From a03033635a30bab9065709d6272c2a3ab9900d41 Mon Sep 17 00:00:00 2001 From: Liam Walsh Date: 2021年7月20日 14:12:13 +0100 Subject: [PATCH] book 1 comments translated --- .../BoidsSimulationOnGPU.unity | 157 +++++++++------ .../ComputeShaders/Boids.compute | 188 +++++++++--------- .../Scripts/BoidsRender.cs | 58 +++--- .../BoidsSimulationOnGPU/Scripts/GPUBoids.cs | 8 +- .../GPUMarchingCubesRenderStandardMesh.shader | 96 ++++----- .../Shaders/Libs/Primitives.cginc | 25 +-- Assets/ProceduralModeling/Scripts/Plane.cs | 10 +- .../RoomProjection/Scripts/CameraGenerator.cs | 10 +- .../ButtonAcceleratorOverSprite.png.meta | 66 ++++-- .../ButtonAcceleratorUpSprite.png.meta | 66 ++++-- .../Sprites/ButtonArrowOverSprite.png.meta | 66 ++++-- .../Sprites/ButtonArrowUpSprite.png.meta | 66 ++++-- .../Sprites/ButtonBrakeOverSprite.png.meta | 66 ++++-- .../Sprites/ButtonBrakeUpSprite.png.meta | 66 ++++-- .../ButtonCameraCycleUpSprite.png.meta | 66 ++++-- .../Sprites/ButtonResetSprite.png.meta | 70 +++++-- .../Sprites/ButtonSpacebarSprite.png.meta | 70 +++++-- .../ButtonThumbstickOverSprite.png.meta | 66 ++++-- .../Sprites/ButtonThumbstickUpSprite.png.meta | 66 ++++-- .../ButtonTimescaleFullUpSprite.png.meta | 66 ++++-- .../ButtonTimescaleSlowUpSprite.png.meta | 66 ++++-- .../Sprites/SliderBackgroundSprite.png.meta | 70 +++++-- .../Sprites/SliderHandleSprite.png.meta | 66 ++++-- .../Sprites/TouchpadSprite.png.meta | 70 +++++-- .../Standard Assets/Utility/ForcedReset.cs | 3 +- .../Utility/SimpleActivatorMenu.cs | 3 +- Assets/SPHFluid/Scripts/FluidRenderer.cs | 2 +- Assets/StableFluids/Material/AddSource.mat | 2 +- Assets/StableFluids/Scripts/SolverBase.cs | 2 +- ProjectSettings/EditorSettings.asset | 25 ++- ProjectSettings/ProjectSettings.asset | 93 +++++++-- ProjectSettings/ProjectVersion.txt | 3 +- 32 files changed, 1259 insertions(+), 498 deletions(-) mode change 100755 => 100644 Assets/RoomProjection/Standard Assets/CrossPlatformInput/Sprites/ButtonAcceleratorOverSprite.png.meta mode change 100755 => 100644 Assets/RoomProjection/Standard Assets/CrossPlatformInput/Sprites/ButtonAcceleratorUpSprite.png.meta mode change 100755 => 100644 Assets/RoomProjection/Standard Assets/CrossPlatformInput/Sprites/ButtonArrowOverSprite.png.meta mode change 100755 => 100644 Assets/RoomProjection/Standard Assets/CrossPlatformInput/Sprites/ButtonArrowUpSprite.png.meta mode change 100755 => 100644 Assets/RoomProjection/Standard Assets/CrossPlatformInput/Sprites/ButtonBrakeOverSprite.png.meta mode change 100755 => 100644 Assets/RoomProjection/Standard Assets/CrossPlatformInput/Sprites/ButtonBrakeUpSprite.png.meta mode change 100755 => 100644 Assets/RoomProjection/Standard Assets/CrossPlatformInput/Sprites/ButtonCameraCycleUpSprite.png.meta mode change 100755 => 100644 Assets/RoomProjection/Standard Assets/CrossPlatformInput/Sprites/ButtonResetSprite.png.meta mode change 100755 => 100644 Assets/RoomProjection/Standard Assets/CrossPlatformInput/Sprites/ButtonSpacebarSprite.png.meta mode change 100755 => 100644 Assets/RoomProjection/Standard Assets/CrossPlatformInput/Sprites/ButtonThumbstickOverSprite.png.meta mode change 100755 => 100644 Assets/RoomProjection/Standard Assets/CrossPlatformInput/Sprites/ButtonThumbstickUpSprite.png.meta mode change 100755 => 100644 Assets/RoomProjection/Standard Assets/CrossPlatformInput/Sprites/ButtonTimescaleFullUpSprite.png.meta mode change 100755 => 100644 Assets/RoomProjection/Standard Assets/CrossPlatformInput/Sprites/ButtonTimescaleSlowUpSprite.png.meta mode change 100755 => 100644 Assets/RoomProjection/Standard Assets/CrossPlatformInput/Sprites/SliderBackgroundSprite.png.meta mode change 100755 => 100644 Assets/RoomProjection/Standard Assets/CrossPlatformInput/Sprites/SliderHandleSprite.png.meta mode change 100755 => 100644 Assets/RoomProjection/Standard Assets/CrossPlatformInput/Sprites/TouchpadSprite.png.meta diff --git a/Assets/BoidsSimulationOnGPU/BoidsSimulationOnGPU.unity b/Assets/BoidsSimulationOnGPU/BoidsSimulationOnGPU.unity index 2644e4b..cf6e702 100644 --- a/Assets/BoidsSimulationOnGPU/BoidsSimulationOnGPU.unity +++ b/Assets/BoidsSimulationOnGPU/BoidsSimulationOnGPU.unity @@ -13,7 +13,7 @@ OcclusionCullingSettings: --- !u!104 &2 RenderSettings: m_ObjectHideFlags: 0 - 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float3 velocity; // 速度 - float3 position; // 位置 + float3 velocity; // + float3 position; // }; -// スレッドグループのスレッドのサイズ +// Thread group thread size #define SIMULATION_BLOCK_SIZE 256 -// Boidデータのバッファ(読み取り用) +// BOID data buffer (for reading) StructuredBuffer _BoidDataBufferRead; -// Boidデータのバッファ(読み取り, 書き込み用) +// BOID data buffer (read, For writing) RWStructuredBuffer _BoidDataBufferWrite; -// Boidの操舵力のバッファ(読み取り用) +// BOID steering power buffer (for reading) StructuredBuffer _BoidForceBufferRead; -// Boidの操舵力のバッファ(読み取り, 書き込み用) +// Boid steering power buffer (for reading, writing) RWStructuredBuffer _BoidForceBufferWrite; -int _MaxBoidObjectNum; // Boidオブジェクト数 +int _MaxBoidObjectNum; // Boid Object -float _DeltaTime; // 前フレームから経過した時間 +float _DeltaTime; // Time elapsed from the previous frame -float _SeparateNeighborhoodRadius; // 分離を適用する他の個体との距離 -float _AlignmentNeighborhoodRadius; // 整列を適用する他の個体との距離 -float _CohesionNeighborhoodRadius; // 結合を適用する他の個体との距離 +float _SeparateNeighborhoodRadius; // Distance to other individuals that apply separation +float _AlignmentNeighborhoodRadius; // Distance to other individuals to apply alignment +float _CohesionNeighborhoodRadius; // Distance to other individuals that apply join -float _MaxSpeed; // 速度の最大値 -float _MaxSteerForce; // 操舵する力の最大値 +float _MaxSpeed; // Velocity