summaryrefslogtreecommitdiffstats
path: root/Scripts/InstanceGrass.cs
diff options
context:
space:
mode:
Diffstat (limited to 'Scripts/InstanceGrass.cs')
-rwxr-xr-xScripts/InstanceGrass.cs377
1 files changed, 0 insertions, 377 deletions
diff --git a/Scripts/InstanceGrass.cs b/Scripts/InstanceGrass.cs
deleted file mode 100755
index d6a1eab..0000000
--- a/Scripts/InstanceGrass.cs
+++ /dev/null
@@ -1,377 +0,0 @@
-using UdonSharp;
-using UnityEngine;
-using VRC.SDKBase;
-
-#if UNITY_EDITOR && !COMPILER_UDONSHARP
-using UnityEditor;
-using System.IO;
-#endif
-
-public class InstanceGrass : UdonSharpBehaviour
-{
- [SerializeField] public GameObject prefab_;
- // The density of instances, in instances per meter.
- [SerializeField] public float density_;
- // The extent along each cardinal axis where instances will be rendered, in
- // meters. I.e. render inside a cube with edges this long.
- [SerializeField] public Vector3 extent_meters_;
- [SerializeField] public float min_distance_;
- [SerializeField] public Vector3 angle_randomization_;
- [SerializeField] public float scale_randomization_;
-
- // GPU mode settings
- [SerializeField] public Vector3Int max_grid_size_ = new Vector3Int(512, 1, 512); // Maximum grid dimensions for GPU mode
- [SerializeField] public Material blit_material_; // Auto-generated in editor, set by custom editor
-
- private Mesh mesh_;
- private Material instance_material_; // Extracted from prefab
- private Transform base_transform_;
- private Vector3 cell_dim_;
- private Vector3 inv_cell_dim_;
- private Vector3Int count_;
- private int total_instances_;
- private bool initialized_;
-
- // Track fields to detect runtime changes.
- private float density_live_;
- private Vector3 extent_meters_live_;
- private float min_distance_live_;
- private Vector3 angle_randomization_live_;
- private float scale_randomization_live_;
-
- // GPU-specific resources
- private RenderTexture instance_data_tex_;
- private Matrix4x4[] identity_transforms_; // All identity matrices
- private float[] instance_ids_;
- private MaterialPropertyBlock instance_properties_;
- private int tex_width_;
- private int tex_height_;
-
- private void Init() {
- // Extract components from prefab.
- if (prefab_ != null) {
- MeshFilter mesh_filter = prefab_.GetComponent<MeshFilter>();
- if (mesh_filter == null && prefab_.transform.childCount > 0) {
- mesh_filter = prefab_.GetComponentInChildren<MeshFilter>();
- }
- if (mesh_filter != null) {
- mesh_ = mesh_filter.sharedMesh;
- if (mesh_ == null) {
- mesh_ = mesh_filter.mesh;
- }
- } else {
- Debug.LogError("[Grass::Debug] Could not find MeshFilter on prefab or children.");
- }
-
- MeshRenderer mesh_renderer = prefab_.GetComponent<MeshRenderer>();
- if (mesh_renderer == null && prefab_.transform.childCount > 0) {
- mesh_renderer = prefab_.GetComponentInChildren<MeshRenderer>();
- }
- if (mesh_renderer != null) {
- Material[] materials = mesh_renderer.sharedMaterials;
- if (materials != null && materials.Length > 0) {
- instance_material_ = materials[0];
- instance_material_.enableInstancing = true;
- } else {
- Debug.LogError("[Grass::Debug] MeshRenderer has no materials.");
- }
- } else {
- Debug.LogError("[Grass::Debug] Could not find MeshRenderer on prefab.");
- }
-
- base_transform_ = prefab_.transform;
- Debug.Log($"[Grass::Debug] Prefab transform - pos:{base_transform_.position}, rot:{base_transform_.rotation.eulerAngles}, scale:{base_transform_.localScale}");
- } else {
- Debug.LogError("[Grass::Debug] prefab is null in Init().");
- }
-
