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// Copyright (c) Jason Ma | ||
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using System.Collections.Generic; | ||
using System.Linq; | ||
using Unity.Collections; | ||
using Unity.Collections.LowLevel.Unsafe; | ||
using Unity.Mathematics; | ||
using Unity.Jobs; | ||
using UnityEditor; | ||
using UnityEngine; | ||
using UnityEngine.Rendering; | ||
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namespace OutlineNormalSmoother | ||
{ | ||
public static class OutlineNormalBacker | ||
{ | ||
public delegate void OutlineNormalBackerCustomSaveEvent(Mesh mesh, ref NativeArray<Color> bakedColors, | ||
ref NativeArray<Vector3> smoothedNormalTangentSpace); | ||
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public static OutlineNormalBackerCustomSaveEvent onSaveToMesh = | ||
(Mesh mesh, ref NativeArray<Color> bakedColors, ref NativeArray<Vector3> smoothedNormalTangentSpace) => | ||
{ | ||
mesh.colors = bakedColors.ToArray(); | ||
}; | ||
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private const int BATCH_COUNT = 256; // How many vertices a job processes | ||
private const int MAX_COINCIDENT_VERTICES = 32; | ||
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private struct CollectWeightedNormalJob : IJobParallelFor | ||
{ | ||
[ReadOnly] internal NativeArray<int> indices; | ||
[ReadOnly] internal NativeArray<Vector3> vertices; | ||
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[NativeDisableParallelForRestriction] internal NativeArray<UnsafeParallelHashMap<Vector3, float3>.ParallelWriter> outPositionNormalHashMapArray; | ||
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void IJobParallelFor.Execute(int vertexIndexInSubMesh) | ||
{ | ||
int vertexIndexInTriangle = vertexIndexInSubMesh % 3; | ||
var position = vertices[indices[vertexIndexInSubMesh]]; | ||
float3 p1 = vertices[indices[vertexIndexInSubMesh - vertexIndexInTriangle]]; | ||
float3 p2 = vertices[indices[vertexIndexInSubMesh - vertexIndexInTriangle + 1]]; | ||
float3 p3 = vertices[indices[vertexIndexInSubMesh - vertexIndexInTriangle + 2]]; | ||
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CalculateWeightedAngle(p1, p2, p3, vertexIndexInTriangle, out var normal, out var angle); | ||
var angleWeightedNormal = normal * angle; | ||
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for (int i = 0; i < outPositionNormalHashMapArray.Length + 1; i++) | ||
{ | ||
if (i == outPositionNormalHashMapArray.Length) | ||
{ | ||
Debug.LogError( | ||
$"[OutlineNormalSmoother] The number of coincident vertices ({i}) exceeds the limit ({MAX_COINCIDENT_VERTICES})!"); | ||
break; | ||
} | ||
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if (outPositionNormalHashMapArray[i].TryAdd(position, angleWeightedNormal)) | ||
{ | ||
break; | ||
} | ||
} | ||
} | ||
} | ||
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private struct BakeNormalJob : IJobParallelFor | ||
{ | ||
[ReadOnly] internal NativeArray<int> indices; | ||
[ReadOnly] internal NativeArray<Vector3> vertices, normals; | ||
[ReadOnly] internal NativeArray<Vector4> tangents; | ||
[ReadOnly] internal NativeArray<UnsafeParallelHashMap<Vector3, float3>> positionNormalHashMapArray; | ||
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[NativeDisableParallelForRestriction] internal NativeArray<Vector3> outSmoothedNormalTangentSpace; | ||
[NativeDisableParallelForRestriction] internal NativeArray<Color> inoutColors; | ||
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void IJobParallelFor.Execute(int vertexIndexInSubMesh) | ||
{ | ||
var vertexIndex = indices[vertexIndexInSubMesh]; | ||
var position = vertices[vertexIndex]; | ||
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float3 smoothedNormal = 0; | ||
{ | ||
for (int i = 0; i < positionNormalHashMapArray.Length; i++) | ||
{ | ||
if (positionNormalHashMapArray[i].TryGetValue(position, out var angleWeightedNormal)) | ||
smoothedNormal += angleWeightedNormal; | ||
else | ||
break; | ||
} | ||
smoothedNormal = math.normalizesafe(smoothedNormal); | ||
} | ||
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float3 smoothedNormalTS = 0; | ||
{ | ||
float3 normal = math.normalizesafe(normals[vertexIndex]); | ||
float4 tangent = tangents[vertexIndex]; | ||
tangent.xyz = math.normalizesafe(tangent.xyz); | ||
var binormal = math.normalizesafe(math.cross(normal, tangent.xyz) * tangent.w); | ||
