959e80cf72
assets upload description.
394 lines
17 KiB
C#
394 lines
17 KiB
C#
using AwesomeTechnologies.VegetationSystem;
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Jobs;
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using Unity.Mathematics;
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using UnityEngine;
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namespace AwesomeTechnologies.Utility
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{
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[BurstCompile(CompileSynchronously = true)]
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public struct VegetationItemLODSplitAndFrustumCullingJob : IJob
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{
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[ReadOnly]
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public NativeList<MatrixInstance> VegetationItemMatrixList;
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[ReadOnly]
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public NativeArray<Plane> FrustumPlanes;
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public NativeList<Matrix4x4> VegetationItemLOD0MatrixList;
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public NativeList<Matrix4x4> VegetationItemLOD1MatrixList;
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public NativeList<Matrix4x4> VegetationItemLOD2MatrixList;
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public NativeList<Matrix4x4> VegetationItemLOD3MatrixList;
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public NativeList<Matrix4x4> VegetationItemLOD0ShadowMatrixList;
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public NativeList<Matrix4x4> VegetationItemLOD1ShadowMatrixList;
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public NativeList<Matrix4x4> VegetationItemLOD2ShadowMatrixList;
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public NativeList<Matrix4x4> VegetationItemLOD3ShadowMatrixList;
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public NativeList<Vector4> LOD0FadeList;
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public NativeList<Vector4> LOD1FadeList;
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public NativeList<Vector4> LOD2FadeList;
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public NativeList<Vector4> LOD3FadeList;
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public Vector3 LightDirection;
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public Vector3 PlaneOrigin;
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public Vector3 BoundsSize;
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public bool ShadowCulling;
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public bool NoFrustumCulling;
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public float CullDistance;
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public float3 CameraPosition;
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public float BoundingSphereRadius;
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public int VegetationItemDistanceBand;
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public float LODFactor;
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public float LODBias;
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public float LODFadeDistance;
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public float LOD1Distance;
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public float LOD2Distance;
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public float LOD3Distance;
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public int LODCount;
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public bool LODFadePercentage;
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public bool LODFadeCrossfade;
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public Vector3 FloatingOriginOffset;
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public void Execute()
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{
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for (int i = VegetationItemMatrixList.Length - 1; i >= 0; i--)
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{
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MatrixInstance vegetationItemMatrixInstance = VegetationItemMatrixList[i];
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vegetationItemMatrixInstance.Matrix = TranslateMatrix(vegetationItemMatrixInstance.Matrix, FloatingOriginOffset);
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float distanceFactor = vegetationItemMatrixInstance.DistanceFalloff;
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float itemCullDistance = CullDistance * distanceFactor;
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float lod1Distance = math.clamp(LOD1Distance * LODFactor * LODBias, 0, itemCullDistance);
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float lod2Distance = math.clamp(LOD2Distance * LODFactor * LODBias, 0, itemCullDistance);
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float lod3Distance = math.clamp(LOD3Distance * LODFactor * LODBias, 0, itemCullDistance);
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switch (LODCount)
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{
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case 1:
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lod1Distance = math.max(lod1Distance, itemCullDistance);
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break;
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case 2:
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lod2Distance = math.max(lod2Distance, itemCullDistance);
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break;
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case 3:
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lod3Distance = math.max(lod3Distance, itemCullDistance);
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break;
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}
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bool useLODFade = true;//LODFadePercentage || LODFadeCrossfade;
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float3 position = ExtractTranslationFromMatrix(vegetationItemMatrixInstance.Matrix);
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float distance = math.distance(CameraPosition, position);
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if (distance > itemCullDistance + LODFadeDistance) continue;
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float distanceFade = CalculateDistanceFade(distance, itemCullDistance);
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if (NoFrustumCulling)
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{
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if (distance <= lod1Distance || LODCount == 1)
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{
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VegetationItemLOD0MatrixList.Add(vegetationItemMatrixInstance.Matrix);
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if (useLODFade)
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{
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float lodFade = CalculateLODFade(distance, lod1Distance);
