Add LOD 3

This commit is contained in:
Timo Eberl 2024-10-03 02:03:18 +02:00
parent f5de2988d0
commit dce3637ad6
Signed by: Timo
SSH Key Fingerprint: SHA256:swVjhbVzKCLQZNtwPqMEmtOUG3FTydzVrpIKpUZYTQw
9 changed files with 287244 additions and 219929 deletions

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@ -0,0 +1,31 @@
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- _LOD: 3
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@ -0,0 +1,8 @@
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@ -33,4 +33,5 @@ Material:
- _Color0: {r: 0.5882353, g: 1, b: 0.5882353, a: 1}
- _Color1: {r: 1, g: 0.8209069, b: 0.495283, a: 1}
- _Color2: {r: 1, g: 0.49831352, b: 0.21226418, a: 1}
- _Color3: {r: 0.7075472, g: 0.15018693, b: 0.15018693, a: 1}
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File diff suppressed because one or more lines are too long

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@ -4,6 +4,7 @@ using UnityEngine;
[CustomEditor(typeof(GrassField))]
public class GrassFieldEditor : Editor {
// ReSharper disable Unity.PerformanceAnalysis
public override void OnInspectorGUI() {
base.OnInspectorGUI();
@ -14,5 +15,9 @@ public class GrassFieldEditor : Editor {
EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
}
}
if (GUILayout.Button("Update LODs")) {
((GrassField) target).UpdateLODsAndMaterials();
}
}
}

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@ -84,6 +84,33 @@ public class GrassChunk : MonoBehaviour {
}
}
[SerializeField] private Material _materialLOD3;
public Material MaterialLOD3 {
get { return _materialLOD3; }
set {
_materialLOD3 = value;
UpdateLODAssets();
}
}
[SerializeField] private Mesh _meshLOD3;
public Mesh MeshLOD3 {
get { return _meshLOD3; }
set {
_meshLOD3 = value;
UpdateLODAssets();
}
}
[SerializeField] private bool _enableShadowsLOD3;
public bool EnableShadowsLOD3 {
get { return _enableShadowsLOD3; }
set {
_enableShadowsLOD3 = value;
UpdateLODAssets();
}
}
private int _lod;
public int LOD {
get { return _lod; }
@ -134,6 +161,14 @@ public class GrassChunk : MonoBehaviour {
MeshRenderer.shadowCastingMode = EnableShadowsLOD2 ? ShadowCastingMode.On : ShadowCastingMode.Off;
MeshFilter.sharedMesh = _meshLOD2;
break;
case 3:
MeshRenderer.sharedMaterial = _materialLOD3;
MeshRenderer.shadowCastingMode = EnableShadowsLOD3 ? ShadowCastingMode.On : ShadowCastingMode.Off;
MeshFilter.sharedMesh = _meshLOD3;
break;
default:
Debug.LogError("ehm?");
break;
}
}

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@ -4,7 +4,7 @@ using UnityEngine;
public class GrassField : MonoBehaviour {
public int size = 100;
public int numChunks = 10;
public int numChunks = 20;
public int bladesPerMeter = 100;
public GrassChunk chunkPrefab;
public bool ignoreHeightForLOD = true;
@ -18,10 +18,15 @@ public class GrassField : MonoBehaviour {
[Range(0f, 1f)] public float densityLOD1 = 0.5f;
public bool enableShadowsLOD1 = true;
[Header("LOD 2")]
public float distanceLOD2 = 5f + (100f / 10f) * SQRT_2 + 3f;
public float distanceLOD2 = 15f;
public Material grassMaterialLOD2;
[Range(0f, 1f)] public float densityLOD2 = 0.2f;
[Range(0f, 1f)] public float densityLOD2 = 0.25f;
public bool enableShadowsLOD2 = false;
[Header("LOD 3")]
public float distanceLOD3 = 25f;
public Material grassMaterialLOD3;
[Range(0f, 1f)] public float densityLOD3 = 0.125f;
public bool enableShadowsLOD3 = false;
private const float SQRT_2 = 1.4142135623730f;
private static readonly int pId_WorldSpaceCameraPosEditor = Shader.PropertyToID("_WorldSpaceCameraPosEditor");
@ -31,19 +36,24 @@ public class GrassField : MonoBehaviour {
// serialize it, because the chunks are generated offline and used during runtime
[SerializeField, HideInInspector] private GrassChunk[] _chunks;
// ReSharper disable Unity.PerformanceAnalysis
public void GenerateGrassField() {
Debug.Log("Generating grass field... ");
