Firstborn/Library/PackageCache/com.unity.terrain-tools@4.0.5/Editor/TerrainTools/Compute/Projection.compute
Schaken-Mods 4ff395c862 Finished the NPC Creator tool
Finished the NPC Creator tool
2023-04-27 18:37:28 -05:00

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// Projection Step (hodge decomposition)
// Requires 2 additional kernels - one to compute the divergence field and
// one to subtract the gradient
RWTexture2D<float2> VelocityTex2D;
RWTexture2D<float2> VelocityOutTex2D;
RWTexture2D<float> DivergenceTex2D;
RWTexture2D<float> PressureTex2D;
RWTexture2D<float> OutputTex2D;
float4 dxdy; //(dx, dy, 1 / dx, 1 / dy), where dx = cell width, dy = cell height
#pragma kernel Divergence
[numthreads(1, 1, 1)]
void Divergence(uint3 id : SV_DispatchThreadID)
{
float2 l = VelocityTex2D[uint2(id.x - 1, id.y)];
float2 r = VelocityTex2D[uint2(id.x + 1, id.y)];
float2 b = VelocityTex2D[uint2(id.x, id.y - 1)];
float2 t = VelocityTex2D[uint2(id.x, id.y + 1)];
//assumes square resolution & tile dimensions :(
DivergenceTex2D[id.xy] = 0.5f * dxdy.z * ((r.x - l.x) + (t.y - b.y));
}
#pragma kernel GradientSubtract
[numthreads(1, 1, 1)]
void GradientSubtract(uint3 id : SV_DispatchThreadID)
{
float l = PressureTex2D[uint2(id.x - 1, id.y)];
float r = PressureTex2D[uint2(id.x + 1, id.y)];
float b = PressureTex2D[uint2(id.x, id.y - 1)];
float t = PressureTex2D[uint2(id.x, id.y + 1)];
//assumes square resolution & tile dimensions. :(
VelocityOutTex2D[id.xy] = VelocityTex2D[id.xy] - 0.5f * dxdy.z * float2(r - l, t - b);
}