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float lodFadeQuantified = 1 - Mathf.Clamp(Mathf.RoundToInt(lodFade * 16) / 16f, 0.0625f, 1f);
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LOD0FadeList.Add(new Vector4(lodFade, lodFadeQuantified, 0, 0));
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}
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}
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else if (distance <= lod2Distance || LODCount == 2)
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{
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VegetationItemLOD1MatrixList.Add(vegetationItemMatrixInstance.Matrix);
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if (useLODFade)
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{
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float lodFade = CalculateLODFade(distance, lod2Distance);
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float lodFadeQuantified = 1 - Mathf.Clamp(Mathf.RoundToInt(lodFade * 16) / 16f, 0.0625f, 1f);
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LOD1FadeList.Add(new Vector4(lodFade, lodFadeQuantified, 0, 0));
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}
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}
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else if (distance <= lod3Distance || LODCount == 3)
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{
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VegetationItemLOD2MatrixList.Add(vegetationItemMatrixInstance.Matrix);
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if (useLODFade)
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{
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float lodFade = CalculateLODFade(distance, lod3Distance);
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float lodFadeQuantified = 1 - Mathf.Clamp(Mathf.RoundToInt(lodFade * 16) / 16f, 0.0625f, 1f);
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LOD2FadeList.Add(new Vector4(lodFade, lodFadeQuantified, 0, 0));
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}
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}
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else
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{
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VegetationItemLOD3MatrixList.Add(vegetationItemMatrixInstance.Matrix);
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if (useLODFade)
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{
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float lodFade = CalculateLODFade(distance, itemCullDistance);
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float lodFadeQuantified = 1 - Mathf.Clamp(Mathf.RoundToInt(lodFade * 16) / 16f, 0.0625f, 1f);
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LOD3FadeList.Add(new Vector4(lodFade, lodFadeQuantified, 0, 0));
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}
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}
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continue;
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}
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BoundingSphere boundingSphere = new BoundingSphere(position, BoundingSphereRadius);
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if (SphereInFrustum(boundingSphere) == -1)
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{
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if (VegetationItemDistanceBand == 0 || !ShadowCulling) continue;
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//TODO add LODFade for shadows
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Bounds vegetationItemBounds = new Bounds(position, BoundsSize);
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if (IsShadowVisible(vegetationItemBounds, LightDirection, PlaneOrigin, FrustumPlanes))
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{
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if (distance <= lod1Distance || LODCount == 1)
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{
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VegetationItemLOD0ShadowMatrixList.Add(vegetationItemMatrixInstance.Matrix);
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}
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else if (distance <= lod2Distance || LODCount == 2)
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{
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VegetationItemLOD1ShadowMatrixList.Add(vegetationItemMatrixInstance.Matrix);
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}
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else if (distance <= lod3Distance || LODCount == 3)
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{
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VegetationItemLOD2ShadowMatrixList.Add(vegetationItemMatrixInstance.Matrix);
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}
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else
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{
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VegetationItemLOD3ShadowMatrixList.Add(vegetationItemMatrixInstance.Matrix);
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}
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}
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}
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else
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{
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if (LODCount == 1)
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{
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lod1Distance = math.max(lod1Distance, itemCullDistance);
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}
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else if (LODCount == 2)
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{
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lod2Distance = math.max(lod2Distance, itemCullDistance);
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}
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else if (LODCount == 3)
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{
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lod3Distance = math.max(lod3Distance, itemCullDistance);
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}
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if (distance <= lod1Distance + LODFadeDistance)
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{
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VegetationItemLOD0MatrixList.Add(vegetationItemMatrixInstance.Matrix);
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if (useLODFade)
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{
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float lodFade = CalculateLODFadeFirst(distance, lod1Distance);
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float lodFadeQuantified = 1-Mathf.Clamp(Mathf.RoundToInt(lodFade * 16) / 16f, 0.0625f, 1f);
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LOD0FadeList.Add(new Vector4(lodFade, lodFadeQuantified, 0, 0));
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}
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}
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if (distance <= lod2Distance + LODFadeDistance && distance > lod1Distance)
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{
