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Project/Assets/Advanced/Advanced.unity.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 30ddf9a29f3761147bb03758abfb830b +timeCreated: 1514081411 +licenseType: Free +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/CIS 5660 Final Project/Assets/Advanced/GenerateMesh.cs b/CIS 5660 Final Project/Assets/Advanced/GenerateMesh.cs new file mode 100644 index 00000000..ca570b4a --- /dev/null +++ b/CIS 5660 Final Project/Assets/Advanced/GenerateMesh.cs @@ -0,0 +1,192 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using ProceduralToolkit; +using Unity.Mathematics; + +[RequireComponent(typeof(MeshFilter))] +public class GenerateMesh : MonoBehaviour { + + private MeshFilter meshFilter; + public ComputeShader noiseComputeShader; + + public Vector3 TerrainSize { get; set; } + public float CellSize { get; set; } + public float NoiseScale { get; set; } + + public Gradient Gradient { get; set; } + + public Vector2 NoiseOffset { get; set; } + + public UnityEngine.Vector2Int xyIndex { get; set; } + + private static bool usePerlinNoise = true; + public static bool UsePerlinNoise { get { return usePerlinNoise; } set { usePerlinNoise = value; } } + + public struct Data + { + public float x; + public float y; + public Data(float x, float y) + { + this.x = x; + this.y = y; + } + } + + public void Generate() { + meshFilter = GetComponent(); + + MeshDraft draft = TerrainDraft2(TerrainSize, CellSize, NoiseOffset, NoiseScale, Gradient, noiseComputeShader); + draft.Move(Vector3.left * TerrainSize.x / 2 + Vector3.back * TerrainSize.z / 2); + meshFilter.mesh = draft.ToMesh(); + + MeshCollider meshCollider = GetComponent(); + if (meshCollider) + meshCollider.sharedMesh = meshFilter.mesh; + } + + private MeshDraft TerrainDraft2(Vector3 terrainSize, float cellSize, Vector2 noiseOffset, float noiseScale, + Gradient gradient, ComputeShader computeShader) + { + int xSegments = Mathf.FloorToInt(terrainSize.x / cellSize); + int zSegments = Mathf.FloorToInt(terrainSize.z / cellSize); + + float xStep = terrainSize.x / xSegments; + float zStep = terrainSize.z / zSegments; + int vertexCount = 6 * xSegments * zSegments; + MeshDraft draft = new MeshDraft + { + name = "Terrain", + vertices = new List(vertexCount), + triangles = new List(vertexCount), + normals = new List(vertexCount), + colors = new List(vertexCount) + }; + + // Populate the draft with initial data + for (int i = 0; i < vertexCount; i++) + { + draft.vertices.Add(Vector3.zero); + draft.triangles.Add(0); + draft.normals.Add(Vector3.zero); + draft.colors.Add(Color.black); + } + + // Create an array for position data + int totalSegments = xSegments * zSegments; + Data[] positionData = new Data[totalSegments * 4]; + + // Populate position data + int j = 0; + for (int x = 0; x < xSegments; x++) + { + for (int z = 0; z < zSegments; z++) + { + float noiseX = noiseScale * x / xSegments + noiseOffset.x; + float noiseZ = noiseScale * z / zSegments + noiseOffset.y; + + float noiseX1 = noiseScale * (x + 1) / xSegments + noiseOffset.x; + float noiseZ1 = noiseScale * (z + 1) / zSegments + noiseOffset.y; + + positionData[j] = new Data { x = noiseX, y = noiseZ }; + positionData[j + 1] = new Data { x = noiseX, y = noiseZ1 }; + positionData[j + 2] = new Data { x = noiseX1, y = noiseZ }; + positionData[j + 3] = new Data { x = noiseX1, y = noiseZ1 }; + + j = j + 4; + } + } + + // Call TestMe to get the heights + float[] heights = TestMe2(computeShader, positionData); + + // Generate mesh using the heights array + int index = 0; + for (int x = 0; x < xSegments; x++) + { + for (int z = 0; z < zSegments; z++) + { + //Debug.Log("generating xseg " + x + ", zseg " + z); + int index0 = 6 * (x + z * xSegments); + int index1 = index0 + 1; + int index2 = index0 + 2; + int index3 = index0 + 3; + int index4 = index0 + 4; + int index5 = index0 + 5; + + float height00 = heights[index]; + float height01 = heights[index + 1]; + float height10 = heights[index + 2]; + float height11 = heights[index + 3]; + index += 4; + + Vector3 vertex00 = new Vector3(x * xStep, height00 * terrainSize.y, z * zStep); + Vector3 vertex01 = new Vector3(x * xStep, height01 * terrainSize.y, (z + 1) * zStep); + Vector3 vertex10 = new Vector3((x + 1) * xStep, height10 * terrainSize.y, z * zStep); + Vector3 vertex11 = new Vector3((x + 1) * xStep, height11 * terrainSize.y, (z + 1) * zStep); + + draft.vertices[index0] = vertex00; + draft.vertices[index1] = vertex01; + draft.vertices[index2] = vertex11; + draft.vertices[index3] = vertex00; + draft.vertices[index4] = vertex11; + draft.vertices[index5] = vertex10; + + draft.colors[index0] = gradient.Evaluate(height00); + draft.colors[index1] = gradient.Evaluate(height01); + draft.colors[index2] = gradient.Evaluate(height11); + draft.colors[index3] = gradient.Evaluate(height00); + draft.colors[index4] = gradient.Evaluate(height11); + draft.colors[index5] = gradient.Evaluate(height10); + + Vector3 normal000111 = Vector3.Cross(vertex01 - vertex00, vertex11 - vertex00).normalized; + Vector3 normal001011 = Vector3.Cross(vertex11 - vertex00, vertex10 - vertex00).normalized; + + draft.normals[index0] = normal000111; + draft.normals[index1] = normal000111; + draft.normals[index2] = normal000111; + draft.normals[index3] = normal001011; + draft.normals[index4] = normal001011; + draft.normals[index5] = normal001011; + + draft.triangles[index0] = index0; + draft.triangles[index1] = index1; + draft.triangles[index2] = index2; + draft.triangles[index3] = index3; + draft.triangles[index4] = index4; + draft.triangles[index5] = index5; + } + } + + return draft; + } + + private float[] TestMe2(ComputeShader compShader, Data[] positionData) + { + //Debug.Log("Sending positionData[0].x = " + positionData[0].x + ", positionData[0].y = " + positionData[0].y + " at [" + xyIndex.x + ", " + xyIndex.y + "]"); + int kernelIndex = 0; + int threadGroupSize = 100; // For example, you might define 64 threads per group in x dimension + + ComputeBuffer positionBuffer = new ComputeBuffer(positionData.Length, sizeof(float) * 2); + ComputeBuffer resultBuffer = new ComputeBuffer(positionData.Length, sizeof(float)); + float[] resultData = new float[positionData.Length]; + + positionBuffer.SetData(positionData); + compShader.SetBuffer(kernelIndex, "positionData", positionBuffer); + compShader.SetBuffer(kernelIndex, "resultData", resultBuffer); + + // Calculate the number of thread groups to dispatch + int threadGroups = (positionData.Length + threadGroupSize - 1) / threadGroupSize; + compShader.Dispatch(kernelIndex, threadGroups, 1, 1); + + resultBuffer.GetData(resultData); + + positionBuffer.Release(); + resultBuffer.Release(); + + //Debug.Log("Returning height[0] = " + resultData[0] + " at [" + xyIndex.x + ", " + xyIndex.y + "]"); + + return resultData; + } +} \ No newline at end of file diff --git a/CIS 5660 Final Project/Assets/Advanced/GenerateMesh.cs.meta b/CIS 5660 Final Project/Assets/Advanced/GenerateMesh.cs.meta new file mode 100644 index 00000000..3a40f7e1 --- /dev/null +++ b/CIS 5660 Final Project/Assets/Advanced/GenerateMesh.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 6dfad6ad3cc1b76479d832660a3ec538 +timeCreated: 1514081484 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/CIS 5660 Final Project/Assets/Advanced/PlaceObjects.cs b/CIS 5660 Final Project/Assets/Advanced/PlaceObjects.cs new file mode 100644 index 00000000..63ef0249 --- /dev/null +++ b/CIS 5660 Final Project/Assets/Advanced/PlaceObjects.cs @@ -0,0 +1,254 @@ +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using Unity.Burst.CompilerServices; +using UnityEngine; + +[RequireComponent(typeof(GenerateMesh))] +public class PlaceObjects : MonoBehaviour { + + public TerrainController TerrainController { get; set; } + public void Place() { + // random num objects btwn the min and max number of objects per tile + int numObjects = Random.Range(TerrainController.MinObjectsPerTile, TerrainController.MaxObjectsPerTile); + for (int i = 0; i < numObjects; i++) { + // pick random prefab stored in pleaceable objects in terrain controller + int prefabType = Random.Range(0, TerrainController.PlaceableObjects.Length); + Vector3 startPoint = RandomPointAboveTerrain(); + + int cloudsLayer = LayerMask.NameToLayer("Cloud"); + int layerMask = ~(1 << cloudsLayer); + + RaycastHit hit; + bool raycastResult = Physics.Raycast(startPoint, Vector3.down, out hit, Mathf.Infinity, layerMask); + bool yCondition = hit.point.y > TerrainController.Water.transform.position.y; + bool tagCondition = hit.collider != null && hit.collider.CompareTag("Terrain"); + bool waterNearby = false; + Vector3[] directions = new Vector3[8]; + float angle = 5.0f; // degrees + for (int j = 0; i < 70; i++) + { + float angleRad = Mathf.Deg2Rad * angle * j; + directions[j] = new Vector3(Mathf.Sin(angleRad), 0, Mathf.Cos(angleRad)); + RaycastHit waterHit; + if (Physics.Raycast(startPoint, directions[j], out waterHit) && waterHit.collider.CompareTag("Water")) + { + waterNearby = true; + break; + } + } + + if (!raycastResult) + { + Debug.Log("Raycast did not hit anything."); + } + if (!yCondition) + { + Debug.Log("Y-coordinate condition not met: y <= TerrainController.Water.transform.position.y"); + } + if (!tagCondition) + { + string hitTag = hit.collider != null ? hit.collider.tag : "No collider"; + Debug.Log("Collider tag is not 'Terrain'. Actual tag: " + hitTag); + } + + if (waterNearby) + { + Debug.Log("Water detected nearby."); + } + + if (raycastResult && yCondition && tagCondition && !waterNearby) + { + + Quaternion orientation = Quaternion.Euler(Vector3.up * Random.Range(0f, 360f)); + RaycastHit boxHit; + // get object size + GameObject objectToPlace = TerrainController.PlaceableObjects[prefabType]; + Vector3 objectSize = objectToPlace.transform.localScale; + + + int cloudLayer = LayerMask.NameToLayer("Cloud"); + int layerMask2 = ~(1 << cloudLayer); + + bool waterNearbyy = false; + Vector3[] directions2 = new Vector3[70]; + float angle2 = 5.0f; // degrees + for (int k = 0; k < 8; k++) + { + float angleRad = Mathf.Deg2Rad * angle2 * k; + directions2[k] = new Vector3(Mathf.Sin(angleRad), 0, Mathf.Cos(angleRad)); + RaycastHit waterHit; + if (Physics.BoxCast(startPoint, objectSize, directions2[k], out waterHit, orientation, Mathf.Infinity, layerMask2) + && waterHit.collider.CompareTag("Water")) + { + waterNearbyy = true; + break; + } + } + + bool boxCastResult = Physics.BoxCast(startPoint, objectSize, Vector3.down, out boxHit, orientation, Mathf.Infinity, layerMask2); + bool tagCondition2 = boxCastResult && boxHit.collider.CompareTag("Terrain"); + + if (!boxCastResult) + { + Debug.Log("BoxCast did not hit anything or ignored objects on 'Cloud' layer."); + } + else if (!tagCondition2) + { + string hitTag = boxHit.collider != null ? boxHit.collider.tag : "No collider"; + Debug.Log("Collider tag is not 'Terrain'. Actual tag: " + hitTag); + } + + if (boxCastResult && tagCondition && !waterNearbyy) + { + // check object tags + if (objectToPlace.tag == "Pine Tree" || objectToPlace.tag == "Mushroom Tree" || objectToPlace.tag == "Swirl Tree" || objectToPlace.tag == "Palm Tree") + { + // change orientation for trees + Vector3 fixRotation = new Vector3(-90, 0, 0); + orientation = Quaternion.Euler(fixRotation); + } + // instantiating rocks + if (objectToPlace.tag == "Rock") + { + // Instantiate(TerrainController.PlaceableObjects[prefabType], new Vector3(startPoint.x - 3, hit.point.y - 12, startPoint.z - 5), orientation, transform); + Instantiate(TerrainController.PlaceableObjects[prefabType], new Vector3(startPoint.x, hit.point.y - 5, startPoint.z), orientation, transform); + } + + // cliff trees + if (objectToPlace.tag == "Pine Tree" || objectToPlace.tag == "Mushroom Tree" || objectToPlace.tag == "Swirl Tree") + { + // check if above rock coast line + Instantiate(TerrainController.PlaceableObjects[prefabType], new Vector3(startPoint.x, hit.point.y, startPoint.z), orientation, transform); + } + + // instantiating palm tree for beach biome + if (objectToPlace.tag == "Palm Tree") + { + Instantiate(TerrainController.PlaceableObjects[prefabType], new Vector3(startPoint.x, hit.point.y, startPoint.z), orientation, transform); + } + } + + //Debug code. To use, uncomment the giant thingy below + //Debug.DrawRay(startPoint, Vector3.down * 10000, Color.blue); + //DrawBoxCastBox(startPoint, new Vector3(1, 1, 1), orientation, Vector3.down, 10000, Color.red); + //UnityEditor.EditorApplication.isPaused = true; + } + //Debug code. To use, uncomment the giant thingy below + //Debug.DrawRay(startPoint, Vector3.down * 10000, Color.red); + //DrawBoxCastBox(startPoint, new Vector3(1, 1, 1), orientation, Vector3.down, 10000, Color.red); + //UnityEditor.EditorApplication.isPaused = true; + + } + } + + // get a position above terrain + private Vector3 RandomPointAboveTerrain() { + return new Vector3( + Random.Range(transform.position.x - TerrainController.TerrainSize.x / 2, transform.position.x + TerrainController.TerrainSize.x / 2), + transform.position.y + TerrainController.TerrainSize.y * 2, + Random.Range(transform.position.z - TerrainController.TerrainSize.z / 2, transform.position.z + TerrainController.TerrainSize.z / 2) + ); + } + + //code to help visualize the boxcast + //source: https://answers.unity.com/questions/1156087/how-can-you-visualize-a-boxcast-boxcheck-etc.html + + //Draws just the box at where it is currently hitting. + public static void DrawBoxCastOnHit(Vector3 origin, Vector3 halfExtents, Quaternion orientation, Vector3 direction, float hitInfoDistance, Color color) { + origin = CastCenterOnCollision(origin, direction, hitInfoDistance); + DrawBox(origin, halfExtents, orientation, color); + } + + //Draws the full box from start of cast to its end distance. Can also pass in hitInfoDistance instead of full distance + public static void DrawBoxCastBox(Vector3 origin, Vector3 halfExtents, Quaternion orientation, Vector3 direction, float distance, Color color) { + direction.Normalize(); + Box bottomBox = new Box(origin, halfExtents, orientation); + Box topBox = new Box(origin + (direction * distance), halfExtents, orientation); + + Debug.DrawLine(bottomBox.backBottomLeft, topBox.backBottomLeft, color); + Debug.DrawLine(bottomBox.backBottomRight, topBox.backBottomRight, color); + Debug.DrawLine(bottomBox.backTopLeft, topBox.backTopLeft, color); + Debug.DrawLine(bottomBox.backTopRight, topBox.backTopRight, color); + Debug.DrawLine(bottomBox.frontTopLeft, topBox.frontTopLeft, color); + Debug.DrawLine(bottomBox.frontTopRight, topBox.frontTopRight, color); + Debug.DrawLine(bottomBox.frontBottomLeft, topBox.frontBottomLeft, color); + Debug.DrawLine(bottomBox.frontBottomRight, topBox.frontBottomRight, color); + + DrawBox(bottomBox, color); + DrawBox(topBox, color); + } + + public static void DrawBox(Vector3 origin, Vector3 halfExtents, Quaternion orientation, Color color) { + DrawBox(new Box(origin, halfExtents, orientation), color); + } + public static void DrawBox(Box box, Color color) { + Debug.DrawLine(box.frontTopLeft, box.frontTopRight, color); + Debug.DrawLine(box.frontTopRight, box.frontBottomRight, color); + Debug.DrawLine(box.frontBottomRight, box.frontBottomLeft, color); + Debug.DrawLine(box.frontBottomLeft, box.frontTopLeft, color); + + Debug.DrawLine(box.backTopLeft, box.backTopRight, color); + Debug.DrawLine(box.backTopRight, box.backBottomRight, color); + Debug.DrawLine(box.backBottomRight, box.backBottomLeft, color); + Debug.DrawLine(box.backBottomLeft, box.backTopLeft, color); + + Debug.DrawLine(box.frontTopLeft, box.backTopLeft, color); + Debug.DrawLine(box.frontTopRight, box.backTopRight, color); + Debug.DrawLine(box.frontBottomRight, box.backBottomRight, color); + Debug.DrawLine(box.frontBottomLeft, box.backBottomLeft, color); + } + + public struct Box { + public Vector3 localFrontTopLeft { get; private set; } + public Vector3 localFrontTopRight { get; private set; } + public Vector3 localFrontBottomLeft { get; private set; } + public Vector3 localFrontBottomRight { get; private set; } + public Vector3 localBackTopLeft { get { return -localFrontBottomRight; } } + public Vector3 localBackTopRight { get { return -localFrontBottomLeft; } } + public Vector3 localBackBottomLeft { get { return -localFrontTopRight; } } + public Vector3 localBackBottomRight { get { return -localFrontTopLeft; } } + + public Vector3 frontTopLeft { get { return localFrontTopLeft + origin; } } + public Vector3 frontTopRight { get { return localFrontTopRight + origin; } } + public Vector3 frontBottomLeft { get { return localFrontBottomLeft + origin; } } + public Vector3 frontBottomRight { get { return localFrontBottomRight + origin; } } + public Vector3 backTopLeft { get { return localBackTopLeft + origin; } } + public Vector3 backTopRight { get { return localBackTopRight + origin; } } + public Vector3 backBottomLeft { get { return localBackBottomLeft + origin; } } + public Vector3 backBottomRight { get { return localBackBottomRight + origin; } } + + public Vector3 origin { get; private set; } + + public Box(Vector3 origin, Vector3 halfExtents, Quaternion orientation) : this(origin, halfExtents) { + Rotate(orientation); + } + public Box(Vector3 origin, Vector3 halfExtents) { + this.localFrontTopLeft = new Vector3(-halfExtents.x, halfExtents.y, -halfExtents.z); + this.localFrontTopRight = new Vector3(halfExtents.x, halfExtents.y, -halfExtents.z); + this.localFrontBottomLeft = new Vector3(-halfExtents.x, -halfExtents.y, -halfExtents.z); + this.localFrontBottomRight = new Vector3(halfExtents.x, -halfExtents.y, -halfExtents.z); + + this.origin = origin; + } + + + public void Rotate(Quaternion orientation) { + localFrontTopLeft = RotatePointAroundPivot(localFrontTopLeft, Vector3.zero, orientation); + localFrontTopRight = RotatePointAroundPivot(localFrontTopRight, Vector3.zero, orientation); + localFrontBottomLeft = RotatePointAroundPivot(localFrontBottomLeft, Vector3.zero, orientation); + localFrontBottomRight = RotatePointAroundPivot(localFrontBottomRight, Vector3.zero, orientation); + } + } + + //This should work for all cast types + static Vector3 CastCenterOnCollision(Vector3 origin, Vector3 direction, float hitInfoDistance) { + return origin + (direction.normalized * hitInfoDistance); + } + + static Vector3 RotatePointAroundPivot(Vector3 point, Vector3 pivot, Quaternion rotation) { + Vector3 direction = point - 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Vector2.one * 256 : new Vector2(noisePixels.Length, noisePixels[0].Length); + } + + private void Start() { + InitialLoad(); + } + + public void InitialLoad() { + DestroyTerrain(); + + Level = new GameObject("Level").transform; + water.parent = Level; + playerTransform.parent = Level; + foreach (Transform t in gameTransforms) + t.parent = Level; + + float waterSideLength = radiusToRender * 2 + 1; + water.localScale = new Vector3(terrainSize.x / 10 * waterSideLength, 1, terrainSize.z / 10 * waterSideLength); + + Random.InitState(seed); + startOffset = new Vector2(Random.Range(0f, noiseRange.x), Random.Range(0f, noiseRange.y)); + RandomizeInitState(); + } + + private void Update() { + //save the tile the player is on + Vector2 playerTile = TileFromPosition(playerTransform.localPosition); + //save the tiles of all tracked objects in gameTransforms (including the player) + List centerTiles = new List(); + centerTiles.Add(playerTile); + foreach (Transform t in gameTransforms) + centerTiles.Add(TileFromPosition(t.localPosition)); + + //if no tiles exist yet or tiles should change + if (previousCenterTiles == null || HaveTilesChanged(centerTiles)) { + List tileObjects = new List(); + //activate new tiles + foreach (Vector2 tile in centerTiles) { + bool isPlayerTile = tile == playerTile; + int radius = isPlayerTile ? radiusToRender : 1; + for (int i = -radius; i <= radius; i++) + for (int j = -radius; j <= radius; j++) + ActivateOrCreateTile((int)tile.x + i, (int)tile.y + j, tileObjects); + if (isPlayerTile) + water.localPosition = new Vector3(tile.x * terrainSize.x, water.localPosition.y, tile.y * terrainSize.z); + } + //deactivate old tiles + foreach (GameObject g in previousTileObjects) + if (!tileObjects.Contains(g)) + g.SetActive(false); + + //destroy inactive tiles if they're too far away + List keysToRemove = new List();//can't remove item when inside a foreach loop + foreach (KeyValuePair kv in terrainTiles) { + if (Vector3.Distance(playerTransform.position, kv.Value.transform.position) > destroyDistance && !kv.Value.activeSelf) { + keysToRemove.Add(kv.Key); + Destroy(kv.Value); + } + } + foreach (Vector2 key in keysToRemove) + terrainTiles.Remove(key); + + previousTileObjects = new List(tileObjects); + } + + previousCenterTiles = centerTiles.ToArray(); + } + + //Helper methods below + private void ActivateOrCreateTile(int xIndex, int yIndex, List tileObjects) { + if (!terrainTiles.ContainsKey(new Vector2(xIndex, yIndex))) { + tileObjects.Add(CreateTile(xIndex, yIndex)); + } else { + GameObject t = terrainTiles[new Vector2(xIndex, yIndex)]; + tileObjects.Add(t); + if (!t.activeSelf) + t.SetActive(true); + } + } + + private GameObject CreateTile(int xIndex, int yIndex) { + GameObject terrain = Instantiate( + terrainTilePrefab, + Vector3.zero, + Quaternion.identity, + Level + ); + //had to move outside of instantiate because it's a local position + terrain.transform.localPosition = new Vector3(terrainSize.x * xIndex, -497f, terrainSize.z * yIndex); + terrain.name = TrimEnd(terrain.name, "(Clone)") + " [" + xIndex + " , " + yIndex + "]"; + + terrainTiles.Add(new