// Use this for initialization public override void Create() { Lifes.Add(place); Lifes.Add(bodyTransfer); Forms.Add(skin.verts); Forms.Add(verts); Forms.Add(bodyVerts); Forms.Add(bodyTris); verts._Create(skin.verts); bodyVerts._Create(verts); bodyTris._Create(bodyVerts); place._Create(); bodyTransfer._Create(); place.BindPrimaryForm("_VertBuffer", verts); place.BindForm("_SkinnedBuffer", skin.verts); place.BindAttribute("_Whirlwind", "whirlwindState", this); place.BindAttribute("_WhirlwindSpeed", "whirlwindSpeed", this); bodyTransfer.BindAttribute("_CameraUp", "cameraUp", this); bodyTransfer.BindAttribute("_CameraLeft", "cameraLeft", this); bodyTransfer.BindAttribute("_Radius", "radius", this); bodyTransfer.BindPrimaryForm("_VertBuffer", bodyVerts); bodyTransfer.BindForm("_ParticleBuffer", verts); }
public override void Create() { Lifes.Add(force); Lifes.Add(constrain); Forms.Add(verts); force._Create(); constrain._Create(); verts._Create(); force.BindPrimaryForm("_VertBuffer", verts); force.BindForm("_SkeletonBuffer", skeleton); force.BindAttribute("_NumVertsPerHair", "numVertsPerHair", skeleton); force.BindAttribute("_NumHairs", "numHairs", skeleton); force.BindAttribute("_VertsPerVert", "vertsPerVert", verts); constrain.BindPrimaryForm("_VertBuffer", verts); constrain.BindForm("_SkeletonBuffer", skeleton); constrain.BindAttribute("_NumVertsPerHair", "numVertsPerHair", skeleton); constrain.BindAttribute("_NumHairs", "numHairs", skeleton); constrain.BindAttribute("_VertsPerVert", "vertsPerVert", verts); constrain.BindAttribute("_Length", "armLength", this); }
public override void Bind() { setGlyph.BindPrimaryForm("_TransferBuffer", transferVerts); setGlyph.BindForm("_AnchorBuffer", anchor); setAnchor.BindPrimaryForm("_VertBuffer", particles); setAnchor.BindForm("_AnchorBuffer", anchor); setPage.BindPrimaryForm("_VertBuffer", particles); simulate.BindPrimaryForm("_VertBuffer", particles); transfer.BindPrimaryForm("_TransferBuffer", transferVerts); transfer.BindForm("_VertBuffer", particles); transfer.BindAttribute("_Radius", "radius", this); //.BindForm("_VertBuffer",particles); transfer.BindAttribute("_Scale", "scale", this); //.BindForm("_VertBuffer",particles); simulate.BindAttribute("_Active", "pageActive", story); simulate.BindAttribute("_Up", "up", story.ursula); simulate.BindAttribute("_CameraForward", "forward", story); simulate.BindAttribute("_CameraUp", "up", story); simulate.BindAttribute("_PageAlive", "pageAlive", story); simulate.BindAttribute("_UrsulaPos", "position", story.ursula); simulate.BindAttribute("_Fade", "fade", story); simulate.BindAttribute("_RayOrigin", "RayOrigin", touch); simulate.BindAttribute("_RayDirection", "RayDirection", touch); }
public override void Create() { /* * All of this info should be visualizable! */ Lifes.Add(FlowerTransfer); Forms.Add(FlowerVerts); Forms.Add(FlowerTriangles); FlowerTransfer._Create(); FlowerVerts._Create(); FlowerTriangles._Create(); body._Create(); FlowerTransfer.BindPrimaryForm("_VertBuffer", FlowerVerts); FlowerTransfer.BindForm("_HairBuffer", Hair); FlowerTransfer.BindAttribute("_NumVertsPerHair", "numVertsPerHair", Hair); FlowerTransfer.BindAttribute("_Size", "size", this); }
public override void Bind() { life.BindPrimaryForm("_VertBuffer", verts); life.BindAttribute("_HeightMap", "heightMap", engine); life.BindAttribute("_MapSize", "size", engine); life.BindAttribute("_MapHeight", "height", engine); }
