.0), 1.0 / 2.2) * 0.9; + + float3 np = p.position * uni.noiseFrequency; + float3 n1 = float3(0, 0, 0); + snoise(np + float3(uni.noiseSeed, p.seed, timeValue * 5.0), n1); + + //F = float3(0, 0, 0); + //F += cross(-df.xyz, float3(0, -1, 0)) * (1.0 - saturate(df.w / 0.1)) * 0.95; + F += cross(-df.xyz, n1) * (1.0 - saturate(df.w / 0.1)) * 0.15; //float4 data = volume_data[idx]; //float3 F = -data.xyz * pow(data.w, 2.2); //F += cross(-data.xyz, float3(1, 0, 0)) * (1.0 - saturate(data.w)) * 0.1; //if (data.w < 0.1) F += data.xyz * 10.0; //float3 F = lerp(cross(data.xyz, p.velocity), -data.xyz, saturate(data.w)); - acc += F * 60.0; - } + acc += F * 10.0; - // cosine gradient - { - float t = (uni.lifeDuration > 0.1f) ? clamp(p.life, 0.0f, 1.0f) : factor; - half3 rgb = cosine_gradient(coeffsA, coeffsB, coeffsC, coeffsD, t); -#if !defined(UNITY_COLORSPACE_GAMMA) - rgb = GammaToLinearSpace(rgb); -#endif - p.color.rgb = rgb; + //float th = 0.01; + //acc += float3(1, 0, 0) * (1.0 - saturate(df.w / th)) * 12.0; + + if (abs(p.position.z - volume_cc.z) < 0.8) + acc += float3(1, 0, 0) * 7.0; } + + acc *= uni.movement; p.velocity += acc * timeStep; + + { + float4 df = SampleVolume((p.position - FluidGridRoot) / FluidGridSize); + float th = 0.01; + float3 dp = p.position - df.xyz * df.w; + p.velocity = lerp(df.xyz, p.velocity, saturate(df.w / th)); + if (dot(p.position - dp, volume_cc - dp) > 0.0) p.position = dp + df.xyz * th; + } + p.position += p.velocity * timeStep; //float damping = lerp(0.965f, 0.985f, p.seed) * velocityDamping; p.velocity *= lerp(0.965f, 0.985f, p.seed) * uni.velocityDamping; - + // calculate rotate quat { float vel = length(p.velocity); @@ -190,6 +206,16 @@ void CSMain(uint3 id : SV_DispatchThreadID) p.position.y = 0.0f; } } + + // cosine gradient + { + float t = (uni.lifeDuration > 0.1f) ? clamp(p.life, 0.0f, 1.0f) : factor; + half3 rgb = cosine_gradient(coeffsA, coeffsB, coeffsC, coeffsD, t); + #if !defined(UNITY_COLORSPACE_GAMMA) + rgb = GammaToLinearSpace(rgb); + #endif + p.color.rgb = rgb; + } ssbo[id.x] = p; } diff --git a/Unity_2018_Frozen/Assets/KinectOpticalFlow/KinectUpdateShader.compute b/Unity_2018_Frozen/Assets/KinectOpticalFlow/KinectUpdateShader.compute index f350c2e..47ecb43 100644 --- a/Unity_2018_Frozen/Assets/KinectOpticalFlow/KinectUpdateShader.compute +++ b/Unity_2018_Frozen/Assets/KinectOpticalFlow/KinectUpdateShader.compute @@ -50,7 +50,7 @@ void CSMain (uint3 id : SV_DispatchThreadID) grid_index = (int)grid_pos.x + (int)grid_pos.y * FluidDim.x + (int)grid_pos.z * FluidDim.x * FluidDim.y; KinectGridBuffer[grid_index] += float4(vel.xyz, 1); - if (pos_mag > 1.0f) + if (pos_mag > 0.1f) { HomePositionBuffer.Append(float4(pos.xyz, 0)); HomeVelocityBuffer.Append(float4(vel.xyz, 0)); diff --git a/Unity_2018_Frozen/Assets/ParticleWorks/Script/Utilities.cs b/Unity_2018_Frozen/Assets/ParticleWorks/Script/Utilities.cs index c197bec..4b5cd5e 100644 --- a/Unity_2018_Frozen/Assets/ParticleWorks/Script/Utilities.cs +++ b/Unity_2018_Frozen/Assets/ParticleWorks/Script/Utilities.cs @@ -125,7 +125,7 @@ namespace UltraCombos p.seed = seeds[i]; p.color = new Vector4(1, 1, 1, factors[i]); p.velocity = Vector3.zero; - p.life = Random.Range(-1.0f, 0.0f); + p.life = Random.Range(1.0f, 0.0f); var q = Random.rotation; p.quat = new Vector4(q.x, q.y, q.z, q.w); p.model_matrix = Matrix4x4.identity;