From be5e7618d68d859b5fb2ec3b10c573e13e29e48c Mon Sep 17 00:00:00 2001 From: Reinier Vens Date: Tue, 19 Jul 2022 18:55:17 +0100 Subject: [PATCH] Performance Optimization Improved volumetric flow performance by orders of magnitude Cleaned up old raymarching support code Moved asteroid height calculation to vertex shader Manual culling for asteroid field render update --- Assets/Materials/Car Paint White Small.mat | 11 +- Assets/Materials/Station Lights.mat | 6 +- Assets/Materials/Steel parkerized.mat | 11 +- Assets/Materials/UI/Map Gravity Lines.mat | 2 +- .../Materials/Medium_v01.mat | 9 +- .../Materials/Medium_v02.mat | 9 +- .../Materials/Medium_v03.mat | 9 +- .../Materials/Medium_v04.mat | 9 +- .../Materials/Medium_v05.mat | 9 +- .../Materials/Medium_v06.mat | 9 +- .../Materials/Medium_v07.mat | 9 +- .../Materials/Medium_v08.mat | 9 +- .../Materials/Medium_v09.mat | 9 +- .../Materials/Medium_v10.mat | 9 +- .../Materials/Medium_v11.mat | 9 +- .../Materials/Medium_v12.mat | 9 +- .../Materials/Medium_v13.mat | 9 +- .../Materials/Medium_v14.mat | 9 +- .../Materials/Medium_v15.mat | 9 +- .../Materials/Small_v01.mat | 9 +- .../Materials/Small_v02.mat | 9 +- .../Materials/Small_v03.mat | 9 +- .../Materials/Small_v04.mat | 9 +- .../Materials/Small_v05.mat | 9 +- .../Materials/Small_v06.mat | 9 +- .../Materials/Small_v07.mat | 9 +- .../Materials/Small_v08.mat | 9 +- .../Materials/Small_v09.mat | 9 +- .../Materials/Small_v10.mat | 9 +- .../Materials/Small_v11.mat | 9 +- .../Materials/Small_v12.mat | 9 +- .../Materials/Small_v13.mat | 9 +- .../Materials/Small_v14.mat | 9 +- .../Materials/Small_v15.mat | 9 +- Assets/Resources/Settings.asset | 4 +- Assets/Scenes/ARPG.unity | 5 +- .../ServerShared/Behaviors/MiningTool.cs | 2 +- .../ServerShared/Behaviors/ResourceScanner.cs | 2 +- Assets/Scripts/ServerShared/Zone.cs | 47 +- Assets/Scripts/Zone Display/ZoneRenderer.cs | 65 +- Assets/Shaders/Asteroid.shader | 80 ++ ...Helper.cginc.meta => Asteroid.shader.meta} | 6 +- .../Raymarching/CloudNormalRaymarch.cginc | 40 +- Assets/Shaders/Raymarching/CloudShader.shader | 1 - .../Raymarching/CloudShaderHelper.cginc | 257 ---- Assets/Shaders/StableFluids/Fluid.compute | 11 +- Assets/Shaders/Volumetric.cginc | 80 +- .../BurstAotSettings_StandaloneWindows.json | 5 +- ProjectSettings/CommonBurstAotSettings.json | 6 + ProjectSettings/EditorSettings.asset | 4 +- .../Layouts/CurrentMaximizeLayout.dwlt | 94 +- UserSettings/Layouts/default-2021.dwlt | 1254 ++++++++++------- 52 files changed, 1223 insertions(+), 1040 deletions(-) create mode 100644 Assets/Shaders/Asteroid.shader rename Assets/Shaders/{Raymarching/CloudShaderHelper.cginc.meta => Asteroid.shader.meta} (59%) delete mode 100644 Assets/Shaders/Raymarching/CloudShaderHelper.cginc create mode 100644 ProjectSettings/CommonBurstAotSettings.json diff --git a/Assets/Materials/Car Paint White Small.mat b/Assets/Materials/Car Paint White Small.mat index 7de25d32b..11837e041 100644 --- a/Assets/Materials/Car Paint White Small.mat +++ b/Assets/Materials/Car Paint White Small.mat @@ -2,14 +2,20 @@ %TAG !u! tag:unity3d.com,2011: --- !u!21 &2100000 Material: - 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serializedVersion: 6 + serializedVersion: 8 m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Small_v15 - m_Shader: {fileID: 4800000, guid: ddff0b48b92c991499817d2a0f5d5059, type: 3} - m_ShaderKeywords: _NORMALMAP + m_Shader: {fileID: 4800000, guid: 7cbba296f87f57940a560e1645b402f2, type: 3} + m_ValidKeywords: [] + m_InvalidKeywords: + - _NORMALMAP m_LightmapFlags: 4 m_EnableInstancingVariants: 1 m_DoubleSidedGI: 0 @@ -59,6 +61,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + m_Ints: [] m_Floats: - _BumpScale: 1 - _Cutoff: 0.5 diff --git a/Assets/Resources/Settings.asset b/Assets/Resources/Settings.asset index ce5acb2bd..d6cc3f1e8 100644 --- a/Assets/Resources/Settings.asset +++ b/Assets/Resources/Settings.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:a59a29a6737338df4b190c12b82667a1111c73699c904ba65f03247776651f94 -size 13222 +oid sha256:d28aa36379146e8cb2f43785e67b1dfdcf0c1697034cb202d0f9c57825346d92 +size 13225 diff --git a/Assets/Scenes/ARPG.unity b/Assets/Scenes/ARPG.unity index 7c75fd06d..f97150f63 100644 --- a/Assets/Scenes/ARPG.unity +++ b/Assets/Scenes/ARPG.unity @@ -16239,6 +16239,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: bed3b49fe74863340b2a75f3d0517e86, type: 3} m_Name: m_EditorClassIdentifier: + MainCamera: {fileID: 2115559089} WormholePrefab: {fileID: 463084220523011477, guid: 4a77c480b4bb2a148954bd57dfe91d0b, type: 3} EntityFadeTime: 3 @@ -16370,8 +16371,8 @@ MonoBehaviour: MaximumSize: 0.75 Spacing: 6 Ceiling: -250 - Floor: -20 - HeightExponent: 2 + Floor: -10 + HeightExponent: 3 NebulaSurfaceHeight: {fileID: 8400000, guid: 2fc21a9d3e9647948b56e384cd9378b3, type: 2} NebulaPatchHeight: {fileID: 8400000, guid: c618a6b20b3c7394590c59a9fa467e86, type: 2} NebulaPatch: {fileID: 8400000, guid: 06ec5ef8a5830fc44b1ac1a6e123add5, type: 