Aetheria/Assets/Shaders/Compute/Stardust.compute
Reinier Vens 9e88fcda95 Bigger Sectors & Various Bugfixes
Minimap works again
Stardust density is now proportional to gravity depth
Generated zones are double the size and better distributed
Orbital hierarchy actually working now (!)
Station start position actually orbits something now
Max gravity strength remapped to infinity (zone boundary is properly impassable now)
2020-12-23 22:38:30 +00:00

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//Tell unity that we have defined a kernel
#pragma kernel UpdateParticles
//Store Particle data in a struct
struct Particle
{
float3 position;
float3 color;
float size;
};
RWStructuredBuffer<Particle> particles;
// Use this texture to spawn particles over terrain
Texture2D Heightmap;
SamplerState samplerHeightmap;
// Use this texture to choose the color of the particle
Texture2D HueTexture;
SamplerState samplerHueTexture;
uniform float4x4 noiseOffsetMatrix;
float time;
float3 transform;
float spacing;
float ceilingHeight;
float floorHeight;
float maximumSize;
float minimumSize;
float heightExponent;
uint span;
//================
//Bonus: Random number generator
//Using xorshift, and thread ID as a seed. If you only use xorshift,
//there is too much correlation, so we first hash the seed id in RandomFirst()
//See: http://www.reedbeta.com/blog/2013/01/12/quick-and-easy-gpu-random-numbers-in-d3d11/
uint rngState;
#define UINT_MAXF 4294967290.0f
float RandomFirst(uint a, uint b)
{
//wang hash the seed first to get rid of correlation.
a = (a ^ 61) ^ (a >> 16);
a *= 9;
a = a ^ (a >> 4);
a *= 0x27d4eb2d;
a = a ^ (a >> 15);
b -= (b<<6);
b ^= (a>>17);
b -= (b<<9);
b ^= (a<<4);
b -= (b<<3);
b ^= (b<<10);
b ^= (b>>15);
rngState = a ^ b;
return (float)rngState / UINT_MAXF;
}
float RandomValue()
{
// Xorshift algorithm from George Marsaglia's paper
//You could use RandomFirst() all the time - it'd just be more expensive.
rngState ^= (rngState << 13);
rngState ^= (rngState >> 17);
rngState ^= (rngState << 5);
return (float) rngState / UINT_MAXF;
}
#define HASHSCALE 0.1031
float hash(float p)
{
float3 p3 = frac(p.xxx * HASHSCALE);
p3 += dot(p3, p3.yzx + 19.19);
return frac((p3.x + p3.y) * p3.z);
}
float fade(float t) { return t*t*t*(t*(6.*t-15.)+10.); }
float grad(float hash, float p)
{
int i = int(1e4*hash);
return (i & 1) == 0 ? p : -p;
}
float perlinNoise1D(float p)
{
float pi = floor(p), pf = p - pi, w = fade(pf);
return lerp(grad(hash(pi), pf), grad(hash(pi + 1.0), pf - 1.0), w) * 2.0;
}
const float4 irrationals = float4(1.41421, 3.14159, 2.71828, 1.61803);
float noise(float p)
{
return (sin(irrationals.x * p) + sin(irrationals.y * p) + sin(irrationals.z * p) + sin(irrationals.w * p))/4;
}
const uint offset = 65535;
const float randomRange = 2048;
//Since we only have a long list of particles, our thread group is just a flat block of threads in the x direction
//128 threads in a group is a good amount for a couple of reasons
[numthreads(128, 1, 1)]
void UpdateParticles(uint3 id : SV_DispatchThreadID, int3 groupID : SV_GroupThreadID)
{
int x = id % span - span / 2;
int y = id / span - span / 2;
int xt = (int)(transform.x / spacing);
int yt = (int)(transform.y / spacing);
uint xp = x + xt + offset;
uint yp = y + yt + offset;
particles[id.x].color = HueTexture.SampleLevel(samplerHueTexture, float2(RandomFirst(xp, yp), 0.0f), 0.0f).rgb;
particles[id.x].position = float3(
x * spacing + xt * spacing + perlinNoise1D(RandomValue()*1024+time)*spacing, 0,
y * spacing + yt * spacing + perlinNoise1D(RandomValue()*1024+time)*spacing);
float2 puv = float2(.5,.5) - (particles[id.x].position.xz - transform.xy) / (transform.z);
float gravDepth = Heightmap.SampleLevel(samplerHeightmap, puv, 0.0f).r;
particles[id.x].position.y = lerp(-gravDepth + floorHeight, ceilingHeight, pow(RandomValue(), heightExponent/(ceilingHeight+gravDepth))) + perlinNoise1D(RandomValue()*1024+time)*spacing/2;
particles[id.x].size = lerp(minimumSize, maximumSize, RandomValue());
}