2026-06-09 룸 프로토타입 디자인 (진행중)

This commit is contained in:
skrwns304@gmail.com
2026-06-09 20:53:26 +09:00
parent 3a18351d17
commit 4c955dafc3
3544 changed files with 226503 additions and 17 deletions

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// Stylized Water 3 by Staggart Creations (http://staggart.xyz)
// COPYRIGHT PROTECTED UNDER THE UNITY ASSET STORE EULA (https://unity.com/legal/as-terms)
// • Copying or referencing source code for the production of new asset store, or public, content is strictly prohibited!
// • Uploading this file to a public repository will subject it to an automated DMCA takedown request.
#define THREAD_GROUPS 64
#pragma kernel SampleOffsets
#include "..\Libraries\Height.hlsl"
//Input
StructuredBuffer<float3> positions;
uint sampleCount; //Length of 'positions' array
//Output
RWStructuredBuffer<float> offsets;
[numthreads(THREAD_GROUPS,1,1)]
void SampleOffsets(uint id : SV_DispatchThreadID)
{
//Early out when no more positions are left to process
//Important for the Metal API, as it avoids accessing unbound array elements!
if(id > sampleCount) return;
const uint index = (uint)(id);
//Input positions to sample at
const float3 positionWS = positions[index];
//Position, relative to rendering bounds (normalized 0-1)
const float2 uv = WorldToHeightUV(positionWS);
//Texel value at coordinates
float2 heights = SampleHeightBuffer(uv).rg;
//Output
offsets[index] = heights.r + heights.g;
}

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fileFormatVersion: 2
guid: 768e0c28dfdbc6b429fd59518fa03f2d
ComputeShaderImporter:
externalObjects: {}
currentAPIMask: 4
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 287769
packageName: Stylized Water 3
packageVersion: 3.2.7
assetPath: Assets/Stylized Water 3/Shaders/Compute/HeightSampler.compute
uploadId: 927372

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// Stylized Water 3 by Staggart Creations (http://staggart.xyz)
// COPYRIGHT PROTECTED UNDER THE UNITY ASSET STORE EULA (https://unity.com/legal/as-terms)
// • Copying or referencing source code for the production of new asset store, or public, content is strictly prohibited!
// • Uploading this file to a public repository will subject it to an automated DMCA takedown request.
#pragma kernel CSMain
Texture2D<float4> _InputTexture;
RWTexture2D<float> _OutputTexture;
float _MaxDistance;
uint2 _TextureSize;
[numthreads(8, 8, 1)]
void CSMain (uint3 id : SV_DispatchThreadID)
{
if (id.x >= _TextureSize.x || id.y >= _TextureSize.y) return;
float pixel = _InputTexture[id.xy].r;
bool isBackground = pixel.r > 0.5; //Assume white is the background
float minDistance = _MaxDistance;
//Reduced search window based on _MaxDistance
int searchRadius = int(_MaxDistance);
int2 start = max(int2(0, 0), int2(id.xy) - searchRadius);
int2 end = min(_TextureSize, int2(id.xy) + searchRadius + 1);
for (int y = start.y; y < end.y; y++)
{
for (int x = start.x; x < end.x; x++)
{
float sample = _InputTexture[int2(x, y)].r;
bool sampleIsBackground = sample.r > 0.5;
if(sampleIsBackground == isBackground || sample < pixel) continue;
//if (sampleIsBackground != isBackground && sample > pixel)
{
float2 diff = float2(x, y) - id.xy;
float distance = length(diff);
if (distance < minDistance)
{
minDistance = distance;
}
}
}
}
_OutputTexture[id.xy] = 1-(minDistance / _MaxDistance); // Normalize
}

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fileFormatVersion: 2
guid: 0ed6fcf8ffe9497086e18655ba389d39
timeCreated: 1718465479
AssetOrigin:
serializedVersion: 1
productId: 287769
packageName: Stylized Water 3
packageVersion: 3.2.7
assetPath: Assets/Stylized Water 3/Shaders/Compute/SDF.compute
uploadId: 927372