2} diff --git a/Assets/Scripts/ServerShared/Behaviors/MiningTool.cs b/Assets/Scripts/ServerShared/Behaviors/MiningTool.cs index 0596060dd..84c307849 100644 --- a/Assets/Scripts/ServerShared/Behaviors/MiningTool.cs +++ b/Assets/Scripts/ServerShared/Behaviors/MiningTool.cs @@ -58,7 +58,7 @@ public class MiningTool : Behavior var belt = Entity.Zone.AsteroidBelts[AsteroidBelt]; if (AsteroidBelt != Guid.Empty && Entity.Zone.AsteroidExists(AsteroidBelt, Asteroid) && - length(Entity.Position.xz - belt.Positions[Asteroid].xz) - belt.Scales[Asteroid] < Range) + length(Entity.Position.xz - belt.Transforms[Asteroid].xy) - belt.Transforms[Asteroid].w < Range) { Entity.Zone.MineAsteroid( Entity, diff --git a/Assets/Scripts/ServerShared/Behaviors/ResourceScanner.cs b/Assets/Scripts/ServerShared/Behaviors/ResourceScanner.cs index b71f56fde..05bedb0ed 100644 --- a/Assets/Scripts/ServerShared/Behaviors/ResourceScanner.cs +++ b/Assets/Scripts/ServerShared/Behaviors/ResourceScanner.cs @@ -76,7 +76,7 @@ public class ResourceScanner : Behavior, IAlwaysUpdatedBehavior { if(Asteroid > -1 && Asteroid < beltData.Asteroids.Length && - length(Entity.Position.xz - Entity.Zone.AsteroidBelts[ScanTarget].Positions[Asteroid].xz) < Range) + length(Entity.Position.xz - Entity.Zone.AsteroidBelts[ScanTarget].Transforms[Asteroid].xy) < Range) { _scanTime += dt; if (_scanTime > ScanDuration) diff --git a/Assets/Scripts/ServerShared/Zone.cs b/Assets/Scripts/ServerShared/Zone.cs index 39b9ae64f..d149028b1 100644 --- a/Assets/Scripts/ServerShared/Zone.cs +++ b/Assets/Scripts/ServerShared/Zone.cs @@ -138,11 +138,9 @@ public class Zone foreach (var belt in AsteroidBelts) { - Array.Copy(belt.Value.NewPositions, belt.Value.Positions, belt.Value.Positions.Length); - Array.Copy(belt.Value.NewVelocities, belt.Value.Velocities, belt.Value.Velocities.Length); - Array.Copy(belt.Value.NewScales, belt.Value.Scales, belt.Value.Scales.Length); - Array.Copy(belt.Value.NewRotations, belt.Value.Rotations, belt.Value.Rotations.Length); - BeltUpdates.Add(Task.Run(() => UpdateAsteroidTransformsAsync(belt.Key))); + Array.Copy(belt.Value.NewTransforms, belt.Value.Transforms, belt.Value.Transforms.Length); + belt.Value.OrbitPosition = belt.Value.NewOrbitPosition; + BeltUpdates.Add(Task.Run(() => UpdateAsteroidTransforms(belt.Key))); } foreach(var agent in Agents) @@ -200,7 +198,7 @@ public class Zone { var beltData = Planets[planetDataID] as AsteroidBeltData; - var asteroidPositions = AsteroidBelts[planetDataID].Positions; + var asteroidPositions = AsteroidBelts[planetDataID].Transforms; int nearest = 0; float nearestDistance = Single.MaxValue; @@ -219,14 +217,14 @@ public class Zone public bool AsteroidExists(Guid planetDataID, int asteroid) => ((AsteroidBeltData) Planets[planetDataID]).Asteroids.Length > asteroid && asteroid >= 0; - private void UpdateAsteroidTransformsAsync(Guid planetDataID) + private void UpdateAsteroidTransforms(Guid planetDataID) { var beltData = Planets[planetDataID] as AsteroidBeltData; var belt = AsteroidBelts[planetDataID]; var orbitData = Orbits[beltData.Orbit].Data; - var orbitPosition = GetOrbitPosition(orbitData.Parent); + belt.NewOrbitPosition = GetOrbitPosition(orbitData.Parent); for (var i = 0; i < beltData.Asteroids.Length; i++) { float size; @@ -239,12 +237,11 @@ public class Zone } else size = Settings.AsteroidSize.Evaluate(beltData.Asteroids[i].Size); - belt.NewRotations[i] = (float) (_time * beltData.Asteroids[i].RotationSpeed % (PI * 2)); - belt.NewScales[i] = size; + var rot = (float) (_time * beltData.Asteroids[i].RotationSpeed % (PI * 2)); var pos = OrbitData.Evaluate((float) frac(_time / Settings.OrbitPeriod.Evaluate(beltData.Asteroids[i].Distance) + - beltData.Asteroids[i].Phase)) * beltData.Asteroids[i].Distance + orbitPosition; - belt.NewVelocities[i] = pos - belt.Positions[i].xz; - belt.NewPositions[i] = float3(pos.x, GetHeight(pos) + Settings.AsteroidVerticalOffset, pos.y); + beltData.Asteroids[i].Phase)) * beltData.Asteroids[i].Distance + belt.NewOrbitPosition; + //belt.NewPositions[i] = float3(pos.x, GetHeight(pos) + Settings.AsteroidVerticalOffset, pos.y); + belt.NewTransforms[i] = float4(pos.x, pos.y, rot, size); } } @@ -470,14 +467,11 @@ public class Sun : GasGiant public class AsteroidBelt { public AsteroidBeltData Data; - public float3[] Positions; // x, y, rotation, scale - public float3[] NewPositions; // x, y, rotation, scale - public float2[] Velocities; - public float2[] NewVelocities; - public float[] Rotations; - public float[] NewRotations; - public float[] Scales; - public float[] NewScales; + public float4[] Transforms; // x, y, rotation, scale + public float4[] NewTransforms; // x, y, rotation, scale + public float Radius { get; } + public float2 OrbitPosition; + public float2 NewOrbitPosition; public Dictionary RespawnTimers = new Dictionary(); public Dictionary Damage = new Dictionary(); public Dictionary<(Entity, int), float> MiningAccumulator = new Dictionary<(Entity, int), float>(); @@ -485,14 +479,9 @@ public class AsteroidBelt public AsteroidBelt(AsteroidBeltData data) { Data = data; - Positions = new float3[data.Asteroids.Length]; - NewPositions = new float3[data.Asteroids.Length]; - Velocities = new float2[data.Asteroids.Length]; - NewVelocities = new float2[data.Asteroids.Length]; - Rotations = new float[data.Asteroids.Length]; - NewRotations = new float[data.Asteroids.Length]; - Scales = new float[data.Asteroids.Length]; - NewScales = new float[data.Asteroids.Length]; + Transforms = new float4[data.Asteroids.Length]; + NewTransforms = new float4[data.Asteroids.Length]; + Radius = data.Asteroids.Max(a => a.Distance); } } diff --git a/Assets/Scripts/Zone Display/ZoneRenderer.cs b/Assets/Scripts/Zone Display/ZoneRenderer.cs index 2d8a1c144..41e6c4484 100644 --- a/Assets/Scripts/Zone Display/ZoneRenderer.cs +++ b/Assets/Scripts/Zone Display/ZoneRenderer.cs @@ -18,6 +18,7 @@ using float2 = Unity.Mathematics.float2; public class ZoneRenderer : MonoBehaviour { + public Camera MainCamera; public Transform WormholePrefab; public float EntityFadeTime; public Transform FogCameraParent; @@ -169,6 +170,8 @@ public class ZoneRenderer : MonoBehaviour void Start() { + var bigBounds = new Bounds(Vector3.zero, Vector3.one * 1024); + foreach (var mesh in AsteroidMeshes) mesh.Mesh.bounds = bigBounds; ViewDistance = Settings.DefaultViewDistance; MinimapDistance = Settings.MinimapZoomLevels[Settings.DefaultMinimapZoom]; @@ -462,29 +465,42 @@ public class ZoneRenderer : MonoBehaviour // { // SlimeRenderer.SpawnPositions[i] = _suns[i].Body.transform.position.Flatland(); // } + + Shader.SetGlobalFloat("_AsteroidVerticalOffset", ActionGameManager.Instance.Settings.PlanetSettings.AsteroidVerticalOffset); - foreach (var belt in Zone.AsteroidBelts) + Plane[] planes = GeometryUtility.CalculateFrustumPlanes(MainCamera); + bool isVisible(Bounds bounds) => GeometryUtility.TestPlanesAABB(planes, bounds); + + foreach (var (key, belt) in Zone.AsteroidBelts) { - var meshes = _beltMeshes[belt.Key]; - var count = belt.Value.Positions.Length / meshes.Length; - for (int i = 0; i < meshes.Length; i++) + var height = Zone.GetHeight(belt.OrbitPosition); + if(isVisible(new Bounds( + new Vector3(belt.OrbitPosition.x,height,belt.OrbitPosition.y), + new Vector3(belt.Radius * 2,100,belt.Radius * 2)))) { - for (int t = 0; t < _beltMatrices[belt.Key][i].Length; t++) + var meshes = _beltMeshes[key]; + var matrices = _beltMatrices[key]; + var count = belt.Transforms.Length / meshes.Length; + for (int i = 0; i < meshes.Length; i++) { - var tx = t + i * count; - _beltMatrices[belt.Key][i][t] = Matrix4x4.TRS(belt.Value.Positions[tx], - Quaternion.Euler( - cos(belt.Value.Rotations[tx] + (float) i / meshes.Length) * 100, - sin(belt.Value.Rotations[tx] + (float) i / meshes.Length) * 100, - (float) tx / belt.Value.Positions.Length * 360), - Vector3.one * belt.Value.Scales[tx]); - } + for (int t = 0; t < matrices[i].Length; t++) + { + var tx = t + i * count; + var transform = belt.Transforms[tx]; + matrices[i][t] = Matrix4x4.TRS(new Vector3(transform.x,0,transform.y), + Quaternion.Euler( + cos(transform.z + (float)i / meshes.Length) * 100, + sin(transform.z + (float)i / meshes.Length) * 100, + (float)tx / belt.Transforms.Length * 360), + Vector3.one * transform.w); + } - Graphics.DrawMeshInstanced(meshes[i].Mesh, 0, meshes[i].Material, _beltMatrices[belt.Key][i]); + Graphics.DrawMeshInstanced(meshes[i].Mesh, 0, meshes[i].Material, matrices[i]); + } } if(_showAsteroidUI) - _beltObjects[belt.Key].Update(belt.Value.Positions); + _beltObjects[key].Update(belt.Transforms, height); } foreach (var planet in Planets) @@ -661,17 +677,18 @@ public class AsteroidBeltUI //_collider.sharedMesh = _mesh; } - public void Update(float3[] positions) + public void Update(float4[] transforms, float height) { - var parentPosition = _zone.GetOrbitPosition(_orbitParent); - for (var i = 0; i < _belt.Data.Asteroids.Length; i++) + var parentPosition = _belt.OrbitPosition; + for (var i = 0; i < transforms.Length; i++) { - var rotation = Quaternion.Euler(90, _belt.Rotations[i], 0); - //var position = new Vector3(_belt.Transforms[i].x, _zone.GetHeight(parentPosition), _belt.Transforms[i].y); - _vertices[i * 4] = rotation * new Vector3(-_belt.Scales[i] * _scale, -_belt.Scales[i] * _scale, 0) + (Vector3) positions[i]; - _vertices[i * 4 + 1] = rotation * new Vector3(-_belt.Scales[i] * _scale, _belt.Scales[i] * _scale, 0) + (Vector3) positions[i]; - _vertices[i * 4 + 2] = rotation * new Vector3(_belt.Scales[i] * _scale, _belt.Scales[i] * _scale, 0) + (Vector3) positions[i]; - _vertices[i * 4 + 3] = rotation * new Vector3(_belt.Scales[i] * _scale, -_belt.Scales[i] * _scale, 0) + (Vector3) positions[i]; + var transform = transforms[i]; + var rotation = Quaternion.Euler(90, transform.z, 0); + var position = new Vector3(transform.x, height, transform.y); + _vertices[i * 4] = rotation * new Vector3(-transform.w * _scale, -transform.w * _scale, 