public override void Bind() { smooth.BindPrimaryForm("_VertBuffer", smoothed); smooth.BindForm("_SkeletonBuffer", hair); smooth.BindAttribute("_NumVertsPerHair", "numVertsPerHair", hair); smooth.BindAttribute("_NumHairs", "numHairs", hair); smooth.BindAttribute("_SmoothNumVertsPerHair", "numVertsPerHair", smoothed); }
public override void Bind() { scan.BindPrimaryForm("_VertBuffer", particles); scan.BindAttribute("_ScanPosition", "scannerPos", this); scan.BindAttribute("_ScanTime", "scanTime", this); engine.BindData(scan); }
public override void _Bind() { transfer.BindPrimaryForm("_VertBuffer", verts); transfer.BindForm("_SkeletonBuffer", skeleton); transfer.BindAttribute("_CameraRight", "right", this); transfer.BindAttribute("_CameraUp", "up", this); transfer.BindAttribute("_CameraForward", "forward", this); Bind(); }
public override void Bind() { life.BindPrimaryForm("_VectorBuffer", vectors); life.BindAttribute("_PaintPosition", "paintPosition", this); life.BindAttribute("_PaintDirection", "paintDirection", this); life.BindAttribute("_PaintSize", "paintSize", this); life.BindAttribute("_PaintOpacity", "paintOpacity", this); life.BindAttribute("_NormalOrHeight", "normalOrHeight", this); engine.BindData(life); }
public override void Bind() { simulate.BindPrimaryForm("_VertBuffer", particles); simulate.BindAttribute("_UrsulaPos", "position", story.ursula); simulate.BindAttribute("_RayOrigin", "RayOrigin", touch); simulate.BindAttribute("_RayDirection", "RayDirection", touch); simulate.BindAttribute("_Emit", "emitting", this); simulate.BindAttribute("_EmitterPosition", "emitterPos", this); transfer.transfer.BindAttribute("_Radius", "radius", this); engine.BindData(simulate); }
// Use this for initialization public override void Bind() { centerPosition = transform.position; setPosition.BindAttribute("_StartWidth", "startWidth", this); setPosition.BindAttribute("_StartDepth", "startDepth", this); simulate.BindAttribute("_UrsulaPos", "position", ursula); simulate.BindAttribute("_WandPos", "position", wand); simulate.BindAttribute("_RO", "RayOrigin", touch); simulate.BindAttribute("_RD", "RayDirection", touch); simulate.BindAttribute("_CenterPos1", "centerPosition", this); transfer.BindAttribute("_Radius", "radius", this); }
public override void Create() { Lifes.Add(smooth); Forms.Add(smoothed); smooth._Create(); smoothed._Create(); smooth.BindPrimaryForm("_VertBuffer", smoothed); smooth.BindForm("_SkeletonBuffer", hair); smooth.BindAttribute("_NumVertsPerHair", "numVertsPerHair", hair); smooth.BindAttribute("_NumHairs", "numHairs", hair); smooth.BindAttribute("_SmoothNumVertsPerHair", "numVertsPerHair", smoothed); }
public override void Bind() { sim.BindPrimaryForm("_VertBuffer", particles); sim.BindForm("_BaseBuffer", particles.baseForm); sim.BindAttribute("_ParticlesPerParticle", "particlesPerParticle", particles); }
public override void Bind() { force.BindPrimaryForm("_VertBuffer", verts); force.BindForm("_SkeletonBuffer", skeleton); force.BindAttribute("_NumVertsPerHair", "numVertsPerHair", skeleton); force.BindAttribute("_NumHairs", "numHairs", skeleton); force.BindAttribute("_VertsPerVert", "vertsPerVert", verts); constrain.BindPrimaryForm("_VertBuffer", verts); constrain.BindForm("_SkeletonBuffer", skeleton); constrain.BindAttribute("_NumVertsPerHair", "numVertsPerHair", skeleton); constrain.BindAttribute("_NumHairs", "numHairs", skeleton); constrain.BindAttribute("_VertsPerVert", "vertsPerVert", verts); constrain.BindAttribute("_Length", "armLength", this); }