var bladesLOD0 = GrassMeshGeneration.GenerateBladesRandom(
size, size * size * (int)(bladesPerMeter * densityLOD0)
);
// var bladesLOD1 = GenerateBladesRandom(size, size * size * (int)(bladesPerMeter * densityLOD1));
// var bladesLOD2 = GenerateBladesRandom(size, size * size * (int)(bladesPerMeter * densityLOD2));
var bladesLOD1 = GrassMeshGeneration.GenerateBladesReduced(bladesLOD0, densityLOD1);
var bladesLOD2 = GrassMeshGeneration.GenerateBladesReduced(bladesLOD1, densityLOD2 / densityLOD1);
CreateChunks(bladesLOD0, bladesLOD1, bladesLOD2);
var bladesLOD3 = GrassMeshGeneration.GenerateBladesReduced(bladesLOD2, densityLOD3 / densityLOD2);
CreateChunks(bladesLOD0, bladesLOD1, bladesLOD2, bladesLOD3);
Debug.Log("Generating grass field done");
var camPosWorld = Camera.main ? Camera.main.transform.position : Vector3.zero;
UpdateLODs(camPosWorld);
UpdateMaterials(camPosWorld);
}
public void UpdateLODsAndMaterials() {
var camPosWorld = Camera.main ? Camera.main.transform.position : Vector3.zero;
UpdateMaterials(camPosWorld);
UpdateLODs(camPosWorld);
}
private void OnEnable() {
@ -52,6 +62,10 @@ public class GrassField : MonoBehaviour {
if (distanceLOD2 < minDistLOD2) {
Debug.LogWarning("It is recommended that minDistLOD2 is greater than " + minDistLOD2 + ".");
}
var minDistLOD3 = distanceLOD2 + chunkSize * SQRT_2;
if (distanceLOD3 < minDistLOD3) {
Debug.LogWarning("It is recommended that minDistLOD3 is greater than " + minDistLOD3 + ".");
}
if (_chunks.Length != numChunks * numChunks) {
Debug.LogError(this.name + ": Existing chunks does not match numChunks.");
@ -60,21 +74,16 @@ public class GrassField : MonoBehaviour {
}
private void OnDisable() {
var camPosWorld = Camera.main ? Camera.main.transform.position : Vector3.zero;
UpdateMaterials(camPosWorld);
UpdateLODs(camPosWorld);
UpdateLODsAndMaterials();
}
private void OnValidate() {
var camPosWorld = Camera.main ? Camera.main.transform.position : Vector3.zero;
UpdateMaterials(camPosWorld);
}
private void Update() {
private void FixedUpdate() {
var cam = Camera.main;
if (!cam) return;
var camPosWorld = cam.transform.position;
#if UNITY_EDITOR
// update LOD distances and camera position
UpdateMaterials(camPosWorld);
#endif
@ -105,7 +114,10 @@ public class GrassField : MonoBehaviour {
var localCamPos = camPos - chunkPos; // cam position relative to chunk
var sqrCamDist = bounds.SqrDistance(localCamPos);
if (sqrCamDist > distanceLOD2 * distanceLOD2) {
if (sqrCamDist > distanceLOD3 * distanceLOD3) {
_chunks[x + y * numChunks].LOD = 3;
}
else if (sqrCamDist > distanceLOD2 * distanceLOD2) {
_chunks[x + y * numChunks].LOD = 2;
}
else if (sqrCamDist > distanceLOD1 * distanceLOD1) {
@ -128,10 +140,10 @@ public class GrassField : MonoBehaviour {
GridRange range;
var maxCamMove = 3f; // assume that the camera did not move further than this distance
var fromXWorld = camPos.x - distanceLOD2 - maxCamMove;
var toXWorld = camPos.x + distanceLOD2 + maxCamMove;
var fromZWorld = camPos.z - distanceLOD2 - maxCamMove;
var toZWorld = camPos.z + distanceLOD2 + maxCamMove;
var fromXWorld = camPos.x - distanceLOD3 - maxCamMove;
var toXWorld = camPos.x + distanceLOD3 + maxCamMove;
var fromZWorld = camPos.z - distanceLOD3 - maxCamMove;
var toZWorld = camPos.z + distanceLOD3 + maxCamMove;
range.fromX = Math.Max( 0, (int) (fromXWorld / chunkSize) );
range.toX = Math.Max( 0, (int) (toXWorld / chunkSize) );
@ -153,8 +165,11 @@ public class GrassField : MonoBehaviour {
var transition0To = distanceLOD1;
var transition1From = transition0To + chunkDiagonalLength;
var transition1To = distanceLOD2;
var transition2From = transition1To + chunkDiagonalLength;
var transition2To = distanceLOD3;
grassMaterialLOD0.SetVector(pId_TransitionRange, new Vector2(transition0From, transition0To));
grassMaterialLOD1.SetVector(pId_TransitionRange, new Vector2(transition1From, transition1To));
