diff --git a/.gitignore b/.gitignore new file mode 100644 index 00000000..1a62eb52 --- /dev/null +++ b/.gitignore @@ -0,0 +1,106 @@ +# =========================== +# Default GIT Ignore Rules +# =========================== + +# OS Generated +# ============================---++++asking? +._* +.DS_Store +.Spotlight-V100 +.Trashes +[Dd]esktop.ini +ehthumbs.db +[Tt]humbs.db + +# Asset meta data should only be ignored when the corresponding asset is also ignored +# I don't think this line works because Icons was being ignored but Icons.meta wasn't being ignored. - Utkarsh +# Let's see what's up with that later. +![Aa]ssets/**/*.meta + +# Visual Studio / MonoDevelop generated +# =====================================---- +.vs/ +*.booproj +*.csproj +*.pdb +*.pidb +*.sln +*.suo +*.unityproj +*.user +*.userprefs +[Ee]xported[Oo]bj/ + +# Other IDE / Misc +================== +.consulo/ +*.tmp +*.mdb +*.opendb +*.svd +*.tmp +*.VC.db + +# Unity3D generated meta files +*.pidb.meta +*.pdb.meta +*.mdb.meta + +# Unity generated +# =============== +.*/ +*.stackdump +[Bb]uild/ +[Bb]uilds/ +[Ll]ibrary/ +[Ll]ogs/ +[Oo]bj/ +sysinfo.txt +[Tt]emp/ +[Mm]emoryCaptures/ +[Uu]serSettings/ +[Ss]witchIL2CPPCache/ +[Ss]witchIL2CPPStats/ + +# Build related +# ============= +.gradle/ +*.apk +*.unitypackage +crashlytics-build.properties + +# Third party assets + +# ================== +# Photon +# ================== +Assets/Photon/PhotonLibs/GameCore +Assets/Photon/PhotonLibs/EncryptorNative.cs +Assets/Photon/PhotonLibs/EncryptorNative.cs.meta +Assets/Photon/PhotonLibs/SocketNativeSource.cs +Assets/Photon/PhotonLibs/SocketNativeSource.cs.meta + +# ================== +# FMOD +# ================== +fmod*.log +Assets/StreamingAssets/*.bank +Assets/StreamingAssets/*.bank.meta +Assets/Plugins/FMOD/Cache/Editor/ +Assets/Plugins/FMOD/platforms/gamecore +Assets/Plugins/FMOD/platforms/ps4 +Assets/Plugins/FMOD/platforms/ps5 +Assets/Plugins/FMOD/platforms/gamecore.meta 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b/CharacterCreator/Assets/Scripts/EditorHelper.cs @@ -0,0 +1,27 @@ +#if UNITY_EDITOR +using UnityEditor; +using UnityEngine; + +public class FlingMenu +{ + [MenuItem("GameObject/SDF Collection", false, 10)] + private static void CreateSDFCollection(MenuCommand menuCommand) + { + GameObject sdfObject = AssetDatabase.LoadAssetAtPath("Assets/Prefabs/SDFCollection.prefab", typeof(GameObject)) as GameObject; + + // Create a custom game object + GameObject go = GameObject.Instantiate(sdfObject); + // Ensure it gets reparented if this was a context click (otherwise does nothing) + GameObjectUtility.SetParentAndAlign(go, menuCommand.context as GameObject); + // Register the creation in the undo system + Undo.RegisterCreatedObjectUndo(go, "Create " + go.name); + Selection.activeObject = go; + } + + [MenuItem("CustomMenu/Print the count of selected gameobjects")] + private static void PrintNumberOfSelectedGameObjects() + { + Debug.Log(Selection.gameObjects.Length); + } +} +#endif \ No newline at end of file diff --git a/CharacterCreator/Assets/Scripts/EditorHelper.cs.meta b/CharacterCreator/Assets/Scripts/EditorHelper.cs.meta new file mode 100644 index 00000000..0741a75a --- /dev/null +++ b/CharacterCreator/Assets/Scripts/EditorHelper.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d12cb351cf176cd44bd503e9a7df8fa3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/CharacterCreator/Assets/Scripts/SDFCollection.cs b/CharacterCreator/Assets/Scripts/SDFCollection.cs new file mode 100644 index 00000000..c21e5547 --- /dev/null +++ b/CharacterCreator/Assets/Scripts/SDFCollection.cs @@ -0,0 +1,271 @@ +using System.Runtime.CompilerServices; +using UnityEngine; + +[ExecuteAlways] +[RequireComponent(typeof(MeshRenderer))] +public class SDFCollection : MonoBehaviour +{ + #region Shader Properties + private const int MAX_SDF_OBJECTS = 128; + private static readonly int SDFTypeShaderPropertyID = Shader.PropertyToID("SDFType"); + private static readonly int SDFTransformMatricesPropertyID = Shader.PropertyToID("SDFTransformMatrices"); + private static readonly int SDFDataShaderPropertyID = Shader.PropertyToID("SDFData"); + private static readonly int SDFBlendOperationShaderPropertyID = Shader.PropertyToID("SDFBlendOperation"); + private static readonly int SDFBlendFactorShaderPropertyID = Shader.PropertyToID("SDFBlendFactor"); + private static readonly int SDFCountTotalShaderPropertyID = Shader.PropertyToID("SDFCountTotal"); + private static readonly int SDFCountCompoundedShaderPropertyID = Shader.PropertyToID("SDFCountCompounded"); + private static readonly int SDFOffsetsShaderPropertyID = Shader.PropertyToID("OffsetsToNextSdf"); + private static readonly int SDFPrimaryColorsPropertyID = Shader.PropertyToID("SDFPrimaryColors"); + private static readonly int SDFSecondaryColorsPropertyID = Shader.PropertyToID("SDFSecondaryColors"); + private static readonly int SDFTextureTypePropertyID = Shader.PropertyToID("SDFTextureType"); + private static readonly int SDFTextureDataShaderPropertyID = Shader.PropertyToID("SDFTextureData"); + + private static readonly int SDFEmissionColorsPropertyID = Shader.PropertyToID("SDFEmissionColors"); + private static readonly int SDFSmoothnessPropertyID = Shader.PropertyToID("SDFSmoothness"); + private static readonly int SDFMetallicPropertyID = Shader.PropertyToID("SDFMetallic"); + #endregion + + private SDFObject[] sdfObjects; + private int sdfCountTotal; // compound objects are counted = number of the children in that compound + private int sdfCountCompounded; // compound objects are counted as 1 object here + + [SerializeField] private SDFObject sdfObjectPrefab; + + private Renderer renderer; + private MaterialPropertyBlock materialPropertyBlock; + + private Matrix4x4[] sdfTransformMatrices = new Matrix4x4[MAX_SDF_OBJECTS]; + private float[] sdfTypes = new float[MAX_SDF_OBJECTS]; + private Vector4[] sdfData = new Vector4[MAX_SDF_OBJECTS]; + private float[] sdfBlendOperations = new float[MAX_SDF_OBJECTS]; + private float[] sdfBlends = new float[MAX_SDF_OBJECTS]; + private Vector4[] sdfPrimaryColors = new Vector4[MAX_SDF_OBJECTS]; + private Vector4[] sdfSecondaryColors = new Vector4[MAX_SDF_OBJECTS]; + private float[] sdfTextureTypes = new float[MAX_SDF_OBJECTS]; + private Vector4[] sdfTextureData = new Vector4[MAX_SDF_OBJECTS]; + private float[] sdfSmoothnessValues = new float[MAX_SDF_OBJECTS]; + private float[] sdfMetallicValues = new float[MAX_SDF_OBJECTS]; + private Vector4[] sdfEmissionColors = new Vector4[MAX_SDF_OBJECTS]; + private float[] offsetsToNextSdf = new float[MAX_SDF_OBJECTS]; + + private bool hasInitialized = false; + + private void OnEnable() + { + Initialize(); + } + + private void OnTransformChildrenChanged() + { + // OnTransformChildrenChanged() is NOT fired if a grand-child changes. + // Only the immediate child hierarchy below this parent is evaluated and fires this. + ValidateTransformChildrenChange(); + } + + private void OnValidate() + { + hasInitialized = false; + Initialize(); + } + + private void Initialize() + { + if (hasInitialized) + { + return; + } + + sdfObjects = new SDFObject[MAX_SDF_OBJECTS]; + sdfTransformMatrices = new Matrix4x4[MAX_SDF_OBJECTS]; + sdfTypes = new float[MAX_SDF_OBJECTS]; + sdfData = new Vector4[MAX_SDF_OBJECTS]; + sdfBlendOperations = new float[MAX_SDF_OBJECTS]; + sdfBlends = new float[MAX_SDF_OBJECTS]; + sdfPrimaryColors = new Vector4[MAX_SDF_OBJECTS]; + sdfSmoothnessValues = new float[MAX_SDF_OBJECTS]; + sdfTextureTypes = new float[MAX_SDF_OBJECTS]; + sdfTextureData = new Vector4[MAX_SDF_OBJECTS]; + sdfMetallicValues = new float[MAX_SDF_OBJECTS]; + sdfEmissionColors = new Vector4[MAX_SDF_OBJECTS]; + offsetsToNextSdf = new float[MAX_SDF_OBJECTS]; + + renderer = GetComponent(); + + materialPropertyBlock = new MaterialPropertyBlock(); + + ValidateTransformChildrenChange(); + + SDFObject.OnChildrenUpdated += OnCompoundSDFObjectUpdated; + + hasInitialized = true; + } + + private void Update() + { + if (!hasInitialized) + { + return; + } + + for (int i = 0; i < sdfCountTotal; i++) + { + SDFObject sdf = sdfObjects[i]; + sdfTypes[i] = (int)sdf.Type; + sdfTransformMatrices[i] = sdf.transform.worldToLocalMatrix; + sdfData[i] = sdf.ShapeData; + sdfBlendOperations[i] = (int)sdf.BlendOperation; + sdfBlends[i] = sdf.BlendFactor; + sdfPrimaryColors[i] = sdf.PrimaryColor; + sdfSecondaryColors[i] = sdf.SecondaryColor; + sdfTextureTypes[i] = (int)sdf.TextureType; + sdfTextureData[i] = sdf.TextureData; + sdfSmoothnessValues[i] = sdf.Smoothness; + sdfMetallicValues[i] = sdf.Metallic; + sdfEmissionColors[i] = sdf.EmissionColor; + } + + materialPropertyBlock.SetFloatArray(SDFTypeShaderPropertyID, sdfTypes); + materialPropertyBlock.SetMatrixArray(SDFTransformMatricesPropertyID, sdfTransformMatrices); + materialPropertyBlock.SetVectorArray(SDFDataShaderPropertyID, sdfData); + materialPropertyBlock.SetFloatArray(SDFBlendOperationShaderPropertyID, sdfBlendOperations); + materialPropertyBlock.SetFloatArray(SDFBlendFactorShaderPropertyID, sdfBlends); + materialPropertyBlock.SetInt(SDFCountTotalShaderPropertyID, sdfCountTotal); + materialPropertyBlock.SetInt(SDFCountCompoundedShaderPropertyID, sdfCountCompounded); + materialPropertyBlock.SetVectorArray(SDFPrimaryColorsPropertyID, sdfPrimaryColors); + materialPropertyBlock.SetVectorArray(SDFSecondaryColorsPropertyID, sdfSecondaryColors); + materialPropertyBlock.SetFloatArray(SDFTextureTypePropertyID, sdfTextureTypes); + materialPropertyBlock.SetVectorArray(SDFTextureDataShaderPropertyID, sdfTextureData); + materialPropertyBlock.SetFloatArray(SDFSmoothnessPropertyID, sdfSmoothnessValues); + materialPropertyBlock.SetFloatArray(SDFMetallicPropertyID, sdfMetallicValues); + materialPropertyBlock.SetVectorArray(SDFEmissionColorsPropertyID, sdfEmissionColors); + materialPropertyBlock.SetFloatArray(SDFOffsetsShaderPropertyID, offsetsToNextSdf); + + renderer.SetPropertyBlock(materialPropertyBlock); + } + + private