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VegetationItemLOD1MatrixList.Add(vegetationItemMatrixInstance.Matrix);
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if (useLODFade)
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{
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float lodFade = CalculateLODFadeMiddle(lod1Distance, distance, lod2Distance);
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float lodFadeQuantified = 1-Mathf.Clamp(Mathf.RoundToInt(lodFade * 16) / 16f, 0.0625f, 1f);
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LOD1FadeList.Add(new Vector4(lodFade, lodFadeQuantified, 0, 0));
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}
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}
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if (distance <= lod3Distance + LODFadeDistance && distance > lod2Distance)
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{
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VegetationItemLOD2MatrixList.Add(vegetationItemMatrixInstance.Matrix);
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if (useLODFade)
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{
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float lodFade = CalculateLODFadeMiddle(lod2Distance, distance, lod3Distance);
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float lodFadeQuantified = 1-Mathf.Clamp(Mathf.RoundToInt(lodFade * 16) / 16f, 0.0625f, 1f);
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LOD2FadeList.Add(new Vector4(lodFade, lodFadeQuantified, 0, 0));
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}
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}
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if (distance > lod3Distance)
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{
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VegetationItemLOD3MatrixList.Add(vegetationItemMatrixInstance.Matrix);
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if (useLODFade)
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{
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float lodFade = CalculateLODFadeMiddle(lod3Distance, distance, itemCullDistance);
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float lodFadeQuantified = 1 - Mathf.Clamp(Mathf.RoundToInt(lodFade * 16) / 16f, 0.0625f, 1f);
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LOD3FadeList.Add(new Vector4(lodFade, lodFadeQuantified, 0, 0));
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}
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}
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}
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}
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}
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float CalculateDistanceFade(float cameraDistance, float cullDistance)
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{
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// float distance = cullDistance - cameraDistance;
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// if (distance <= LODFadeDistance)
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// {
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// return math.clamp(1f - distance/LODFadeDistance,0f,1f);
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// }
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return 0;
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}
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int SphereInFrustum(BoundingSphere boundingSphere)
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{
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for (int i = 0; i <= FrustumPlanes.Length - 1; i++)
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{
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float dist = FrustumPlanes[i].normal.x * boundingSphere.position.x +
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FrustumPlanes[i].normal.y * boundingSphere.position.y +
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FrustumPlanes[i].normal.z * boundingSphere.position.z + FrustumPlanes[i].distance;
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if (dist < -boundingSphere.radius)
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{
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return -1;
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}
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}
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return 1;
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}
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float3 ExtractTranslationFromMatrix(Matrix4x4 matrix)
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{
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float3 translate;
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translate.x = matrix.m03;
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translate.y = matrix.m13;
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translate.z = matrix.m23;
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return translate;
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}
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Matrix4x4 TranslateMatrix(Matrix4x4 matrix, float3 offset)
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{
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Matrix4x4 translatedMatrix = matrix;
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translatedMatrix.m03 = matrix.m03 + offset.x;
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translatedMatrix.m13 = matrix.m13 + offset.y;
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translatedMatrix.m23 = matrix.m23 + offset.z;
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return translatedMatrix;
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}
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float CalculateLODFade(float cameraDistance, float nextLODDistance)
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{
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float distance = nextLODDistance - cameraDistance;
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if (distance <= LODFadeDistance)
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{
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return Mathf.Clamp01(1 - distance / LODFadeDistance);
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}
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return 0;
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}
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float CalculateLODFadeFirst(float cameraDistance, float nextLODDistance)
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{
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float distance = nextLODDistance + LODFadeDistance - cameraDistance;
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if (distance <= LODFadeDistance)
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{
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return math.clamp(distance / LODFadeDistance, 0, 1) * 2;
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}
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return 1;
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}
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float CalculateLODFadeMiddle(float thisLODDistance, float cameraDistance, float nextLODDistance)