// Use this for initialization public override void Bind() { toBind.BindForm("_SDFBoneBuffer", bones); toBind.BindAttribute("_NoiseSpeed", "noiseSpeed", this); toBind.BindAttribute("_NoiseForce", "noiseForce", this); toBind.BindAttribute("_NoiseSize", "noiseSize", this); toBind.BindAttribute("_NormalForce", "normalForce", this); toBind.BindAttribute("_Dampening", "dampening", this); toBind.BindAttribute("_UpForce", "upForce", this); toBind.BindAttribute("_Gravity", "upForce", this); }
// Use this for initialization public override void Create() { Lifes.Add(intersect); Lifes.Add(place); Lifes.Add(bodyTransfer); Forms.Add(particles); Forms.Add(bodyVerts); Forms.Add(bodyTris); mesh = skin.gameObject.GetComponent <MeshFilter>(); particles._Create(skin.verts); bodyVerts._Create(particles); bodyTris._Create(bodyVerts); place._Create(); intersect._Create(); bodyTransfer._Create(); place.BindPrimaryForm("_VertBuffer", particles); place.BindForm("_SkinnedBuffer", skin.verts); place.BindAttribute("_Transform", "transformFloats", this); intersect.BindForm("_ParticleBuffer", particles); intersect.BindForm("_SkinnedVertBuffer", skin.verts); intersect.BindPrimaryForm("_SkinnedTriBuffer", skin.tris); intersect.BindAttribute("_RO", "RayOrigin", touch); intersect.BindAttribute("_RD", "RayDirection", touch); intersect.BindAttribute("_Transform", "transformFloats", this); bodyTransfer.BindAttribute("_CameraUp", "cameraUp", this); bodyTransfer.BindAttribute("_CameraLeft", "cameraLeft", this); bodyTransfer.BindAttribute("_Radius", "radius", this); bodyTransfer.BindPrimaryForm("_VertBuffer", bodyVerts); bodyTransfer.BindForm("_ParticleBuffer", particles); }
public override void Bind() { place.BindPrimaryForm("_VertBuffer", particles); place.BindForm("_SkinnedBuffer", skin.verts); place.BindAttribute("_Transform", "transformFloats", this); intersect.BindForm("_ParticleBuffer", particles); intersect.BindForm("_SkinnedVertBuffer", skin.verts); intersect.BindPrimaryForm("_SkinnedTriBuffer", skin.triangles); intersect.BindAttribute("_RO", "RayOrigin", touch); intersect.BindAttribute("_RD", "RayDirection", touch); intersect.BindAttribute("_Transform", "transformFloats", this); }
public override void Bind() { simulation.BindPrimaryForm("_VertBuffer", particles); simulation.BindAttribute("_Down", "Down", touch); simulation.BindAttribute("_CurrentTarget", "currentTargetPosition", story); simulation.BindAttribute("_WandPos", "position", wand); simulation.BindAttribute("_UrsulaPos", "position", ursula); simulation.BindAttribute("_UrsulaUp", "up", ursula); simulation.BindAttribute("_Frame1", "frame1", this); simulation.BindAttribute("_Frame2", "frame2", this); simulation.BindAttribute("_Frame3", "frame3", this); simulation.BindAttribute("_Frame4", "frame4", this); transferLife.BindAttribute("_Radius", "radius", this); engine.BindData(simulation); }
public override void Bind() { SetHairPosition.BindPrimaryForm("_VertBuffer", Hair); SetHairPosition.BindForm("_BaseBuffer", Base); HairCollision.BindPrimaryForm("_VertBuffer", Hair); HairCollision.BindForm("_BaseBuffer", Base); HairConstraint0.BindInt("_Pass", 0); HairConstraint0.BindPrimaryForm("_VertBuffer", Hair); HairConstraint1.BindInt("_Pass", 1); HairConstraint1.BindPrimaryForm("_VertBuffer", Hair); SetHairPosition.BindAttribute("_HairLength", "length", Hair); SetHairPosition.BindAttribute("_HairVariance", "variance", Hair); SetHairPosition.BindAttribute("_NumVertsPerHair", "numVertsPerHair", Hair); // Don't need to bind for all of them ( constraints ) because same shader HairCollision.BindAttribute("_HairLength", "length", Hair); HairCollision.BindAttribute("_HairVariance", "variance", Hair); HairCollision.BindAttribute("_NumVertsPerHair", "numVertsPerHair", Hair); HairCollision.BindAttribute("transform", "transformArray", this); }