maximum value +float _MaxSteerForce; // Maximum value of force to steer -float _SeparateWeight; // 分離適用時の重み -float _AlignmentWeight; // 整列適用時の重み -float _CohesionWeight; // 結合適用時の重み +float _SeparateWeight; // Weight weight when separating application +float _AlignmentWeight; // Weight weight when alignment application +float _CohesionWeight; // Weight weight when binding -float4 _WallCenter; // 壁の中心座標 -float4 _WallSize; // 壁のサイズ -float _AvoidWallWeight; // 壁を避ける強さの重み +float4 _WallCenter; // Heart coordinates of the wall +float4 _WallSize; // Wall size +float _AvoidWallWeight; // Strength weight avoiding wall -// ベクトルの大きさを制限する +// Limit the size of vector float3 limit(float3 vec, float max) { float length = sqrt(dot(vec, vec)); // 大きさ return (length> max && length> 0) ? vec.xyz * (max / length) : vec.xyz; } -// 壁に当たった時に逆向きの力を返す +// Returns the reverse power when hit the wall float3 avoidWall(float3 position) { float3 wc = _WallCenter.xyz; @@ -69,138 +71,138 @@ float3 avoidWall(float3 position) return acc; } -// シェアードメモリ Boidデータ格納用 +// Shared memory BOID data storage groupshared BoidData boid_data[SIMULATION_BLOCK_SIZE]; -// 操舵力の計算用カーネル関数 +// Kernel function for calculation of steering power [numthreads(SIMULATION_BLOCK_SIZE, 1, 1)] void ForceCS ( - uint3 DTid : SV_DispatchThreadID, // スレッド全体で固有のID - uint3 Gid : SV_GroupID, // グループのID - uint3 GTid : SV_GroupThreadID, // グループ内のスレッドID - uint GI : SV_GroupIndex // SV_GroupThreadIDを一次元にしたもの 0-255 + uint3 DTid : SV_DispatchThreadID, // ID-specific ID throughout the thread + uint3 Gid : SV_GroupID, // Group ID + uint3 GTid : SV_GroupThreadID, // Thread ID in the group + uint GI : SV_GroupIndex // SV_GROUPTHREADID one-dimensional 0-255 ) { - const unsigned int P_ID = DTid.x; // 自身のID - float3 P_position = _BoidDataBufferRead[P_ID].position; // 自身の位置 - float3 P_velocity = _BoidDataBufferRead[P_ID].velocity; // 自身の速度 + const unsigned int P_ID = DTid.x; // Own ID + float3 P_position = _BoidDataBufferRead[P_ID].position; // Own position + float3 P_velocity = _BoidDataBufferRead[P_ID].velocity; // Velocity of itself - float3 force = float3(0, 0, 0); // 操舵力を初期化 + float3 force = float3(0, 0, 0); // Initialize steering power - float3 sepPosSum = float3(0, 0, 0); // 分離計算用 位置加算変数 - int sepCount = 0; // 分離のために計算した他の個体の数のカウント用変数 + float3 sepPosSum = float3(0, 0, 0); // Positional variable for separation calculation + int sepCount = 0; // Count variables for the number of other individuals calculated for separation - float3 aliVelSum = float3(0, 0, 0); // 整列計算用 速度加算変数 - int aliCount = 0; // 整列のために計算した他の個体の数のカウント用変数 + float3 aliVelSum = float3(0, 0, 0); // Speed addition variable for alignment calculation + int aliCount = 0; // Count variables for the number of other individuals calculated for alignment - float3 cohPosSum = float3(0, 0, 0); // 結合計算用 位置加算変数 - int cohCount = 0; // 結合のために計算した他の個体の数のカウント用変数 + float3 cohPosSum = float3(0, 0, 0); // Positional variable for combined calculation + int cohCount = 0; // Count variables for the number of other individuals calculated for join - // SIMULATION_BLOCK_SIZE(グループスレッド数)ごとの実行 (グループ数分実行) + // SIMULATION_BLOCK_SIZE(Number of group threads) Performs (group of groups) [loop] for (uint N_block_ID = 0; N_block_ID < (uint)_MaxBoidObjectNum; N_block_ID += SIMULATION_BLOCK_SIZE) { - // SIMULATION_BLOCK_SIZE分のBoidデータを、シェアードメモリに格納 + // SIMULATION_BLOCK_SIZE BOID data is stored in shared memory boid_data[GI] = _BoidDataBufferRead[N_block_ID + GI]; - // すべてのグループ共有アクセスが完了し、 - // グループ内のすべてのスレッドがこの呼び出しに到達するまで、 - // グループ内のすべてのスレッドの実行をブロックする + // All group sharing access is complete, + // Until all threads in the group reach this call, + // Block execution of all threads in the group GroupMemoryBarrierWithGroupSync(); - // 他の個体との計算 + // Calculation with other individuals for (int N_tile_ID = 0; N_tile_ID < SIMULATION_BLOCK_SIZE; N_tile_ID++) { - float3 N_position = boid_data[N_tile_ID].position; // 他の個体の位置 - float3 N_velocity = boid_data[N_tile_ID].velocity; // 他の個体の速度 + float3 N_position = boid_data[N_tile_ID].position; // Other individual positions + float3 N_velocity = boid_data[N_tile_ID].velocity; // Velocity of other individuals - float3 diff = P_position - N_position; // 自身と他の個体の位置の差 - float dist = sqrt(dot(diff, diff)); // 自身と他の個体の位置の距離 + float3 diff = P_position - N_position; // Difference between the position of oneself and other individuals + float dist = sqrt(dot(diff, diff)); // Distance of position of oneself and other individual - // --- 分離(Separation) --- + // --- Separation --- if (dist> 0.0 && dist <= _SeparateNeighborhoodRadius) { - // 他の個体の位置から自身へ向かうベクトル + // Vectors from the position of other individuals to itself float3 repulse = normalize(P_position - N_position); - // 自身と他の個体の位置の距離で割る(距離が遠ければ影響を小さく) + // Divide by the distance of the position of oneself and other individuals (if the distance is far) repulse /= dist; - sepPosSum += repulse; // 加算 - sepCount++; // 個体数カウント + sepPosSum += repulse; // Addition + sepCount++; // Count count } - // --- 整列(Alignment) --- + // --- Alignment (alignment) --- if (dist> 0.0 && dist <= _AlignmentNeighborhoodRadius) { - aliVelSum += N_velocity; // 加算 - aliCount++; // 個体数カウント + aliVelSum += N_velocity; // Addition + aliCount++; // Count count } - // --- 結合(Cohesion) --- + // --- Cohesion --- if (dist> 0.0 && dist <= _CohesionNeighborhoodRadius) { - cohPosSum += N_position; // 加算 - cohCount++; // 個体数カウント + cohPosSum += N_position; // Addition + cohCount++; // Count count } } GroupMemoryBarrierWithGroupSync(); } - // 操舵力(分離) + // Steer force (separation) float3 sepSteer = (float3)0.0; if (sepCount> 0) { - sepSteer = sepPosSum / (float)sepCount; // 平均を求める - sepSteer = normalize(sepSteer) * _MaxSpeed; // 最大速度に調整 - sepSteer = sepSteer - P_velocity; // 操舵力を計算 - sepSteer = limit(sepSteer, _MaxSteerForce); // 操舵力を制限 + sepSteer = sepPosSum / (float)sepCount; // Seeking the average + sepSteer = normalize(sepSteer) * _MaxSpeed; // Adjust to maximum speed + sepSteer = sepSteer - P_velocity; // Calculate steering power + sepSteer = limit(sepSteer, _MaxSteerForce); // Limit steering power } - // 操舵力(整列) + // Steering power (alignment) float3 aliSteer = (float3)0.0; if (aliCount> 0) { - aliSteer = aliVelSum / (float)aliCount; // 近い個体の速度の平均を求める - aliSteer = normalize(aliSteer) * _MaxSpeed; // 最大速度に調整 - aliSteer = aliSteer - P_velocity; // 操舵力を計算 - aliSteer = limit(aliSteer, _MaxSteerForce); // 操舵力を制限 + aliSteer = aliVelSum / (float)aliCount; // Find the average speed of individuals + aliSteer = normalize(aliSteer) * _MaxSpeed; // Adjust to maximum speed + aliSteer = aliSteer - P_velocity; // Calculate steering power + aliSteer = limit(aliSteer, _MaxSteerForce); // Limit steering power } - // 操舵力(結合) + // Steer force (combination) float3 cohSteer = (float3)0.0; if (cohCount> 0) { - cohPosSum = cohPosSum / (float)cohCount; // 近い個体の位置の平均を求める - cohSteer = cohPosSum - P_position; // 平均位置方向へのベクトルを求める - cohSteer = normalize(cohSteer) * _MaxSpeed; // 最大速度に調整 - cohSteer = cohSteer - P_velocity; // 操舵力を計算 - cohSteer = limit(cohSteer, _MaxSteerForce); // 操舵力を制限 + cohPosSum = cohPosSum / (float)cohCount; // Find the average of the position of the near individual + cohSteer = cohPosSum - P_position; // Find a vector in the average position direction + cohSteer = normalize(cohSteer) * _MaxSpeed; // Adjust to maximum speed + cohSteer = cohSteer - P_velocity; // Calculate steering power + cohSteer = limit(cohSteer, _MaxSteerForce); // Limit steering power } - force += aliSteer * _AlignmentWeight; // 操舵力に整列する力を加える - force += cohSteer * _CohesionWeight; // 操舵力に結合する力を加える - force += sepSteer * _SeparateWeight; // 操舵力に分離する力を加える + force += aliSteer * _AlignmentWeight; // Add the power to align with steering power + force += cohSteer * _CohesionWeight; // Add the force to combine the steering force + force += sepSteer * _SeparateWeight; // Add the power to separate into steering power - _BoidForceBufferWrite[P_ID] = force; // 書き込み + _BoidForceBufferWrite[P_ID] = force; // writing } -// 速度, 位置計算用カーネル関数 +// Speed, position calculation kernel function [numthreads(SIMULATION_BLOCK_SIZE, 1, 1)] void IntegrateCS ( - uint3 DTid : SV_DispatchThreadID // スレッド全体で固有のID + uint3 DTid : SV_DispatchThreadID // ID-specific ID throughout the thread ) { - const unsigned int P_ID = DTid.x; // インデックスを取得 + const unsigned int P_ID = DTid.x; // Get index - BoidData b = _BoidDataBufferWrite[P_ID]; // 現在のBoidデータを読み込む - float3 force = _BoidForceBufferRead[P_ID]; // 操舵力を読み込む + BoidData b = _BoidDataBufferWrite[P_ID]; // Load current boid data + float3 force = _BoidForceBufferRead[P_ID]; // Load steering force - // 壁に近づいたら反発する力を与える + // Give the power to replace when approaching the wall force += avoidWall(b.position) * _AvoidWallWeight; - b.velocity += force * _DeltaTime; // 操舵力を速度に適用 - b.velocity = limit(b.velocity, _MaxSpeed); // 速度を制限 - b.position += b.velocity * _DeltaTime; // 位置を更新 + b.velocity += force * _DeltaTime; // Apply steering power to speed + b.velocity = limit(b.velocity, _MaxSpeed); // Limit speed + b.position += b.velocity * _DeltaTime; // Update position - _BoidDataBufferWrite[P_ID] = b; // 計算結果を書き込む + _BoidDataBufferWrite[P_ID] = b; // Write calculation results } \ No newline at end of file diff --git a/Assets/BoidsSimulationOnGPU/Scripts/BoidsRender.cs b/Assets/BoidsSimulationOnGPU/Scripts/BoidsRender.cs index e9c7966..af9d355 100644 --- a/Assets/BoidsSimulationOnGPU/Scripts/BoidsRender.cs +++ b/Assets/BoidsSimulationOnGPU/Scripts/BoidsRender.cs @@ -4,53 +4,53 @@ namespace BoidsSimulationOnGPU { - // 同GameObjectに、GPUBoidsコンポーネントがアタッチされていること保証 + // Guarantee that GPUBOIDS component is attached to the GameObject [RequireComponent(typeof(GPUBoids))] public class BoidsRender : MonoBehaviour { #region Paremeters - // 描画するBoidsオブジェクトのスケール + // Scale of BOIDS objects to draw public Vector3 ObjectScale = new Vector3(0.1f, 0.2f, 0.5f); #endregion #region Script References - // GPUBoidsスクリプトの参照 + // GPUBOIDS Script Browse public GPUBoids GPUBoidsScript; #endregion #region Built-in Resources - // 描画するメッシュの参照 + // See Mesh to Draw public Mesh InstanceMesh; - // 描画のためのマテリアルの参照 + // Reference of material for drawing public Material InstanceRenderMaterial; #endregion #region Private Variables - // GPUインスタンシングのための引数(ComputeBufferへの転送用) - // インスタンスあたりのインデックス数, インスタンス数, - // 開始インデックス位置, ベース頂点位置, インスタンスの開始位置 + // Arguments for GPU Instance (for Transfer to ComputeBuffer) + // Number of indexes per instance, number of instances, + // Start index position, base vertex position, start position of instance uint[] args = new uint[5] { 0, 0, 0, 0, 0 }; - // GPUインスタンシングのための引数バッファ + // Argument buffer for GPU instance ComputeBuffer argsBuffer; #endregion #region MonoBehaviour Functions void Start() { - // 引数バッファを初期化 + // Initialize argument buffer argsBuffer = new ComputeBuffer(1, args.Length * sizeof(uint), ComputeBufferType.IndirectArguments); } void Update() { - // メッシュをインスタンシング + // Mesh instantiation RenderInstancedMesh(); } void OnDisable() { - // 引数バッファを解放 + // Release the argument buffer if (argsBuffer != null) argsBuffer.Release(); argsBuffer = null; @@ -60,38 +60,38 @@ void OnDisable() #region Private Functions void RenderInstancedMesh() { - // 描画用マテリアルがNull, または, GPUBoidsスクリプトがNull, - // またはGPUインスタンシングがサポートされていなければ, 