Vector2(xIndex, yIndex), terrain); + + // Set the specified material + MeshRenderer renderer = terrain.GetComponent(); + if (renderer != null && terrainMaterial != null) + { + renderer.material = terrainMaterial; + renderer.material.SetVector("_tileXYloc", new Vector2(xIndex, yIndex)); + renderer.material.SetVector("_terrainSize", terrainSize); + renderer.material.SetFloat("_cellSize", cellSize); + renderer.material.SetFloat("_noiseScale", noiseScale); + renderer.material.SetVector("_noiseOffset", NoiseOffset(xIndex, yIndex, noiseScale)); + } + else + { + Debug.LogWarning("MeshRenderer or terrainMaterial not found on terrain prefab"); + } + + // call generate mesh + GenerateMesh gm = terrain.GetComponent(); + + gm.xyIndex = new UnityEngine.Vector2Int(xIndex, yIndex); + gm.TerrainSize = terrainSize; + gm.Gradient = gradient; + gm.NoiseScale = noiseScale; + gm.CellSize = cellSize; + gm.NoiseOffset = NoiseOffset(xIndex, yIndex, noiseScale); + gm.Generate(); + + Random.InitState((int)(seed + (long)xIndex * 100 + yIndex));//so it doesn't form a (noticable) pattern of similar tiles + + // call place objects + PlaceObjects po = gm.GetComponent(); + po.TerrainController = this; + po.Place(); + RandomizeInitState(); + + return terrain; + } + + private Vector2 NoiseOffset(int xIndex, int yIndex, float noiseScale) + { + Vector2 noiseOffset = new Vector2( + xIndex * noiseScale, + yIndex * noiseScale + ); + + return noiseOffset; + } + + private Vector2 TileFromPosition(Vector3 position) { + return new Vector2(Mathf.FloorToInt(position.x / terrainSize.x + .5f), Mathf.FloorToInt(position.z / terrainSize.z + .5f)); + } + + private void RandomizeInitState() { + Random.InitState((int)System.DateTime.UtcNow.Ticks);//casting a long to an int "loops" it (like modulo) + } + + private bool HaveTilesChanged(List centerTiles) { + if (previousCenterTiles.Length != centerTiles.Count) + return true; + for (int i = 0; i < previousCenterTiles.Length; i++) + if (previousCenterTiles[i] != centerTiles[i]) + return true; + return false; + } + + public void DestroyTerrain() { + water.parent = null; + playerTransform.parent = null; + foreach (Transform t in gameTransforms) + t.parent = Level; + Destroy(Level); + terrainTiles.Clear(); + } + + private static string TrimEnd(string str, string end) { + if (str.EndsWith(end)) + return str.Substring(0, str.LastIndexOf(end)); + return str; + } + + public static float[][] GetGrayScalePixels(Texture2D texture2D) { + List grayscale = texture2D.GetPixels().Select(c => c.grayscale).ToList(); + + List> grayscale2d = new List>(); + for (int i = 0; i < grayscale.Count; i += texture2D.width) + grayscale2d.Add(grayscale.GetRange(i, texture2D.width)); + + return grayscale2d.Select(a => a.ToArray()).ToArray(); + } + +} \ No newline at end of file diff --git a/CIS 5660 Final Project/Assets/Advanced/TerrainController.cs.meta b/CIS 5660 Final Project/Assets/Advanced/TerrainController.cs.meta new file mode 100644 index 00000000..7b08d214 --- /dev/null +++ b/CIS 5660 Final Project/Assets/Advanced/TerrainController.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 7eb1db628574dfe48bfd2e1affc4f102 +timeCreated: 1514089312 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/CIS 5660 Final Project/Assets/Advanced/newNoiseComputeShader.compute b/CIS 5660 Final Project/Assets/Advanced/newNoiseComputeShader.compute new file mode 100644 index 00000000..09d39568 --- /dev/null +++ b/CIS 5660 Final Project/Assets/Advanced/newNoiseComputeShader.compute @@ -0,0 +1,191 @@ +//// Each #kernel tells which function to compile; you can have many kernels + +// ProcessDataComputeShader.compute + +#pragma kernel CSMain + +struct Data +{ + float x; + float y; +}; + +RWStructuredBuffer positionData; +RWStructuredBuffer resultData; + +// NOISE FUNCTIONS USED FOR HEIGHT GENERATION ------------------------------------------ + +float noise2D(float2 n) { + return frac(cos(dot(n, float2(7.9898, 5.1414))) * 21445.3); +} + +float interpolation2D(float x, float y) { + int intX = floor(x); + int intY = floor(y); + + float newX = frac(x); + float newY = frac(y); + + float fractX = smoothstep(0.0, 1.0, newX); + float fractY = smoothstep(0.0, 1.0, newY); + + float v1 = noise2D(float2(intX, intY)); + float v2 = noise2D(float2(intX + 1, intY)); + float v3 = noise2D(float2(intX, intY + 1)); + float v4 = noise2D(float2(intX + 1, intY + 1)); + + float i1 = lerp(v1, v2, fractX); + float i2 = lerp(v3, v4, fractX); + + return lerp(i1, i2, fractY); +} + +float island(float x, float y) { + x /= 100.0; + y /= 120.0; + float total = 1; + float persistence = 0.45; + int octaves = 8; + + for (int i = 1; i <= octaves; i++) { + float freq = pow(2.0, i); + float amp = pow(persistence, i); + + total += interpolation2D(x * freq, y * freq) * 1.5 * amp; + } + + float hi = (total * 30) + 90; + if (hi <= 128) hi = 128; + hi += 0; + return hi; +} + +float noise2DCliff(float2 n) { + float noise = frac(cos(dot(n + 0.4, float2(7.9898, 5.1414))) * 13375.3); + noise = pow(noise, 0.7); + return noise; +} + +float interpolation2DCliff(float x, float y) { + int intX = floor(x); + int intY = floor(y); + + float newX = frac(x); + float newY = frac(y); + + float fractX = smoothstep(0.0, 1.0, newX); + float fractY = smoothstep(0.0, 1.0, newY); + + float v1 = noise2DCliff(float2(intX, intY)); + float v2 = noise2DCliff(float2(intX + 1, intY)); + float v3 = noise2DCliff(float2(intX, intY + 1)); + float v4 = noise2DCliff(float2(intX + 1, intY + 1)); + + float i1 = lerp(v1, v2, fractX); + float i2 = lerp(v3, v4, fractX); + + return lerp(i1, i2, fractY); +} + +float cliff(float x, float y) { + x /= 100.123; + y /= 160.4; + float total = 0; + float persistence = 0.45; + int octaves = 8; + + for (int i = 1; i <= octaves; i++) { + float freq = pow(2.0, i); + float amp = pow(persistence, i); + + total += interpolation2DCliff(x * freq, y * freq) * 3 * amp; + } + + float hi = 200 - total * 40; + if (hi > 160) hi = 160; + else if (hi > 140 && hi < 148) hi = 148; + else if (hi <= 128) hi = 128; + return hi; +} + +// NOISE FUNCTIONS USED FOR DETERMINING BIOME ------------------------------------------ + +float biome_noise2D(float2 n) +{ + return frac(sin(dot(n, float2(311.7, 191.999))) * 1434.2371); +} + +float biome_interpolation2D(float x, float y) { + int intX = floor(x); + int intY = floor(y); + + float newX = frac(x); + float newY = frac(y); + + float fractX = smoothstep(0.0, 1.0, newX); + float fractY = smoothstep(0.0, 1.0, newY); + + float v1 = biome_noise2D(float2(intX, intY)); + float v2 = biome_noise2D(float2(intX + 1, intY)); + float v3 = biome_noise2D(float2(intX, intY + 1)); + float v4 = biome_noise2D(float2(intX + 1, intY + 1)); + + float i1 = lerp(v1, v2, fractX); + float i2 = lerp(v3, v4, fractX); + + return lerp(i1, i2, fractY); +} + +float biomeType(float x, float y) { + // Adjust the scale to control the frequency of biome changes + float scale = 140.0; + float noiseValue = biome_interpolation2D(x / scale, y / scale); + + // This noise value determines the biome type + return noiseValue; +} + +float heightType(float x, float y) { + float scale = 40.0; + float noiseValue = biome_interpolation2D(x / scale, y / scale); + + return noiseValue; +} + +float biomeBlend(float x, float y) { + float biomeValue = biomeType(x, y); + float threshold = 0.5; + float islandHeight = island(x, y); + float cliffHeight = cliff(x, y); + + float blend = smoothstep(0.45, 0.68, abs(biomeValue - threshold) * 2.0); + + float cliffHeightValue = heightType(x, y); + float cliffthreshold = 0.4; + float cliffBlend = smoothstep(0.15, 0.94, abs(cliffHeightValue - cliffthreshold) * 2.0); + float cliffHeight1 = cliff(x, y) * 1.04; + float cliffHeight2 = cliff(x, y) * 1.00; + + float cliffHeightMultiplier = lerp(cliffHeight1, cliffHeight2, cliffBlend); + + if (cliffHeight * .0083 > 1.2282) { + cliffHeight = cliffHeightMultiplier; + } + + // Interpolate between the two biomes based on the blend value + return lerp(islandHeight, cliffHeight, blend); +} + +[numthreads(100, 1, 1)] +void CSMain(uint3 id : SV_DispatchThreadID) +{ + uint index = id.x + id.y * 100; // Adjust based on your numthreads configuration + + if (index < positionData.Length) + { + float2 position = float2(positionData[index].x, positionData[index].y); + float height = biomeBlend(position.x, position.y) * .0083; + + resultData[index] = height; + } +} \ No newline at end of file diff --git a/CIS 5660 Final Project/Assets/Advanced/newNoiseComputeShader.compute.meta b/CIS 5660 Final Project/Assets/Advanced/newNoiseComputeShader.compute.meta new file mode 100644 index 00000000..fdc768b8 --- /dev/null +++ b/CIS 5660 Final Project/Assets/Advanced/newNoiseComputeShader.compute.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: e55b5ea386a7737428908370c5c5ada7 +ComputeShaderImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/CIS 5660 Final Project/Assets/Advanced/noiseComputeShader.compute b/CIS 5660 Final Project/Assets/Advanced/noiseComputeShader.compute new file mode 100644 index 00000000..31d55c59 --- /dev/null +++ b/CIS 5660 Final Project/Assets/Advanced/noiseComputeShader.compute @@ -0,0 +1,204 @@ +//// Each #kernel tells which function to compile; you can have many kernels + +// ProcessDataComputeShader.compute + +#pragma kernel CSMain + +struct Data +{ + float x; + float y; +}; + +RWStructuredBuffer positionData; +RWStructuredBuffer resultData; + +//float2 grad(int2 z) +//{ +// int n = z.x + z.y * 15731; // Changed the magic number for simplicity +// +// n = (n << 13) ^ n; +// n = (n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff; +// +// n &= 7; +// float2 gr = float2((n < 4) ? n - 1 : n - 4, (n < 4) ? n - 3 : n - 6) * 2.0 - 1.0; +// return (n >= 4) ? float2(gr.y, gr.x) : gr; +//} +//float Perlin(float2 position) { +// int2 i = int2(floor(position)); +// float2 f = frac(position); +// +// float2 u = f * f * (3.0 - 2.0 * f); +// +// return lerp(lerp(dot(grad(i + int2(0, 0)), f - float2(0.0, 0.0)), +// dot(grad(i + int2(1, 0)), f - float2(1.0, 0.0)), u.x), +// lerp(dot(grad(i + int2(0, 1)), f - float2(0.0, 1.0)), +// dot(grad(i + int2(1, 1)), f - float2(1.0, 1.0)), u.x), u.y); +//} + +float hash(float2 a) +{ + + return frac(sin(a.x * 3433.8 + a.y * 3843.98) * 45933.8); + +} + +float noise(float2 U) +{ + float2 id = floor(U); + U = frac(U); + U *= U * (3. - 2. * U); + + float2 A = float2(hash(id), hash(id + float2(0, 1))), + B = float2(hash(id + float2(1, 0)), hash(id + float2(1, 1))), + C = lerp(A, B, U.x); + + return lerp(C.x, C.y, U.y); +} + +float hash2(float2 a) +{ + + return frac(sin(a.x * 343243.8 + a.y * 3863.98) * 42933.8); + +} + +float noise2(float2 U) +{ + float2 id = floor(U); + U = frac(U); + U *= U * (3. - 2. * U); + + float2 A = float2(hash(id), hash(id + float2(0, 1))), + B = float2(hash(id + float2(1, 0)), hash(id + float2(1, 1))), + C = lerp(A, B, U.x); + + return lerp(C.x, C.y, U.y); +} + +float detNoise(float2 uv) { + float f = 0.0f; + + float noise3_value = noise2(3.0f * uv); + + float edge0 = 0.1f; // Lower edge of the transition + float edge1 = 0.25f; // Upper edge of the transition + + float mixFactor = smoothstep(edge0, edge1, noise3_value); + + float noiseScale = 13.0f; + float fNoise1 = noise(noiseScale * uv); + + fNoise1 = 0.74f + 0.4f * fNoise1; + + fNoise1 = pow(fNoise1, 1.7); + + float bias = 8.0; + fNoise1 = 1.0f - pow(1.4 - fNoise1, bias); + + float fNoise2 = noise(noiseScale * uv); + fNoise2 = 0.8f + 0.5f * fNoise2; + if (fNoise2 < 0.8f) + { + fNoise2 = 0.3f * fNoise2; + } + f = lerp(fNoise1, fNoise2, mixFactor); + return 1-f; +} + +[numthreads(100, 1, 1)] +void CSMain(uint3 id : SV_DispatchThreadID) +{ + uint index = id.x + id.y * 100; // Adjust based on your numthreads configuration + + if (index < positionData.Length) + { + float2 position = float2(positionData[index].x, positionData[index].y); + float height = detNoise(position); + resultData[index] = height; + } +} + + +// +//float Perlin(float2 position) { +// int2 i = int2(floor(position)); +// float2 f = frac(position); +// +// float2 u = f * f * (3.0 - 2.0 * f); +// +// return lerp(lerp(dot(grad(i + int2(0, 0)), f - float2(0.0, 0.0)), +// dot(grad(i + int2(1, 0)), f - float2(1.0, 0.0)), u.x), +// lerp(dot(grad(i + int2(0, 1)), f - float2(0.0, 1.0)), +// dot(grad(i + int2(1, 1)), f - float2(1.0, 1.0)), u.x), u.y); +//} +// +//float2 grad(int2 z) +//{ +// int n = z.x + z.y * 57; // Changed the magic number for simplicity +// +// n = (n << 13) ^ n; +// n = (n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff; +// +// n &= 7; +// float2 gr = float2((n < 4) ? n - 1 : n - 4, (n < 4) ? n - 3 : n - 6) * 2.0 - 1.0; +// return (n >= 4) ? float2(gr.y, gr.x) : gr; +//} + +// +//#pragma kernel CSMain +// +//struct Data { +// float x; +// float y; +//}; +// +//RWStructuredBuffer InputData; +//RWStructuredBuffer ResultBuffer; +// +//[numthreads(8, 8, 1)] +//void CSMain(uint3 id : SV_DispatchThreadID) { +// Data input = InputData[id.x + id.y * 8]; +// float result = Perlin(float2(input.x, input.y)); +// ResultBuffer[id.x + id.y * 8] = result; +//} +// +//float Perlin(float2 position) { +// int2 i = int2(floor(position)); +// float2 f = fract(position); +// +// float2 u = f * f * (3.0 - 2.0 * f); +// +// return mix(mix(dot(grad(i + int2(0, 0)), f - float2(0.0, 0.0)), +// dot(grad(i + int2(1, 0)), f - float2(1.0, 0.0)), u.x), +// mix(dot(grad(i + int2(0, 1)), f - float2(0.0, 1.0)), +// dot(grad(i + int2(1, 1)), f - float2(1.0, 1.0)), u.x), u.y); +//} +// +//float2 grad(int2 z) +//{ +// int n = z.x + z.y * 11111; +// +// n = (n << 13) ^ n; +// n = (n * (n * n * 15731 + 789221) + 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System.Collections.Generic; +using UnityEngine; + +// execute always - execute methods in class while we are not running game/still in editor +[ExecuteAlways] +public class LightingManager : MonoBehaviour +{ + //Scene References + [SerializeField] private Light DirectionalLight; + [SerializeField] private LightingPreset Preset; + //Variables + [SerializeField, Range(0, 24)] private float TimeOfDay; + + public Material postProcessMaterial; + + + private void Update() + { + // return if no lighting preset assigned + if (Preset == null) + return; + + if (Application.isPlaying) + { + //(Replace with a reference to the game time) + TimeOfDay += Time.deltaTime; + TimeOfDay %= 24; //Modulus to ensure always between 0-24 + UpdateLighting(TimeOfDay / 24f); + if (postProcessMaterial != null) + { + postProcessMaterial.SetFloat("_TimeOfDay", TimeOfDay); + } + } + else + { + UpdateLighting(TimeOfDay / 24f); + } + } + + // change lighting settings based on time of day - input variable btwn 0 to 1 + private void UpdateLighting(float timePercent) + { + //Set ambient and fog + RenderSettings.ambientLight = Preset.AmbientColor.Evaluate(timePercent); + RenderSettings.fogColor = Preset.FogColor.Evaluate(timePercent); + + //If the directional light is set then rotate and set it's color, I actually rarely use the rotation because it casts tall shadows unless you clamp the value + if (DirectionalLight != null) + { + DirectionalLight.color = Preset.DirectionalColor.Evaluate(timePercent); + + DirectionalLight.transform.localRotation = Quaternion.Euler(new Vector3((timePercent * 360f) - 90f, 170f, 0)); + } + + } + + // Try to find a directional light to use if we haven't set one + private void OnValidate() + { + if (DirectionalLight != null) + return; + + //Search for lighting tab sun + if (RenderSettings.sun != null) + { + DirectionalLight = RenderSettings.sun; + } + //Search scene for light that fits criteria (directional) + else + { + Light[] lights = GameObject.FindObjectsOfType(); + // if sun not found, pick the first directional light we come across in scene + foreach (Light light in lights) + { + if (light.type == LightType.Directional) + { + DirectionalLight = light; + return; + } + } + } + } +} \ No newline at end of file diff --git a/CIS 5660 Final Project/Assets/Debby-Test/Procedural Sky/LightingManager.cs.meta b/CIS 5660 Final Project/Assets/Debby-Test/Procedural Sky/LightingManager.cs.meta new file mode 100644 index 00000000..569e66c5 --- /dev/null +++ b/CIS 5660 Final Project/Assets/Debby-Test/Procedural Sky/LightingManager.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 31b626998ff0f6241ab1adfa28c9adbd +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: + - DirectionalLight: {instanceID: 0} + - Preset: {fileID: 11400000, guid: 0676375cd119d7349a4f272bdd2eb935, type: 2} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/CIS 5660 Final 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parentTransform; // Assign the parent object in the inspector + + void Update() + { + if (parentTransform != null) + { + // Update position to match the parent, but keep local rotation unchanged + transform.position = new Vector3(parentTransform.position.x, transform.position.y, parentTransform.position.z); + + } + } +} + diff --git a/CIS 5660 Final Project/Assets/Debby-Test/Procedural Sky/PositionOnlyFollow.cs.meta b/CIS 5660 Final Project/Assets/Debby-Test/Procedural Sky/PositionOnlyFollow.cs.meta new file mode 100644 index 00000000..7f4e54e1 --- /dev/null +++ b/CIS 5660 Final Project/Assets/Debby-Test/Procedural Sky/PositionOnlyFollow.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bb069b50156631c43a24da323eaeae4a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/CIS 5660 Final Project/Assets/Debby-Test/Procedural Sky/SkyManager.cs b/CIS 5660 Final Project/Assets/Debby-Test/Procedural Sky/SkyManager.cs new file mode 100644 index 00000000..81ab76d7 --- /dev/null +++ b/CIS 5660 Final Project/Assets/Debby-Test/Procedural Sky/SkyManager.cs @@ -0,0 +1,34 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +// execute always - execute methods in class while we are not running game/still in editor +[ExecuteAlways] +public class SkyManager : MonoBehaviour +{ + //Variables + [SerializeField, Range(0, 24)] public float TimeOfDay; + + private void Update() + { + if (Application.isPlaying) + { + // get player's position + Vector3 playerPos = GameObject.Find("Player").transform.position; + + //(Replace with a reference to the game time) + TimeOfDay += Time.deltaTime; + TimeOfDay %= 24; //Modulus to ensure always between 0-24 + // update sky color + Material skyColor = GetComponent().sharedMaterial; + skyColor.SetTextureOffset("_MainTex", new Vector2((TimeOfDay - 12f) * .05f, 0)); + } + else + { + // update sky color + Material skyColor = GetComponent().sharedMaterial; + skyColor.SetTextureOffset("_MainTex", new Vector2((TimeOfDay - 12f) * .05f, 0)); + + } + } +} \ No newline at end of file diff --git a/CIS 5660 Final Project/Assets/Debby-Test/Procedural Sky/SkyManager.cs.meta b/CIS 5660 Final Project/Assets/Debby-Test/Procedural Sky/SkyManager.cs.meta new file mode 100644 index 00000000..c1f2164c --- /dev/null +++ b/CIS 5660 Final Project/Assets/Debby-Test/Procedural Sky/SkyManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ed3a5b53418d9114e91a30260158bb24 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/CIS 5660 Final Project/Assets/Debby-Test/Procedural Sky/TimeChanger.cs b/CIS 5660 Final Project/Assets/Debby-Test/Procedural Sky/TimeChanger.cs new file mode 100644 index 00000000..0eeb2387 --- /dev/null +++ b/CIS 5660 Final Project/Assets/Debby-Test/Procedural Sky/TimeChanger.cs @@ -0,0 +1,31 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class TimeChanger : MonoBehaviour +{ + // skybox material + [SerializeField] private Material skybox; + private float _elapsedTime = 0f; + private float _timeScale = 2.5f; + private static readonly int Rotation = Shader.PropertyToID("_Rotation"); + private static readonly int Exposure = Shader.PropertyToID("_Exposure"); + + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + // increase elapsed time + _elapsedTime += Time.deltaTime; + // set rotation and exposure + skybox.SetFloat(Rotation, _elapsedTime + _timeScale); + // repeat btwn 0.15f and 1.f else it would get too dark + skybox.SetFloat(Exposure, Mathf.Clamp(Mathf.Sin(_elapsedTime), 0.15f, 1f)); + + } +} diff --git a/CIS 5660 Final Project/Assets/Debby-Test/Procedural Sky/TimeChanger.cs.meta b/CIS 5660 Final Project/Assets/Debby-Test/Procedural Sky/TimeChanger.cs.meta new file mode 100644 index 00000000..7c972694 --- /dev/null +++ b/CIS 5660 Final Project/Assets/Debby-Test/Procedural Sky/TimeChanger.