浏览代码

Added burst compiler for the water system job

Removed usage of Half in the job(slow on CPU)
Made the HeightJob update every physics frame again since it's 25x faster
/main
Andre McGrail 6 年前
当前提交
f1da6447
共有 11 个文件被更改,包括 59 次插入458 次删除
  1. 28
      Assets/Objects/boats/Prefabs/_Boat.prefab
  2. 3
      Packages/com.verasl.water-system/Editor/WaterSystem.editor.asmdef
  3. 15
      Packages/com.verasl.water-system/Scripts/BuoyantObject.cs
  4. 16
      Packages/com.verasl.water-system/Scripts/GerstnerWavesJobs.cs
  5. 2
      Packages/com.verasl.water-system/Scripts/Water.cs
  6. 3
      Packages/com.verasl.water-system/Scripts/WaterSystem.Runtime.asmdef
  7. 3
      Packages/com.verasl.water-system/package.json
  8. 3
      Packages/manifest.json
  9. 17
      ProjectSettings/ProjectSettings.asset
  10. 427
      Assets/Objects/environment/Cliffs/Env_Rocks_tmp.fbx.meta

28
Assets/Objects/boats/Prefabs/_Boat.prefab


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serializedVersion: 5
serializedVersion: 6
cullingMode: 3
ringBufferMode: 0
ringBufferLoopRange: {x: 0, y: 1}
looping: 1

m_AngularDrag: 0.1
m_UseGravity: 1
m_IsKinematic: 0
m_Interpolate: 2
m_Interpolate: 1
m_CollisionDetection: 0
m_CollisionDetection: 2
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MeshCollider:
m_ObjectHideFlags: 0

lines: []
- origin: {x: 0.17, y: 0, z: 0.84}
lines: []
_wakePrefab: {fileID: 1446377775785148, guid: dd07c82db50e943ca8314f2c407ea841, type: 3}
_wakePrefab: {fileID: 1446377775785148, guid: dd07c82db50e943ca8314f2c407ea841,
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3
Packages/com.verasl.water-system/Editor/WaterSystem.editor.asmdef


{
"name": "WaterSystem.Editor",
"references": [
"WaterSystem"
"WaterSystem",
"Unity.Burst.Editor"
],
"optionalUnityReferences": [],
"includePlatforms": [

15
Packages/com.verasl.water-system/Scripts/BuoyantObject.cs


void Update()
{
}
private void FixedUpdate()
{
//// previously from update ////
for(var i = 0; i < samplePoints.Length; i++)
{
samplePoints[i] = transform.TransformPoint(voxels[i]);

// do the voxel non-physical
}
}
}
private void FixedUpdate()
{
///////////////////////////////
float submergedAmount = 0f;
if(_buoyancyType == BuoyancyType.PhysicalVoxel)

16
Packages/com.verasl.water-system/Scripts/GerstnerWavesJobs.cs


using System.Collections.Generic;
using Unity.Collections;
using Unity.Jobs;
using Unity.Burst;
using Unity.Mathematics;
using WaterSystem.Data;

}
// Gerstner Height C# Job
[BurstCompile]
public struct HeightJob : IJobParallelFor
{
[ReadOnly]

var wavelength = waveData[wave].wavelength;
float2 omniPos = waveData[wave].origin;
////////////////////////////////wave value calculations//////////////////////////
half w = 6.28318f / wavelength; // 2pi over wavelength(hardcoded)
half wSpeed = math.sqrt(9.8f * w); // frequency of the wave based off wavelength
half peak = 0.8f; // peak value, 1 is the sharpest peaks
half qi = peak / (amplitude * w * waveData.Length);
float w = 6.28318f / wavelength; // 2pi over wavelength(hardcoded)
float wSpeed = math.sqrt(9.8f * w); // frequency of the wave based off wavelength
float peak = 0.8f; // peak value, 1 is the sharpest peaks
float qi = peak / (amplitude * w * waveData.Length);
half2 windDirInput = new float2(math.sin(direction), math.cos(direction)) * (1 - waveData[wave].onmiDir); // calculate wind direction - TODO - currently radians
half2 windOmniInput = (pos - omniPos) * waveData[wave].onmiDir;
float2 windDirInput = new float2(math.sin(direction), math.cos(direction)) * (1 - waveData[wave].onmiDir); // calculate wind direction - TODO - currently radians
float2 windOmniInput = (pos - omniPos) * waveData[wave].onmiDir;
windDir += windDirInput;
windDir += windOmniInput;

if (normal == 1)
{
////////////////////////////normal output calculations/////////////////////////
half wa = w * amplitude;
float wa = w * amplitude;
// normal vector
float3 norm = new float3(-(windDir.xy * wa * cosCalc),
1 - (qi * wa * sinCalc));

2
Packages/com.verasl.water-system/Scripts/Water.cs


}
}
private void LateUpdate() {
private void FixedUpdate() {
if(Application.isPlaying)
GerstnerWavesJobs.UpdateHeights();
}

3
Packages/com.verasl.water-system/Scripts/WaterSystem.Runtime.asmdef


"references": [
"Unity.Mathematics",
"Unity.RenderPipelines.Lightweight.Runtime",
"Unity.RenderPipelines.Core.Runtime"
"Unity.RenderPipelines.Core.Runtime",
"Unity.Burst"
],
"optionalUnityReferences": [],
"includePlatforms": [],

3
Packages/com.verasl.water-system/package.json


{
"name": "com.verasl.water-system",
"description": "A water system for LWRP.",
"version": "1.0.0-preview",
"version": "1.0.1-preview",
"com.unity.burst": "0.2.4-preview.30",
"com.unity.render-pipelines.lightweight": "3.3.0-preview",
"com.unity.render-pipelines.core": "3.3.0-preview"
}

3
Packages/manifest.json


"dependencies": {
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"com.unity.analytics": "3.0.9",
"com.unity.burst": "0.2.4-preview.30",
"com.unity.mathematics": "0.0.12-preview.11",
"com.unity.mathematics": "0.0.12-preview.17",
"com.unity.package-manager-ui": "2.0.0-preview.7",
"com.unity.purchasing": "2.0.1",
"com.unity.render-pipelines.core": "file:../../../../SRP/ScriptableRenderPipeline/Assets/com.unity.render-pipelines.core",

17
ProjectSettings/ProjectSettings.asset


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iPhoneSdkVersion: 988
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tvOSSdkVersion: 0
tvOSRequireExtendedGameController: 0
tvOSTargetOSVersionString: 9.0

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platformArchitecture: {}
scriptingBackend: {}
scriptingBackend:
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il2cppCompilerConfiguration: {}
managedStrippingLevel: {}
incrementalIl2cppBuild: {}

apiCompatibilityLevelPerPlatform: {}
gcMaxTimeSlice: 0
gcWBarrierValidation: 0
apiCompatibilityLevelPerPlatform:
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427
Assets/Objects/environment/Cliffs/Env_Rocks_tmp.fbx.meta


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