// Use this for initialization public override void Bind() { setLife.BindAttribute("_HairsPerPoint", "hairsPerPoint", hairBunch); simLife.BindAttribute("_BunchOutForce", "_BunchOutForce", this); simLife.BindAttribute("_NoiseSize", "_NoiseSize", this); simLife.BindAttribute("_NoiseSpeed", "_NoiseSpeed", this); simLife.BindAttribute("_NoiseForce", "_NoiseForce", this); simLife.BindAttribute("_NormalForce", "_NormalForce", this); simLife.BindAttribute("_Dampening", "_Dampening", this); simLife.BindAttribute("_UpForce", "_UpForce", this); simLife.BindForm("_SDFBoneBuffer", bones); }
public override void Bind() { life.BindPrimaryForm("_VertBuffer", particles); life.BindForm("_BaseBuffer", baseVerts); life.BindAttribute("_Transform", "transformMat", this); life.BindAttribute("_HeightMap", "heightMap", engine); life.BindAttribute("_MapSize", "size", engine); life.BindAttribute("_MapHeight", "height", engine); life.BindAttribute("_RayOrigin", "RayOrigin", touch); life.BindAttribute("_RayDirection", "RayDirection", touch); }
// Use this for initialization void Start() { toBind.BindAttribute("_HandL", "handL", hands); toBind.BindAttribute("_HandR", "handR", hands); }
// Use this for initialization public override void Bind() { toBind.BindForm("_SDFBoneBuffer", bones); toBind.BindAttribute("_Gravity", "gravity", this); }
public override void Bind() { toBind.BindAttribute("_VertsPerGem", "numSidesOfGem", verts); }
public override void Bind() { toBind.BindAttribute("_GirderLength", "_GirderLength", this); toBind.BindAttribute("_GirderWidth", "_GirderWidth", this); }
public void BindData(Life life) { life.BindAttribute("_HeightMap", "heightMap", this); life.BindAttribute("_MapSize", "size", this); life.BindAttribute("_MapHeight", "height", this); }
public override void Create() { transformArray = new float[16]; /* * All of this info should be visualizable! */ Lifes.Add(SetHairPosition); Lifes.Add(HairCollision); Lifes.Add(HairConstraint0); Lifes.Add(HairConstraint1); Lifes.Add(HairTransfer); Forms.Add(Base); Forms.Add(Hair); Forms.Add(TubeVerts); Forms.Add(TubeTriangles); SetHairPosition._Create(); HairCollision._Create(); HairConstraint0._Create(); HairConstraint1._Create(); Base._Create(); Hair._Create(); HairTransfer._Create(); TubeVerts._Create(); TubeTriangles._Create(); SetHairPosition.BindPrimaryForm("_VertBuffer", Hair); SetHairPosition.BindForm("_BaseBuffer", Base); HairCollision.BindPrimaryForm("_VertBuffer", Hair); HairCollision.BindForm("_BaseBuffer", Base); HairConstraint0.BindInt("_Pass", 0); HairConstraint0.BindPrimaryForm("_VertBuffer", Hair); HairConstraint1.BindInt("_Pass", 1); HairConstraint1.BindPrimaryForm("_VertBuffer", Hair); HairTransfer.BindPrimaryForm("_VertBuffer", TubeVerts); HairTransfer.BindForm("_HairBuffer", Hair); HairTransfer.BindAttribute("_TubeWidth", "width", TubeVerts); HairTransfer.BindAttribute("_TubeLength", "length", TubeVerts); HairTransfer.BindAttribute("_NumVertsPerHair", "numVertsPerHair", Hair); HairTransfer.BindAttribute("_TubeRadius", "tubeRadius", this); SetHairPosition.BindAttribute("_HairLength", "length", Hair); SetHairPosition.BindAttribute("_NumVertsPerHair", "numVertsPerHair", Hair); // Don't need to bind for all of them ( constraints ) because same shader HairCollision.BindAttribute("_HairLength", "length", Hair); HairCollision.BindAttribute("_NumVertsPerHair", "numVertsPerHair", Hair); HairCollision.BindAttribute("transform", "transformArray", this); }
// Use this for initialization public override void Bind() { toBind.BindAttribute("_Transform", "transformFloats", this); }