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cfe6e75cb62437541a831fe458be487c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading.meta b/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading.meta new file mode 100644 index 00000000..5319b396 --- /dev/null +++ b/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 43ce7c3fae81b514799a55ff3115267d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include.meta b/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include.meta new file mode 100644 index 00000000..4ff9dbfd --- /dev/null +++ b/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1f188e92f7fb9794eb9853a584e68e77 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/BiomeShaderHelp.hlsl b/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/BiomeShaderHelp.hlsl new file mode 100644 index 00000000..26611d23 --- /dev/null +++ b/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/BiomeShaderHelp.hlsl @@ -0,0 +1,147 @@ +void CheckNormalUp_float(float3 Normal, float Error, out float Out) +{ + // false + Out = 0.0; + + // check how close it can get to (0, 1, 0) up vector + float3 Up = (0.0, 1.0, 0.0); + float3 ErrorVector = (Error, Error, Error); + float3 UpperRange = Up + ErrorVector; + float3 LowerRange = Up - ErrorVector; + + //if (LowerRange.y <= Normal.y && Normal.y <= UpperRange.y) { + // Out = 1.0; + //} + + if ((LowerRange.x <= Normal.x) && (Normal.x <= UpperRange.x)) { + if ((LowerRange.y <= Normal.y) && (Normal.y <= UpperRange.y)) { + if ((LowerRange.z <= Normal.z) && (Normal.z <= UpperRange.z)) { + Out = 1.0; + } + } + } +} + +void CheckIfGrass_float(float3 Normal, float Error, float Height, float HeightThreshold, out float Out) +{ + // false + Out = 0.0; + + // check how close it can get to (0, 1, 0) up vector + float3 Up = (0.0, 1.0, 0.0); + float3 ErrorVector = (Error, Error, Error); + float3 UpperRange = Up + ErrorVector; + float3 LowerRange = Up - ErrorVector; + + if (Height >= HeightThreshold) { + if (LowerRange.y <= Normal.y && Normal.y <= UpperRange.y) { + Out = 1.0; + } + } +} + +float rnd(float2 xy) +{ + return frac(sin(dot(xy, float2(12.9898 - 0.0, 78.233 + 0.0))) * (43758.5453 + 0.0)); +} + +float inter(float a, float b, float x) +{ + //return a*(1.0-x) + b*x; // Linear interpolation + + float f = (1.0 - cos(x * 3.1415927)) * 0.5; // Cosine interpolation + return a * (1.0 - f) + b * f; +} + +float perlin(float2 uv) +{ + float a, b, c, d, coef1, coef2, t, p; + + t = 8.0; // Precision + p = 0.0; // Final heightmap value + + for (float i = 0.0; i < 8.0; i++) + { + a = rnd(float2(floor(t * uv.x) / t, floor(t * uv.y) / t)); // a----b + b = rnd(float2(ceil(t * uv.x) / t, floor(t * uv.y) / t)); // | | + c = rnd(float2(floor(t * uv.x) / t, ceil(t * uv.y) / t)); // c----d + d = rnd(float2(ceil(t * uv.x) / t, ceil(t * uv.y) / t)); + + if ((ceil(t * uv.x) / t) == 1.0) + { + b = rnd(float2(0.0, floor(t * uv.y) / t)); + d = rnd(float2(0.0, ceil(t * uv.y) / t)); + } + + coef1 = frac(t * uv.x); + coef2 = frac(t * uv.y); + p += inter(inter(a, b, coef1), inter(c, d, coef1), coef2) * (1.0 / pow(2.0, (i + 0.6))); + t *= 2.0; + } + return p; +} + +void modifyHeightWithNoise_float(float noiseScale, float noiseIntensity, float height, float3 worldPos, out float Out) +{ + float noise = perlin(float2(worldPos.x, worldPos.z) * noiseScale) * noiseIntensity; + Out = height + noise; +} + +float biome_noise2D(float2 n) +{ + return frac(sin(dot(n, float2(311.7, 191.999))) * 1434.2371); +} + +float biome_interpolation2D(float x, float y) { + int intX = floor(x); + int intY = floor(y); + + float newX = frac(x); + float newY = frac(y); + + float fractX = smoothstep(0.0, 1.0, newX); + float fractY = smoothstep(0.0, 1.0, newY); + + float v1 = biome_noise2D(float2(intX, intY)); + float v2 = biome_noise2D(float2(intX + 1, intY)); + float v3 = biome_noise2D(float2(intX, intY + 1)); + float v4 = biome_noise2D(float2(intX + 1, intY + 1)); + + float i1 = lerp(v1, v2, fractX); + float i2 = lerp(v3, v4, fractX); + + return lerp(i1, i2, fractY); +} + +float biomeType(float x, float y) { + float scale = 140.0; + float noiseValue = biome_interpolation2D(x / scale, y / scale); + + return noiseValue; +} + +float isCliffBiome(float x, float y) { + float biomeValue = biomeType(x, y); + float threshold = 0.5; + + float blend = smoothstep(0.45, 0.68, abs(biomeValue - threshold) * 2.0); + + return lerp(0, 1, blend); +} + +void getBiome_float(float3 terrainSize, float cellSize, float noiseScale, float2 noiseOffset, float3 localPos, out float isCliff) +{ + int xSegments = (int)(terrainSize.x / cellSize); + int zSegments = (int)(terrainSize.y / cellSize); + + float xStep = terrainSize.x / (float)xSegments; + float zStep = terrainSize.y / (float)zSegments; + + float localPosXStepNormalized = localPos.x / xStep; + float localPosZStepNormalized = localPos.y / zStep; + + float noiseX = noiseScale * localPosXStepNormalized / (float)xSegments + noiseOffset.x; + float noiseZ = noiseScale * localPosZStepNormalized / (float)zSegments + noiseOffset.y; + + isCliff = isCliffBiome(noiseX, noiseZ); +} \ No newline at end of file diff --git a/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/BiomeShaderHelp.hlsl.meta b/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/BiomeShaderHelp.hlsl.meta new file mode 100644 index 00000000..986744f9 --- /dev/null +++ b/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/BiomeShaderHelp.hlsl.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 2d9acd5d42063f642aa0a7174e5ca1d0 +ShaderIncludeImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/CloudHelp.hlsl b/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/CloudHelp.hlsl new file mode 100644 index 00000000..a634d5ec --- /dev/null +++ b/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/CloudHelp.hlsl @@ -0,0 +1,10 @@ +void DistortUV_float(float2 UV, float Amount, out float2 Out) +{ + float time = _Time.y; + + UV.y += Amount * 0.01 * (sin(UV.x * 3.5 + time * 0.35) + sin(UV.x * 4.8 + time * 1.05) + sin(UV.x * 7.3 + time * 0.45)) / 3.0; + UV.x += Amount * 0.12 * (sin(UV.y * 4.0 + time * 0.50) + sin(UV.y * 6.8 + time * 0.75) + sin(UV.y * 11.3 + time * 0.2)) / 3.0; + UV.y += Amount * 0.12 * (sin(UV.x * 4.2 + time * 0.64) + sin(UV.x * 6.3 + time * 1.65) + sin(UV.x * 8.2 + time * 0.45)) / 3.0; + + Out = UV; +} \ No newline at end of file diff --git a/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/CloudHelp.hlsl.meta b/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/CloudHelp.hlsl.meta new file mode 100644 index 00000000..b405fdbe --- /dev/null +++ b/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/CloudHelp.hlsl.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 1c88091ee4ceb3b48bb1da1350f0db4b +ShaderIncludeImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/LightingHelp.hlsl b/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/LightingHelp.hlsl new file mode 100644 index 00000000..701e2e23 --- /dev/null +++ b/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/LightingHelp.hlsl @@ -0,0 +1,95 @@ +void GetMainLight_float(float3 WorldPos, out float3 Color, out float3 Direction, out float DistanceAtten, out float ShadowAtten) +{ +#ifdef SHADERGRAPH_PREVIEW + Direction = normalize(float3(0.5, 0.5, 0)); + Color = 1; + DistanceAtten = 1; + ShadowAtten = 1; +#else +#if SHADOWS_SCREEN + float4 clipPos = TransformWorldToClip(WorldPos); + float4 shadowCoord = ComputeScreenPos(clipPos); +#else + float4 shadowCoord = TransformWorldToShadowCoord(WorldPos); +#endif + + Light mainLight = GetMainLight(shadowCoord); + Direction = mainLight.direction; + Color = mainLight.color; + DistanceAtten = mainLight.distanceAttenuation; + ShadowAtten = mainLight.shadowAttenuation; +#endif +} + +void ComputeAdditionalLighting_float(float3 WorldPosition, float3 WorldNormal, + float2 Thresholds, float3 RampedDiffuseValues, + out float3 Color, out float Diffuse) +{ + Color = float3(0, 0, 0); + Diffuse = 0; + +#ifndef SHADERGRAPH_PREVIEW + + int pixelLightCount = GetAdditionalLightsCount(); + + for (int i = 0; i < pixelLightCount; ++i) + { + Light light = GetAdditionalLight(i, WorldPosition); + float4 tmp = unity_LightIndices[i / 4]; + uint light_i = tmp[i % 4]; + + half shadowAtten = light.shadowAttenuation * AdditionalLightRealtimeShadow(light_i, WorldPosition, light.direction); + + half NdotL = saturate(dot(WorldNormal, light.direction)); + half distanceAtten = light.distanceAttenuation; + + half thisDiffuse = distanceAtten * shadowAtten * NdotL; + + half rampedDiffuse = 0; + + if (thisDiffuse < Thresholds.x) + { + rampedDiffuse = RampedDiffuseValues.x; + } + else if (thisDiffuse < Thresholds.y) + { + rampedDiffuse = RampedDiffuseValues.y; + } + else + { + rampedDiffuse = RampedDiffuseValues.z; + } + + + if (shadowAtten * NdotL == 0) + { + rampedDiffuse = 0; + + } + + if (light.distanceAttenuation <= 0) + { + rampedDiffuse = 0.0; + } + + Color += max(rampedDiffuse, 0) * light.color.rgb; + Diffuse += rampedDiffuse; + } +#endif +} + +void ChooseColor_float(float3 Highlight, float3 Midtone, float3 Shadow, float Diffuse, float2 Thresholds, out float3 OUT) +{ + if (Diffuse < Thresholds.x) + { + OUT = Shadow; + } + else if (Diffuse < Thresholds.y) + { + OUT = Midtone; + } + else + { + OUT = Highlight; + } +} diff --git a/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/LightingHelp.hlsl.meta b/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/LightingHelp.hlsl.meta new file mode 100644 index 00000000..7166a7bf --- /dev/null +++ b/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/LightingHelp.hlsl.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 8a32705629fb0c74fa3d0336e6c10a74 +ShaderIncludeImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/OutlineHelp.hlsl b/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/OutlineHelp.hlsl new file mode 100644 index 00000000..0322e386 --- /dev/null +++ b/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/OutlineHelp.hlsl @@ -0,0 +1,103 @@ +SAMPLER(sampler_point_clamp); + +void GetDepth_float(float2 uv, out float Depth) +{ + Depth = SHADERGRAPH_SAMPLE_SCENE_DEPTH(uv); +} + + +void GetNormal_float(float2 uv, out float3 Normal) +{ + Normal = SAMPLE_TEXTURE2D(_NormalsBuffer, sampler_point_clamp, uv).rgb; +} + +// noise/tool box functions added to animate outlines +// bias +float bias(float b, float t) { + return pow(t, log(b) / log(0.5f)); +} + +// gain +float gain(float g, float t) { + if (t < 0.5f) { + return bias(1.f - g, 2.f * t) / 2.f; + } + else { + return 1.f - bias(1.f - g, 2.f - 2.f * t) / 2.f; + } +} + + +// Based on Ned Makes Games sobel edge detection tutorial +// The sobel effect runs by sampling texture around a point to see if there are any large changes. +// Each sample is multiplied by a convultion mx weight for the x & y comp separately. +// Each value is then added together and the final sobel value is the length of the resulting float2. +// Higher values = algo detected more of an edge + +// These are the points to sample relative to the starting point +static float2 sobelSamplePoints[9] = { + float2(-1, 1), float2(0, 1), float2(1, 1), + float2(-1, 0), float2(0, 0), float2(1, 0), + float2(-1, -1), float2(0, -1), float2(1, -1), +}; + +// weights for the x component +static float sobelXMatrix[9] = { + 1, 0, -1, + 2, 0, -2, + 1, 0, -1 +}; + +// weights for the y component +static float sobelYMatrix[9] = { + 1, 2, 1, + 0, 0, 0, + -1, -2, -1 +}; + +// this func runs the sobel algo over the depth texture +void DepthSobel_float( + float2 uv, float Thickness, float depthThreshold, + float depthTightening, float depthStrength, out float Out) { + + float2 sobel = 0; + // we can unroll this loop to make it more efficient + // compiler is also smart enough to remove the i=4 iter, which is always 0 + [unroll] for (int i = 0; i < 9; i++) { + float depth = SHADERGRAPH_SAMPLE_SCENE_DEPTH(uv + sobelSamplePoints[i] * Thickness); + sobel += depth * float2(sobelXMatrix[i], sobelYMatrix[i]); + } + + float smooth = smoothstep(0, depthThreshold, length(sobel)); + smooth = pow(smooth, depthTightening) * depthStrength; + + Out = smooth; +}; + +// this func runs the sobel algo over the normal texture +void NormalSobel_float( + float2 uv, float Thickness, out float Out) { + + // run the sobel algo over the rgb channels seperately + float2 sobelR = 0; + float2 sobelG = 0; + float2 sobelB = 0; + + // unroll loop to make it more efficient + float2 sobel = 0; + [unroll] for (int i = 0; i < 9; i++) { + + // Normal = SAMPLE_TEXTURE2D(_NormalsBuffer, sampler_point_clamp, uv).rgb; + float3 normalRgb = SAMPLE_TEXTURE2D(_NormalsBuffer, sampler_point_clamp, uv + sobelSamplePoints[i] * Thickness).rgb; + // create the kernel for the iteration + // float depth = SHADERGRAPH_SAMPLE_SCENE_DEPTH(uv + sobelSamplePoints[i] * Thickness); + float2 kernel = float2(sobelXMatrix[i], sobelYMatrix[i]); + // accumulate samples for each color + sobelR += normalRgb.r * kernel; + sobelG += normalRgb.g * kernel; + sobelB += normalRgb.b * kernel; + } + // get the final sobel value + // combien rgb values by taking the one w the largest sobel value + Out = max(length(sobelR), max(length(sobelG), length(sobelB))); +}; diff --git a/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/OutlineHelp.hlsl.meta b/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/OutlineHelp.hlsl.meta new file mode 100644 index 00000000..b40df6fd --- /dev/null +++ b/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/OutlineHelp.hlsl.