void OnDisable() + { + if (!hasInitialized) + { + return; + } + + hasInitialized = false; + materialPropertyBlock.Clear(); + materialPropertyBlock = null; + renderer.SetPropertyBlock(null); + } + + private void OnDestroy() + { + SDFObject.OnChildrenUpdated -= OnCompoundSDFObjectUpdated; + } + + #region HELPERS + [ContextMenu("Add SDF Object")] + private void AddSDFObject() + { + if (sdfCountCompounded == MAX_SDF_OBJECTS) + { + // Can't add any more to this SDFCollection! + return; + } + + SDFObject sdfObject = InstantiateSDFObject(transform); + } + + public SDFObject InstantiateSDFObject(Transform parent) + { + SDFObject sdfObject = Instantiate(sdfObjectPrefab, parent); + sdfObject.SetParentCollection(this); + return sdfObject; + } + + private void OnCompoundSDFObjectUpdated(SDFCollection parentCollection) + { + if (parentCollection != this) + { + // someone else's sdf child + return; + } + + ValidateTransformChildrenChange(); + } + + private void ValidateTransformChildrenChange() + { + SDFObject[] objects = GetComponentsInChildren(); + int childCount = Mathf.Clamp(objects.Length, 0, MAX_SDF_OBJECTS); + + sdfCountTotal = 0; + sdfCountCompounded = 0; + + for (int i = 0; i < childCount; i++) + { + SDFObject curObject = objects[i]; + if (curObject.IsChildOfCompoundSDF) + { + // this case happens when a child object is destroyed + continue; + } + offsetsToNextSdf[sdfCountCompounded] = sdfCountTotal + curObject.NumSDFChildren + 1; + sdfObjects[sdfCountTotal] = curObject; + curObject.SetParentCollection(this); + if (curObject.Type == SDFObject.SDFObjectType.Compound) + { + // for compound objects we don't send both parent and children to the GPU + InsertCompoundObject(curObject); + + i += curObject.NumSDFChildren; + } + sdfCountTotal += curObject.NumSDFChildren + 1; + sdfCountCompounded++; + } + } + + private void InsertCompoundObject(SDFObject compoundSdf) + { + for (int i = 0; i < compoundSdf.NumSDFChildren; i++) + { + SDFObject compObjChild = compoundSdf.SDFChildren[i]; + sdfObjects[sdfCountTotal + i + 1] = compObjChild; + compObjChild.SetParentCollection(this); + } + } + #endregion + + private void TraverseCompound(int index, int lastIndex) + { + for (int i = index; i < lastIndex; i++) + { + int crap = 0; + } + } + + [ContextMenu("Run test")] + private void Traverse() + { + int i = 0; + int elementIndex = 0; + int sdfsDone = 0; + while (sdfsDone < sdfCountCompounded) + { + elementIndex = i; + if (sdfObjects[i].Type == SDFObject.SDFObjectType.Compound) + { + elementIndex++; + } + TraverseCompound(elementIndex, (int)offsetsToNextSdf[sdfsDone]); + i = (int)offsetsToNextSdf[sdfsDone]; + sdfsDone++; + } + + Debug.Log("done"); + } + + private void OnDrawGizmos() + { + Gizmos.color = Color.green; + Gizmos.DrawWireCube(transform.position, transform.localScale); + } +} diff --git a/CharacterCreator/Assets/Scripts/SDFCollection.cs.meta b/CharacterCreator/Assets/Scripts/SDFCollection.cs.meta new file mode 100644 index 00000000..87dffefb --- /dev/null +++ b/CharacterCreator/Assets/Scripts/SDFCollection.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 20fe064fe8a616748b70533c9f9fde45 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/CharacterCreator/Assets/Scripts/SDFObject.cs b/CharacterCreator/Assets/Scripts/SDFObject.cs new file mode 100644 index 00000000..6bd75554 --- /dev/null +++ b/CharacterCreator/Assets/Scripts/SDFObject.cs @@ -0,0 +1,182 @@ +using System; +using UnityEngine; +using UnityEngine.Serialization; + +[ExecuteAlways] +public class SDFObject : MonoBehaviour +{ + public const int MAX_SDF_CHILDREN = 32; + + public enum SDFObjectType + { + Sphere = 0, + Cube = 1, + Torus = 2, + Cylinder = 3, + Capsule = 4, + Octahedron = 5, + Cone = 6, + Compound = -1, + } + + public enum BlendOperationEnum + { + Add = 0, + Subtract = 1, + Intersect = 2, + ColorBlend = 3, + } + + public enum ProceduralTextureType + { + Plain = 0, + StripedTriplanar = 1, + PolkaDotsTriplanar = 2, + DiamondsTriplanar = 3, + WavesTriplanar = 4, + ProceduralPattern1 = 5, + WorleySmooth3D = 6, + WorleyCells3D = 7, + FBM = 8, + Perlin = 9, + } + + [SerializeField] private SDFObjectType type; + public SDFObjectType Type => type; + + [SerializeField, FormerlySerializedAs("data")] private Vector4 shapeData = new Vector4(0.3f, 0, 0, 0); + public Vector4 ShapeData => shapeData; + + [SerializeField] private BlendOperationEnum blendOperation; + public BlendOperationEnum BlendOperation => blendOperation; + + [Range(0.0001f, 10.0f)] + [SerializeField] private float blendFactor = 0.02f; + public float BlendFactor => blendFactor; + + [SerializeField] private Color color = Color.white; + public Color PrimaryColor => color; + + [SerializeField] private Color secondaryColor = Color.black; + public Color SecondaryColor => secondaryColor; + + [SerializeField] private ProceduralTextureType textureType = ProceduralTextureType.Plain; + public ProceduralTextureType TextureType => textureType; + + [SerializeField] private Vector4 textureData = new Vector4(1.0f, 0, 0, 0); + public Vector4 TextureData => textureData; + + [SerializeField, Range(0, 1)] private float smoothness = 0.0f; + public float Smoothness => smoothness; + + [SerializeField, Range(0, 1)] private float metallic = 0.0f; + public float Metallic => metallic; + + [SerializeField, ColorUsage(false, true)] private Color emissionColor; + public Color EmissionColor => emissionColor; + + public SDFObject[] SDFChildren { get; private set; } + public int NumSDFChildren { get; private set; } = 0; + + private SDFObjectType lastStoredType; + public bool IsChildOfCompoundSDF { get; private set; } = false; + private bool hasInitialized = false; + + private SDFCollection parentCollection; + + private void OnEnable() + { + Initialize(); + } + + public void SetAsChildOfCompound() + { + if (type == SDFObjectType.Compound) + { + type = SDFObjectType.Sphere; + } + IsChildOfCompoundSDF = true; + } + + private void Initialize() + { + if (hasInitialized) + { + return; + } + + SDFChildren = new SDFObject[MAX_SDF_CHILDREN]; + NumSDFChildren = 0; + + ValidateTransformChildrenChange(); + + hasInitialized = true; + } + + public void SetParentCollection(SDFCollection parentCollection) + { + this.parentCollection = parentCollection; + } + + private void OnDisable() + { + hasInitialized = false; + } + + private void OnTransformChildrenChanged() + { + ValidateTransformChildrenChange(); + } + + public static event Action OnChildrenUpdated; + private void ValidateTransformChildrenChange() + { + if (type != SDFObjectType.Compound) + { + if (NumSDFChildren > 0) + { + NumSDFChildren = 0; + OnChildrenUpdated?.Invoke(parentCollection); + } + return; + } + + SDFObject[] objects = GetComponentsInChildren(); + NumSDFChildren = Mathf.Clamp(objects.Length - 1, 0, MAX_SDF_CHILDREN); // -1 because self (parent) is included here and we don't want to count it + + for (int i = 0; i < NumSDFChildren; i++) + { + SDFChildren[i] = objects[i + 1]; // index into sdf children from i + 1 to ignore parent + SDFChildren[i].SetParentCollection(parentCollection); + SDFChildren[i].SetAsChildOfCompound(); + } + + OnChildrenUpdated?.Invoke(parentCollection); + } + + private void OnValidate() + { + if (type == SDFObjectType.Compound && IsChildOfCompoundSDF) + { + type = lastStoredType; + return; + } + + lastStoredType = type; + ValidateTransformChildrenChange(); + } + + [ContextMenu("Add SDF Child Object")] + private void AddSDFChild() + { + if (IsChildOfCompoundSDF || NumSDFChildren == MAX_SDF_CHILDREN) + { + // Can't add any more to this SDFCollection! + return; + } + + type = SDFObjectType.Compound; + SDFObject sdfObject = parentCollection.InstantiateSDFObject(transform); + sdfObject.SetAsChildOfCompound(); + } +} \ No newline at end of file diff --git a/CharacterCreator/Assets/Scripts/SDFObject.cs.meta b/CharacterCreator/Assets/Scripts/SDFObject.cs.meta new file mode 100644 index 00000000..67321030 --- /dev/null +++ b/CharacterCreator/Assets/Scripts/SDFObject.