grassMaterialLOD2.SetVector(pId_TransitionRange, new Vector2(transition2From, transition2To));
#if UNITY_EDITOR
if (ignoreHeightForLOD) {
camPosWorld.y = 0;
@ -162,10 +177,13 @@ public class GrassField : MonoBehaviour {
grassMaterialLOD0.SetVector(pId_WorldSpaceCameraPosEditor, camPosWorld);
grassMaterialLOD1.SetVector(pId_WorldSpaceCameraPosEditor, camPosWorld);
grassMaterialLOD2.SetVector(pId_WorldSpaceCameraPosEditor, camPosWorld);
grassMaterialLOD3.SetVector(pId_WorldSpaceCameraPosEditor, camPosWorld);
#endif
}
private void CreateChunks(BladeData[] bladesLOD0, BladeData[] bladesLOD1, BladeData[] bladesLOD2) {
private void CreateChunks(
BladeData[] bladesLOD0, BladeData[] bladesLOD1, BladeData[] bladesLOD2, BladeData[] bladesLOD3
) {
GameObject chunksContainer;
// If a child called "Chunks" exists, destroy it -> children are also destroyed
var chunksTransform = gameObject.transform.Find("Chunks");
@ -191,6 +209,7 @@ public class GrassField : MonoBehaviour {
var meshLOD0 = GenerateChunkMesh(chunkPos, chunkBounds, bladesLOD0, "grass_chunk_" + x + "_" + y + "_lod0");
var meshLOD1 = GenerateChunkMesh(chunkPos, chunkBounds, bladesLOD1, "grass_chunk_" + x + "_" + y + "_lod1");
var meshLOD2 = GenerateChunkMesh(chunkPos, chunkBounds, bladesLOD2, "grass_chunk_" + x + "_" + y + "_lod2");
var meshLOD3 = GenerateChunkMesh(chunkPos, chunkBounds, bladesLOD3, "grass_chunk_" + x + "_" + y + "_lod3");
var chunk = Instantiate(chunkPrefab, chunksContainer.transform);
chunk.name = "Chunk [" + x + ", " + y +"]";
@ -199,19 +218,18 @@ public class GrassField : MonoBehaviour {
chunk.MaterialLOD0 = grassMaterialLOD0;
chunk.MaterialLOD1 = grassMaterialLOD1;
chunk.MaterialLOD2 = grassMaterialLOD2;
chunk.MaterialLOD3 = grassMaterialLOD3;
chunk.MeshLOD0 = meshLOD0;
chunk.MeshLOD1 = meshLOD1;
chunk.MeshLOD2 = meshLOD2;
chunk.MeshLOD3 = meshLOD3;
chunk.EnableShadowsLOD0 = enableShadowsLOD0;
chunk.EnableShadowsLOD1 = enableShadowsLOD1;
chunk.EnableShadowsLOD2 = enableShadowsLOD2;
chunk.EnableShadowsLOD3 = enableShadowsLOD3;
_chunks[x + y * numChunks] = chunk;
}
var camPosWorld = Camera.main ? Camera.main.transform.position : Vector3.zero;
UpdateLODs(camPosWorld);
UpdateMaterials(camPosWorld);
}
private Mesh GenerateChunkMesh(Vector3 chunkPos, Bounds chunkBounds, BladeData[] blades, string meshName) {
@ -257,6 +275,7 @@ public class GrassField : MonoBehaviour {
var chunkSize = ((float)size) / numChunks;
var tPos = transform.position;
// grid
for (int i = 0; i < numChunks + 1; i++) {
Gizmos.color = new Color(0f, 0.3f, 1f, 1f);
Gizmos.DrawLine(
@ -282,10 +301,13 @@ public class GrassField : MonoBehaviour {
Gizmos.color = new Color(0f, 0.3f, 1f, 1f);
Gizmos.DrawWireSphere(center, distanceLOD1);
Gizmos.DrawWireSphere(center, distanceLOD2);
Gizmos.DrawWireSphere(center, distanceLOD3);
Gizmos.color = new Color(1.0f, 1.0f, 0.0f, 1f);
var minDistLOD2 = distanceLOD1 + chunkSize * SQRT_2;
var minDistLOD3 = distanceLOD2 + chunkSize * SQRT_2;
Gizmos.DrawWireSphere(center, minDistLOD2);
Gizmos.DrawWireSphere(center, minDistLOD3);
Gizmos.matrix = oldMatrix;
}

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@ -1,12 +1,13 @@
Shader "Grass/GrassBlade" {
Properties {
[KeywordEnum(LOD 0, LOD 1, LOD 2)] _LOD("Level of Detail", int) = 0
[KeywordEnum(LOD 0, LOD 1, LOD 2, LOD 3)] _LOD("Level of Detail", int) = 0
_BladeWidth("Blade Width", Range(0.003, .1)) = 0.01
_BendStrength("Bend Strength", Range(0, 1)) = 1
_Color0("Color LOD 0", Color) = (0.3, 1.0, 0.3, 1.0)
_Color1("Color LOD 1", Color) = (1.0, 0.7, 0.3, 1.0)
_Color2("Color LOD 2", Color) = (1.0, 0.3, 0.1, 1.0)
_Color3("Color LOD 3", Color) = (0.8, 0.0, 0.0, 1.0)
}
SubShader {
LOD 100
@ -22,7 +23,7 @@
#pragma multi_compile _ SHADOWS_SCREEN
// shader_feature is very similar to multi_compile. Use multi_compile for keywords that are set from code.