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{
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if (cameraDistance - thisLODDistance < LODFadeDistance)
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{
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float distance = cameraDistance - thisLODDistance;
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return math.clamp(distance / LODFadeDistance, 0, 1) * 2;
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}
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if (nextLODDistance + LODFadeDistance - cameraDistance <= LODFadeDistance)
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{
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float distance = nextLODDistance + LODFadeDistance - cameraDistance;
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return math.clamp(distance / LODFadeDistance, 0, 1) * 2;
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}
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return 1;
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}
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public static bool IsShadowVisible(Bounds objectBounds, Vector3 lightDirection, Vector3 planeOrigin, NativeArray<Plane> frustumPlanes)
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{
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// ReSharper disable once InlineOutVariableDeclaration
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bool hitPlane;
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Bounds shadowBounds = GetShadowBounds(objectBounds, lightDirection, planeOrigin, out hitPlane);
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return hitPlane && BoundsIntersectsFrustum(frustumPlanes, shadowBounds);
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}
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public static Bounds GetShadowBounds(Bounds objectBounds, Vector3 lightDirection, Vector3 planeOrigin, out bool hitPlane)
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{
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Ray p0 = new Ray(new Vector3(objectBounds.min.x, objectBounds.max.y, objectBounds.min.z), lightDirection);
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Ray p1 = new Ray(new Vector3(objectBounds.min.x, objectBounds.max.y, objectBounds.max.z), lightDirection);
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Ray p2 = new Ray(new Vector3(objectBounds.max.x, objectBounds.max.y, objectBounds.min.z), lightDirection);
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Ray p3 = new Ray(objectBounds.max, lightDirection);
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// ReSharper disable once InlineOutVariableDeclaration
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Vector3 hitPoint;
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hitPlane = false;
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if (IntersectPlane(p0, planeOrigin, out hitPoint))
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{
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objectBounds.Encapsulate(hitPoint);
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hitPlane = true;
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}
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if (IntersectPlane(p1, planeOrigin, out hitPoint))
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{
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objectBounds.Encapsulate(hitPoint);
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hitPlane = true;
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}
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if (IntersectPlane(p2, planeOrigin, out hitPoint))
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{
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objectBounds.Encapsulate(hitPoint);
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hitPlane = true;
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}
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if (IntersectPlane(p3, planeOrigin, out hitPoint))
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{
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objectBounds.Encapsulate(hitPoint);
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hitPlane = true;
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}
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return objectBounds;
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}
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public static bool IntersectPlane(Ray ray, Vector3 planeOrigin, out Vector3 hitPoint)
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{
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Vector3 planeNormal = -Vector3.up;
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float denominator = Vector3.Dot(ray.direction, planeNormal);
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if (denominator > 0.00001f)
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{
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float t = Vector3.Dot(planeOrigin - ray.origin, planeNormal) / denominator;
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hitPoint = ray.origin + ray.direction * t;
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return true;
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}
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hitPoint = Vector3.zero;
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return false;
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}
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public static bool BoundsIntersectsFrustum(NativeArray<Plane> planes, Bounds bounds)
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{
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var center = bounds.center;
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var extents = bounds.extents;
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for (int i = 0; i <= planes.Length - 1; i++)
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{
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Vector3 planeNormal = planes[i].normal;
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float planeDistance = planes[i].distance;
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Vector3 abs = new Vector3(Mathf.Abs(planeNormal.x), Mathf.Abs(planeNormal.y), Mathf.Abs(planeNormal.z));
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float r = extents.x * abs.x + extents.y * abs.y + extents.z * abs.z;
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float s = planeNormal.x * center.x + planeNormal.y * center.y + planeNormal.z * center.z;
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if (s + r < -planeDistance)
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{
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return false;
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}
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}
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return true;
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}
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}
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}
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