Beispiel #1
0
        public void GenerateHaltonSequence()
        {
#if UNITY_EDITOR
            HaltonSequenceData data = new HaltonSequenceData(3000);
            HaltonSequence     seq  = new HaltonSequence();
            for (int i = 0; i < 3000; i++)
            {
                Vector3 value = seq.m_CurrentPos;
                while (value.x + value.z > 1f)
                {
                    seq.Increment();
                    value = seq.m_CurrentPos;
                }
                data.xArray[i] = value.x;
                data.yArray[i] = value.z;
                seq.Increment();
            }
            using (System.IO.MemoryStream ms = new MemoryStream())
            {
                BinaryFormatter bf = new BinaryFormatter();
                bf.Serialize(ms, data);
                byte[] bytes = ms.ToArray();
                File.WriteAllBytes("Assets/Tutorial/Pathfinding/Resources/HaltonSequence.bytes", bytes);
            }
            AssetDatabase.Refresh();
#endif
        }
Beispiel #2
0
    private Vector3 GetRandomPos()
    {
        _haltonSeq.Increment();
        Vector3 rand = _haltonSeq.m_CurrentPos;
        Vector3 pos  = new Vector3(rand.x * mapSizeX, 0, rand.y * mapSizeZ);

        pos.y = Utility.GetTerrainHeight(pos) + yOffset;
        return(pos);
    }
Beispiel #3
0
    void LateUpdate()
    {
        thisCamera.depthTextureMode = DepthTextureMode.Depth;

        if (thisCamera.pixelWidth != screenX || thisCamera.pixelHeight != screenY)
        {
            Debug.Log("Resizing Screen");
            ResetBuffers();
        }

        // auto focus

        RaycastHit hit;
        Ray        afRay;
        int        hits       = 0;
        int        taps       = 10;
        float      invTaps    = 1.0f / taps;
        float      newAFDepth = 0;

        for (int i = 0; i <= taps; i++)
        {
            for (int j = 0; j <= taps; j++)
            {
                Vector3 screenPos = Vector3.zero;
                screenPos.x = (screenX / taps) * i;
                screenPos.y = (screenY / taps) * j;
                afRay       = thisCamera.ScreenPointToRay(screenPos);
                if (Physics.Raycast(afRay, out hit, 100))
                {
                    newAFDepth += Vector3.Magnitude(Vector3.Scale(thisCamera.transform.position - hit.point, thisCamera.transform.forward));
                    hits       += 1;
                }
            }
        }

        if (hits > 0)
        {
            AutoFocalDepth = newAFDepth / hits;
        }


        // Save the current camera matrixes
        _CURRENT_P_MATRIX          = thisCamera.projectionMatrix;
        _CURRENT_V_MATRIX          = thisCamera.worldToCameraMatrix;
        _CURRENT_VP_MATRIX         = thisCamera.projectionMatrix * thisCamera.worldToCameraMatrix;
        _CURRENT_VP_INVERSE_MATRIX = _CURRENT_VP_MATRIX.inverse;

        // Set the view projection matrix for this camera for motion blur
        Shader.SetGlobalMatrix("_CURRENT_VP_MATRIX", _CURRENT_VP_MATRIX);

        if (Application.isPlaying && useTAA)
        {
            // Jitter the current projection matrix with a halton sequence
            // This needs to be done on the camera and not the vertex shader because the shadows will flicker
            positionsequence.Increment();
            hspos += 1;

            Matrix4x4 JITTER_MATRIX_P = thisCamera.projectionMatrix;
            //JITTER_MATRIX_P.m02 += ( positionsequence.m_CurrentPos.x * 2.0f - 1.0f ) / thisCamera.pixelWidth;
            //JITTER_MATRIX_P.m12 += ( positionsequence.m_CurrentPos.y * 2.0f - 1.0f ) / thisCamera.pixelHeight;

            JITTER_MATRIX_P[0, 2] += (positionsequence.m_CurrentPos.x * 2.0f - 1.0f) / thisCamera.pixelWidth;
            JITTER_MATRIX_P[1, 2] += (positionsequence.m_CurrentPos.y * 2.0f - 1.0f) / thisCamera.pixelHeight;

            thisCamera.projectionMatrix = JITTER_MATRIX_P;

            if (hspos > 16)
            {
                positionsequence.Reset();
                hspos = 0;
            }
        }
    }