処理をしない + // Material for drawing is NULL, or GPUBOIDS script is NULL, + // Or do not handle if GPU instanceing is not supported if (InstanceRenderMaterial == null || GPUBoidsScript == null || !SystemInfo.supportsInstancing) return; - // 指定したメッシュのインデックス数を取得 + // Acquired the number of indexes of the specified mesh uint numIndices = (InstanceMesh != null) ? (uint)InstanceMesh.GetIndexCount(0) : 0; - args[0] = numIndices; // メッシュのインデックス数をセット - args[1] = (uint)GPUBoidsScript.GetMaxObjectNum(); // インスタンス数をセット - argsBuffer.SetData(args); // バッファにセット + args[0] = numIndices; // Set mesh index number + args[1] = (uint)GPUBoidsScript.GetMaxObjectNum(); // Set the number of instances + argsBuffer.SetData(args); // Set in buffer - // Boidデータを格納したバッファをマテリアルにセット + // Set the buffer containing BOID data to material InstanceRenderMaterial.SetBuffer("_BoidDataBuffer", GPUBoidsScript.GetBoidDataBuffer()); - // Boidオブジェクトスケールをセット + // Set Boid Object Scale InstanceRenderMaterial.SetVector("_ObjectScale", ObjectScale); - // 境界領域を定義 + // Define boundary area var bounds = new Bounds ( - GPUBoidsScript.GetSimulationAreaCenter(), // 中心 - GPUBoidsScript.GetSimulationAreaSize() // サイズ + GPUBoidsScript.GetSimulationAreaCenter(), // center + GPUBoidsScript.GetSimulationAreaSize() // size ); - // メッシュをGPUインスタンシングして描画 + // GPU instance of mesh and draw Graphics.DrawMeshInstancedIndirect ( - InstanceMesh, // インスタンシングするメッシュ - 0, // submeshのインデックス - InstanceRenderMaterial, // 描画を行うマテリアル - bounds, // 境界領域 - argsBuffer // GPUインスタンシングのための引数のバッファ + InstanceMesh, // Mesh to instantiate + 0, // Submesh index + InstanceRenderMaterial, // Materials to draw + bounds, // Realm + argsBuffer // Argument buffer for GPU instance ); } #endregion diff --git a/Assets/BoidsSimulationOnGPU/Scripts/GPUBoids.cs b/Assets/BoidsSimulationOnGPU/Scripts/GPUBoids.cs index 7d46e96..a7eb878 100644 --- a/Assets/BoidsSimulationOnGPU/Scripts/GPUBoids.cs +++ b/Assets/BoidsSimulationOnGPU/Scripts/GPUBoids.cs @@ -7,14 +7,14 @@ namespace BoidsSimulationOnGPU { public class GPUBoids : MonoBehaviour { - // Boidデータの構造体 + // BOID data structure [System.Serializable] struct BoidData { - public Vector3 Velocity; // 速度 - public Vector3 Position; // 位置 + public Vector3 Velocity; // speed + public Vector3 Position; // position } - // スレッドグループのスレッドのサイズ + // Thread group thread size const int SIMULATION_BLOCK_SIZE = 256; #region Boids Parameters diff --git a/Assets/GPUMarchingCubes/Shaders/GPUMarchingCubesRenderStandardMesh.shader b/Assets/GPUMarchingCubes/Shaders/GPUMarchingCubesRenderStandardMesh.shader index b87c919..b313b39 100644 --- a/Assets/GPUMarchingCubes/Shaders/GPUMarchingCubesRenderStandardMesh.shader +++ b/Assets/GPUMarchingCubes/Shaders/GPUMarchingCubesRenderStandardMesh.shader @@ -31,31 +31,31 @@ #include "Libs/Primitives.cginc" #include "Libs/Utils.cginc" - // メッシュから渡ってくる頂点データ + // Vertex data across mesh struct appdata { - float4 vertex : POSITION; // 頂点座標 + float4 vertex : POSITION; // Vertex coordinates }; - // 頂点シェーダからジオメトリシェーダに渡すデータ + // Data passing from vertex shader to geometry shader struct v2g { - float4 pos : SV_POSITION; // 頂点座標 + float4 pos : SV_POSITION; // Vertex coordinates }; - // 実体レンダリング時のジオメトリシェーダからフラグメントシェーダに渡すデータ + // Data passing from geometry shader to fragment shader during entity rendering struct g2f_light { - float4 pos : SV_POSITION; // ローカル座標 - float3 normal : NORMAL; // 法線 - float4 worldPos : TEXCOORD0; // ワールド座標 + float4 pos : SV_POSITION; // Local coordinates + float3 normal : NORMAL; // Normal + float4 worldPos : TEXCOORD0; // World coordinates half3 sh : TEXCOORD3; // SH }; - // 影のレンダリング時のジオメトリシェーダからフラグメントシェーダに渡すデータ + // Data passing from geometry shader to fragment shader during shadow rendering struct g2f_shadow { - float4 pos : SV_POSITION; // 座標 + float4 pos : SV_POSITION; // Coordinate float4 hpos : TEXCOORD1; }; @@ -80,18 +80,18 @@ StructuredBuffer edgeDirection; StructuredBuffer triangleConnectionTable; - // 応用編:カイワレ用距離関数 + // Application: Distance function for Kaizard float DistanceFuncKaiware(float3 pos, float scale) { float3 p = pos; - // スケール + // scale p = p / scale; - // 頭部 + // head float d1 = roundBox(p, float3(1, 0.8, 1), 0.1); - // くちばし + // Beak float d2_0 = roundBox(p - float3(0, -0.2, 0.7), float3(0.8, 0.25, 0.3), 0.1); float d2_1 = box(p - float3(0, -0.0, 0.7), float3(1.1, 0.35, 1.1)); // 上半分 float d2_2 = box(p - float3(0, -0.4, 0.7), float3(1.1, 0.35, 1.1)); // 下半分 @@ -101,19 +101,19 @@ float d2_bottom = max(d2_0, d2_2); float d2 = min(min(d2_top, d2_bottom), d2_3); - // はっぱの茎 + // Sincer float d3_0 = Capsule(p, float3(0, 0.5, 0), float3(0, 0.75, 0), 0.05); - // 葉っぱ + // leaf float d3_1 = ellipsoid(p - float3(0.2, 0.75, 0), float3(0.25, 0.025, 0.1)); float d3_2 = ellipsoid(p - float3(-0.2, 0.75, 0), float3(0.25, 0.025, 0.1)); float d3 = min(d3_0, min(d3_1, d3_2)); - // 目 + // Eye float d4_0 = Capsule(p, float3(0.2, 0.25, 0.6), float3(0.4, 0.2, 0.6), 0.03); float d4_1 = Capsule(p, float3(-0.2, 0.25, 0.6), float3(-0.4, 0.2, 0.6), 0.03); float d4 = min(d4_0, d4_1); - // 合成 + // synthesis float sum = max(min(min(d1, d2), d3), -d4); sum *= scale; @@ -121,10 +121,10 @@ return sum; } - // サンプリング関数 + // Sampling function float Sample(float x, float y, float z) { - // 座標がグリッド空間からはみ出してたいないか? + // Is there no coordinates from grid space? if ((x <= 1) || (y <= 1) || (z <= 1) || (x>= (_SegmentNum - 1)) || (y>= (_SegmentNum - 1)) || (z>= (_SegmentNum - 1))) return 0; @@ -136,19 +136,19 @@ float result = 0; #if 1 - // 3つの球の距離関数 + // Three spheres distance function for (int i = 0; i < 3; i++) { float sp = -sphere(pos - float3(0.5, 0.25 + 0.25 * i, 0.5), 0.005 + (sin(_Time.y * 8.0 + i * 23.365) * 0.5 + 0.5) * 0.125) + 0.5; result = smoothMax(result, sp, 14); } #else - // 応用編:カイワレ + // Application: Kaiwarre result = -DistanceFuncKaiware(twistY(pos - float3(0.5, 0.5, 0.5), _SinTime.z * 10.0), 0.5) + 0.5; #endif return result; } - // オフセット計算(2値の間の閾値(desired)に近い点を計算する) + // Offset calculation (calculates points close to the threshold between binary values) float getOffset(float val1, float val2, float desired) { float delta = val2 - val1; if (delta == 0.0) { @@ -157,11 +157,11 @@ return (desired - val1) / delta; } - // 法線計算 + // Normal calculation float3 getNormal(float fX, float fY, float fZ) { float3 normal; - float offset = 1.0; // 隣のグリッド + float offset = 1.0; // Next grid normal.x = Sample(fX - offset, fY, fZ) - Sample(fX + offset, fY, fZ); normal.y = Sample(fX, fY - offset, fZ) - Sample(fX, fY + offset, fZ); @@ -170,7 +170,7 @@ return normal; } - // 頂点シェーダ + // Vertex shader v2g vert(appdata v) { v2g o = (v2g)0; @@ -178,16 +178,16 @@ return o; } - // 実体のジオメトリシェーダ - [maxvertexcount(15)] // シェーダから出力する頂点の最大数の定義 + // Geometry shader of entity + [maxvertexcount(15)] // Definition of maximum number of vertices output from shader void geom_light(point v2g input[1], inout TriangleStream outStream) { g2f_light o = (g2f_light)0; int i, j; - float cubeValue[8]; // グリッドの8つの角のスカラー値取得用の配列 + float cubeValue[8]; // Sequence for scalar value acquisition of eight corners of grid - // 頂点配列 + // Vertex array float3 edgeVertices[12] = { float3(0, 0, 0), float3(0, 0, 0), @@ -202,7 +202,7 @@ float3(0, 0, 0), float3(0, 0, 0) }; - // 法線配列 + // Normal array float3 edgeNormals[12] = { float3(0, 0, 0), float3(0, 0, 0), @@ -220,7 +220,7 @@ float3 pos = input[0].pos.xyz; float3 defpos = pos; - // グリッドの8つの角のスカラー値を取得 + // Get eight square scalar values of the grid for (i = 0; i < 8; i++) { cubeValue[i] = Sample( pos.x + vertexOffset[i].x, @@ -234,7 +234,7 @@ int flagIndex = 0; - // グリッドの8つの角の値が閾値を超えているかチェック + // Check if the value of eight corners of the grid exceeds the threshold for (i = 0; i < 8; i++) { if (cubeValue[i] <= _Threashold) { flagIndex |= (1 << i); @@ -243,7 +243,7 @@ int edgeFlags = cubeEdgeFlags[flagIndex]; - // 空か完全に満たされている場合は何も描画しない + // Do not draw anything if it is completely filled if ((edgeFlags == 0) || (edgeFlags == 255)) { return; } @@ -252,48 +252,48 @@ float3 vertex; for (i = 0; i < 12; i++) { if ((edgeFlags & (1 << i)) != 0) { - // 角同士の閾値のオフセットを取得 + // Get offset of thresholds of corners offset = getOffset(cubeValue[edgeConnection[i].x], cubeValue[edgeConnection[i].y], _Threashold); - // オフセットを元に頂点の座標を補完 + // Complement vertex coordinates based on offset vertex = (vertexOffset[edgeConnection[i].x] + offset * edgeDirection[i]); edgeVertices[i].x = pos.x + vertex.x * _Scale; edgeVertices[i].y = pos.y + vertex.y * _Scale; edgeVertices[i].z = pos.z + vertex.z * _Scale; - // 法線計算(Sampleし直すため、スケールを掛ける前の頂点座標が必要) + // Calculation of normal calculation (to re-use, vertex coordinates before scale) edgeNormals[i] = getNormal(defpos.x + vertex.x, defpos.y + vertex.y, defpos.z + vertex.z); } } - // 頂点を連結してポリゴンを作成 + // Connect the vertices to create polygons int vindex = 0; int findex = 0; - // 最大5つの三角形ができる + // Up to five triangles can be made for (i = 0; i < 5; i++) { findex = flagIndex * 16 + 3 * i; if (triangleConnectionTable[findex] < 0) break; - // 三角形を作る + // Triangle for (j = 0; j < 3; j++) { vindex = triangleConnectionTable[findex + j]; - // Transform行列を掛けてワールド座標に変換 + // Transform Matrix and convert to world coordinates float4 ppos = mul(_Matrix, float4(edgeVertices[vindex], 1)); o.pos = UnityObjectToClipPos(ppos); float3 norm = UnityObjectToWorldNormal(normalize(edgeNormals[vindex])); o.normal = normalize(mul(_Matrix, float4(norm,0))); - outStream.Append(o); // ストリップに頂点を追加 + outStream.Append(o); // Add vertices to the strip } - outStream.RestartStrip(); // 一旦区切って次のプリミティブストリップを開始 + outStream.RestartStrip(); // Separate the next primitive strip } } - // 実体のフラグメントシェーダ + // Actual fragment shader void frag_light(g2f_light IN, out half4 outDiffuse : SV_Target0, out half4 outSpecSmoothness : SV_Target1, @@ -364,7 +364,7 @@ #endif } - // 影のジオメトリシェーダ + // Shadow geometry shader [maxvertexcount(15)] void geom_shadow(point v2g input[1], inout TriangleStream outStream) { @@ -469,14 +469,14 @@ } } - // 影のフラグメントシェーダ + // Shadow fragment shader fixed4 frag_shadow(g2f_shadow i) : SV_Target { return i.hpos.z / i.hpos.w; } ENDCG - // 実体のレンダリング + // Actual rendering Pass{ Tags{ "LightMode" = "Deferred" } @@ -490,7 +490,7 @@ ENDCG } - // 影のレンダリング + // Shadow rendering Pass { Tags{ "LightMode" = "ShadowCaster" } ZWrite On ZTest LEqual diff --git a/Assets/GPUMarchingCubes/Shaders/Libs/Primitives.cginc b/Assets/GPUMarchingCubes/Shaders/Libs/Primitives.cginc index 25b44aa..05d1c47 100644 --- a/Assets/GPUMarchingCubes/Shaders/Libs/Primitives.cginc +++ b/Assets/GPUMarchingCubes/Shaders/Libs/Primitives.cginc @@ -1,45 +1,46 @@ #ifndef primitives_h #define primitives_h -// 球体 +// Sphere + inline float sphere(float3 pos, float radius) { return length(pos) - radius; } -// 角丸立方体 +// Corner circle cube inline float roundBox(float3 pos, float3 size, float round) { return length(max(abs(pos) - size * 0.5, 0.0)) - round; } -// 立方体 +// cube inline float box(float3 pos, float3 size) { return roundBox(pos, size, 0); } -// ドーナツ +// donut float torus(float3 pos, float2 radius) { float2 r = float2(length(pos.xy) - radius.x, pos.z); return length(r) - radius.y; } -// 床 +// bed inline float floorPlane(float3 pos) { return dot(pos, float3(0.0, 1.0, 0.0)) + 1.0; } -// 円筒 +// Cylinder inline float cylinder(float3 