0) + position; + _vertices[i * 4 + 1] = rotation * new Vector3(-transform.w * _scale, transform.w * _scale, 0) + position; + _vertices[i * 4 + 2] = rotation * new Vector3(transform.w * _scale, transform.w * _scale, 0) + position; + _vertices[i * 4 + 3] = rotation * new Vector3(transform.w * _scale, -transform.w * _scale, 0) + position; } _mesh.bounds = new Bounds(new Vector3(parentPosition.x, 0, parentPosition.y), Vector3.one * (_size * 2)); diff --git a/Assets/Shaders/Asteroid.shader b/Assets/Shaders/Asteroid.shader new file mode 100644 index 000000000..d289bbe87 --- /dev/null +++ b/Assets/Shaders/Asteroid.shader @@ -0,0 +1,80 @@ +Shader "Aetheria/Asteroid" +{ + Properties + { + [NoScaleOffset] _MainTex ("Texture", 2D) = "white" {} + } + + CGINCLUDE + + #pragma multi_compile_instancing + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" // for UnityObjectToWorldNormal + #include "Assets/Shaders/Volumetric.cginc" + uniform float _AsteroidVerticalOffset; + + struct v2f + { + float2 uv : TEXCOORD0; + half3 ambient : COLOR0; + float4 vertex : SV_POSITION; + }; + + v2f vert (appdata_base v) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + float3 worldOrigin = mul(unity_ObjectToWorld, float4(0, 0, 0, 1.0)).xyz; + float3 worldPos = mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1.0)).xyz; + const float2 uv = getUV(worldOrigin.xz); + const float surfaceDisp = tex2Dlod(_NebulaSurfaceHeight, half4(uv, 0, 0)).r; + worldPos.y += _AsteroidVerticalOffset - surfaceDisp; + o.vertex = mul(UNITY_MATRIX_VP, float4(worldPos, 1.0)); + o.uv = v.texcoord; + // get vertex normal in world space + half3 worldNormal = UnityObjectToWorldNormal(v.normal); + + o.ambient = VolumeSampleColorSimple(worldPos, worldNormal).rgb * 10; + return o; + } + + sampler2D _MainTex; + + fixed4 frag (v2f i) : SV_Target + { + // sample texture + fixed4 col = tex2D(_MainTex, i.uv); + // multiply by lighting + col.rgb *= i.ambient; + return col; + } + + float4 frag_shadow(v2f i) : COLOR + { + SHADOW_CASTER_FRAGMENT(i) + } + + ENDCG + + SubShader + { + Pass + { + Tags {"LightMode"="ForwardBase"} + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + ENDCG + } + Pass + { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + CGPROGRAM + #pragma vertex vert + #pragma fragment frag_shadow + ENDCG + } + } +} \ No newline at end of file diff --git a/Assets/Shaders/Raymarching/CloudShaderHelper.cginc.meta b/Assets/Shaders/Asteroid.shader.meta similarity index 59% rename from Assets/Shaders/Raymarching/CloudShaderHelper.cginc.meta rename to Assets/Shaders/Asteroid.shader.meta index 6a94c4278..42eccb426 100644 --- a/Assets/Shaders/Raymarching/CloudShaderHelper.cginc.meta +++ b/Assets/Shaders/Asteroid.shader.meta @@ -1,10 +1,10 @@ fileFormatVersion: 2 -guid: c7e80b274d611c144b9c2cebb238550b -timeCreated: 1521965851 -licenseType: Free +guid: 7cbba296f87f57940a560e1645b402f2 ShaderImporter: externalObjects: {} defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 userData: assetBundleName: assetBundleVariant: diff --git a/Assets/Shaders/Raymarching/CloudNormalRaymarch.cginc b/Assets/Shaders/Raymarching/CloudNormalRaymarch.cginc index 010d7c1c4..dfd4f23aa 100644 --- a/Assets/Shaders/Raymarching/CloudNormalRaymarch.cginc +++ b/Assets/Shaders/Raymarching/CloudNormalRaymarch.cginc @@ -1,5 +1,41 @@ #pragma once -#include "./CloudShaderHelper.cginc" +#include "Assets/Shaders/Volumetric.cginc" + +float _ExtinctionCoefficient; + +struct RaymarchStatus { + float3 intensity; + float depth; + float depthweightsum; + float intTransmittance; +}; + +void InitRaymarchStatus(inout RaymarchStatus result){ + result.intTransmittance = 1.0f; + result.intensity = 0.0f; + result.depthweightsum = 0.00001f; + result.depth = 0.0f; +} + +void IntegrateRaymarch(float3 startPos, float3 rayPos, float fade, float stepsize, inout RaymarchStatus result){ + float4 c = VolumeSampleColor(rayPos); + float density = c.a; + if (density <= 0.0f) + return; + float extinction = _ExtinctionCoefficient * density / (1-fade); + + float clampedExtinction = max(extinction, 1e-7); + float transmittance = exp(-extinction * stepsize); + + float3 luminance = c.rgb; + float3 integScatt = (luminance - luminance * transmittance) / clampedExtinction; + float depthWeight = result.intTransmittance * (1-transmittance); //Is it a better idead to use (1-transmittance) * intTransmittance as depth weight? + + result.intensity += result.intTransmittance * integScatt; + result.depth += depthWeight * length(rayPos - startPos); + result.depthweightsum += depthWeight; + result.intTransmittance *= transmittance; +} float GetDensity(float3 startPos, float3 dir, float maxSampleDistance, float raymarchOffset, out float3 intensity,out float depth) { float raymarchDistance = 0; @@ -14,7 +50,7 @@ float GetDensity(float3 startPos, float3 dir, float maxSampleDistance, float ray if(raymarchDistance > maxSampleDistance) break; float step = raymarchDistance - prevRayDist; float3 rayPos = startPos + dir * raymarchDistance; - float fade = smoothstep(_ProjectionParams.z*.95,_ProjectionParams.z, raymarchDistance); + float fade = smoothstep(_ProjectionParams.z*.9,_ProjectionParams.z, raymarchDistance); IntegrateRaymarch(startPos, rayPos, fade, step, result); if (result.intTransmittance < 0.01f) { result.intTransmittance = 0; diff --git a/Assets/Shaders/Raymarching/CloudShader.shader b/Assets/Shaders/Raymarching/CloudShader.shader index c67c17b39..0ec658cad 100644 --- a/Assets/Shaders/Raymarching/CloudShader.shader +++ b/Assets/Shaders/Raymarching/CloudShader.shader @@ -123,7 +123,6 @@ Shader "Aetheria/CloudShader" #pragma fragment frag #pragma multi_compile LOW_QUALITY MEDIUM_QUALITY HIGH_QUALITY - #include "./CloudShaderHelper.cginc" #include "UnityCG.cginc" #include "Assets/Shaders/PackFloat.cginc" diff --git a/Assets/Shaders/Raymarching/CloudShaderHelper.cginc b/Assets/Shaders/Raymarching/CloudShaderHelper.cginc deleted file mode 100644 index 3571dc38f..000000000 --- a/Assets/Shaders/Raymarching/CloudShaderHelper.cginc +++ /dev/null @@ -1,257 +0,0 @@ -#include "UnityCG.cginc" - -#define EARTH_RADIUS 6371000.0 -#define EARTH_CENTER float3(0, -EARTH_RADIUS, 0) - -#ifndef SAMPLE_COUNT -#define SAMPLE_COUNT 64 -#endif - -#define TRANSMITTANCE_SAMPLE_STEP 512.0f - -static const float bayerOffsets[3][3] = { - {0, 7, 3}, - {6, 5, 2}, - {4, 1, 8} -}; - -//Base shape -float _CloudStartHeight; -float _CloudEndHeight; -sampler3D _BaseTex; -float _BaseTile; -sampler2D _HeightDensity; -//Detal shape -sampler3D _DetailTex; -float _DetailTile; -float _DetailStrength; -//Curl distortion -sampler2D _CurlNoise; -float _CurlTile; -float _CurlStrength; -//Top offset -float _CloudTopOffset; - -//Overall cloud size. -float _CloudSize; -//Overall Density -float _CloudOverallDensity; -float _CloudCoverageModifier; -float _CloudTypeModifier; - -half4 _WindDirection; -sampler2D _WeatherTex; -float _WeatherTexSize; - -//Lighting -float _ScatteringCoefficient; -float _ExtinctionCoefficient; -float _SilverIntensity; -float _SilverSpread; - -float SampleDensity(float3 worldPos, int lod, bool cheap, out float wetness); - -float Remap(float original_value, float original_min, float original_max, float new_min, float new_max) -{ - return new_min + (((original_value - original_min) / (original_max - original_min)) * (new_max - new_min)); -} - -float RemapClamped(float original_value, float original_min, float original_max, float new_min, float new_max) -{ - return new_min + (saturate((original_value - original_min) / (original_max - original_min)) * (new_max - new_min)); -} - -float HeightPercent(float3 worldPos) { - float sqrMag = worldPos.x * worldPos.x + worldPos.z * worldPos.z; - - float heightOffset = EARTH_RADIUS - sqrt(max(0.0, EARTH_RADIUS * EARTH_RADIUS - sqrMag)); - - return saturate((worldPos.y + heightOffset - _CloudStartHeight) / (_CloudEndHeight-_CloudStartHeight)); -} - -static float4 cloudGradients[3] = { - float4(0, 0.07, 0.08, 0.15), - float4(0, 0.2, 0.42, 0.6), - float4(0, 0.08, 0.75, 1) -}; - -float SampleHeight(float heightPercent,float cloudType) { - float4 gradient; - float cloudTypeVal; - if (cloudType < 0.5) { - gradient = lerp(cloudGradients[0], cloudGradients[1], cloudType*2.0); - } - else { - gradient = lerp(cloudGradients[1], cloudGradients[2], (cloudType - 0.5)*2.0); - } - - return RemapClamped(heightPercent, gradient.x, gradient.y, 0.0, 1.0) - * RemapClamped(heightPercent, gradient.z, gradient.w, 1.0, 0.0); -} - -float3 ApplyWind(float3 worldPos) { - float heightPercent = HeightPercent(worldPos); - - // skew in wind direction - worldPos.xz -= (heightPercent) * _WindDirection.xy * _CloudTopOffset; - - //animate clouds in wind direction and add a small upward bias to the wind direction - worldPos.xz -= (_WindDirection.xy + float3(0.0, 0.1, 0.0)) * _Time.y * _WindDirection.z; - worldPos.y -= _WindDirection.z * 0.4 * _Time.y; - return worldPos; -} - -float HenryGreenstein(float g, float cosTheta) { - - float k = 3.0 / (8.0 * 3.1415926f) * (1.0 - g * g) / (2.0 + g * g); - return k * (1.0 + cosTheta * cosTheta) / pow(abs(1.0 + g * g - 2.0 * g * cosTheta), 1.5); -} - -float ApplyCoverageToDensity(float sampleResult, float coverage){ - sampleResult = RemapClamped(sampleResult, 1.0 - coverage, 1.0, 0.0, 1.0); - sampleResult *= coverage; - return sampleResult; -} - -#include "Assets/Shaders/Volumetric.cginc" - -float _MultiScatteringA; -float _MultiScatteringB; -float _MultiScatteringC; - -//We raymarch to sun using length of pattern 1,2,4,8, corresponding to step value. -//First sample(length 1) should sample at length 0.5, meaning an average inside length 1. -//Second sample should sample at 1.5, meaning an average inside [1, 2], -//Third should sample at 3.0, which is [2, 4] -//Forth at 6.0, meaning [4, 8] -static const float shadowSampleDistance[5] = { - 0.5, 1.5, 3.0, 6.0, 12.0 -}; - -static const float shadowSampleContribution[5] = { - 1.0f, 1.0f, 2.0f, 4.0f, 8.0f -}; - -float SampleOpticsDistanceToSun(float3 