#pragma shader_feature _LOD_LOD_0 _LOD_LOD_1 _LOD_LOD_2
#pragma shader_feature _LOD_LOD_0 _LOD_LOD_1 _LOD_LOD_2 _LOD_LOD_3
#pragma shader_feature UNITY_EDITOR
#include "UnityCG.cginc"
@ -49,7 +50,7 @@
#pragma fragment frag
#pragma geometry geom
#pragma shader_feature _LOD_LOD_0 _LOD_LOD_1 _LOD_LOD_2
#pragma shader_feature _LOD_LOD_0 _LOD_LOD_1 _LOD_LOD_2 _LOD_LOD_3
#pragma shader_feature UNITY_EDITOR
#include "UnityCG.cginc"

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@ -1,6 +1,6 @@
// Material Properties
float _BladeWidth, _BendStrength;
float4 _Color0, _Color1, _Color2;
float4 _Color0, _Color1, _Color2, _Color3;
float2 _TransitionRange;
@ -22,7 +22,7 @@ struct g2f {
#ifdef IS_IN_BASE_PASS
float2 uv : TEXCOORD0; // bottom left 0.0 top right 1.1 (values converge - 0 and 1 meet at the tip)
SHADOW_COORDS(1) // put shadows data into TEXCOORD1
float3 worldPos : TEXCOORD2;
float transitionInterpolator : TEXCOORD2;
#endif
};
@ -46,6 +46,8 @@ float getCameraDistance(float3 pos) {
#elif _LOD_LOD_1
[MaxVertexCount(4 + ( 5 - 1 ) * 2)]
#elif _LOD_LOD_2
[MaxVertexCount(4 + ( 2 - 1 ) * 2)]
#elif _LOD_LOD_3
[MaxVertexCount(4)]
#endif
void geom(point v2g IN[1], inout TriangleStream<g2f> triStream) {
@ -60,6 +62,8 @@ void geom(point v2g IN[1], inout TriangleStream<g2f> triStream) {
const float3 basePosWS = mul(unity_ObjectToWorld, float4(basePos.xyz, 1.0)).xyz;
const float cameraDistance = getCameraDistance(basePosWS);
float interpolator = invLerp(_TransitionRange.x, _TransitionRange.y, cameraDistance);
// randomly cull grass blades
// float randoVal = N21(basePos);
@ -86,27 +90,30 @@ void geom(point v2g IN[1], inout TriangleStream<g2f> triStream) {
#elif _LOD_LOD_1
int numSegments = 5;
#elif _LOD_LOD_2
int numSegments = 2;
#elif _LOD_LOD_3
int numSegments = 1;
#endif
for (int i = 0; i < numSegments; i++) {
const float lowerThickness = 0.8;
#if _LOD_LOD_2
#if _LOD_LOD_3
{
const float segmentWidth = halfWidth * pow(sin(lowerThickness * 3.141), .8);
const float3 widthOffset = getWidthOffset(segmentWidth, tipPosBladeSpace.xz) * max(1, cameraDistance / 8);
float3 segmentCenterBase = basePos;
float3 segmentCenterTip = basePos + tipPosBladeSpace;
const float3 vertLeftBase = segmentCenterBase + widthOffset;
const float3 vertRightBase = segmentCenterBase - widthOffset;
const float3 vertLeftTip = segmentCenterTip + widthOffset * 0.4;
const float3 vertRightTip = segmentCenterTip - widthOffset * 0.4;
const float3 vertLeftBase = segmentCenterBase + widthOffset * 2.0;
const float3 vertRightBase = segmentCenterBase - widthOffset * 2.0;
const float3 vertLeftTip = segmentCenterTip + widthOffset * 0.5;
const float3 vertRightTip = segmentCenterTip - widthOffset * 0.5;
o.pos = UnityObjectToClipPos(vertLeftBase);