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 2b937f50149bb2f49967b7322dc4b193 +ShaderIncludeImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/PostProcessShaderHelp.hlsl b/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/PostProcessShaderHelp.hlsl new file mode 100644 index 00000000..e27101a9 --- /dev/null +++ b/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/PostProcessShaderHelp.hlsl @@ -0,0 +1,18 @@ +SAMPLER(sampler_point_clamp); + +void GetDepth_float(float2 uv, out float Depth) +{ + Depth = SHADERGRAPH_SAMPLE_SCENE_DEPTH(uv); +} +static const float SQRTLOG2 = 0.83255461115; + +void addFog_float(float Depth, float4 col, float4 _FogColor, float _FogDensity, float _FogOffset, out float4 fog) { + + float viewDistance = Depth; + float fogFactor = float(_FogDensity / SQRTLOG2) * max(0.0, viewDistance - _FogOffset); + fogFactor = exp2(-fogFactor * fogFactor); + + float4 fogOutput = lerp(_FogColor, col, saturate(fogFactor)); + + fog = fogOutput; +} \ No newline at end of file diff --git a/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/PostProcessShaderHelp.hlsl.meta b/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/PostProcessShaderHelp.hlsl.meta new file mode 100644 index 00000000..b6426b0d --- /dev/null +++ b/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/PostProcessShaderHelp.hlsl.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 325945a2b626756419672496c962f0c3 +ShaderIncludeImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/WaterHelp.hlsl b/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/WaterHelp.hlsl new file mode 100644 index 00000000..a634d5ec --- /dev/null +++ b/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/WaterHelp.hlsl @@ -0,0 +1,10 @@ +void DistortUV_float(float2 UV, float Amount, out float2 Out) +{ + float time = _Time.y; + + UV.y += Amount * 0.01 * (sin(UV.x * 3.5 + time * 0.35) + sin(UV.x * 4.8 + time * 1.05) + sin(UV.x * 7.3 + time * 0.45)) / 3.0; + UV.x += Amount * 0.12 * (sin(UV.y * 4.0 + time * 0.50) + sin(UV.y * 6.8 + time * 0.75) + sin(UV.y * 11.3 + time * 0.2)) / 3.0; + UV.y += Amount * 0.12 * (sin(UV.x * 4.2 + time * 0.64) + sin(UV.x * 6.3 + time * 1.65) + sin(UV.x * 8.2 + time * 0.45)) / 3.0; + + Out = UV; +} \ No newline at end of file diff --git a/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/WaterHelp.hlsl.meta b/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/WaterHelp.hlsl.meta new file mode 100644 index 00000000..b4e810c2 --- /dev/null +++ b/CIS 5660 Final Project/Assets/Debby-Test/Render and Shading/Include/WaterHelp.hlsl.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: b7f5e3cb73f9e3d4e8450b87fc95c51c 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[System.Serializable] + public class FullScreenPassSettings + { + public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingTransparents; + public Material material; + } + + [SerializeField] private FullScreenPassSettings settings; + class FullScreenPass : ScriptableRenderPass + { + const string ProfilerTag = "Full Screen Pass"; + public FullScreenFeature.FullScreenPassSettings settings; + RenderTargetIdentifier colorBuffer, temporaryBuffer; + private int temporaryBufferID = Shader.PropertyToID("_TemporaryBuffer"); + + public FullScreenPass(FullScreenFeature.FullScreenPassSettings passSettings) + { + this.settings = passSettings; + this.renderPassEvent = settings.renderPassEvent; + if (settings.material == null) settings.material = CoreUtils.CreateEngineMaterial("Shader Graphs/Invert"); + } + + // This method is called before executing the render pass. + // It can be used to configure render targets and their clear state. Also to create temporary render target textures. + // When empty this render pass will render to the active camera render target. + // You should never call CommandBuffer.SetRenderTarget. 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a/CIS 5660 Final Project/Assets/Terrain-Simple/GenerateMeshSimple.cs b/CIS 5660 Final Project/Assets/Terrain-Simple/GenerateMeshSimple.cs new file mode 100644 index 00000000..b240d187 --- /dev/null +++ b/CIS 5660 Final Project/Assets/Terrain-Simple/GenerateMeshSimple.cs @@ -0,0 +1,114 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using ProceduralToolkit; + +[RequireComponent(typeof(MeshFilter))] +public class GenerateMeshSimple : MonoBehaviour { + + private MeshFilter meshFilter; + + public Vector3 TerrainSize { get; set; } + public float CellSize { get; set; } + public float NoiseScale { get; set; } + + public Gradient Gradient { get; set; } + + public Vector2 NoiseOffset { get; set; } + + public void Generate() { + meshFilter = GetComponent(); + + MeshDraft draft = TerrainDraft(TerrainSize, CellSize, NoiseOffset, NoiseScale, Gradient); + draft.Move(Vector3.left * TerrainSize.x / 2 + Vector3.back * TerrainSize.z / 2); + meshFilter.mesh = draft.ToMesh(); + + MeshCollider meshCollider = GetComponent(); + if (meshCollider) + meshCollider.sharedMesh = meshFilter.mesh; + } + + private static MeshDraft TerrainDraft(Vector3 terrainSize, float cellSize, Vector2 noiseOffset, float noiseScale, Gradient gradient) { + int xSegments = Mathf.FloorToInt(terrainSize.x / cellSize); + int zSegments = Mathf.FloorToInt(terrainSize.z / cellSize); + + float xStep = terrainSize.x / xSegments; + float zStep = terrainSize.z / zSegments; + int vertexCount = 6 * xSegments * zSegments; + MeshDraft draft = new MeshDraft { + name = "Terrain", + vertices = new List(vertexCount), + triangles = new List(vertexCount), + normals = new List(vertexCount), + colors = new List(vertexCount) + }; + + for (int i = 0; i < vertexCount; i++) { + draft.vertices.Add(Vector3.zero); + draft.triangles.Add(0); + draft.normals.Add(Vector3.zero); + draft.colors.Add(Color.black); + } + + for (int x = 0; x < xSegments; x++) { + for (int z = 0; z < zSegments; z++) { + int index0 = 6 * (x + z * xSegments); + int index1 = index0 + 1; + int index2 = index0 + 2; + int index3 = index0 + 3; + int index4 = index0 + 4; + int index5 = index0 + 5; + + float height00 = GetHeight(x + 0, z + 0, xSegments, zSegments, noiseOffset, noiseScale); + float height01 = GetHeight(x + 0, z + 1, xSegments, zSegments, noiseOffset, noiseScale); + float height10 = GetHeight(x + 1, z + 0, xSegments, zSegments, noiseOffset, noiseScale); + float height11 = GetHeight(x + 1, z + 1, xSegments, zSegments, noiseOffset, noiseScale); + + Vector3 vertex00 = new Vector3((x + 0) * xStep, height00 * terrainSize.y, (z + 0) * zStep); + Vector3 vertex01 = new Vector3((x + 0) * xStep, height01 * terrainSize.y, (z + 1) * zStep); + Vector3 vertex10 = new Vector3((x + 1) * xStep, height10 * terrainSize.y, (z + 0) * zStep); + Vector3 vertex11 = new Vector3((x + 1) * xStep, height11 * terrainSize.y, (z + 1) * zStep); + + draft.vertices[index0] = vertex00; + draft.vertices[index1] = vertex01; + draft.vertices[index2] = vertex11; + draft.vertices[index3] = vertex00; + draft.vertices[index4] = vertex11; + draft.vertices[index5] = vertex10; + + draft.colors[index0] = gradient.Evaluate(height00); + draft.colors[index1] = gradient.Evaluate(height01); + draft.colors[index2] = gradient.Evaluate(height11); + draft.colors[index3] = gradient.Evaluate(height00); + draft.colors[index4] = gradient.Evaluate(height11); + draft.colors[index5] = gradient.Evaluate(height10); + + Vector3 normal000111 = Vector3.Cross(vertex01 - vertex00, vertex11 - vertex00).normalized; + Vector3 normal001011 = Vector3.Cross(vertex11 - vertex00, vertex10 - vertex00).normalized; + + draft.normals[index0] = normal000111; + draft.normals[index1] = normal000111; + draft.normals[index2] = normal000111; + draft.normals[index3] = normal001011; + draft.normals[index4] = normal001011; + draft.normals[index5] = normal001011; + + draft.triangles[index0] = index0; + draft.triangles[index1] = index1; + 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[SerializeField] + private Gradient gradient; + [SerializeField] + private float noiseScale = 3, cellSize = 1; + [SerializeField] + private int radiusToRender = 5; + [SerializeField] + private Transform[] gameTransforms; + [SerializeField] + private Transform playerTransform; + + private Vector2 startOffset; + private Dictionary terrainTiles = new Dictionary(); + private Vector2[] previousCenterTiles; + private List previousTileObjects = new List(); + + private void Start() { + InitialLoad(); + } + + public void InitialLoad() { + DestroyTerrain(); + + //choose a place on perlin noise (which loops after 256) + startOffset = new Vector2(Random.Range(0f, 256f), Random.Range(0f, 256f)); + } + + private void Update() { + //save the tile the player is on + Vector2 playerTile = TileFromPosition(playerTransform.position); + //save the tiles of all tracked objects in gameTransforms (including the player) + List centerTiles = new List(); + centerTiles.Add(playerTile); + foreach (Transform t in gameTransforms) + centerTiles.Add(TileFromPosition(t.position)); + + //if no tiles exist yet or tiles should change + if (previousCenterTiles == null || HaveTilesChanged(centerTiles)) { + List tileObjects = new List(); + //activate new tiles + foreach (Vector2 tile in centerTiles) { + bool isPlayerTile = tile == playerTile; + int radius = isPlayerTile ? radiusToRender : 1; + for (int i = -radius; i <= radius; i++) + for (int j = -radius; j <= radius; j++) + ActivateOrCreateTile((int)tile.x + i, (int)tile.y + j, tileObjects); + } + //deactivate old tiles + foreach (GameObject g in previousTileObjects) + if (!tileObjects.Contains(g)) + g.SetActive(false); + + previousTileObjects = new List(tileObjects); + } + + previousCenterTiles = centerTiles.ToArray(); + } + + //Helper methods below + + private void ActivateOrCreateTile(int xIndex, int yIndex, List tileObjects) { + if (!terrainTiles.ContainsKey(new Vector2(xIndex, yIndex))) { + tileObjects.Add(CreateTile(xIndex, yIndex)); + } else { + GameObject t = terrainTiles[new Vector2(xIndex, yIndex)]; + tileObjects.Add(t); + if (!t.activeSelf) + t.SetActive(true); + } + } + + private GameObject CreateTile(int xIndex, int yIndex) { + GameObject terrain = Instantiate( + terrainTilePrefab, + new Vector3(terrainSize.x * xIndex, terrainSize.y, terrainSize.z * yIndex), + Quaternion.identity + ); + terrain.name = TrimEnd(terrain.name, "(Clone)") + " [" + xIndex + " , " + yIndex + "]"; + + terrainTiles.Add(new Vector2(xIndex, yIndex), terrain); + + GenerateMeshSimple gm = terrain.GetComponent(); + gm.TerrainSize = terrainSize; + gm.Gradient = gradient; + gm.NoiseScale = noiseScale; + gm.CellSize = cellSize; + gm.NoiseOffset = NoiseOffset(xIndex, yIndex); + gm.Generate(); + + return terrain; + } + + private Vector2 NoiseOffset(int xIndex, int yIndex) { + Vector2 noiseOffset = new Vector2( + (xIndex * noiseScale + startOffset.x) % 256, + (yIndex * noiseScale + startOffset.y) % 256 + ); + //account for negatives (ex. -1 % 256 = -1). 