pos, float2 r){ float2 d = abs(float2(length(pos.xy), pos.z)) - r; return min(max(d.x, d.y), 0.0) + length(max(d, 0.0)) - 0.1; } -// カプセル -// a:始点, b:終点, r:半径 +// capsule +// A: Start point, B: end point, R: radius inline float Capsule(float3 p, float3 a, float3 b, float r) { float3 pa = p - a, ba = b - a; @@ -47,21 +48,21 @@ inline float Capsule(float3 p, float3 a, float3 b, float r) return length(pa - ba*h) - r; } -// 楕円 +// ellipse inline float ellipsoid(in float3 p, in float3 r) { return (length(p / r) - 1.0) * min(min(r.x, r.y), r.z); } -// 六角形(平面) +// Hexagonal (plane) inline float hex(float2 p, float2 h) { float2 q = abs(p); return max(q.x - h.y, max(q.x + q.y*0.57735, q.y*1.1547) - h.x); } -// 六角柱(高さ付き) -// h.x:半径 h.y:高さ +// Hexagonal column (with height) +// H.x: radius H.Y: height inline float hexagonalPrismY(float3 pos, float2 h) { float3 p = abs(pos); diff --git a/Assets/ProceduralModeling/Scripts/Plane.cs b/Assets/ProceduralModeling/Scripts/Plane.cs index 0ff5e8b..d0932e4 100644 --- a/Assets/ProceduralModeling/Scripts/Plane.cs +++ b/Assets/ProceduralModeling/Scripts/Plane.cs @@ -6,10 +6,10 @@ namespace ProceduralModeling { public class Plane : ProceduralModelingBase { - // Planeの列数(widthSegments)と行数(heightSegments) + // Plane number of columns (widthsegments) and number of lines (HeightSegments) [SerializeField, Range(2, 30)] protected int widthSegments = 8, heightSegments = 8; - // Planeの横幅と縦幅 + // Plane width and vertical width [SerializeField, Range(0.1f, 10f)] protected float width = 1f, height = 1f; protected override Mesh Build() { @@ -19,16 +19,16 @@ protected override Mesh Build() { var uv = new List(); var normals = new List(); - // 頂点のグリッド上での位置の割合(0.0 ~ 1.0)を算出するための行列数の逆数 + // Vertical Position Position Percentage Protection (0.0 to 1.0) Calculation of Number of Numbers var winv = 1f / (widthSegments - 1); var hinv = 1f / (heightSegments - 1); for(int y = 0; y < heightSegments; y++) { - // 行の位置の割合(0.0 ~ 1.0) + // Percentage of row positions (0.0 to 1.0) var ry = y * hinv; for(int x = 0; x < widthSegments; x++) { - // 列の位置の割合(0.0 ~ 1.0) + // Percentage of column position(0.0 ~ 1.0) var rx = x * winv; vertices.Add(new Vector3( diff --git a/Assets/RoomProjection/Scripts/CameraGenerator.cs b/Assets/RoomProjection/Scripts/CameraGenerator.cs index c6e0c4a..84656e8 100644 --- a/Assets/RoomProjection/Scripts/CameraGenerator.cs +++ b/Assets/RoomProjection/Scripts/CameraGenerator.cs @@ -53,19 +53,19 @@ void UpdateCamera(Camera camera, Room.FaceData faceData, Vector3 eyePointRoomLoc camera.depth = _cameraDepth; camera.ResetProjectionMatrix(); - // アスペクト比を求める + // Find an aspect ratio var faceSize = faceData.size; camera.aspect = faceSize.x / faceSize.y; - 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spritePivot: {x: .5, y: .5} - spriteBorder: {x: 65, y: 65, z: 65, w: 65} + spritePivot: {x: 0.5, y: 0.5} spritePixelsToUnits: 100 + spriteBorder: {x: 65, y: 65, z: 65, w: 65} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 alphaIsTransparency: 1 + spriteTessellationDetail: -1 textureType: 8 - buildTargetSettings: [] + textureShape: 1 + singleChannelComponent: 0 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + applyGammaDecoding: 1 + platformSettings: + - serializedVersion: 3 + buildTarget: DefaultTexturePlatform + maxTextureSize: 1024 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 spriteSheet: + serializedVersion: 2 sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: 5e97eb03825dee720800000000000000 + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 userData: assetBundleName: + assetBundleVariant: diff --git a/Assets/RoomProjection/Standard Assets/Utility/ForcedReset.cs b/Assets/RoomProjection/Standard Assets/Utility/ForcedReset.cs index f354c02..2d5ee67 100755 --- a/Assets/RoomProjection/Standard Assets/Utility/ForcedReset.cs +++ b/Assets/RoomProjection/Standard Assets/Utility/ForcedReset.cs @@ -2,8 +2,9 @@ using UnityEngine; using UnityEngine.SceneManagement; using UnityStandardAssets.CrossPlatformInput; +using UnityEngine.UI; -[RequireComponent(typeof (GUITexture))] +[RequireComponent(typeof (Image))] public class ForcedReset : MonoBehaviour { private void Update() diff --git a/Assets/RoomProjection/Standard Assets/Utility/SimpleActivatorMenu.cs b/Assets/RoomProjection/Standard Assets/Utility/SimpleActivatorMenu.cs index fe5f75f..1066ec1 100755 --- a/Assets/RoomProjection/Standard Assets/Utility/SimpleActivatorMenu.cs +++ b/Assets/RoomProjection/Standard Assets/Utility/SimpleActivatorMenu.cs @@ -1,5 +1,6 @@ using System; using UnityEngine; +using UnityEngine.UI; namespace UnityStandardAssets.Utility { @@ -7,7 +8,7 @@ public class SimpleActivatorMenu : MonoBehaviour { // An incredibly simple menu which, when given references // to gameobjects in the scene - public GUIText camSwitchButton; + public Text camSwitchButton; public GameObject[] objects; diff --git a/Assets/SPHFluid/Scripts/FluidRenderer.cs b/Assets/SPHFluid/Scripts/FluidRenderer.cs index c68e4fa..1ab0887 100644 --- a/Assets/SPHFluid/Scripts/FluidRenderer.cs +++ b/Assets/SPHFluid/Scripts/FluidRenderer.cs @@ -19,7 +19,7 @@ void DrawParticle() { RenderParticleMat.SetPass(0); RenderParticleMat.SetColor("_WaterColor", WaterColor); RenderParticleMat.SetBuffer("_ParticlesBuffer", solver.ParticlesBufferRead); - Graphics.DrawProcedural(MeshTopology.Points, solver.NumParticles); + Graphics.DrawProceduralNow(MeshTopology.Points, solver.NumParticles); } } } \ No newline at end of file diff --git a/Assets/StableFluids/Material/AddSource.mat b/Assets/StableFluids/Material/AddSource.mat index 76ce30b..dbae8b1 100644 --- a/Assets/StableFluids/Material/AddSource.mat +++ b/Assets/StableFluids/Material/AddSource.mat @@ -77,4 +77,4 @@ Material: - _Color: {r: 1, g: 1, b: 1, a: 1} - _DirAndCenter: {r: 0, g: 0, b: 0.38849765, a: 0.5722161} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - - _Source: {r: 0, g: 0, b: 0.318555, a: 0.41274238} + - _Source: {r: 0, g: 0, b: 0.43349966, a: 0.8100256} diff --git a/Assets/StableFluids/Scripts/SolverBase.cs b/Assets/StableFluids/Scripts/SolverBase.cs index 59eb9b7..9aaa272 100644 --- a/Assets/StableFluids/Scripts/SolverBase.cs +++ b/Assets/StableFluids/Scripts/SolverBase.cs @@ -184,7 +184,7 @@ protected virtual void Initialize() protected virtual void InitialCheck() { - Assert.IsTrue(SystemInfo.graphicsShaderLevel>= 50, "Under the DirectCompute5.0 (DX11 GPU) doesn't work : StableFluid"); + //Assert.IsTrue(SystemInfo.graphicsShaderLevel>= 50, "Under the DirectCompute5.0 (DX11 GPU) doesn't work : StableFluid"); Assert.IsTrue(gpuThreads.x * gpuThreads.y * gpuThreads.z <= DirectCompute5_0.MAX_PROCESS, "Resolution is too heigh : Stablefluid"); Assert.IsTrue(gpuThreads.x <= DirectCompute5_0.MAX_X, "THREAD_X is too large : StableFluid"); Assert.IsTrue(gpuThreads.y <= DirectCompute5_0.MAX_Y, "THREAD_Y is too large : StableFluid"); diff --git a/ProjectSettings/EditorSettings.asset b/ProjectSettings/EditorSettings.asset index a49719a..ba24378 100644 --- a/ProjectSettings/EditorSettings.asset +++ b/ProjectSettings/EditorSettings.asset @@ -3,14 +3,33 @@ --- !u!159 &1 EditorSettings: m_ObjectHideFlags: 0 - serializedVersion: 4 + serializedVersion: 9 m_ExternalVersionControlSupport: Hidden Meta Files m_SerializationMode: 2 + m_LineEndingsForNewScripts: 1 m_DefaultBehaviorMode: 0 + m_PrefabRegularEnvironment: {fileID: 0} + m_PrefabUIEnvironment: {fileID: 0} m_SpritePackerMode: 0 m_SpritePackerPaddingPower: 1 - m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd + m_EtcTextureCompressorBehavior: 0 + m_EtcTextureFastCompressor: 2 + m_EtcTextureNormalCompressor: 2 + m_EtcTextureBestCompressor: 5 + m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd;asmdef;asmref m_ProjectGenerationRootNamespace: - m_UserGeneratedProjectSuffix: m_CollabEditorSettings: inProgressEnabled: 1 + m_EnableTextureStreamingInEditMode: 1 + m_EnableTextureStreamingInPlayMode: 1 + m_AsyncShaderCompilation: 1 + m_EnterPlayModeOptionsEnabled: 0 + m_EnterPlayModeOptions: 3 + m_ShowLightmapResolutionOverlay: 1 + m_UseLegacyProbeSampleCount: 1 + m_AssetPipelineMode: 1 + m_CacheServerMode: 0 + m_CacheServerEndpoint: + m_CacheServerNamespacePrefix: default + m_CacheServerEnableDownload: 1 + m_CacheServerEnableUpload: 1 diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index de19c1e..ecf8e3f 100644 --- a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -3,9 +3,10 @@ --- !u!129 &1 PlayerSettings: m_ObjectHideFlags: 0 - serializedVersion: 12 + serializedVersion: 18 productGUID: 7e8c1682c6f8c20419b9c12cd5be28ec AndroidProfiler: 0 + AndroidFilterTouchesWhenObscured: 0 defaultScreenOrientation: 4 targetDevice: 2 useOnDemandResources: 0 @@ -38,8 +39,6 @@ PlayerSettings: width: 1 height: 1 m_SplashScreenLogos: [] - m_SplashScreenBackgroundLandscape: {fileID: 0} - m_SplashScreenBackgroundPortrait: {fileID: 0} m_VirtualRealitySplashScreen: {fileID: 0} m_HolographicTrackingLossScreen: {fileID: 0} defaultScreenWidth: 1024 @@ -49,13 +48,12 @@ PlayerSettings: m_StereoRenderingPath: 0 m_ActiveColorSpace: 0 m_MTRendering: 1 - m_MobileMTRendering: 0 m_StackTraceTypes: 010000000100000001000000010000000100000001000000 iosShowActivityIndicatorOnLoading: -1 androidShowActivityIndicatorOnLoading: -1 tizenShowActivityIndicatorOnLoading: -1 - iosAppInBackgroundBehavior: 0 displayResolutionDialog: 2 + iosUseCustomAppBackgroundBehavior: 0 iosAllowHTTPDownload: 1 allowedAutorotateToPortrait: 1 allowedAutorotateToPortraitUpsideDown: 1 @@ -63,14 +61,19 @@ PlayerSettings: allowedAutorotateToLandscapeLeft: 1 useOSAutorotation: 1 use32BitDisplayBuffer: 1 + preserveFramebufferAlpha: 0 disableDepthAndStencilBuffers: 0 + androidBlitType: 0 defaultIsFullScreen: 1 defaultIsNativeResolution: 1 + macRetinaSupport: 1 runInBackground: 1 captureSingleScreen: 0 muteOtherAudioSources: 0 Prepare IOS For Recording: 0 Force IOS Speakers When Recording: 0 + deferSystemGesturesMode: 0 + hideHomeButton: 0 submitAnalytics: 1 usePlayerLog: 1 bakeCollisionMeshes: 0 @@ -89,20 +92,22 @@ PlayerSettings: allowFullscreenSwitch: 1 graphicsJobMode: 0 macFullscreenMode: 2 - d3d9FullscreenMode: 1 d3d11FullscreenMode: 1 xboxSpeechDB: 0 xboxEnableHeadOrientation: 0 xboxEnableGuest: 0 xboxEnablePIXSampling: 0 + metalFramebufferOnly: 0 n3dsDisableStereoscopicView: 0 n3dsEnableSharedListOpt: 1 n3dsEnableVSync: 0 - ignoreAlphaClear: 0 xboxOneResolution: 0 + xboxOneSResolution: 0 + xboxOneXResolution: 3 xboxOneMonoLoggingLevel: 0 xboxOneLoggingLevel: 1 xboxOneDisableEsram: 0 + xboxOnePresentImmediateThreshold: 0 videoMemoryForVertexBuffers: 0 psp2PowerMode: 0 psp2AcquireBGM: 1 @@ -124,6 +129,7 @@ PlayerSettings: bundleVersion: 1.0 preloadedAssets: [] metroInputSource: 0 + wsaTransparentSwapchain: 0 m_HolographicPauseOnTrackingLoss: 1 xboxOneDisableKinectGpuReservation: 0 xboxOneEnable7thCore: 0 @@ -134,12 +140,24 @@ PlayerSettings: daydream: depthFormat: 0 useSustainedPerformanceMode: 0 + enableVideoLayer: 0 + useProtectedVideoMemory: 0 + minimumSupportedHeadTracking: 0 + maximumSupportedHeadTracking: 1 hololens: depthFormat: 1 + depthBufferSharingEnabled: 0 + oculus: + sharedDepthBuffer: 0 + dashSupport: 0 + v2Signing: 0 protectGraphicsMemory: 0 useHDRDisplay: 0 - targetPixelDensity: 0 + m_ColorGamuts: 00000000 + targetPixelDensity: 