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cada9cef2bbb7de4d8ac236d2caf4967 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/CharacterCreator/Assets/Scripts/Turntable.cs b/CharacterCreator/Assets/Scripts/Turntable.cs new file mode 100644 index 00000000..8fd8b7a0 --- /dev/null +++ b/CharacterCreator/Assets/Scripts/Turntable.cs @@ -0,0 +1,12 @@ +using UnityEngine; + +public class Turntable : MonoBehaviour +{ + [SerializeField] private float rotationSpeed = 1.0f; + + // Update is called once per frame + void Update() + { + this.transform.Rotate(0, rotationSpeed * Time.deltaTime, 0); + } +} diff --git a/CharacterCreator/Assets/Scripts/Turntable.cs.meta b/CharacterCreator/Assets/Scripts/Turntable.cs.meta new file mode 100644 index 00000000..44a5d2c1 --- /dev/null +++ b/CharacterCreator/Assets/Scripts/Turntable.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3108ce8e50d6c094cbb8d66944721280 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/CharacterCreator/Assets/Shaders.meta b/CharacterCreator/Assets/Shaders.meta new file mode 100644 index 00000000..9c0cdf3b --- /dev/null +++ b/CharacterCreator/Assets/Shaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a93ce0796b621d54382cbbeab6db3ce1 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/CharacterCreator/Assets/Shaders/Common.hlsl b/CharacterCreator/Assets/Shaders/Common.hlsl new file mode 100644 index 00000000..86cfd8d3 --- /dev/null +++ b/CharacterCreator/Assets/Shaders/Common.hlsl @@ -0,0 +1,26 @@ +#ifndef COMMONSHADERINCLUDE +#define COMMONSHADERINCLUDE + +#define MAX_SDF_OBJECTS 128 + +// Uniforms set using MaterialPropertyBlock +float SDFType[MAX_SDF_OBJECTS]; +float4 SDFData[MAX_SDF_OBJECTS]; +float SDFBlendFactor[MAX_SDF_OBJECTS]; +float SDFBlendOperation[MAX_SDF_OBJECTS]; +float4x4 SDFTransformMatrices[MAX_SDF_OBJECTS]; +float4 SDFPrimaryColors[MAX_SDF_OBJECTS]; +float4 SDFSecondaryColors[MAX_SDF_OBJECTS]; +float SDFTextureType[MAX_SDF_OBJECTS]; +float4 SDFTextureData[MAX_SDF_OBJECTS]; // .x is texture scale + // .y + // .z + // .w is normal blending strength (for triplanar) +float4 SDFEmissionColors[MAX_SDF_OBJECTS]; +float SDFSmoothness[MAX_SDF_OBJECTS]; +float SDFMetallic[MAX_SDF_OBJECTS]; +float SDFCountTotal; // in this number each compound object counts itself but also its children +float SDFCountCompounded; // in this number compound objects = 1 +float OffsetsToNextSdf[MAX_SDF_OBJECTS]; + +#endif \ No newline at end of file diff --git a/CharacterCreator/Assets/Shaders/Common.hlsl.meta b/CharacterCreator/Assets/Shaders/Common.hlsl.meta new file mode 100644 index 00000000..17b5276a --- /dev/null +++ b/CharacterCreator/Assets/Shaders/Common.hlsl.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 2f8a66e906ecb5643b8e2b0262426b9a +ShaderIncludeImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/CharacterCreator/Assets/Shaders/NoiseFunctions.hlsl b/CharacterCreator/Assets/Shaders/NoiseFunctions.hlsl new file mode 100644 index 00000000..570321fd --- /dev/null +++ b/CharacterCreator/Assets/Shaders/NoiseFunctions.hlsl @@ -0,0 +1,163 @@ +#ifndef NOISESHADERINCLUDE +#define NOISESHADERINCLUDE + +/* =============== NOISE FUNCTIONS ================= */ + +// Random + + +float2 random2(float2 p) +{ + return frac(sin(float2(dot(p, float2(127.1f, 311.7f)), + dot(p, float2(269.5f, 183.3f)))) + * 43758.5453f); +} + + +float3 random3(float3 p) +{ + return frac(sin(float3(dot(p, float3(127.1f, 311.7f, 191.999f)), + dot(p, float3(269.5f, 183.3f, 191.999f)), + dot(p, float3(420.6f, 631.2f, 191.999f)))) + * 43758.5453f); +} + +// FBM + +float noise3D(float3 p) +{ + return frac(sin(dot(p, float3(127.1, 269.5, 191.2))) * + 43758.5453); +} + +float interpNoise3D(float x, float y, float z) +{ + int intX = int(floor(x)); + float fracX = frac(x); + int intY = int(floor(y)); + float fracY = frac(y); + int intZ = int(floor(z)); + float fracZ = frac(z); + + // 4 points on Z1 depth + float v1 = noise3D(float3(intX, intY, intZ)); + float v2 = noise3D(float3(intX + 1, intY, intZ)); + + float v3 = noise3D(float3(intX, intY + 1, intZ)); + float v4 = noise3D(float3(intX + 1, intY + 1, intZ)); + + // Bilinear on Z1 depth + float i1 = lerp(v1, v2, fracX); + float i2 = lerp(v3, v4, fracX); + float iz1 = lerp(i1, i2, fracY); + + // 4 points on Z2 depth + float v5 = noise3D(float3(intX, intY, intZ + 1)); + float v6 = noise3D(float3(intX + 1, intY, intZ + 1)); + + float v7 = noise3D(float3(intX, intY + 1, intZ + 1)); + float v8 = noise3D(float3(intX + 1, intY + 1, intZ + 1)); + + // Bilinear on Z2 depth + float i3 = lerp(v5, v6, fracX); + float i4 = lerp(v7, v8, fracX); + float iz2 = lerp(i3, i4, fracY); + + // Final trilinear + return lerp(iz1, iz2, fracZ); +} + +float fbm(float3 pos, float amp, float freq) +{ + float total = 0.0; + float persistence = 0.5; + int octaves = 8; + + for (int i = 1; i <= octaves; i++) { + total += interpNoise3D(pos.x * freq, + pos.y * freq, + pos.z * freq) * amp; + + freq *= 2.f; + amp *= persistence; + } + return total; +} + +// Worley + +float WorleyNoise(float2 uv) +{ + float2 uvInt = floor(uv); + float2 uvfrac = frac(uv); + float minDist = 1.0; // Minimum distance initialized to max. + for (int y = -1; y <= 1; ++y) { + for (int x = -1; x <= 1; ++x) { + float2 neighbor = float2(float(x), float(y)); // Direction in which neighbor cell lies + float2 pt = random2(uvInt + neighbor); // Get the Voronoi centerpoint for the neighboring cell + float2 diff = neighbor + pt - uvfrac; // Distance between fragment coord and neighbor’s Voronoi point + float dist = length(diff); + minDist = min(minDist, dist); + } + } + return minDist; +} + +float WorleyNoise3D(float3 uvw) +{ + float3 uvInt = floor(uvw); + float3 uvfrac = frac(uvw); + float minDist = 1.0; // Minimum distance initialized to max. + + for (int z = -1; z <= 1; ++z) { + for (int y = -1; y <= 1; ++y) { + for (int x = -1; x <= 1; ++x) { + float3 neighbor = float3(float(x), float(y), float(z)); // Direction in which neighbor cell lies + float3 pt = random3(uvInt + neighbor); // Get the Voronoi centerpoint for the neighboring cell + float3 diff = neighbor + pt - uvfrac; // Distance between fragment coord and neighbor’s Voronoi point + float dist = length(diff); + minDist = min(minDist, dist); + } + } + } + + return minDist; +} + +// Perlin + +float surflet3D(float3 p, float3 gridPoint) +{ + // Compute the distance between p and the grid point along each axis, and warp it with a + // quintic function so we can smooth our cells + float3 t2 = abs(p - gridPoint); + float3 t = 1 - 6 * pow(t2, 5) + 15.f * pow(t2, 4) - 10.f * pow(t2, 3); + // Get the random vector for the grid point (assume we wrote a function random2 + // that returns a vec2 in the range [0, 1]) + float3 gradient = normalize(random3(gridPoint) * 2.f - float3(1.f, 1.f, 1.f)); + // Get the vector from the grid point to P + float3 diff = p - gridPoint; + // Get the value of our height field by dotting grid->P with our gradient + float height = dot(diff, gradient); + // Scale our height field (i.e. reduce it) by our polynomial falloff function + return height * t.x * t.y * t.z; +} + +float perlinNoise3D(float3 p) +{ + float surfletSum = 0.f; + // Iterate over the four integer corners surrounding uv + for (int dx = 0; dx <= 1; ++dx) { + for (int dy = 0; dy <= 1; ++dy) { + for (int dz = 0; dz <= 1; ++dz) { + surfletSum += surflet3D(p, floor(p) + float3(dx, dy, dz)); + } + } + } + + // remap [-1,1] tp [0,1] + surfletSum = (surfletSum + 1) * 0.5; + return surfletSum; +} + +#endif \ No newline at end of file diff --git a/CharacterCreator/Assets/Shaders/NoiseFunctions.hlsl.meta b/CharacterCreator/Assets/Shaders/NoiseFunctions.hlsl.meta new file mode 100644 index 00000000..cdc35423 --- /dev/null +++ b/CharacterCreator/Assets/Shaders/NoiseFunctions.hlsl.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 4b5b090726c67aa48a80a1fb64e7aa57 +ShaderIncludeImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/CharacterCreator/Assets/Shaders/Raymarch.hlsl b/CharacterCreator/Assets/Shaders/Raymarch.hlsl new file mode 100644 index 00000000..844dbd89 --- /dev/null +++ b/CharacterCreator/Assets/Shaders/Raymarch.hlsl @@ -0,0 +1,502 @@ +#ifndef RAYMARCHSHADERINCLUDE +#define RAYMARCHSHADERINCLUDE + +#include "Common.hlsl" +#include "Texturing.hlsl" + +#define RAYMARCH_CONSTANT_STEPS 0 +#define RAYMARCH_SPHERE_TRACE 1 + +#define MAX_ITERS 1024 +#define MAX_DIST 100000 +#define MIN_DIST 10e-4 +#define EPSILON float3(0.0f, MIN_DIST, 0.0f) + +struct Ray +{ + float3 origin; + float3 direction; +}; + +float lengthSqr(float3 vec) +{ + return vec.x * vec.x + vec.y * vec.y + vec.z * vec.z; +} + +bool intersectBox(float3 rayOrigin, float3 rayDirection, out float tNear, out float tFar) { + float3 rinvDir = 1.0 / rayDirection; + // for now we're assuming unit cube that is NOT moved! + float3 tbot = rinvDir * (float3(-0.5, -0.5, -0.5) - rayOrigin); + float3 ttop = rinvDir * (float3(0.5, 0.5, 0.5) - rayOrigin); + float3 tmin = min(ttop, tbot); + float3 tmax = max(ttop, tbot); + float2 t = max(tmin.xx, tmin.yz); + float t0 = max(t.x, t.y); + t = min(tmax.xx, tmax.yz); + float t1 = min(t.x, t.y); + tNear = t0; + tFar = t1; + return t1 > max(t0, 0.0); +} + +// from IQ + +/// +/// Returns the smooth minimum (square) based on a k blend factor. +/// +/// +/// +/// +/// float2 value. x component is the smooth minimum value, and y component is the blend factor [0,1] +float2 add_smoothMin2(float a, float b, float k) +{ + float h = max(k - abs(a - b), 0.0) / k; + float m = h * h * 0.5; + float s = m * k * (1.0 / 2.0); + return (a < b) ? float2(a - s, m) : float2(b - s, m - 1.0); +} + +float subtract(float a, float b, float k) +{ + float h = clamp(0.5 - 0.5 * (a + b) / k, 0.0, 1.0); + return float2(lerp(a, -b, h) + k * h * (1.0 - h), 0); +} + +float intersect(float a, float b) +{ + return float2(max(a, b), 0); +} +float sdfCompoundObjectParent(float3 pos) +{ + return 0.0f; +} + +float sdfBox(float3 pos, float3 size) +{ + //if (pos.y > 0.1) + //{ + // pos.y += sin(10 * pos.x) * sin(20 * pos.z) * 0.05; + //} + float3 q = abs(pos) - size; + return length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0); +} + +float sdfSphere(float3 pos, float radius) +{ + return (lengthSqr(pos) - radius * radius); +} + +float sdfTorus(float3 pos, float2 size) +{ + float2 q = float2(length(pos.xz) - size.x, pos.y); + return length(q) - size.y; +} + +float sdfCylinder(float3 pos, float height, float radius) +{ + float2 d = abs(float2(length(pos.xz), pos.y)) - float2(radius, height); + return min(max(d.x, d.y), 0.0) + length(max(d, 0.0)); +} + +float sdfCapsule(float3 pos, float height, float radius) +{ + float halfHeight = height * 0.5; + pos.y -= clamp(pos.y, -halfHeight, halfHeight); // modified from IQ's version: move this to the center of axis! + return length(pos) - radius; +} + +float sdfOctahedron(float3 pos, float size) +{ + pos = abs(pos); + return (pos.x + pos.y + pos.z - size) * 0.57735027; +} + +float sdfCappedCone(float3 pos, float height, float r1, float r2) +{ + float2 q = float2(length(pos.xz), pos.y); + float2 k1 = float2(r2, height); + float2 k2 = float2(r2 - r1, 2.0 * height); + float2 ca = float2(q.x - min(q.x, (q.y < 0.0) ? r1 : r2), abs(q.y) - height); + float2 cb = q - k1 + k2 * clamp(dot(k1 - q, k2) / dot(k2, k2), 0.0, 1.0); + float s = (cb.x < 0.0 && ca.y < 0.0) ? -1.0 : 1.0; + return s * sqrt(min(dot(ca,ca), dot(cb,cb))); +} + +float sdfRoundness(float sdf, float roundness) +{ + return sdf - roundness; +} + +float sdfElement(float3 pos, int index, int lastIndex) +{ + float3 posTransformed; + float2 sdf = float2(MAX_DIST, 1.0); + + for (int i = index; i < lastIndex; i++) + { + float size = SDFData[i].x; + int blendOp = i == index? 0 : SDFBlendOperation[i]; // the first individual element should always ADD + int sdfType = SDFType[i]; + + float4x4 transform = SDFTransformMatrices[i]; + posTransformed = mul(transform, float4(pos, 1.0)).xyz; + + float roundness = SDFData[i].w; // .w is always roundness + + float curSdf = 0.0f; + float blendT = 0.0f; + + if (sdfType == 0) + { + curSdf = sdfSphere(posTransformed, size); + } + else if (sdfType == 1) + { + curSdf = sdfBox(posTransformed, size); + } + else if (sdfType == 2) + { + curSdf = sdfTorus(posTransformed, float2(size, SDFData[i].y)); + } + else if (sdfType == 3) + { + curSdf = sdfCylinder(posTransformed, SDFData[i].y, size); + } + else if (sdfType == 4) + { + curSdf = sdfCapsule(posTransformed, SDFData[i].y, size); + } + else if (sdfType == 5) + { + curSdf = sdfOctahedron(posTransformed, size); + } + else if (sdfType == 6) + { + curSdf = sdfCappedCone(posTransformed, size, SDFData[i].y, SDFData[i].z); + } + + if (roundness > 0.0) + { + curSdf = sdfRoundness(curSdf, roundness); + } + + if (blendOp == 0) // add + { + sdf = add_smoothMin2(sdf, curSdf, SDFBlendFactor[i]); + blendT = sdf.y; + } + else if (blendOp == 1) // subtract + { + sdf = subtract(sdf, curSdf, SDFBlendFactor[i]); + blendT = sdf.y; + } + else if (blendOp == 2) // intersect + { + sdf = intersect(sdf, curSdf); + blendT = sdf.y; + } + else // colour blend + { + // sdf doesn't change! we only update colors + float2 tmp = add_smoothMin2(sdf, curSdf, SDFBlendFactor[i]); + blendT = tmp.y; + } + } + + return sdf.x; +} + +// Version that only calculates sdf minDist +float sceneSdf(float3 pos) +{ + float2 sdf = float2(FLT_MAX, 1.0); + + int i = 0; + int sdfsDone = 0; + while (sdfsDone < SDFCountCompounded) + { + int sdfType = SDFType[i]; + int elementIndex = i; + int blendOp = SDFBlendOperation[i]; + int elemBlendOp = 0; // add for individual element blends + if (sdfType == -1) // compound sdf + { + elementIndex++; // this is the parent. ignore and go to children + } + + float curSdf = sdfElement(pos, elementIndex, OffsetsToNextSdf[sdfsDone]); + float blendT = 0.0f; + + if (blendOp == 0) // add + { + sdf = add_smoothMin2(sdf, curSdf, SDFBlendFactor[i]); + blendT = sdf.y; + } + else if (blendOp == 1) // subtract + { + sdf = subtract(sdf, curSdf, SDFBlendFactor[i]); + blendT = sdf.y; + } + else if (blendOp == 2) // intersect + { + sdf = intersect(sdf, curSdf); + blendT = sdf.y; + } + else // colour blend + { + // sdf doesn't change! we only update colors + float2 tmp = add_smoothMin2(sdf, curSdf, SDFBlendFactor[i]); + blendT = tmp.y; + } + + i = OffsetsToNextSdf[sdfsDone]; + sdfsDone++; + } + + return sdf.x; +} + +float sdfElement(float3 pos, int index, int lastIndex, float3 normal, out float4 outColor, out float outSmoothness, out float outMetallic, out float4 outEmissionColor) +{ + float3 posTransformed; + float2 sdf = float2(FLT_MAX, 1.0); + + float4 texturedColor = float4(0, 0, 0, 0); + bool isFirst; + + for (int i = index; i < lastIndex; i++) + { + isFirst = i == index; + float size = SDFData[i].x; + int blendOp = isFirst ? 0 : SDFBlendOperation[i]; // the first individual element should always ADD + int sdfType = SDFType[i]; + + float4x4 transform = SDFTransformMatrices[i]; + posTransformed = mul(transform, float4(pos, 1.0)).xyz; + + float roundness = SDFData[i].w; // .w is always roundness + + float curSdf = 0.0f; + float blendT = 0.0f; + + if (sdfType == 0) + { + curSdf = sdfSphere(posTransformed, size); + } + else if (sdfType == 1) + { + curSdf = sdfBox(posTransformed, size); + } + else if (sdfType == 2) + { + curSdf = sdfTorus(posTransformed, float2(size, SDFData[i].y)); + } + else if (sdfType == 3) + { + curSdf = sdfCylinder(posTransformed, SDFData[i].y, size); + } + else if (sdfType == 4) + { + curSdf = sdfCapsule(posTransformed, SDFData[i].y, size); + } + else if (sdfType == 5) + { + curSdf = sdfOctahedron(posTransformed, size); + } + else if (sdfType == 6) + { + curSdf = sdfCappedCone(posTransformed, size, SDFData[i].y, SDFData[i].z); + } + + if (roundness > 0.0) + { + curSdf = sdfRoundness(curSdf, roundness); + } + + if (blendOp == 0) // add + { + sdf = add_smoothMin2(sdf, curSdf, SDFBlendFactor[i]); + blendT = sdf.y; + } + else if (blendOp == 1) // subtract + { + sdf = subtract(sdf, curSdf, SDFBlendFactor[i]); + blendT = sdf.y; + } + else if (blendOp == 2) // intersect + { + sdf = intersect(sdf, curSdf); + blendT = sdf.y; + } + else // colour blend + { + // sdf doesn't change! we only update colors + float2 tmp = add_smoothMin2(sdf, curSdf, SDFBlendFactor[i]); + blendT = tmp.y; + } + + GetTexture(posTransformed, mul(transform, float4(normal, 1)).xyz, i, texturedColor); + outColor = lerp(outColor, texturedColor, abs(blendT)); + outSmoothness = lerp(outSmoothness, SDFSmoothness[i], abs(blendT)); + outMetallic = lerp(outMetallic, SDFMetallic[i], abs(blendT)); + outEmissionColor = lerp(outEmissionColor, SDFEmissionColors[i], abs(blendT)); + } + + return sdf.x; +} +// Version that calculates material properties +float sceneSdf(float3 pos, float3 normal, out float4 outColor, out float outSmoothness, out float outMetallic, out float4 outEmissionColor) +{ + float3 posTransformed; + float2 sdf = float2(FLT_MAX, 1.0); + + outColor = float4(0, 0, 0, 0); + outSmoothness = 0; + outMetallic = 0; + outEmissionColor = float4(0, 0, 0, 0); + + float4 curOutColor = float4(0, 0, 0, 0); + float4 texturedColor = float4(0, 0, 0, 0); + float4 curTexturedColor = float4(0, 0, 0, 0); + float curSmoothness = 0; + float curMetallic = 0; + float4 curEmissionColor = float4(0, 0, 0, 0); + + int i = 0; + int sdfsDone = 0; + + while (sdfsDone < SDFCountCompounded) + { + float blendT = 0.0f; + + int sdfType = SDFType[i]; + int elementIndex = i; + if (sdfType == -1) // compound sdf + { + elementIndex++; // this is the parent. ignore and go to children + } + + float4 discarding; + float discardingg; + curOutColor = float4(0, 0, 0, 0); + curTexturedColor = float4(0, 0, 0, 0); + + float curSdf = sdfElement(pos, elementIndex, OffsetsToNextSdf[sdfsDone], normal, curOutColor, curSmoothness, curMetallic, curEmissionColor); + int blendOp = SDFBlendOperation[i]; + + float4x4 transform = SDFTransformMatrices[i]; + posTransformed = mul(transform, float4(pos, 1.0)).xyz; + + if (blendOp == 0) // add + { + sdf = add_smoothMin2(sdf, curSdf, SDFBlendFactor[i]); + blendT = sdf.y; + } + else if (blendOp == 1) // subtract + { + sdf = subtract(sdf, curSdf, SDFBlendFactor[i]); + blendT = sdf.y; + } + else if (blendOp 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normalize(float3(sceneSdf(pos + EPSILON.yxx) - sceneSdf(pos - EPSILON.yxx), + sceneSdf(pos + EPSILON.xyx) - sceneSdf(pos - EPSILON.xyx), + sceneSdf(pos + EPSILON.xxy) - sceneSdf(pos - EPSILON.xxy))); +} + +void Raymarch_float(float3 rayOriginObjectSpace, float3 rayDirectionObjectSpace, out float3 outPosition, out float4 outColor, out float3 objectSpaceNormal, out float outSmoothness, out float outMetallic, out float4 outEmissionColor) +{ + float tNear, tFar; + if (!intersectBox(rayOriginObjectSpace, rayDirectionObjectSpace, tNear, tFar)) + { + // don't raymarch if ray doesn't intersect the AABB of the object + outPosition = rayOriginObjectSpace + rayDirectionObjectSpace; + outColor = float4(0, 0, 0, 0); + objectSpaceNormal = float3(0, 0, 0); + outSmoothness = 0; + outMetallic = 0; + outEmissionColor = float4(0, 0, 0, 0); + return; + } + + tFar = min(tFar, MAX_DIST); + float dist = max(MIN_DIST, tNear); + + for (int i = 0; i < MAX_ITERS; i++) + { + float3 p = rayOriginObjectSpace + 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+++ b/CharacterCreator/Assets/Shaders/Texturing.hlsl @@ -0,0 +1,193 @@ +#ifndef TEXTURINGSHADERINCLUDE +#define TEXTURINGSHADERINCLUDE + +#include "Common.hlsl" +#include "NoiseFunctions.hlsl" + +Texture2DArray TextureArraySide; +Texture2DArray TextureArrayTop; +Texture2DArray TextureArrayFront; + +/* ==================================================== +* ================ SAMPLED TEXTURES =================== +*==================================================== */ + +void GetTriplanarTexture(float sdfObjectIndex, float3 position, float3 normal, float blendStrength, UnitySamplerState samplerstate, out float3 outColor) +{ + // assume position is always between -0.5 and 0.5!!! + position = position + 0.5; // normalize between 0 and 1 + + float2 uv_xy = position.xy; + float2 uv_yz = position.yz; + float2 uv_xz = position.xz; + + normal = pow(abs(normal), blendStrength); // abs because same left and right, pow for making the sides separated + normal /= (normal.x + normal.y + normal.z); // normalzing after pow operation + + + // Other way of sampling: + // SAMPLE_TEXTURE2D_ARRAY(TextureArraySide, samplerstate.samplerstate, uv_xy, sdfObjectIndex) * normal.z; + // look into this script: https://github.com/Unity-Technologies/Graphics/blob/master/Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl + + outColor = TextureArrayFront.SampleLevel(samplerstate.samplerstate, float3(uv_xy, sdfObjectIndex), 0) * normal.z + + TextureArraySide.SampleLevel(samplerstate.samplerstate, float3(uv_yz, sdfObjectIndex), 0) * normal.x + + TextureArrayTop.SampleLevel(samplerstate.samplerstate, float3(uv_xz, sdfObjectIndex), 0) * normal.y; + + //outColor = normal; +} + +/* ======================================================== +* ============= 2D UV PROCEDURAL TEXTURES ================= +*========================================================== */ + +float GetStripes(float3 pos, float2 values) +{ + pos.y = cos(values.y) * pos.x + sin(values.y) * pos.y; + return smoothstep(0.5, values.x, sin(pos.y)); +} + +float GetDots(float2 pos, float2 smoothstepEdges) +{ + return smoothstep(smoothstepEdges.x, smoothstepEdges.y, sin(pos.x) * cos(pos.y)); +} + +float GetDiamonds(float2 pos, float2 smoothstepEdges) +{ + return smoothstep(smoothstepEdges.x, smoothstepEdges.y, sin(pos.x) + cos(pos.y)); +} + +float GetWaves(float2 pos, float2 values) +{ + return smoothstep(values.x - 0.1, values.x, sin(pos.x + sin(pos.y * values.y))); +} + +float GetPattern1(float2 pos, float2 values) +{ + return sin(pos.x * pos.y); + return smoothstep(0.5, values.x, sin(pos.x * pos.y)); +} + +float GetTriplanarTexture(float3 position, float3 normal, float4 curSDFTextureData, float SDFTextureType) +{ + position *= curSDFTextureData.x; // texture scale + + normal = pow(abs(normal), curSDFTextureData.w); // abs because same left and right, pow for making the sides separated + normal /= (normal.x + normal.y + normal.z); // normalzing after pow operation + + float texX = 0; + float texY = 0; + float texZ = 0; + + if (SDFTextureType == 1) // stripes horizontal + { + texX = GetStripes(position, curSDFTextureData.yz); + texY = GetStripes(position, curSDFTextureData.yz); + texZ = GetStripes(position, curSDFTextureData.yz); + } + else if (SDFTextureType == 2) // dots + { + texX = GetDots(position.yz, curSDFTextureData.yz); + texY = GetDots(position.xz, curSDFTextureData.yz); + texZ = GetDots(position.xy, curSDFTextureData.yz); + } + else if (SDFTextureType == 3) // diamonds + { + texX = GetDiamonds(position.yz, curSDFTextureData.yz); + texY = GetDiamonds(position.xz, curSDFTextureData.yz); + texZ = GetDiamonds(position.xy, curSDFTextureData.yz); + } + else if (SDFTextureType == 4) // waves + { + texX = GetWaves(position.yz, curSDFTextureData.yz); + texY = GetWaves(position.xz, curSDFTextureData.yz); + texZ = GetWaves(position.yx, curSDFTextureData.yz); + } + else if (SDFTextureType == 5) // waves + { + texX = GetPattern1(position.yz, curSDFTextureData.yz); + texY = GetPattern1(position.xz, curSDFTextureData.yz); + texZ = GetPattern1(position.yx, curSDFTextureData.yz); + } + + float tex = texX * normal.x + texY * normal.y + texZ * normal.z; + return tex; +} + +/* ======================================================== +* ============= 3D UV PROCEDURAL TEXTURES ================= +*========================================================== */ + +float GetWorley(float3 pos, float2 values) +{ + return smoothstep(values.x, values.y, WorleyNoise3D(pos)); +} + +float GetWorleyCells(float3 pos, float2 values) +{ + float worl = WorleyNoise3D(pos); + worl = worl * worl * worl * worl * worl; + return worl; + //return step(values.x, worl); +} + +float GetFBM(float3 pos, float2 values) +{ + float fbmVal = fbm(pos, values.x, values.y); + return fbmVal; +} + +float GetPerlin(float3 pos, float2 values) +{ + float perl = perlinNoise3D(pos); + perl = smoothstep(0.5, values.x, perl); + return perl; +} + +float Get3DTexture(float3 pos, float3 normal, float4 curSDFTextureData, float SDFTextureType) +{ + pos *= curSDFTextureData.x; // texture scale + + float tex = 0; + if (SDFTextureType == 6) // worley + { + tex = GetWorley(pos, curSDFTextureData.yz); + } + else if (SDFTextureType == 7) // worley cells + { + tex = GetWorleyCells(pos, curSDFTextureData.yz); + } + else if (SDFTextureType == 8) // FBM + { + tex = GetFBM(pos, curSDFTextureData.yz); + } + else if (SDFTextureType == 9) // Perlin + { + tex = GetPerlin(pos, curSDFTextureData.yz); + } + return tex; +} + +void GetTexture(float3 worldPosition, float3 worldNormal, int sdfObjectIndex, out float4 textureValue) +{ + float tex = 0.0f; + float4 textureData = SDFTextureData[sdfObjectIndex]; + float type = SDFTextureType[sdfObjectIndex]; + + if (type == 0) // no texture + { + tex = 0; + } + else if (type >= 1 && type <= 5) // triplanar textures + { + tex = GetTriplanarTexture(worldPosition, worldNormal, textureData, type); + //tex = smoothstep(0.5,0.7, sin(position.x / 0.01f)) * smoothstep(0.5,0.7,cos(position.y / 0.01f)) * smoothstep(0.5,0.7,sin(position.z / 0.01f)); + } + else if (type >= 6) // 3D position based texture + { + tex = Get3DTexture(worldPosition, worldNormal, textureData, type); + } + + textureValue = lerp(SDFPrimaryColors[sdfObjectIndex], SDFSecondaryColors[sdfObjectIndex], tex); +} + +#endif \ No newline at end of file diff --git a/CharacterCreator/Assets/Shaders/Texturing.hlsl.meta b/CharacterCreator/Assets/Shaders/Texturing.hlsl.meta new file mode 100644 index 00000000..41581d00 --- /dev/null +++ b/CharacterCreator/Assets/Shaders/Texturing.hlsl.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 95cdc8fa14ae5524495395221bf811b0 +ShaderIncludeImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/CharacterCreator/Assets/URPSettings.meta b/CharacterCreator/Assets/URPSettings.meta new file mode 100644 index 00000000..39b94dd7 --- /dev/null +++ b/CharacterCreator/Assets/URPSettings.meta @@ -0,0 +1,8 @@ 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UnityEngine.Rendering.Universal; + +[System.Serializable] +public class RaymarchRendererFeature : ScriptableRendererFeature +{ + private RaymarchRenderPass raymarchRenderPass; + + public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) + { + renderer.EnqueuePass(raymarchRenderPass); + } + + public override void Create() + { + raymarchRenderPass = new RaymarchRenderPass(); + } +} + +public class RaymarchRenderPass : ScriptableRenderPass +{ + public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) + { + + } +} diff --git a/CharacterCreator/Assets/URPSettings/RendererFeatures/RaymarchRendererFeature.cs.meta b/CharacterCreator/Assets/URPSettings/RendererFeatures/RaymarchRendererFeature.cs.meta new file mode 100644 index 00000000..5f871111 --- /dev/null +++ b/CharacterCreator/Assets/URPSettings/RendererFeatures/RaymarchRendererFeature.