- density_ = Mathf.Max(1e-6f, density_);
- extent_meters_ = Vector3.Max(Vector3.one * 1e-6f, extent_meters_);
- angle_randomization_ = new Vector3(
- Mathf.Clamp(angle_randomization_.x, 0f, 180f),
- Mathf.Clamp(angle_randomization_.y, 0f, 180f),
- Mathf.Clamp(angle_randomization_.z, 0f, 180f));
-
- // Use max_grid_size_ directly for GPU mode
- count_ = Vector3Int.Min(max_grid_size_, new Vector3Int(
- Mathf.Max(1, Mathf.RoundToInt(density_ * extent_meters_.x)),
- Mathf.Max(1, Mathf.RoundToInt(density_ * extent_meters_.y)),
- Mathf.Max(1, Mathf.RoundToInt(density_ * extent_meters_.z))));
-
- cell_dim_ = new Vector3(
- extent_meters_.x / count_.x,
- extent_meters_.y / count_.y,
- extent_meters_.z / count_.z);
- inv_cell_dim_ = new Vector3(
- 1f / cell_dim_.x,
- 1f / cell_dim_.y,
- 1f / cell_dim_.z);
-
- total_instances_ = count_.x * count_.y * count_.z;
-
- // Calculate texture dimensions (power of 2, minimum 256x256)
- int min_tex_size = Mathf.CeilToInt(Mathf.Sqrt(total_instances_));
- tex_width_ = Mathf.Max(256, Mathf.NextPowerOfTwo(min_tex_size));
- tex_height_ = tex_width_;
-
- // Create instance data texture
- if (instance_data_tex_ != null) {
- instance_data_tex_.Release();
- }
- instance_data_tex_ = new RenderTexture(tex_width_, tex_height_, 0, RenderTextureFormat.ARGBFloat);
- instance_data_tex_.filterMode = FilterMode.Point;
- instance_data_tex_.Create();
-
- // Create transform array and per-instance IDs.
- if (identity_transforms_ == null || identity_transforms_.Length != total_instances_) {
- identity_transforms_ = new Matrix4x4[total_instances_];
- for (int i = 0; i < total_instances_; i++) {
- identity_transforms_[i] = Matrix4x4.identity;
- }
- }
-
- if (instance_ids_ == null || instance_ids_.Length != total_instances_) {
- instance_ids_ = new float[total_instances_];
- for (int i = 0; i < total_instances_; i++) {
- instance_ids_[i] = i;
- }
- }
-
- if (mesh_ != null) {
- // Prevent frustum culling from clipping instanced draws that move in-shader.
- mesh_.bounds = new Bounds(Vector3.zero, Vector3.one * 100000f);
- }
-
- density_live_ = density_;
- extent_meters_live_ = extent_meters_;
- min_distance_live_ = min_distance_;
- angle_randomization_live_ = angle_randomization_;
- scale_randomization_live_ = scale_randomization_;
-
- Debug.Log($"[Grass::Debug] Init: density={density_}, extent={extent_meters_}, count={count_}, cell_dim={cell_dim_}, instances={total_instances_}, tex={tex_width_}x{tex_height_}, scale={base_transform_.localScale}, rot={base_transform_.localRotation.eulerAngles}");
- Debug.Log($"[Grass::Debug] Init details: count_.x={count_.x}, count_.y={count_.y}, count_.z={count_.z}, extent.x={extent_meters_.x}, extent.z={extent_meters_.z}");
- }
-
- private bool Valid() {
- if (prefab_ == null) {
- Debug.LogError("[Grass::Debug] prefab is null.");
- return false;
- }
- if (mesh_ == null) {
- Debug.LogError("[Grass::Debug] mesh is null.");
- return false;
- }
- if (instance_material_ == null) {
- Debug.LogError("[Grass::Debug] instance_material is null.");
- return false;
- }
- if (blit_material_ == null) {
- Debug.LogError("[Grass::Debug] blit_material is null (failed to generate).");
- return false;
- }
- if (instance_data_tex_ == null) {
- Debug.LogError("[Grass::Debug] instance_data_tex is null.");
- return false;
- }
- return true;
- }
-
- void Start() {
- Init();
- if (!Valid()) {
- return;
- }
-
- initialized_ = true;
- Debug.Log($"[Grass::Debug] GPU mode initialized");
- }
-
- void Update() {
- // Reinitialize if any config changed at runtime.