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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: +### Demo Video +https://drive.google.com/file/d/1fB-fklT5PQ-soWJDw5hQ4zG53LYj16Pr/view -## 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._ +### Post Mortem +The project went relatively smoothly. We managed to accomplish most of our goals: infinitely generating terrain, multiple biomes and shaders, a skybox with a day-night cycle, a user-controlled boat, and procedural environment shaders for the terrain, water, and sky all inspired by the look of Dredge. We had to pivot on some aspects of our initial goals, mostly in terms of not having enough time to implement every single embellishment we had initially hoped for, such as a GUI or post-processing effects. This is mostly because implementing more core features such as the biomes and environment shaders took more time than originally expected. However, overall we are very satisfied with what we were able to accomplish as we managed to capture the core of what we had originally planned for: an endless boat simulator with proceduralism used throughout the infinitely generating environment. + +### Tree/rock assets - Debby +- Replaced the basic models with final models/shaders. This included 4 different rock types and 4 different tree types. +- The shaders were made using three-tone shader graphs with the colors updated to replicate some of the assets used in Dredge. +- Additionally, I added randomization to the scaling of the assets so that there could be some visual variation among the assets that got placed. + + + + + + +### Biome shaders - Debby +- Updated the biome shaders to appear more “dredge” like in color +- The biome shaders use a combination of height and normals to determine whether or not a section of the terrain will have grass growing on top. I aimed to have higher areas of the cliffs that are more flat to have grass on top (i.e. higher height and normals that are close to the up vector). I exposed variables to make it easier to adjust the height threshold and an error range for the normal vector of the terrain section. + +### Cloud shader - Debby +- Created a procedural cloud shader to generate a cloud material for the sky environment. +- This was done by using panning UVs just like in the water shader I made (i.e. UVs that would scroll to give the clouds movement), layering noise functions to create cloud textures, and then using the result for the alpha channel/opacity of the material. +- Using alpha clipping, I turned the texture into cut-out shapes for the clouds. +- I also included a cloud color variable to adjust the base color of the clouds. +- This stylized cloud material was applied to a plane that moved around like the skydome. +- Additionally, I used an ambient lighting gradient to apply changing colors to the clouds to showcase the passing of time and to blend it better with the day-night cycle I made. +- One helpful resource I used was: https://www.patreon.com/posts/27402644 + + +### Biome shaders, part 2 - Will +Since the biome shaders are currently material shaders, they don’t have access to the compute shader functions determining biome. In order to get this information, we needed to first get the compute shader input data, which is a scaled “world” position. We can’t use the actual tile’s world position due to our repositioning around (0,0) +So, I created each biome’s material within the tile creation function, sending it all the world and custom noise scale data it needs to get each tile’s “world” position. +The biome determination function is then recreated in the biome shader, which now is being called for all points rather than a specific set of vertices +This allowed me to mix together the sandy and cliff biome shaders + +### Distance Fog - Will +Distance fog is done with a post-process shader. A new render pass is made for this shader. The distance fog takes in Unity’s sampled scene depth data and uses an exponential distance function to fill in fog given color, density, and offset. This function was inspired by Acerola’s “Simple Fog in Unity” video +(https://www.youtube.com/watch?v=EFt_lLVDeRo), with code reworked for Unity Rendering Pipeline + + +The color of the distance fog is affected by the day/night cycle, turning black at night for a spookier effect. + +## Milestone 2: Implementation part 2 (due 11/27) +### Biomes: Will +- I was mostly modifying the compute shader to create different biomes, specifically a cliffs and a beach biome. Because I was unable to figure out how to fix my previous Perlin function code, I ended up writing new FBM noise functions for each biome, “island” and “cliffs”. +These are simple 2D noise functions that are based off a common interpolation2D function. For cliffs, the heights are amplified much more, and there are some simple functions that elevate certain ranges of heights to be the same, which creates a flat vertical wall effect. + - Cliff biome + + ![Screenshot 2023-11-27 214600](https://github.com/debbylin02/final-project/assets/82790216/57368777-00ca-4ac9-9803-cdd021740c05) + + - Island biome + + ![Screenshot 2023-11-27 214607](https://github.com/debbylin02/final-project/assets/82790216/29fc42c2-ac27-4b86-8e4a-a9ef492fc8f1) + + +- For making the 2 biomes exist together, I created new 2D noise/interpolation/FBM functions. Then there’s a generateTerrain function which combines the biomes, and finally heightFromPos which calls generateTerrain.and gets the final height value for each position. +- Currently, this code is not completely working, and it’ll be the first thing we fix for the next milestone -### 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: +### Three-tone biome shaders: Debby +- I imported URP and Shadergraph to the project so that we could migrate to shadergraphs instead of the default materials. +- I created a mountain biome shader that first took in two colors: a green color for the grassy top and grey for the rocky areas. I used a height based gradient color shader such that the tops of the mountains were green if their y-value was above some value and grey elsewise. +- I then converted this into a three-tone shader graph inspired by the shader work from homework 4 so that the grass and rock colors could be broken up into highlights, midtones, and shadows. +- I also created a three-tone shader for the sandy biome. +- To improve upon this shader, I am looking to make the shift from grass to rock more obvious and potentially normal-based instead of height-based. + +### Water shader: Debby +- For this section I combined various tutorials in order to try to replicate the water texture from Dredge. + - Main shader tutorial: https://ameye.dev/notes/stylized-water-shader/ + - Ripple texture: https://www.youtube.com/watch?v=Vg0L9aCRWPE&ab_channel=Brackeys +- Water depth + - I first calculated a depth fade value between 1 (shallow water) to 0 (deep water). I first took the Scene Depth (Eye) (i.e. the distance in world space units between the camera and objects below the water’s surface) and subtracted the Screen Position (Raw) (i.e. the distance between the camera and the water surface) so that we can get the water depth (i.e. the distance between the objects and water surface. After that, I divided, saturated, and used a One Minus node to further control and clamp the value. + - In order to avoid having the depth value change based on camera position, I modified this water depth measurement by calculating the depth in world space. This would measure the distance between an object and the water’s surface vertically rather than at an angle so that the depth does not look different even when viewed at a different angle. +- Colors and opacity + - I took the Depth Fade value (calculated before) in order to Lerp between a shallow and deep water color to get a base color. + - I then used a Fresnel Effect node to apply a horizon color to the water and Lerped that with the base color. + - After that I added the colors of the objects that are beneath the water using a Scene Color node so that the color of objects underwater can be seen. +- Refraction + - In order to add some distortion to the water shader, I added a refraction effect to the UVs before they were passed into the Depth Fade subgraph. This was done by applying some Gradient Noise to the Screen Position. + This added some "wobbliness" to mimick movement on the surface of the water. +- Foam/ripples + - In order to create surface ripples I created “Panning UVs” (i.e. I applied movement to the UVs so that there would be movement in the texture) and before passing them into Voronoi noise to create the main shape of the ripples. I then sharpened the shape of the ripples and applied color to them before adding them to the water color. + - I then created intersection foam such that wherever objects or biomes intersect with the water surface there would be a ring of white foam around them. This was done by first defining the ring around objects in the water for the foam to go (i.e. the intersection foam mask) which was based on the Depth Fade value and a distance cutoff value. I then passed Panning UVs again into a gradient