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 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The culmination of your procedural graphics experience this semester. For your final project, we'd like to give you the time and space to explore a topic of your choosing. You may choose any topic you please, so long as you vet the topic and scope with an instructor or TA. We've provided some suggestions below. The scope of your project should be roughly 1.5 homework assignments). To help structure your time, we're breaking down the project into 4 milestones: - -## Project planning: Design Doc (due 11/8) -Before submitting your first milestone, _you must get your project idea and scope approved by Rachel, Adam or a TA._ - -### Design Doc -Start off by forking this repository. In your README, write a design doc to outline your project goals and implementation plan. It must include the following sections: - -#### Introduction -- What motivates your project? - -#### Goal -- What do you intend to achieve with this project? - -#### Inspiration/reference: -- You must have some form of reference material for your final project. Your reference may be a research paper, a blog post, some artwork, a video, another class at Penn, etc. -- Include in your design doc links to and images of your reference material. - -#### Specification: -- Outline the main features of your project. - -#### Techniques: -- What are the main technical/algorithmic tools you’ll be using? Give an overview, citing specific papers/articles. - -#### Design: -- How will your program fit together? Make a simple free-body diagram illustrating the pieces. - -#### Timeline: -- Create a week-by-week set of milestones for each person in your group. Make sure you explicitly outline what each group member's duties will be. - -Submit your Design doc as usual via pull request against this repository. -## Milestone 1: Implementation part 1 (due 11/15) -Begin implementing your engine! Don't worry too much about polish or parameter tuning -- this week is about getting together the bulk of your generator implemented. By the end of the week, even if your visuals are crude, the majority of your generator's functionality should be done. - -Put all your code in your forked repository. - -Submission: Add a new section to your README titled: Milestone #1, which should include -- written description of progress on your project goals. If you haven't hit all your goals, what's giving you trouble? -- Examples of your generators output so far -We'll check your repository for updates. No need to create a new pull request. -## Milestone 3: Implementation part 2 (due 11/27) -We're over halfway there! This week should be about fixing bugs and extending the core of your generator. Make sure by the end of this week _your generator works and is feature complete._ Any core engine features that don't make it in this week should be cut! Don't worry if you haven't managed to exactly hit your goals. We're more interested in seeing proof of your development effort than knowing your planned everything perfectly. - -Put all your code in your forked repository. - -Submission: Add a new section to your README titled: Milestone #3, which should include -- written description of progress on your project goals. If you haven't hit all your goals, what did you have to cut and why? -- Detailed output from your generator, images, video, etc. -We'll check your repository for updates. No need to create a new pull request. - -Come to class on the due date with a WORKING COPY of your project. We'll be spending time in class critiquing and reviewing your work so far. - -## Final submission (due 12/5) -Time to polish! Spen this last week of your project using your generator to produce beautiful output. Add textures, tune parameters, play with colors, play with camera animation. Take the feedback from class critques and use it to take your project to the next level. - -Submission: -- Push all your code / files to your repository -- Come to class ready to present your finished project -- Update your README with two sections - - final results with images and a live demo if possible - - post mortem: how did your project go overall? Did you accomplish your goals? Did you have to pivot? - -## Topic Suggestions - -### Create a generator in Houdini - -### A CLASSIC 4K DEMO -- In the spirit of the demo scene, create an animation that fits into a 4k executable that runs in real-time. Feel free to take inspiration from the many existing demos. Focus on efficiency and elegance in your implementation. -- Example: - - [cdak by Quite & orange](https://www.youtube.com/watch?v=RCh3Q08HMfs&list=PLA5E2FF8E143DA58C) - -### A RE-IMPLEMENTATION -- Take an academic paper or other pre-existing project and implement it, or a portion of it. -- Examples: - - [2D Wavefunction Collapse Pokémon Town](https://gurtd.github.io/566-final-project/) - - [3D Wavefunction Collapse Dungeon Generator](https://github.com/whaoran0718/3dDungeonGeneration) - - [Reaction Diffusion](https://github.com/charlesliwang/Reaction-Diffusion) - - [WebGL Erosion](https://github.com/LanLou123/Webgl-Erosion) - - [Particle Waterfall](https://github.com/chloele33/particle-waterfall) - - [Voxelized Bread](https://github.com/ChiantiYZY/566-final) - -### A FORGERY -Taking inspiration from a particular natural phenomenon or distinctive set of visuals, implement a detailed, procedural recreation of that aesthetic. This includes modeling, texturing and object placement within your scene. Does not need to be real-time. Focus on detail and visual accuracy in your implementation. -- Examples: - - [The Shrines](https://github.com/byumjin/The-Shrines) - - [Watercolor Shader](https://github.com/gracelgilbert/watercolor-stylization) - - [Sunset Beach](https://github.com/HanmingZhang/homework-final) - - [Sky Whales](https://github.com/WanruZhao/CIS566FinalProject) - - [Snail](https://www.shadertoy.com/view/ld3Gz2) - - [Journey](https://www.shadertoy.com/view/ldlcRf) - - [Big Hero 6 Wormhole](https://2.bp.blogspot.com/-R-6AN2cWjwg/VTyIzIQSQfI/AAAAAAAABLA/GC0yzzz4wHw/s1600/big-hero-6-disneyscreencaps.com-10092.jpg) - -### A GAME LEVEL -- Like generations of game makers before us, create a game which generates an navigable environment (eg. a roguelike dungeon, platforms) and some sort of goal or conflict (eg. enemy agents to avoid or items to collect). Aim to create an experience that will challenge players and vary noticeably in different playthroughs, whether that means procedural dungeon generation, careful resource management or an interesting AI model. Focus on designing a system that is capable of generating complex challenges and goals. -- Examples: - - [Rhythm-based Mario Platformer](https://github.com/sgalban/platformer-gen-2D) - - [Pokémon Ice Puzzle Generator](https://github.com/jwang5675/Ice-Puzzle-Generator) - - [Abstract Exploratory Game](https://github.com/MauKMu/procedural-final-project) - - [Tiny Wings](https://github.com/irovira/TinyWings) - - Spore - - Dwarf Fortress - - Minecraft - - Rogue - -### AN ANIMATED ENVIRONMENT / MUSIC VISUALIZER -- Create an environment full of interactive procedural animation. The goal of this project is to create an environment that feels responsive and alive. Whether or not animations are musically-driven, sound should be an important component. Focus on user interactions, motion design and experimental interfaces. -- Examples: - - [The Darkside](https://github.com/morganherrmann/thedarkside) - - [Music Visualizer](https://yuruwang.github.io/MusicVisualizer/) - - [Abstract Mesh Animation](https://github.com/mgriley/cis566_finalproj) - - [Panoramical](https://www.youtube.com/watch?v=gBTTMNFXHTk) - - [Bound](https://www.youtube.com/watch?v=aE37l6RvF-c) - -### YOUR OWN PROPOSAL -- You are of course welcome to propose your own topic . Regardless of what you choose, you and your team must research your topic and relevant techniques and come up with a detailed plan of execution. You will meet with some subset of the procedural staff before starting implementation for approval. +# Character Creator + +## [Watch Video Here](https://www.youtube.com/watch?v=CjKSifE5IyI) + +# Table of Contents + +- [Character Creator](#character-creator) + - [Watch Video Here](#watch-video-here) +- [Table of Contents](#table-of-contents) +- [Design Doc](#design-doc) + - [Introduction](#introduction) + - [Goal](#goal) + - [Inspiration](#inspiration) + - [Specifications](#specifications) + - [Techniques](#techniques) + - [Design](#design) + - [Timeline](#timeline) +- [Milestone #1: Setup SDFs and Raymarching (11/15/23)](#milestone-1-setup-sdfs-and-raymarching-111523) +- [Milestone #2 \& #3: SDF Blending and Procedural Texturing](#milestone-2--3-sdf-blending-and-procedural-texturing) + - [Project pivot](#project-pivot) + - [Failed Attempt](#failed-attempt) +- [Milestone #4, Final: Compound SDFs and making characters](#milestone-4-final-compound-sdfs-and-making-characters) +- [Implementation Details](#implementation-details) + - [1. Raymarch shader](#1-raymarch-shader) + - [2. Lighting and Shading](#2-lighting-and-shading) + - [3. Compound SDFs](#3-compound-sdfs) + - [4. Animations ???](#4-animations-) +- [References](#references) + +# Design Doc + +## Introduction + +This project will serve as a base for a procedural character creation system that could hopefully be integrated into my game, +[Fling to the Finish](https://store.steampowered.com/app/1054430/Fling_to_the_Finish/), in the future. The game uses an art-style where all characters fit within a bounding-sphere, and must be *roughly* round shaped. + +## Goal + +A tool made in Unity that allows the user to create roughly spherical characters by using smooth (or hard) blended SDFs and a procedural texturing tool for the generated characters. This tool will allow the user to choose from a bunch of predefined metaball primitive shapes and combine them to make a character. The user will be able to procedurally texture the generated character. Both the geometry and texturing stages will allow the user to tweak parameters to customise the look of their character. + +## Inspiration + +[Spore](https://store.steampowered.com/app/17390/SPORE/) uses a signed distance field (SDF) (more specifically, metaballs) based approach for its extremely robust character creation engine. While this engine is ahead of its time and really technologically complex, I wish to create a tool that could replicate a small chunk of its functionality. + +|Spore Character Creator| +|:-:| +|| + +Most of this will be achieved by referencing [Inigo Quilez's amazing articles](https://iquilezles.org/articles/) on SDFs, raymarching and procedural texturing of SDFs. + +The hope is to create a tool for quick creation of spherical characters that would fit the aesthetic of Fling to the Finish. + +|Fling to the Finish Characters| +|:-:| +|| + +## Specifications + +**1. Primitive Metaball based character generator** + +This system will use a number of predefined metaballs including: + +- a base body shape (sphere, rounded cube, pyramid) +- optional accessories, including + - eyes, mouth and nose + - wings + - visual enhancements, such as a torus + +The user will be allowed to first select a base body shape, and then add up to 4 accessories, by moving, rotating, and scaling them in 3D space near the main body metaball. + +**2. Raymarching in Unity** + +Since the system will use metaballs, it needs a raymarching algorithm to render these metaballs. This will be implemented as a HLSL shader in Unity. + +**3. Procedural Texturing** + +This will allow the user to colour each part of the generated character based on chosen parameters: + - shading model (lambertian/phong/PBR) + - colour and glossiness + - applying procedural textures on to the shape based on a spherical projection (more explained later) + +**Stretch goals:** + +**1. Apply different stylized effects for texturing** + +Instead of simply rendering the mesh, allow the user to generate a stylized character (toon shaded, pixelated, etc.) + +**2. Generated character to mesh conversion, with automated UV mapping and texture projection** + +This is required for use in a traditional rasterized pipeline, which is what most games, including Fling to the Finish, use. Since this is not the main focus of the project, this will be a stretch goal based on the progress of the project. + +## Techniques + +- **Unity Engine** will be used for the development of this tool. +- [SDFs / metaballs](https://iquilezles.org/articles/raymarchingdf/) for character body parts generation, adjustment, and rendering. +- For procedurally texturing based on predefined texture maps, the texture maps will be projected on to a sphere similar to [these PBRT approaches](https://www.pbr-book.org/3ed-2018/Monte_Carlo_Integration/2D_Sampling_with_Multidimensional_Transformations), and then projected on to the generated character based on its surface normals. This approach is rather naive, but will serve as a good starting point. + +## Design + +|![](img/designDiagram.png)| +|:-:| + +## Timeline + +- **Week 1 | Milestone 1 (11/15)** + - Setup raymarching in Unity + - Create basic SDF shapes + - Setup moving and combining multiple SDF shapes using smooth and hard blending options +- **Week 2 | Milestone 2** + - Finish moving, rotating and scaling of different SDF shapes + - Allow multiple types of blending based on a smoothed interpolation between smooth and hard blending + - Based on preset AnimationCurves (stretch goal: allow user to manipulate these curves) +- **Week 3 | Milestone 3 (11/27)** + - Create UI for texturing individual primitives + - Lambertian shading model + - Phong shading and reflections + - Texture mapping based on spherical projection +- **Week 4 | Final (12/5)** + - Improve UI of the tool + - Improve visual fidelity + - Final tweaking and adjustments of visual parameters + +# Milestone #1: Setup SDFs and Raymarching (11/15/23) + +![](/img/anim1.gif) + +I hit pretty much most of my goals for Milestone 1, which is awesome! In summary, I have created the following systems: + +- `SDFObject` MonoBehaviour + - Data holder for describing an SDF object's properties + - `Type` - the shape of the object (Sphere and Cube implemented) + - `Size` - scale of the object + - `Blend Operation` - Add (Union), Subtract, or Intersect + - `Blend Factor` - Strength of the blending (currently only works with Add mode, but will make it work with the other two blend operations in future milestones) +- `SDFCollection` MonoBehaviour + - Contains multiple `SDFObject` children + - Renders all its children in the heirarchy that lie inside an axis-aligned bounding box + - Children blend with their siblings based on their order in the heirarchy. This ordering can be restructured anytime to update how the children are blended together. + - Transfers data from its children into the Raymarching shader +- `Raymarch` Shader + - Simple unlit shader that performs raymarched rendering of the scene + - Potential to improve performance by shifting scene SDF calculation to a compute shader (stretch goal) + +|SDFCollection|SDFObject| +|:-:|:-:| +||| + +|Character creation process| +|:-:| + + +https://github.com/utkarshdwivedi3997/character-creator/assets/22533563/a13740c8-93d7-497b-a462-8231ef2bc678 + +# Milestone #2 & #3: SDF Blending and Procedural Texturing + +I hit most of my goals for this milestone. I added the following features: + +- `SDF Modeling` + - Moving, rotating and translating SDFs based on their transformations in Unity + - Improved blending of objects based on sdf addition and subtraction +- `Procedural Texturing` + - `Primary and secondary colors`: two colors that are applied based on greyscale sampled textures + - `Plain`: the primary colour is applied across the whole object + - `Triplanar textures`: these textures are applied in a triplanar fashion along the 3 world coordinate axes. The following textures were added: + - `Stripes` with controllable stripes frequency, rotation and stripes blending + - `Polka Dots` with controllable frequency, blending, and scale + - `Diamonds` with controllable frequency, blending and scale + - `Waves` with controllable frequency, wavelenght, blending and scale + - `Procedural Pattern 1` - a procedural pattern with controllable frequency + - `3D textures`: these textures are noise based patterns sampled at the 3D coordinate of the SDF-ray intersection + - `Worley` - worley noise texture with controllable scale and blending + - `FBM` - fractal brownian motion texture with controllable scale and blending + - `Perlin` - perlin noise texture with controllable scale and blending + - `PBR properties`: the following Unity PBR properties were enabled: + - `Smoothness` + - `Metallic` + - `Emission Color` + - `Material Blending`: all textures, colours and PBR properties blend according to the blend factor that blends the objects! + - `Color Blend Mode`: thanks to IQ's suggestion! I have added a mode to blend only an object's colour on top of another object, rather than applying an object add, subtract or intersection blending. + +### Project pivot + +I decided to drop a game-ified UI for this project, but rather to focus on improving the capabilities of the procedural modeling toolkit. No animation curve based UI was added. + +### Failed Attempt + +I also tried playing around with non-procedural textures using `Texture3D` and `Texture2DArray` in Unity - and got them to work! But I quickly ran into memory and performance limits when an SDFCollection had too many SDFObjects with textures, so I decided to cut this feature and focus on procedural texturing instead. The below images are from the working attempts that I scraped later on. + +|Texture 1|Textures 2|Textures 3| +|:-:|:-:|:-:| +|||| + +# Milestone #4, Final: Compound SDFs and making characters + +This milestone was polish, but I did add one more feature, thanks again to IQ's suggestion! I added these features: + +- `Compound SDFs`: Each `SDFObject` can now be converted to a `Compound` type, and have children `SDFObject`s under it! This enables each compound sdf to evaluate all its children together, but the compound SDF is then treated as