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var tangentToObject = new float3x3( | ||
tangent.xyz, | ||
binormal, | ||
normal); | ||
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var objectToTangent = math.transpose(tangentToObject); | ||
smoothedNormalTS = math.normalizesafe(math.mul(objectToTangent, smoothedNormal)); | ||
} | ||
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outSmoothedNormalTangentSpace[vertexIndex] = smoothedNormalTS; | ||
inoutColors[vertexIndex] = new Color | ||
{ | ||
r = smoothedNormalTS.x * 0.5f + 0.5f, | ||
g = smoothedNormalTS.y * 0.5f + 0.5f, | ||
b = smoothedNormalTS.z * 0.5f + 0.5f, | ||
a = inoutColors[vertexIndex].a | ||
}; | ||
} | ||
} | ||
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internal static void BakeSmoothedNormalTangentSpaceToMesh(List<Mesh> meshes) | ||
{ | ||
for (int i = 0; i < meshes.Count; i++) | ||
{ | ||
var mesh = meshes[i]; | ||
var vertexCount = mesh.vertexCount; | ||
var vertices = mesh.vertices; | ||
var normals = mesh.normals; | ||
var tangents = mesh.tangents; | ||
var colors = mesh.colors; | ||
{ | ||
if (normals.Length == 0) | ||
{ | ||
mesh.RecalculateNormals(); | ||
normals = mesh.normals; | ||
} | ||
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if (tangents.Length == 0) | ||
{ | ||
mesh.RecalculateTangents(); | ||
tangents = mesh.tangents; | ||
} | ||
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if (colors.Length == 0) | ||
{ | ||
colors = Enumerable.Repeat(Color.white, vertexCount).ToArray(); | ||
} | ||
} | ||
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NativeArray<Vector3> nativeVertices = new(vertices, Allocator.TempJob); | ||
NativeArray<Vector3> nativeNormals = new(normals, Allocator.TempJob); | ||
NativeArray<Vector4> nativeTangents = new(tangents, Allocator.TempJob); | ||
NativeArray<Color> nativeColors = new(colors, Allocator.TempJob); | ||
NativeArray<Vector3> outSmoothedNormalTangentSpace = new(vertexCount, Allocator.TempJob); | ||
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for (int j = 0; j < mesh.subMeshCount; j++) | ||
{ | ||
var indices = mesh.GetIndices(j); | ||
var subMeshVertexCount = indices.Length; | ||
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NativeArray<int> nativeIndices = new(indices, Allocator.TempJob); | ||
NativeArray<UnsafeParallelHashMap<Vector3, float3>> nativePositionNormalHashMapArray = | ||
new(MAX_COINCIDENT_VERTICES, Allocator.TempJob); | ||
NativeArray<UnsafeParallelHashMap<Vector3, float3>.ParallelWriter> nativePositionNormalHashMapWriterArray = | ||
new(MAX_COINCIDENT_VERTICES, Allocator.TempJob); | ||
for (int k = 0; k < MAX_COINCIDENT_VERTICES; k++) | ||
{ | ||
UnsafeParallelHashMap<Vector3, float3> nativePositionNormalHashMap = new(subMeshVertexCount, Allocator.TempJob); | ||
nativePositionNormalHashMapArray[k] = nativePositionNormalHashMap; | ||
nativePositionNormalHashMapWriterArray[k] = nativePositionNormalHashMap.AsParallelWriter(); | ||
} | ||
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// Collect weighed normals | ||
JobHandle collectNormalJobHandle; | ||
{ | ||
var collectSmoothedNormalJobData = new CollectWeightedNormalJob | ||
{ | ||
indices = nativeIndices, | ||
vertices = nativeVertices, | ||
outPositionNormalHashMapArray = nativePositionNormalHashMapWriterArray | ||
}; | ||
collectNormalJobHandle = collectSmoothedNormalJobData.Schedule(subMeshVertexCount, BATCH_COUNT); | ||
} | ||
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// Bake smoothed normal TS to vertex color | ||
var bakeNormalJobData = new BakeNormalJob | ||
{ | ||
indices = nativeIndices, | ||
vertices = nativeVertices, | ||
normals = nativeNormals, | ||
tangents = nativeTangents, | ||
positionNormalHashMapArray = nativePositionNormalHashMapArray, | ||
inoutColors = nativeColors, | ||
outSmoothedNormalTangentSpace = outSmoothedNormalTangentSpace | ||
}; | ||
bakeNormalJobData.Schedule(subMeshVertexCount, BATCH_COUNT, collectNormalJobHandle).Complete(); | ||
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// Clear | ||
for (int k = 0; k < MAX_COINCIDENT_VERTICES; k++) | ||
{ | ||
nativePositionNormalHashMapArray[k].Dispose(); | ||
} | ||
nativeIndices.Dispose(); | ||
nativePositionNormalHashMapArray.Dispose(); | ||
nativePositionNormalHashMapWriterArray.Dispose(); | ||
} | ||
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// Save | ||