#ifdef IS_IN_BASE_PASS
o.uv = float2(0, 0);
TRANSFER_SHADOW(o)
o.worldPos = mul(unity_ObjectToWorld, float4(basePos, 1.0));
o.transitionInterpolator = interpolator;
#endif
triStream.Append(o);
@ -114,7 +121,7 @@ void geom(point v2g IN[1], inout TriangleStream<g2f> triStream) {
#ifdef IS_IN_BASE_PASS
o.uv = float2(1, 0);
TRANSFER_SHADOW(o)
o.worldPos = mul(unity_ObjectToWorld, float4(basePos, 1.0));
o.transitionInterpolator = interpolator;
#endif
triStream.Append(o);
@ -122,7 +129,7 @@ void geom(point v2g IN[1], inout TriangleStream<g2f> triStream) {
#ifdef IS_IN_BASE_PASS
o.uv = float2(0, 1);
TRANSFER_SHADOW(o)
o.worldPos = mul(unity_ObjectToWorld, float4(basePos, 1.0));
o.transitionInterpolator = interpolator;
#endif
triStream.Append(o);
@ -130,7 +137,7 @@ void geom(point v2g IN[1], inout TriangleStream<g2f> triStream) {
#ifdef IS_IN_BASE_PASS
o.uv = float2(1, 1);
TRANSFER_SHADOW(o)
o.worldPos = mul(unity_ObjectToWorld, float4(basePos, 1.0));
o.transitionInterpolator = interpolator;
#endif
triStream.Append(o);
}
@ -174,7 +181,7 @@ void geom(point v2g IN[1], inout TriangleStream<g2f> triStream) {
#ifdef IS_IN_BASE_PASS
o.uv = float2(0, segmentHeightNormalized);
TRANSFER_SHADOW(o)
o.worldPos = mul(unity_ObjectToWorld, float4(basePos, 1.0));
o.transitionInterpolator = interpolator;
#endif
triStream.Append(o);
@ -182,7 +189,7 @@ void geom(point v2g IN[1], inout TriangleStream<g2f> triStream) {
#ifdef IS_IN_BASE_PASS
o.uv = float2(1, segmentHeightNormalized);
TRANSFER_SHADOW(o)
o.worldPos = mul(unity_ObjectToWorld, float4(basePos, 1.0));
o.transitionInterpolator = interpolator;
#endif
triStream.Append(o);
@ -193,7 +200,7 @@ void geom(point v2g IN[1], inout TriangleStream<g2f> triStream) {
#ifdef IS_IN_BASE_PASS
o.uv = float2(.5, 1);
TRANSFER_SHADOW(o)
o.worldPos = mul(unity_ObjectToWorld, float4(basePos, 1.0));
o.transitionInterpolator = interpolator;
#endif
triStream.Append(o);
}
@ -208,19 +215,20 @@ float4 frag(g2f i) : SV_Target{
float3 light = float3(i.uv.yyy);
light *= max(.35, shadow);
#if _LOD_LOD_2
light *= 0.75;
light *= 0.75; // fake shadow
#elif _LOD_LOD_3
light *= 0.6; // fake shadow
#endif
const float camDist = getCameraDistance(i.worldPos);
float interpolator = invLerp(_TransitionRange.x, _TransitionRange.y, camDist);
float3 albedo;
#if _LOD_LOD_0
albedo = lerp(_Color0.xyz, _Color1.xyz, interpolator);
albedo = lerp(_Color0.xyz, _Color1.xyz, i.transitionInterpolator);
#elif _LOD_LOD_1
albedo = lerp(_Color1.xyz, _Color2.xyz, interpolator);
albedo = lerp(_Color1.xyz, _Color2.xyz, i.transitionInterpolator);
#elif _LOD_LOD_2
albedo = _Color2.xyz;
albedo = lerp(_Color2.xyz, _Color3.xyz, i.transitionInterpolator);
#elif _LOD_LOD_3
albedo = _Color3.xyz;
#endif
// albedo = _Color0.xyz;