a single SDF. This helps with issues where some SDFs would blend with others in the same `SDFCollection`, which limited artistic possibilities. `SDFCollection`s can have `Compound` `SDFObject` children but not `Compound SDFObject` grandchildren. Only 1 layer is supported for performance reasons. +- `Bounding Box Optimisation`: the raymarching algorithm first checks to see if the ray intersects with the axis-aligned bounding box of the `SDFCollection`, and only performs additional raymarching if the ray intersects the box. Additionally, the ray now starts at the intersection point on the box, and ends at the far-intersection point on the box. This saves some computation power. +- `Sphere-tracing vs raymarching modes`: I added support for sphere tracing vs constant ray-marching based on consistent stepping. Sphere tracing is optimized, but leads to artifacts at very small `t` values. Raymarching helps render crisp SDFs! + + +# Implementation Details + +## 1. Raymarch shader + +This is a rather simple shader that performs raymarching on a collection of `SDFObject`s. The material created from this shader is attached to the `SDFCollection` object that holds all the `SDFObject`s. The `SDFCollection` object has a `MeshRenderer` component which renders a Unity cube. The Raymarch shader is a fragment shader that renders this cube and shows SDFs inside of it. + +The actual raymarching is a very standard [sphere tracing algorithm](https://jamie-wong.com/2016/07/15/ray-marching-signed-distance-functions/) that runs for `n` iterations and a maximum distance `max_dist` over all the objects in the `SDFCollection`. Each `SDFObject`s individual SDF is calculated and blended with the `SDFCollection` SDF based on the blend operation specified by it. + +Data from the `SDFCollection` is transferred into the shader at each frame in an `Update` call using a `MaterialPropertyBlock`. I learned this trick from [this article](https://bronsonzgeb.com/index.php/2021/03/06/particle-metaballs-in-unity-using-urp-and-shader-graph-part-2/) on rendering particles as metaballs. It looks something like this: + +```C# +[RequireComponent(typeof(MeshRenderer))] +public class SDFCollection: MonoBehaviour +{ + private Renderer renderer; + private MaterialPropertyBlock materialPropertyBlock; + + private static readonly int SDFPositionsShaderPropertyID= Shader.PropertyToID("SDFPositions"); // handle pointing to the SDFPositions array in the shader + private Vector4[] sdfPositions; // array that will contain all SDFObject children positions + + ... // more properties + + private void Initialize() + { + renderer = GetComponent(); + materialPropertyBlock = new MaterialPropertyBlock(); + } + + ... // code + + private void Update() + { + sdfPositions = // update sdfPositions if they have moved + + materialPropertyBlock.SetVectorArray(SDFPositionsShaderPropertyID, sdfPositions); + + ... // Add more properties to the material property block + + // send this data to the shader + renderer.SetPropertyBlock(materialPropertyBlock); + } +} +``` + +In the HLSL shader, this can simply be read by declaring an array: + +```HLSL +#define MAX_SDF_OBJECTS 256 +float4 SDFPositions[MAX_SDF_OBJECTS]; +``` + +These SDFPositions are then used in the shader to calculate each `SDFObject`'s SDF and blend it with the overall `SDFCollection`. + +## 2. Lighting and Shading + +I was able to get the basic setup done fairly quickly, so I got a head start on milestone 2's shading feature. There is a very basic Lambertian shading model that affects the SDFs. Admittedly, as simple as this code is, I spent 3 days debugging one very tiny and pesky bug in my shader code that was incorrectly calculating the normals: + +```HLSL +float GetNormal(float3 pos) +{ + return normalize(float3(gradient of SDF at pos)) // normal code +} +``` + +There was nothing wrong in the actual normal calculation, and it drove me crazy! I referenced 6 different articles on normal calculation for SDFs, including a project that handles SDF rendering in Unity, and they all did the exact same thing I did. Eventually I asked my friend Saksham to help debug the issue, and - to my extreme embarassment and frustration - found that my function declaration was incorrect and should have been: + +```HLSL +float3 GetNormal(float3 pos) +{ + return normalize(float3(gradient of SDF at pos)) // normal code +} +``` + +The return type was incorrect and was simply chopping of the `normal.yz` components of the normal vector! I wish Unity had errors (or at least warnings!) notifying you that you're trying to return a `float3` in a function that returns a single `float`. + +## 3. Compound SDFs +This was a great challenge to figure out! It's also something that [IQ](https://iquilezles.org/) himself advised me to add to this project, so I'm very proud that I was able to figure out how to implement it! + +On the CPU side, Unity has a list of all `SDFObject`s, and each `SDFObject` has zero or more child `SDFObject`s. This forms a sort of a tree structure, like so: + +|The SDFObjects "tree" structure| +|:-:| +|| + +This tree structure is then converted into a _flattened_ array, so that it is readable on the GPU. This flattened array looks like this: + +|**Index**|0|1|2|3|4|5| +|:-:|:-:|:-:|:-:|:-:|:-:|:-:| +|**SDFObject**|A|A_1|A_2|B|C|C_1| + +Another array of index offsets is passed to the GPU, where each **parent** `SDFObject` passes an offset to the next **parent** `SDFObject` (so in this example the array would be `[3,1]` because B comes 3 elements after A, and C comes 1 element after B). + +After that, it's really a matter of performing depth first traversal on the GPU using these offsets to raytrace through all the `SDFObject`s. + +## 4. Animations ??? + +This is not a feature I implemented, rather something that worked simply because of the way SDFs work and how awesome Unity is. Just as a fun experiment, I made a Unity animation and keyframed each `SDFObject` of the character I made to different positions. This works because the SDFs can move and update the shader in real-time! What's even more satisfying is the fact that any inspector-exposed variable in the SDFObject can be keyframed. This is how I made the character's mouth open and close: its size value is animated. + +# References + +- Adam Mally's course slides from CIS 560 and CIS 561 at University of Pennsylvania +- [IQ's awesome articles on SDFs](https://iquilezles.org/articles/) +- [Ray marching article](https://jamie-wong.com/2016/07/15/ray-marching-signed-distance-functions/) +- [Particle metaballs in Unity](https://bronsonzgeb.com/index.php/2021/03/06/particle-metaballs-in-unity-using-urp-and-shader-graph-part-2/) +- [Spore](https://store.steampowered.com/app/17390/SPORE/) +- [Fling to the Finish](https://store.steampowered.com/app/1054430/Fling_to_the_Finish/) diff --git a/img/anim1.gif b/img/anim1.gif new file mode 100644 index 00000000..88d68faa Binary files /dev/null and b/img/anim1.gif differ diff --git a/img/designDiagram.png b/img/designDiagram.png new file mode 100644 index 00000000..f7c7dc4c Binary files /dev/null and b/img/designDiagram.png differ diff --git a/img/flingCharacters.png b/img/flingCharacters.png new file mode 100644 index 00000000..0d76e99a Binary files /dev/null and b/img/flingCharacters.png differ diff --git a/img/gif1.gif b/img/gif1.gif new file mode 100644 index 00000000..3419150f Binary files /dev/null and b/img/gif1.gif differ diff --git a/img/image.png b/img/image.png new file mode 100644 index 00000000..c049dc39 Binary files /dev/null and b/img/image.png differ diff --git a/img/image2.png b/img/image2.png new file mode 100644 index 00000000..090eb070 Binary files /dev/null and b/img/image2.png differ diff --git a/img/normals1.png b/img/normals1.png new file mode 100644 index 00000000..26abb44c Binary files /dev/null and b/img/normals1.png differ diff --git a/img/normals2.png b/img/normals2.png new file mode 100644 index 00000000..b3dbe435 Binary files /dev/null and b/img/normals2.png differ diff --git a/img/sdf1.png b/img/sdf1.png new file mode 100644 index 00000000..964f7e86 Binary files /dev/null and b/img/sdf1.png differ diff --git a/img/sdfCollection.png b/img/sdfCollection.png new file mode 100644 index 00000000..734c7647 Binary files /dev/null and b/img/sdfCollection.png differ diff --git a/img/sdfObject.png b/img/sdfObject.png new file mode 100644 index 00000000..6d8283ad Binary files /dev/null and b/img/sdfObject.png differ diff --git a/img/sporeScreenshot.png b/img/sporeScreenshot.png new file mode 100644 index 00000000..e6ad576c Binary files /dev/null and b/img/sporeScreenshot.png differ diff --git a/img/tex1.png b/img/tex1.png new file mode 100644 index 00000000..b725c5a0 Binary files /dev/null and b/img/tex1.png differ diff --git a/img/tex2.png b/img/tex2.png new file mode 100644 index 00000000..ae151371 Binary files /dev/null and b/img/tex2.png differ diff --git a/img/tex3.png b/img/tex3.png new file mode 100644 index 00000000..a5f17c75 Binary files /dev/null and b/img/tex3.png differ