onSaveToMesh.Invoke(mesh, ref nativeColors, ref outSmoothedNormalTangentSpace); | ||
mesh.MarkModified(); | ||
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// Clear | ||
nativeVertices.Dispose(); | ||
nativeNormals.Dispose(); | ||
nativeTangents.Dispose(); | ||
nativeColors.Dispose(); | ||
outSmoothedNormalTangentSpace.Dispose(); | ||
} | ||
} | ||
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// https://tajourney.games/7689/ | ||
private static void CalculateWeightedAngle(float3 p1, float3 p2, float3 p3, int currentIndexInTriganle, | ||
out float3 outNormal, out float outAngle) | ||
{ | ||
float3 d1 = 0; | ||
float3 d2 = 0; | ||
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switch (currentIndexInTriganle) | ||
{ | ||
case 0: | ||
d1 = p1 - p3; | ||
d2 = p2 - p1; | ||
break; | ||
case 1: | ||
d1 = p2 - p1; | ||
d2 = p3 - p2; | ||
break; | ||
case 2: | ||
d1 = p3 - p2; | ||
d2 = p1 - p3; | ||
break; | ||
} | ||
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d1 = math.normalizesafe(d1); | ||
d2 = math.normalizesafe(d2); | ||
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outNormal = math.normalizesafe(math.cross(p1 - p3, p2 - p1)); | ||
outAngle = math.acos(math.clamp(math.dot(d1, -d2), -1, 1)); | ||
} | ||
} | ||
} |
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,60 @@ | ||
// Copyright (c) Jason Ma | ||
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using System; | ||
using System.Collections.Generic; | ||
using System.Diagnostics.CodeAnalysis; | ||
using System.IO; | ||
using System.Linq; | ||
using UnityEditor; | ||
using UnityEngine; | ||
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namespace OutlineNormalSmoother | ||
{ | ||
public class OutlineNormalImporter : AssetPostprocessor | ||
{ | ||
public delegate bool OutlineNormalImporterCustomRuleEvent(string assetPath, [MaybeNull] AssetPostprocessor assetPostprocessor); | ||
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public static OutlineNormalImporterCustomRuleEvent shouldBakeOutlineNormal = | ||
(assetPath, assetPostprocessor) => assetPath.Contains("_outline.") || assetPath.Contains("_Outline."); | ||
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private void OnPostprocessModel(GameObject go) | ||
{ | ||
if (shouldBakeOutlineNormal(assetPath, this)) | ||
{ | ||
OutlineNormalBacker.BakeSmoothedNormalTangentSpaceToMesh(GetSharedMeshesFromGameObject(go)); | ||
} | ||
} | ||
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private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) | ||
{ | ||
// movedAssets will not call OnPostprocessModel() | ||
foreach (var movedAsset in movedAssets) | ||
{ | ||
if (shouldBakeOutlineNormal(movedAsset, null)) | ||
{ | ||
var movedGO = AssetDatabase.LoadAssetAtPath<GameObject>(movedAsset); | ||
OutlineNormalBacker.BakeSmoothedNormalTangentSpaceToMesh(GetSharedMeshesFromGameObject(movedGO)); | ||
} | ||
} | ||
} | ||
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internal static List<Mesh> GetSharedMeshesFromGameObject(GameObject go) | ||
{ | ||
List<Mesh> meshes = new (); | ||
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foreach (var meshFilter in go.GetComponentsInChildren<MeshFilter>()) | ||
{ | ||
meshes.Add(meshFilter.sharedMesh); | ||
} | ||
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foreach (var skinnedMeshRenderer in go.GetComponentsInChildren<SkinnedMeshRenderer>()) | ||
{ | ||
meshes.Add(skinnedMeshRenderer.sharedMesh); | ||
} | ||
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return meshes; | ||
} | ||
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public static string NormalizeDirectorySeparatorChar(string path) => path.Replace(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar); | ||
} | ||
} |
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,19 @@ | ||
{ | ||
"name": "OutlineNormalSmoother", | ||
"rootNamespace": "OutlineNormalSmoother", | ||
"references": [ | ||
"Unity.Collections", | ||
"Unity.Mathematics" | ||
], | ||
"includePlatforms": [ | ||
"Editor" | ||
], | ||
"excludePlatforms": [], | ||
"allowUnsafeCode": true, | ||
"overrideReferences": false, | ||
"precompiledReferences": [], | ||
"autoReferenced": true, | ||
"defineConstraints": [], | ||
"versionDefines": [], | ||
"noEngineReferences": false | ||
} |
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