- if (density_ != density_live_ ||
- extent_meters_ != extent_meters_live_ ||
- min_distance_ != min_distance_live_ ||
- angle_randomization_ != angle_randomization_live_ ||
- scale_randomization_ != scale_randomization_live_) {
- Init();
- initialized_ = false;
- }
-
- if (!Valid()) {
- return;
- }
-
- VRCPlayerApi lcl_player = Networking.LocalPlayer;
- Vector3 player_pos = lcl_player.GetPosition();
-
- // Only update grid position on axes with extent >= 1cm
- // For axes with smaller extent, keep grid at 0 (don't move with player)
- int grid_x = extent_meters_.x >= 0.01f ? Mathf.FloorToInt(player_pos.x * inv_cell_dim_.x) : 0;
- int grid_y = extent_meters_.y >= 0.01f ? Mathf.FloorToInt(player_pos.y * inv_cell_dim_.y) : 0;
- int grid_z = extent_meters_.z >= 0.01f ? Mathf.FloorToInt(player_pos.z * inv_cell_dim_.z) : 0;
-
- int half_x = count_.x / 2;
- int half_y = count_.y / 2;
- int half_z = count_.z / 2;
-
- // Update blit material properties
- blit_material_.SetVector("_PlayerGridPos", new Vector3(grid_x, grid_y, grid_z));
- blit_material_.SetVector("_GridCount", new Vector3(count_.x, count_.y, count_.z));
- blit_material_.SetVector("_GridHalf", new Vector3(half_x, half_y, half_z));
- blit_material_.SetVector("_TexDimensions", new Vector2(tex_width_, tex_height_));
-
- // Blit to generate instance data texture
- VRCGraphics.Blit(null, instance_data_tex_, blit_material_);
-
- // Update instance material properties
- instance_material_.SetTexture("_Instance_Texture_Offset_Data_Tex", instance_data_tex_);
- instance_material_.SetVector("_Instance_Texture_Offset_Cell_Dimensions", cell_dim_);
- instance_material_.SetVector("_Instance_Texture_Offset_Angle_Randomization", angle_randomization_);
- instance_material_.SetFloat("_Instance_Texture_Offset_Scale_Randomization", scale_randomization_);
- instance_material_.SetVector("_Instance_Texture_Offset_Base_Scale", base_transform_.localScale);
-
- // Pass rotation as quaternion (x, y, z, w)
- Quaternion rot = base_transform_.localRotation;
- instance_material_.SetVector("_Instance_Texture_Offset_Base_Rotation", new Vector4(rot.x, rot.y, rot.z, rot.w));
-
- // Distance culling parameters
- instance_material_.SetFloat("_Instance_Distance_Culling_Min_Distance", min_distance_);
- float max_distance = Mathf.Max(extent_meters_.x, Mathf.Max(extent_meters_.y, extent_meters_.z));
- instance_material_.SetFloat("_Instance_Distance_Culling_Max_Distance", max_distance * 0.5f);
-
- if (Time.frameCount % 300 == 0) {
- Debug.Log($"[Grass::Debug] Drawing {total_instances_} GPU instances");
- Debug.Log($"[Grass::Debug] GridCount={count_}, TexDim={tex_width_}x{tex_height_}, CellDim={cell_dim_}");
- }
-
- // Draw instances with identity transforms - GPU handles everything
- VRCGraphics.DrawMeshInstanced(
- mesh_,
- 0,
- instance_material_,
- identity_transforms_,
- total_instances_,
- GetInstanceProperties(),
- UnityEngine.Rendering.ShadowCastingMode.Off,
- true,
- 0,
- null,
- UnityEngine.Rendering.LightProbeUsage.Off,
- null);
-
- initialized_ = true;
- }
-
- private MaterialPropertyBlock GetInstanceProperties() {
- if (instance_properties_ == null) {
- instance_properties_ = new MaterialPropertyBlock();
- }
-
- instance_properties_.SetFloatArray("_Instance_ID", instance_ids_);
- return instance_properties_;
- }
-
- void OnDestroy() {
- if (instance_data_tex_ != null) {
- instance_data_tex_.Release();
- }
- }
-}
-
-#if UNITY_EDITOR && !COMPILER_UDONSHARP
-[CustomEditor(typeof(InstanceGrass))]
-public class InstanceGrassEditor : Editor
-{
- public override void OnInspectorGUI()
- {
- DrawDefaultInspector();
-
- InstanceGrass script = (InstanceGrass)target;
-
- // Auto-generate blit material if missing
- if (script.blit_material_ == null)
- {
- if (GUILayout.Button("Generate Blit Material"))
- {
- GenerateBlitMaterial(script);
- }
-
- EditorGUILayout.HelpBox("Blit material is missing. Click the button above to auto-generate it.", MessageType.Warning);
- }
- else
- {
- EditorGUILayout.HelpBox("Blit material is set. GPU instancing ready.", MessageType.Info);
- }
- }
-
- private void GenerateBlitMaterial(InstanceGrass script)
- {
- Shader blitShader = Shader.Find("yum_food/GrassGridBlit");
- if (blitShader == null)
- {
- EditorUtility.DisplayDialog("Error", "Could not find shader 'yum_food/GrassGridBlit'. Make sure GrassGridBlit.shader is imported.", "OK");
- return;
- }
-
- // Get hierarchy path
- Transform current = script.transform;
- string hierarchyPath = current.name;
- while (current.parent != null)
- {
- current = current.parent;
- hierarchyPath = current.name + "/" + hierarchyPath;
- }
-
- string assetPath = $"Assets/yum_food/3ner/Grass_Generated/{hierarchyPath}/Grass_generated.mat";
-
- // Create or load existing material
- Material blitMat = AssetDatabase.LoadAssetAtPath<Material>(assetPath);
- if (blitMat == null)
- {
- // Create new material
- blitMat = new Material(blitShader);
- blitMat.name = "Grass_generated";
-
- // Ensure directory exists
- string directory = Path.GetDirectoryName(assetPath);
- if (!Directory.Exists(directory))
- {
- Directory.CreateDirectory(directory);
- }
-
- AssetDatabase.CreateAsset(blitMat, assetPath);
- Debug.Log($"[Grass::Editor] Created blit material at {assetPath}");
- }
- else
- {
- // Update existing material shader
- blitMat.shader = blitShader;
- EditorUtility.SetDirty(blitMat);
- Debug.Log($"[Grass::Editor] Updated existing blit material at {assetPath}");
- }
-
- script.blit_material_ = blitMat;
- EditorUtility.SetDirty(script);
- AssetDatabase.SaveAssets();
- }
-
- [UnityEditor.Callbacks.DidReloadScripts]
- private static void OnScriptsReloaded()
- {
- // Auto-generate blit material for all InstanceGrass components when scripts reload
- InstanceGrass[] allGrass = FindObjectsOfType<InstanceGrass>();
- foreach (var grass in allGrass)
- {
- if (grass.blit_material_ == null)
- {
- var editor = CreateEditor(grass) as InstanceGrassEditor;
- if (editor != null)
- {
- editor.GenerateBlitMaterial(grass);
- DestroyImmediate(editor);
- }
- }
- }
- }
-}
-#endif