worldPos) { - int mipmapOffset = 0.5; - float opticsDistance = 0.0f; - [unroll] - for (int i = 0; i < 5; i++) { - half3 direction = _WorldSpaceLightPos0; - float3 samplePoint = worldPos + direction * shadowSampleDistance[i] * TRANSMITTANCE_SAMPLE_STEP; - float wetness; - float sampleResult = SampleDensity(samplePoint, mipmapOffset, true, wetness); - opticsDistance += shadowSampleContribution[i] * TRANSMITTANCE_SAMPLE_STEP * sampleResult; - mipmapOffset += 0.5; - } - return opticsDistance; -} - -float SampleEnergy(float3 worldPos, float3 viewDir) { - float opticsDistance = SampleOpticsDistanceToSun(worldPos); - float result = 0.0f; - float cosTheta = dot(viewDir, _WorldSpaceLightPos0); - [unroll] - for (int octaveIndex = 0; octaveIndex < 2; octaveIndex++) { //Multi scattering approximation from Frostbite. - float transmittance = exp(-_ExtinctionCoefficient * pow(_MultiScatteringB, octaveIndex) * opticsDistance); - float ecMult = pow(_MultiScatteringC, octaveIndex); - float phase = lerp(HenryGreenstein(.1f * ecMult, cosTheta), HenryGreenstein((0.99 - _SilverSpread) * ecMult, cosTheta), 0.5f); - result += phase * transmittance * _ScatteringCoefficient * pow(_MultiScatteringA, octaveIndex); - } - return result; -} - -//Code from https://area.autodesk.com/blogs/game-dev-blog/volumetric-clouds/. -bool ray_trace_sphere(float3 center, float3 rd, float3 offset, float radius, out float t1, out float t2) { - float3 p = center - offset; - float b = dot(p, rd); - float c = dot(p, p) - (radius * radius); - - float f = b * b - c; - if (f >= 0.0) { - float dem = sqrt(f); - t1 = -b - dem; - t2 = -b + dem; - return true; - } - return false; -} - -bool resolve_ray_start_end(float3 ws_origin, float3 ws_ray, out float start, out float end) { - //case includes on ground, inside atm, above atm. - float ot1, ot2, it1, it2; - bool outIntersected = ray_trace_sphere(ws_origin, ws_ray, EARTH_CENTER, EARTH_RADIUS + _CloudEndHeight, ot1, ot2); - if (!outIntersected || ot2 < 0.0f) - return false; //you see nothing. - - bool inIntersected = ray_trace_sphere(ws_origin, ws_ray, EARTH_CENTER, EARTH_RADIUS + _CloudStartHeight, it1, it2); - - if (inIntersected) { - if (it1 * it2 < 0) { - //we're on ground. - start = max(it2, 0); - end = ot2; - } - else { - //we're inside atm, or above atm. - if (ot1 * ot2 < 0) { //Inside atm. - if (it1 > 0.0) { - //Look down. - end = it1; - } - else { - //Look up. - end = ot2; - } - start = 0.0f; - } else { //Outside atm - if (ot1 < 0.0) { - return false; - } - else { - start = ot1; - end = it1; - } - } - } - } - else { - end = ot2; - start = max(ot1, 0); - } - return true; -} - -struct RaymarchStatus { - float3 intensity; - float depth; - float depthweightsum; - float intTransmittance; -}; - -void InitRaymarchStatus(inout RaymarchStatus result){ - result.intTransmittance = 1.0f; - result.intensity = 0.0f; - result.depthweightsum = 0.00001f; - result.depth = 0.0f; -} - -void IntegrateRaymarch(float3 startPos, float3 rayPos, float fade, float stepsize, inout RaymarchStatus result){ - float4 c = VolumeSampleColor(rayPos); - float density = c.a; - if (density <= 0.0f) - return; - float extinction = _ExtinctionCoefficient * density; - - float clampedExtinction = max(extinction, 1e-7); - float transmittance = exp(-extinction * stepsize); - - float3 luminance = c.rgb * (1-fade); - float3 integScatt = (luminance - luminance * transmittance) / clampedExtinction; - float depthWeight = result.intTransmittance * (1-transmittance); //Is it a better idead to use (1-transmittance) * intTransmittance as depth weight? - - result.intensity += result.intTransmittance * integScatt; - result.depth += depthWeight * length(rayPos - startPos); - result.depthweightsum += depthWeight; - result.intTransmittance *= transmittance; -} \ No newline at end of file diff --git a/Assets/Shaders/StableFluids/Fluid.compute b/Assets/Shaders/StableFluids/Fluid.compute index 881d0dd03..7dbb16416 100644 --- a/Assets/Shaders/StableFluids/Fluid.compute +++ b/Assets/Shaders/StableFluids/Fluid.compute @@ -142,14 +142,9 @@ void Adjust(uint2 tid : SV_DispatchThreadID) W_out.GetDimensions(dim.x, dim.y); float2 uv = (tid + float2(.5,.5)) / dim; - float2 globalPosXZ = (uv - .5) * _FluidTransform.z + _FluidTransform.xy; - float2 gravUV = getUV(globalPosXZ); - float3 globalPos = float3(globalPosXZ.x, -tex2Dlod(_NebulaSurfaceHeight, float4(gravUV, 0, 0)).x, globalPosXZ.y); - float2 f = flow(globalPos).xz * (_FluidTransform.z / dim.x); - float2 prevUV = uv - Delta; - //if(any(prevUV<0)||any(prevUV>1)) - W_out[tid] = f; - //else W_out[tid] = lerp(U_in.SampleLevel(samplerU_in, prevUV, 0), f, Damping); + if(any(prevUV<0)||any(prevUV>1)) + W_out[tid] = 0; + else W_out[tid] = U_in.SampleLevel(samplerU_in, prevUV, 0); } \ No newline at end of file diff --git a/Assets/Shaders/Volumetric.cginc b/Assets/Shaders/Volumetric.cginc index 8e00992d3..f733706e0 100644 --- a/Assets/Shaders/Volumetric.cginc +++ b/Assets/Shaders/Volumetric.cginc @@ -1,41 +1,5 @@ #include "UnityCG.cginc" -// -// Value Noise 3D Deriv -// Return value range of 0.0->1.0, with format float4( value, xderiv, yderiv, zderiv ) -// -float4 Value3D_Deriv( float3 P ) -{ - // https://github.com/BrianSharpe/Wombat/blob/master/Value3D_Deriv.glsl - - // establish our grid cell and unit position - float3 Pi = floor(P); - float3 Pf = P - Pi; - float3 Pf_min1 = Pf - 1.0; - - // clamp the domain - Pi.xyz = Pi.xyz - floor(Pi.xyz * ( 1.0 / 69.0 )) * 69.0; - float3 Pi_inc1 = step( Pi, float3( (69.0 - 1.5).xxx ) ) * ( Pi + 1.0 ); - - // calculate the hash - float4 Pt = float4( Pi.xy, Pi_inc1.xy ) + float2( 50.0, 161.0 ).xyxy; - Pt *= Pt; - Pt = Pt.xzxz * Pt.yyww; - float2 hash_mod = float2( 1.0 / ( 635.298681 + float2( Pi.z, Pi_inc1.z ) * 48.500388 ) ); - float4 hash_lowz = frac( Pt * hash_mod.xxxx ); - float4 hash_highz = frac( Pt * hash_mod.yyyy ); - - // blend the results and return - float3 blend = Pf * Pf * Pf * (Pf * (Pf * 6.0 - 15.0) + 10.0); - float3 blendDeriv = Pf * Pf * (Pf * (Pf * 30.0 - 60.0) + 30.0); - float4 res0 = lerp( hash_lowz, hash_highz, blend.z ); - float4 res1 = lerp( res0.xyxz, res0.zwyw, blend.yyxx ); - float4 res3 = lerp( float4( hash_lowz.xy, hash_highz.xy ), float4( hash_lowz.zw, hash_highz.zw ), blend.y ); - float2 res4 = lerp( res3.xz, res3.yw, blend.x ); - return float4( res1.x, 0.0, 0.0, 0.0 ) + ( float4( res1.yyw, res4.y ) - float4( res1.xxz, res4.x ) ) * float4( blend.x, blendDeriv ); - return float4(1,1,1,1); -} - uniform sampler2D _NebulaSurfaceHeight; float4 _NebulaSurfaceHeight_TexelSize; uniform sampler2D _NebulaPatch; @@ -73,8 +37,8 @@ uniform half _NebulaFillDensity, _DynamicIntensity, _DynamicSkyBoost; -float tri(in float x){return abs(frac(x)-.5);} -float3 tri3(in float3 p){return float3( tri(p.z+tri(p.y*1.)), tri(p.z+tri(p.x*1.)), tri(p.y+tri(p.x*1.)));} +inline float tri(in float x){return abs(frac(x)-.5);} +inline float3 tri3(in float3 p){return float3( tri(p.z+tri(p.y*1.)), tri(p.z+tri(p.x*1.)), tri(p.y+tri(p.x*1.)));} float triNoise3d(in float3 p) { @@ -90,12 +54,19 @@ float triNoise3d(in float3 p) z *= 1.5; p *= 1.2; - rz+= (tri(p.z+tri(p.x+tri(p.y))))/z; + rz+= tri(p.z+tri(p.x+tri(p.y)))/z; bp += 0.14; } return rz; } +float3 Tri3D( float3 P ) +{ + float3 t1 = normalize(tri3(P)); + float3 t2 = normalize(tri3(P * 1.61803398875)); + return cross(t1,t2); +} + float parabola( float x, float k ) { return pow( 4.0*x*(1.0-x), k ); @@ -120,7 +91,7 @@ float cloudDensity(float3 pos, float surfaceDisp) const float patchDensity = saturate((-abs(pos.y+patchDisp - _NebulaFloorOffset)+patch)/_NebulaPatchBlend)*_NebulaPatchDensity; const float floorDist = -dist; - const float floorDensity = floorDist/_NebulaFloorBlend*_NebulaFloorDensity; + const float floorDensity = floorDist/_NebulaFloorBlend; return patchDensity + max(0,floorDensity); } @@ -134,18 +105,31 @@ float2 flowTex(float3 pos) return float3(fluidSample.x,0,fluidSample.y) * (512 / _FluidTransform.z); } +float2 gravGradient (float2 uv) +{ + return float2( + tex2Dlod(_NebulaSurfaceHeight, float4(uv.x + _NebulaSurfaceHeight_TexelSize.x, uv.y, 0, 0)).r - tex2Dlod(_NebulaSurfaceHeight, float4(uv.x - _NebulaSurfaceHeight_TexelSize.x, uv.y, 0, 0)).r, + tex2Dlod(_NebulaSurfaceHeight, float4(uv.x, uv.y + _NebulaSurfaceHeight_TexelSize.y, 0, 0)).r - tex2Dlod(_NebulaSurfaceHeight, float4(uv.x, uv.y - _NebulaSurfaceHeight_TexelSize.y, 0, 0)).r + ); +} + float3 flow(float3 pos) { - const float4 noiseSample1 = Value3D_Deriv( pos / _FlowScale - float3(0,_FlowScroll,0) ); - const float4 noiseSample2 = Value3D_Deriv( pos / (_FlowScale * 1.61803398875) - float3(0,_FlowScroll,0) ); // make it golden - return cross(normalize(noiseSample2.yzw), normalize(noiseSample1.yzw)) * _FlowAmplitude; + float3 flowSample = Tri3D( pos / _FlowScale - float3(0,_FlowScroll,0) ); + //float2 grad = normalize(gravGradient(getUV(pos.xz))); + flowSample.xyz *= .5; + flowSample.y *= .5; + // flowSample.x += grad.y; + // flowSample.z += -grad.x; + flowSample.xyz *= _FlowAmplitude; + return flowSample; } float tri2(in float x){return 1-2*abs(frac(x)-.5);} float density(float3 pos) { - float2 uv = getUV(pos.xz); + const float2 uv = getUV(pos.xz); const float surfaceDisp = tex2Dlod(_NebulaSurfaceHeight, half4(uv, 0, 0)).r; const float dist = pos.y + surfaceDisp; float d = pow(abs(dist+_NebulaFillOffset)/_NebulaFillDistance,-_NebulaFillExponent) * _NebulaFillDensity; @@ -156,13 +140,13 @@ float density(float3 pos) const float3 fl = flow(pos); const float lerp1 = frac(_Time.y / _FlowPeriod); const float lerp2 = frac(_Time.y / _FlowPeriod + .5); - const float noise1 = pow(triNoise3d((pos+fl * (lerp1 - .5) * _FlowPeriod) / _NebulaNoiseScale),_NebulaNoiseExponent) * _NebulaNoiseAmplitude * tri2(lerp1); - const float noise2 = pow(triNoise3d((pos+fl * (lerp2 - .5) * _FlowPeriod) / _NebulaNoiseScale),_NebulaNoiseExponent) * _NebulaNoiseAmplitude * tri2(lerp2); + const float noise1 = pow(triNoise3d((pos+fl.xyz * (lerp1 - .5) * _FlowPeriod) / _NebulaNoiseScale),_NebulaNoiseExponent) * _NebulaNoiseAmplitude * tri2(lerp1); + const float noise2 = pow(triNoise3d((pos+fl.xyz * (lerp2 - .5) * _FlowPeriod) / _NebulaNoiseScale),_NebulaNoiseExponent) * _NebulaNoiseAmplitude * tri2(lerp2); pos.y += (noise1 + noise2) * heightFade; const float lerp3 = frac(_Time.y / _FlowPeriod * 2 + .25); const float lerp4 = frac(_Time.y / _FlowPeriod * 2 + .75); - const float noise3 = pow(triNoise3d((pos+fl * (lerp3 - .5) * _FlowPeriod / 2) / _NebulaNoiseScale * 8), _NebulaNoiseExponent) * _NebulaNoiseAmplitude * tri2(lerp3) / 2; - const float noise4 = pow(triNoise3d((pos+fl * (lerp4 - .5) * _FlowPeriod / 2) / _NebulaNoiseScale * 8), _NebulaNoiseExponent) * _NebulaNoiseAmplitude * tri2(lerp4) / 2; + const float noise3 = pow(triNoise3d((pos+fl.xyz * (lerp3 - .5) * _FlowPeriod / 2) / _NebulaNoiseScale * 8), _NebulaNoiseExponent) * _NebulaNoiseAmplitude * tri2(lerp3) / 2; + const float noise4 = pow(triNoise3d((pos+fl.xyz * (lerp4 - .5) * _FlowPeriod / 2) / _NebulaNoiseScale * 8), _NebulaNoiseExponent) * _NebulaNoiseAmplitude * tri2(lerp4) / 2; pos.y -= (noise3 + noise4) * heightFade; d += cloudDensity(pos, surfaceDisp); } diff --git a/ProjectSettings/BurstAotSettings_StandaloneWindows.json b/ProjectSettings/BurstAotSettings_StandaloneWindows.json index 2144f6dc7..e02ae3320 100644 --- a/ProjectSettings/BurstAotSettings_StandaloneWindows.json +++ b/ProjectSettings/BurstAotSettings_StandaloneWindows.json @@ -1,6 +1,6 @@ { "MonoBehaviour": { - "Version": 3, + "Version": 4, "EnableBurstCompilation": true, "EnableOptimisations": true, "EnableSafetyChecks": false, @@ -11,6 +11,7 @@ "CpuMinTargetX64": 0, "CpuMaxTargetX64": 0, "CpuTargetsX32": 6, - "CpuTargetsX64": 72 + "CpuTargetsX64": 72, + "OptimizeFor": 0 } } diff --git a/ProjectSettings/CommonBurstAotSettings.json b/ProjectSettings/CommonBurstAotSettings.json new file mode 100644 index 000000000..0293dafc8 --- /dev/null +++ b/ProjectSettings/CommonBurstAotSettings.json @@ -0,0 +1,6 @@ +{ + "MonoBehaviour": { + "Version": 4, + "DisabledWarnings": "" + } +} diff --git a/ProjectSettings/EditorSettings.asset b/ProjectSettings/EditorSettings.asset index 6268e9e66..726c2c00f 100644 --- a/ProjectSettings/EditorSettings.asset +++ b/ProjectSettings/EditorSettings.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:5ce150bbf40b67c3c487d321bc3279f17fab91e163d8895a6474cded4964e9fa -size 1246 +oid sha256:a1bc6a42e85fe9768a7eb8dea419db4bf4ca651131c0f3454f33ef7c6ba0e934 +size 1332 diff --git a/UserSettings/Layouts/CurrentMaximizeLayout.dwlt b/UserSettings/Layouts/CurrentMaximizeLayout.dwlt index 9ea1d9fd6..935599f4a 100644 --- a/UserSettings/Layouts/CurrentMaximizeLayout.dwlt +++ b/UserSettings/Layouts/CurrentMaximizeLayout.dwlt @@ -24,7 +24,7 @@ MonoBehaviour: m_MinSize: {x: 400, y: 200} m_MaxSize: {x: 32384, y: 16192} vertical: 0 - controlID: -1 + controlID: 91929 --- !u!114 &2 MonoBehaviour: m_ObjectHideFlags: 52 @@ -47,9 +47,9 @@ MonoBehaviour: m_Pos: serializedVersion: 2 x: 71 - y: 394 + y: 401 width: 1109 - height: 645 + height: 638 m_ViewDataDictionary: {fileID: 0} m_OverlayCanvas: m_LastAppliedPresetName: Default @@ -64,11 +64,11 @@ MonoBehaviour: m_TextureFilterMode: 0 m_TextureHideFlags: 61 m_RenderIMGUI: 1 - m_EnterPlayModeBehavior: 0 + m_EnterPlayModeBehavior: 1 m_UseMipMap: 0 m_VSyncEnabled: 0 m_Gizmos: 0 - m_Stats: 0 + m_Stats: 1 m_SelectedSizes: 0a000000000000000000000000000000000000000000000000000000000000000000000000000000 m_ZoomArea: m_HRangeLocked: 0 @@ -97,22 +97,22 @@ MonoBehaviour: x: 0 y: 21 width: 1109 - height: 624 - m_Scale: {x: 0.5776042, y: 0.5776042} - m_Translation: {x: 554.5, y: 312} + height: 617 + m_Scale: {x: 0.5712963, y: 0.5712963} + m_Translation: {x: 554.5, y: 308.5} m_MarginLeft: 0 m_MarginRight: 0 m_MarginTop: 0 m_MarginBottom: 0 m_LastShownAreaInsideMargins: serializedVersion: 2 - x: -960 - y: -540.1623 - width: 1920 - height: 1080.3246 + x: -970.59973 + y: -540 + width: 1941.1995 + height: 1080 m_MinimalGUI: 1 - m_defaultScale: 0.5776042 - m_LastWindowPixelSize: {x: 1109, y: 645} + m_defaultScale: 0.5712963 + m_LastWindowPixelSize: {x: 1109, y: 638} m_ClearInEditMode: 1 m_NoCameraWarning: 1 m_LowResolutionForAspectRatios: 01000000000000000000 @@ -142,7 +142,7 @@ MonoBehaviour: m_MinSize: {x: 300, y: 200} m_MaxSize: {x: 24288, y: 16192} vertical: 0 - controlID: -1 + controlID: 91930 --- !u!114 &4 MonoBehaviour: m_ObjectHideFlags: 52 @@ -167,7 +167,7 @@ MonoBehaviour: m_MinSize: {x: 200, y: 200} m_MaxSize: {x: 16192, y: 16192} vertical: 1 - controlID: -1 + controlID: 91931 --- !u!114 &5 MonoBehaviour: m_ObjectHideFlags: 52 @@ -188,11 +188,11 @@ MonoBehaviour: x: 0 y: 0 width: 1110 - height: 321 + height: 328 m_MinSize: {x: 200, y: 100} m_MaxSize: {x: 16192, y: 8096} vertical: 0 - controlID: 15553 + controlID: 91932 --- !u!114 &6 MonoBehaviour: m_ObjectHideFlags: 52 @@ -211,7 +211,7 @@ MonoBehaviour: x: 0 y: 0 width: 708 - 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