30 resolutionScalingMode: 0 + androidSupportedAspectRatio: 1 + androidMaxAspectRatio: 2.1 applicationIdentifier: {} buildNumber: {} AndroidBundleVersionCode: 1 @@ -160,10 +178,10 @@ PlayerSettings: serializedVersion: 2 m_Bits: 238 iPhoneSdkVersion: 988 - iOSTargetOSVersionString: + iOSTargetOSVersionString: 7.0 tvOSSdkVersion: 0 tvOSRequireExtendedGameController: 0 - tvOSTargetOSVersionString: + tvOSTargetOSVersionString: 9.0 uIPrerenderedIcon: 0 uIRequiresPersistentWiFi: 0 uIRequiresFullScreen: 1 @@ -176,15 +194,21 @@ PlayerSettings: iPhone47inSplashScreen: {fileID: 0} iPhone55inPortraitSplashScreen: {fileID: 0} iPhone55inLandscapeSplashScreen: {fileID: 0} + iPhone58inPortraitSplashScreen: {fileID: 0} + iPhone58inLandscapeSplashScreen: {fileID: 0} iPadPortraitSplashScreen: {fileID: 0} iPadHighResPortraitSplashScreen: {fileID: 0} iPadLandscapeSplashScreen: {fileID: 0} iPadHighResLandscapeSplashScreen: {fileID: 0} appleTVSplashScreen: {fileID: 0} + appleTVSplashScreen2x: {fileID: 0} tvOSSmallIconLayers: [] + tvOSSmallIconLayers2x: [] tvOSLargeIconLayers: [] tvOSTopShelfImageLayers: [] + tvOSTopShelfImageLayers2x: [] tvOSTopShelfImageWideLayers: [] + tvOSTopShelfImageWideLayers2x: [] iOSLaunchScreenType: 0 iOSLaunchScreenPortrait: {fileID: 0} iOSLaunchScreenLandscape: {fileID: 0} @@ -202,6 +226,8 @@ PlayerSettings: iOSLaunchScreeniPadFillPct: 100 iOSLaunchScreeniPadSize: 100 iOSLaunchScreeniPadCustomXibPath: + iOSUseLaunchScreenStoryboard: 0 + iOSLaunchScreenCustomStoryboardPath: iOSDeviceRequirements: [] iOSURLSchemes: [] iOSBackgroundModes: 0 @@ -213,14 +239,17 @@ PlayerSettings: iOSManualSigningProvisioningProfileID: tvOSManualSigningProvisioningProfileID: appleEnableAutomaticSigning: 0 - AndroidTargetDevice: 0 + clonedFromGUID: 00000000000000000000000000000000 + AndroidTargetArchitectures: 5 AndroidSplashScreenScale: 0 androidSplashScreen: {fileID: 0} AndroidKeystoreName: AndroidKeyaliasName: AndroidTVCompatibility: 1 AndroidIsGame: 1 + AndroidEnableTango: 0 androidEnableBanner: 1 + androidUseLowAccuracyLocation: 0 m_AndroidBanners: - width: 320 height: 180 @@ -229,12 +258,25 @@ PlayerSettings: resolutionDialogBanner: {fileID: 0} m_BuildTargetIcons: [] m_BuildTargetBatching: [] - m_BuildTargetGraphicsAPIs: [] + m_BuildTargetGraphicsAPIs: + - m_BuildTarget: MacStandaloneSupport + m_APIs: 10000000 + m_Automatic: 0 m_BuildTargetVRSettings: [] + m_BuildTargetEnableVuforiaSettings: [] openGLRequireES31: 0 openGLRequireES31AEP: 0 - webPlayerTemplate: APPLICATION:Default m_TemplateCustomTags: {} + mobileMTRendering: + iPhone: 1 + tvOS: 1 + m_BuildTargetGroupLightmapEncodingQuality: + - m_BuildTarget: Standalone + m_EncodingQuality: 1 + - m_BuildTarget: XboxOne + m_EncodingQuality: 1 + - m_BuildTarget: PS4 + m_EncodingQuality: 1 wiiUTitleID: 0005000011000000 wiiUGroupID: 00010000 wiiUCommonSaveSize: 4096 @@ -281,6 +323,9 @@ PlayerSettings: switchTitleNames_9: switchTitleNames_10: switchTitleNames_11: + switchTitleNames_12: + switchTitleNames_13: + switchTitleNames_14: switchPublisherNames_0: switchPublisherNames_1: switchPublisherNames_2: @@ -293,6 +338,9 @@ PlayerSettings: switchPublisherNames_9: switchPublisherNames_10: switchPublisherNames_11: + switchPublisherNames_12: + switchPublisherNames_13: + switchPublisherNames_14: switchIcons_0: {fileID: 0} switchIcons_1: {fileID: 0} switchIcons_2: {fileID: 0} @@ -305,6 +353,9 @@ PlayerSettings: switchIcons_9: {fileID: 0} switchIcons_10: {fileID: 0} switchIcons_11: {fileID: 0} + switchIcons_12: {fileID: 0} + switchIcons_13: {fileID: 0} + switchIcons_14: {fileID: 0} switchSmallIcons_0: {fileID: 0} switchSmallIcons_1: {fileID: 0} switchSmallIcons_2: {fileID: 0} @@ -317,6 +368,9 @@ PlayerSettings: switchSmallIcons_9: {fileID: 0} switchSmallIcons_10: {fileID: 0} switchSmallIcons_11: {fileID: 0} + switchSmallIcons_12: {fileID: 0} + switchSmallIcons_13: {fileID: 0} + switchSmallIcons_14: {fileID: 0} switchManualHTML: switchAccessibleURLs: switchLegalInformation: @@ -348,6 +402,7 @@ PlayerSettings: switchRatingsInt_9: 0 switchRatingsInt_10: 0 switchRatingsInt_11: 0 + switchRatingsInt_12: 0 switchLocalCommunicationIds_0: switchLocalCommunicationIds_1: switchLocalCommunicationIds_2: @@ -358,7 +413,10 @@ PlayerSettings: switchLocalCommunicationIds_7: switchParentalControl: 0 switchAllowsScreenshot: 1 + switchAllowsVideoCapturing: 1 + switchAllowsRuntimeAddOnContentInstall: 0 switchDataLossConfirmation: 0 + switchUserAccountLockEnabled: 0 switchSupportedNpadStyles: 3 switchSocketConfigEnabled: 0 switchTcpInitialSendBufferSize: 32 @@ -389,6 +447,8 @@ PlayerSettings: ps4PronunciationSIGPath: ps4BackgroundImagePath: ps4StartupImagePath: + ps4StartupImagesFolder: + ps4IconImagesFolder: ps4SaveDataImagePath: ps4SdkOverride: ps4BGMPath: @@ -560,12 +620,6 @@ PlayerSettings: n3dsTitle: GameName n3dsProductCode: n3dsApplicationId: 0xFF3FF - stvDeviceAddress: - stvProductDescription: - stvProductAuthor: - stvProductAuthorEmail: - stvProductLink: - stvProductCategory: 0 XboxOneProductId: XboxOneUpdateKey: XboxOneSandboxId: @@ -588,6 +642,7 @@ PlayerSettings: XboxOneSplashScreen: {fileID: 0} XboxOneAllowedProductIds: [] XboxOnePersistentLocalStorageSize: 0 + XboxOneXTitleMemory: 8 xboxOneScriptCompiler: 0 vrEditorSettings: daydream: diff --git a/ProjectSettings/ProjectVersion.txt b/ProjectSettings/ProjectVersion.txt index a211ccd..5d8f304 100644 --- a/ProjectSettings/ProjectVersion.txt +++ b/ProjectSettings/ProjectVersion.txt @@ -1 +1,2 @@ -m_EditorVersion: 2017.1.1f1 +m_EditorVersion: 2019.4.4f1 +m_EditorVersionWithRevision: 2019.4.4f1 (1f1dac67805b)

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