using System; using System.Collections.Generic; using System.Security.Cryptography; using UnityEngine; using UnityEngine.Serialization; using Random = UnityEngine.Random; public class GrassField : MonoBehaviour { public int size = 100; public int numChunks = 5; public int bladesPerMeter = 100; public GrassChunk chunkPrefab; public bool ignoreHeightForLOD = true; [Header("LOD 0")] public Material grassMaterialLOD0; [Range(0f, 1f)] public float densityLOD0 = 1f; public bool enableShadowsLOD0 = true; [Header("LOD 1")] public Material grassMaterialLOD1; [Range(0f, 1f)] public float densityLOD1 = 0.5f; public bool enableShadowsLOD1 = true; [Header("LOD 2")] public Material grassMaterialLOD2; [Range(0f, 1f)] public float densityLOD2 = 0.2f; public bool enableShadowsLOD2 = false; // a 2D array would be cleaner, but it can't be serialized // 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); Debug.Log("Generating grass field done"); } private void OnEnable() { if (_chunks.Length != numChunks * numChunks) { Debug.LogError(this.name + ": Existing chunks does not match numChunks."); gameObject.SetActive(false); } } private void Update() { UpdateLODs(); } private void UpdateLODs() { var cam = Camera.main; if (!cam) return; if (_chunks.Length != numChunks * numChunks) return; var camPos = cam.transform.position - transform.position; // cam position relative to grass field if (ignoreHeightForLOD) { camPos.y = 0; // ignore height } var chunkSize = ((float)size) / numChunks; var bounds = new Bounds( new Vector3(0.5f * chunkSize, 0f, 0.5f * chunkSize), new Vector3(chunkSize, 0f, chunkSize) ); for (int x = 0; x < numChunks; x++) for (int y = 0; y < numChunks; y++) { var chunkPos = new Vector3(x, 0f, y) * chunkSize; var localCamPos = camPos - chunkPos; // cam position relative to chunk var sqrCamDist = bounds.SqrDistance(localCamPos); if (sqrCamDist > 15f * 15f) { _chunks[x + y * numChunks].LOD = 2; } else if (sqrCamDist > 7.5f * 7.5f) { _chunks[x + y * numChunks].LOD = 1; } else { _chunks[x + y * numChunks].LOD = 0; } } } private void CreateChunks(BladeData[] bladesLOD0, BladeData[] bladesLOD1, BladeData[] bladesLOD2) { GameObject chunksContainer; // If a child called "Chunks" exists, destroy it -> children are also destroyed var chunksTransform = gameObject.transform.Find("Chunks"); if (chunksTransform != null) { // Destroy(obj) does not work in edit mode DestroyImmediate(chunksTransform.gameObject); } // create GameObject "Chunks" as a container for all GrassChunk objects chunksContainer = new GameObject("Chunks"); chunksContainer.transform.SetParent(this.transform, false); var chunkSize = ((float)size) / numChunks; // bounds of the chunk (relative to chunk) - do not consider y position var chunkBounds = new Bounds( new Vector3(0.5f * chunkSize, 0.0f, 0.5f * chunkSize), new Vector3(chunkSize, 10000f, chunkSize) ); _chunks = new GrassChunk[numChunks * numChunks]; for (int x = 0; x < numChunks; x++) for (int y = 0; y < numChunks; y++) { var chunkPos = new Vector3(x, 0.0f, y) * chunkSize; 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 chunk = Instantiate(chunkPrefab, chunksContainer.transform); chunk.name = "Chunk [" + x + ", " + y +"]"; chunk.transform.localPosition = chunkPos; chunk.MaterialLOD0 = grassMaterialLOD0; chunk.MaterialLOD1 = grassMaterialLOD1; chunk.MaterialLOD2 = grassMaterialLOD2; chunk.MeshLOD0 = meshLOD0; chunk.MeshLOD1 = meshLOD1; chunk.MeshLOD2 = meshLOD2; chunk.EnableShadowsLOD0 = enableShadowsLOD0; chunk.EnableShadowsLOD1 = enableShadowsLOD1; chunk.EnableShadowsLOD2 = enableShadowsLOD2; _chunks[x + y * numChunks] = chunk; } UpdateLODs(); } private Mesh GenerateChunkMesh(Vector3 chunkPos, Bounds chunkBounds, BladeData[] blades, string meshName) { List rootPositions = new(); // vertices List tipOffsets = new(); // uv0 List indices = new(); foreach (var blade in blades) { // position relative to chunk var localRootPos = blade.rootPosition - chunkPos; if (chunkBounds.Contains(localRootPos)) { rootPositions.Add(localRootPos); tipOffsets.Add(blade.tipOffset); indices.Add(rootPositions.Count - 1); } } var mesh = new Mesh(); mesh.name = meshName; if (rootPositions.Count > 65536) { // 16 bit (default) supports 65536 vertices, 32 bit supports 4 billion mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32; Debug.LogWarning(meshName + " has more than 65536 grass blades. Mesh.indexFormat set to UInt32."); } mesh.SetVertices(rootPositions); mesh.SetUVs(0, tipOffsets); // Vector3 UVs // AABB gets calculated automatically (considers all root positions) mesh.SetIndices(indices, MeshTopology.Points, 0); // update the AABB to match the actual grass (not just the root positions) // use mesh.bounds rather than meshRenderer.localBounds, // because the latter gets overwritten automatically var previousBounds = mesh.bounds; const float width = 1f; // a blade should never bend sideways farther than this const float height = 1f; // a blade should not be higher than this mesh.bounds = new Bounds( previousBounds.center + new Vector3(0f, height * 0.5f, 0f), previousBounds.size + new Vector3(2f*width, height, 2f*width) ); return mesh; } private void OnDrawGizmos() { var chunkSize = ((float)size) / numChunks; var tPos = transform.position; for (int i = 0; i < numChunks + 1; i++) { Gizmos.color = new Color(0f, 0.3f, 1f, 1f); Gizmos.DrawLine( tPos + new Vector3(chunkSize * i, 0.01f, 0), tPos + new Vector3(chunkSize * i, 0.01f, 0) + new Vector3(0, 0, size) ); Gizmos.DrawLine( tPos + new Vector3(0, 0.01f, chunkSize * i), tPos + new Vector3(0, 0.01f, chunkSize * i) + new Vector3(size, 0, 0) ); } var cam = Camera.main; if (!cam) return; var center = cam.transform.position; if (ignoreHeightForLOD) { center.y = 0f; } Gizmos.color = new Color(1.0f, 0.0f, 1f, 2f); Gizmos.DrawWireSphere(center, 7.5f); } }