noise function to get the shape of the foam. Lastly I multiplied the foam mask with the shape of the foam and the foam color before adding it to the water color. + +### New objects assets/models: Debby +- I imported tree, boat, and rock assets to replace the old preliminary models and created some three tone shaders for these objects. + - Rock models: https://sketchfab.com/3d-models/70-stylized-rocks-bf0051544c9c41f998c154c546b09669 + + + + + + + - Tree models: https://sketchfab.com/3d-models/low-poly-tree-pack-ea6e844754da494a9c38501b4fff92ad#download + + + + + + - Boat model: https://sketchfab.com/3d-models/boat-57b1ca19f1484559b22c4b8ad408559d +- I have already successfully swapped out the boat model, but I have yet to swap out the generated rock and tree models as I need to edit the positions, sizes, orientations, and collision boxes. + +### Night light: Will +- This is a very simple point light that is parented to the boat and activates at nighttime. + + +---------------------------------------------------- + +## Milestone 1: Implementation part 1 (due 11/15) +https://github.com/debbylin02/final-project/assets/82790216/d5bd26bb-46f0-4cd5-ac98-a66d43569a69 +### Procedural terrain: Will and Debby +NOTE: For this section, we based our code off of this tutorial on infinite procedural terrain: https://youtu.be/f9uueg_AUZs?si=022T5p3lBSdTLTk6 + - #### Chunking - Will and Debby + - Chunking was done in TerrainController.cs + - Kept a dictionary of terrain tiles mapping Vector2 (coordinate of a tile) to GameObjects (terrain tile objects). + - Checked if tiles have changed or no tiles exist yet before enabling new tiles that are within the Radius to Render distance around the center tiles and deactivating old tiles that are out of range. This is so that we can limit the amount of terrain that needs to be generated to just the terrain the player can see. + - Created a Level object to parent the water plane. The dimensions of the water plane was based on the Radius to Render and the size of each tile (i.e. the Terrain Size field). + - #### Infinite Landscape Generation + HLSL Noise - Will + - Worked on editing GenerateMesh.cs which is called by the main chunking controller TerrainController.cs, and takes in user parameters to create a mesh for a single tile + - Originally used Mathf.Perlin to generate simple perlin noise based on world coordinates, but wanted to make custom noise + - Made custom noise function with GLSL in shadertoy that uses multiple Perlin noise functions to create different “biomes” + + + + - Transferred this to Unity in C# but realized it was causing too much lag, so ended up using a compute shader instead + - Because compute shader is computationally cheap but running multiple is expensive, we now only call it once per tile—taking in an array of x-y world locations and returning an array of heights + - Current issues: the Perlin noise currently implemented in our HLSL compute shader results in a repeating pattern issue, which I’m still trying to figure out (the coordinate inputs are correct, and it’s the same exact hashing functions as used in our Shadertoy), so for now we have a gradient noise function + + - #### Asset placement (with basic models) - Debby + - Created two simple objects, “rocks” (red cubes) and “trees” (green cylinders) + - Asset placement was done using the Terrain Controller and the PlaceObjects.cs script. + - First a random number of objects was picked between the minimum and maximum number of objects allowed per tile of the terrain (these were variables kept by the Terrain Controller). + - Then a random prefab was chosen from the list of “placeable objects” kept by the Terrain Controller (in this case, trees and rock objects) as a variable. + - Then a random point was picked above the terrain based on the terrain size (i.e. the size of each terrain tile - another field in Terrain Controller) to place the object. + - Unity’s RaycastHit (which gets info back from a raycast) and BoxCast (which casts a box along a ray and returns detailed information on what it collided with) were used to test if an object could be placed at the randomly picked point (i.e. the point was above water level and a box collider around the placed object would intersect with the terrain). + +### Moving camera/player - Will + - Implemented simple WASD + arrow key controls to move/turn the player + - Player sphere stays around the origin to reduce lag + - Camera was made a child of the player object and follows closely behind + +### Skybox/procedural sky with day-night cycle - Debby + - I used the unity asset “Simple Sky” to get a skydome mesh and sky texture: https://assetstore.unity.com/packages/3d/environments/simple-sky-cartoon-assets-42373 + - I added SkyManager.cs to automate the changing of the sky color to showcase the passage of time throughout the day. This script calculated the time of the day by splitting up unity’s “Time.deltaTime” value into 24 hours. Based on the hour, it would offset the texture used by the sky material by some amount to change the sky color. This sky material was then attached to a large skydome mesh. This skydome was then centered around the movement of the player so that the sky could move as the player moved around the space using a PositionOnlyFollow script, which took in the player’s position and set that to the center of the skydome. This was done so that the skydome wouldn’t rotate when the player rotated (i.e. which would occur if the skydome was just set as a child of the player). + - In order to replicate a day-night cycle, I created LightingManager.cs and a lighting preset. The lighting preset contained 3 gradients: ambient color, directional color, and fog color. These three gradients were sampled based on the time of day in order to apply some colored lighting to replicate changing sunlight as the directional light moved. Like the sky box, the sunlight is based on the time of the day (a value between 24 hours). The rotation of the light is also based on the time of day times 360 degrees so that as time passes the direction of the light changes. + - Current issues: I still need to edit the star/moon assets so that they rise/appear during night time and disappear during the day time. Additionally, I want to attempt to bring clouds into play for a more visually appealing sky. + + +---------------------- + +## Project planning: Design Doc (due 11/8) #### Introduction -- What motivates your project? +We are inspired by infinite procedural landscape generation in games and the sense of both exploration and tranquility that they can offer. We want to create this type of experience with something visually appealing that simulates a slow, calming activity like sailing a boat down a peaceful river. #### Goal -- What do you intend to achieve with this project? +With this project, we intend to create a stylistically rendered interactive infinite boating game using Unity. #### 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. +We were inspired by the visuals of Dredge and the gameplay of Slow Roads.io +- Dredge gameplay photos + + + + + + + + + + + +- Slow Roads.io gameplay + + + + + + + #### Specification: -- Outline the main features of your project. +The main features of our project will include: +- Infinite procedurally generated environment +- Water effects/interactions with objects +- Stylized shaders to replicate the look of Dredge +- Skybox with a day/night cycle as well as clouds and distance fog +- User controlled boat/moving camera to make the environment interactable +- Post-processing effects/filters + #### Techniques: -- What are the main technical/algorithmic tools you’ll be using? Give an overview, citing specific papers/articles. +- Sky/non-terrain environment + - Sky box with day-night cycle + - https://timcoster.com/2020/02/26/unity-shadergraph-procedural-skybox-tutorial-pt-2-day-night-cycle/ + - Example reference: https://www.youtube.com/watch?v=L4t2c1_Szdk + - Cloud generation + - Individual stylized clouds: https://medium.com/@mikeyoung_97230/creating-stylized-clouds-with-shader-graph-and-shuriken-in-unity3d-ec8f12fb5f0a + - Infinite cloud plane: https://www.youtube.com/watch?v=Y7r5n5TsX_E&ab_channel=RomanPapush + - Distance fog + - Tutorial: https://www.youtube.com/watch?v=EFt_lLVDeRo&ab_channel=Acerola +- Procedural environment generation + - Chunking to render terrain chunks within a certain distance of the player + - Tutorial: https://gamedevacademy.org/split-terrain-unity-tutorial/ + - Multithreading (if needed) + - Noise/toolbox functions to determine height map for terrain + - Cliff face generation will be done with noise/vertex deformation shaders + - Procedurally placed assets (i.e. trees, buildings, rocks, etc.) using noise functions +- Shaders + - Stylized asset and environment shaders + - Cel shading with specular highlights/lighting techniques applied (Homework 4 as reference) + - Water shader + - Foam/ripple effects + - Viewing objects below surface + - Example shader: https://ameye.dev/notes/stylized-water-shader/ + - Ripples in water can be generated as separate objects that look the same as the “foam” surrounding objects in water, generated behind the boat when it is moving and lifted above the water plane +- Post-processing effects for lighting/filters + - Use sun to determine flare + - Reference: https://www.shadertoy.com/view/4sX3Rs + - Vignette + - Reference: https://www.shadertoy.com/view/lsKSWR #### Design: -- How will your program fit together? Make a simple free-body diagram illustrating the pieces. + +![Design Doc Diagram](https://github.com/debbylin02/final-project/assets/82790216/9fd2b7fe-692f-4845-ad19-79f445cf90c2) #### 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. +- Week 1 (11/8 - 11/15) + - Procedural terrain: Will and Debby + - Chunking + multithreading (if needed) - Debby + - Height map + cliffs - Will + - Asset placement (with basic models) - Debby + - Moving camera - Will + - Skybox + day-night cycle - Will +- Week 2 (11/15 - 11/22) + - Cliff shader (vertex deformation) - Debby + - Water shader (foam + look of objects underwater) - Will + - Boat & moving interaction (forward, rotate left/right) - Will +- Week 3 (11/22 - 11/27) + - Distance fog - Debby + - Clouds - Debby + - Stylized shaders for assets - Will/Debby + - Attach light to boat (it turns on at night) - Will + - Water ripple effects - Will + - Sound & music - Will +- Week 4 (11/27 - 12/5) + - Post-processing - Will + - Extremely Basic Fishing Mechanic - Will + - GUI for user controls - Debby + - Extra sound effects - Debby + - Final model imports - Will/Debby -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. @@ -62,56 +277,3 @@ Submission: - 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.