[WL-814] Critter 에셋 3종 임포트(PD · 3DPixelCamera · 3DPixelArtEnvironment · Critter Volumetric Lighting) (#814)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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깃 관리자 2026-09-10 22:34:24 +09:00
parent 33cd42c3d7
commit 2a0625f11d
319 changed files with 123674 additions and 0 deletions

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namespace Environment.Instancing
{
using UnityEngine;
using System;
using System.Collections.Generic;
using System.Linq;
using Environment.Utilities;
using UnityEngine.Rendering;
[Serializable]
public class InstancingSettings
{
[Header("Rendering")]
public Mesh Mesh;
public Material Material;
[Header("Transformations")]
public float Probability = 1f;
public float Scale = 1f;
public float NormalOffset = 0.1f;
};
/// <summary>
/// The abstract class for instancing behaviours.
/// </summary>
public abstract class InstancesBehaviour : MonoBehaviour
{
List<InstancingConfiguration> instancingConfigurations;
void Update()
{
if (this.instancingConfigurations != null)
{
if (this.transform.hasChanged)
{
// For some reason unity's DrawMeshInstancedIndirect bounds center transform the instances position.
// We remove the position away and only update the rotation and scale.
var localWithoutPositionToWorld = this.transform.localToWorldMatrix;
localWithoutPositionToWorld.m03 = 0;
localWithoutPositionToWorld.m13 = 0;
localWithoutPositionToWorld.m23 = 0;
foreach (var configuration in this.instancingConfigurations)
{
configuration.MaterialPropertyBlock.SetMatrix("_LocalToWorld", localWithoutPositionToWorld);
}
this.transform.hasChanged = false;
}
var bounds = this.CalculateInstancesBounds();
foreach (var configuration in this.instancingConfigurations)
{
Graphics.DrawMeshInstancedIndirect(
configuration.Mesh,
0,
configuration.Material,
bounds,
configuration.CommandBuffer,
0,
configuration.MaterialPropertyBlock,
ShadowCastingMode.Off,
false,
LayerMask.NameToLayer("Default"));
}
}
}
/// <summary>
/// Gets instance data for the base implementation.
/// </summary>
/// <returns>The instance data related to the transformation settings</returns>
public abstract Dictionary<InstancingSettings, List<InstanceData>> GetInstanceData();
/// <summary>
/// Calculates the bounds for the instances used for culling by Unity.
/// </summary>
public virtual Bounds CalculateInstancesBounds()
{
return new Bounds(this.transform.position, Vector3.one * 100000);
}
/// <summary>
/// Helper for dividing instancing data between settings.
/// </summary>
public static Dictionary<InstancingSettings, List<InstanceData>> DivideInstanceData(InstanceData[] instanceData, InstancingSettings[] instancingSettings)
{
if (instanceData == null || instanceData.Length == 0 || instancingSettings == null || instancingSettings.Length == 0)
{
return null;
}
var result = new Dictionary<InstancingSettings, List<InstanceData>>();
foreach (var settings in instancingSettings)
{
result.Add(settings, new List<InstanceData>());
}
var weights = instancingSettings.Select(configuration => configuration.Probability).ToArray();
var weightedSampler = new WeightedDistribution(weights);
for (var i = 0; i < instanceData.Length; i++)
{
var index = weightedSampler.Sample();
var settings = instancingSettings[index];
instanceData[i].TRS *= Matrix4x4.TRS(settings.NormalOffset * instanceData[i].Normal, Quaternion.identity, new Vector3(settings.Scale, settings.Scale, settings.Scale));
result[settings].Add(instanceData[i]);
}
return result;
}
/// <summary>
/// Enables the instancing by loading up the data from provided configurations and settings.
/// </summary>
void OnEnable()
{
var instanceData = this.GetInstanceData();
if (instanceData == null || instanceData.Count == 0)
{
Debug.LogWarning("No objects to be instanced.");
return;
}
if (this.instancingConfigurations != null)
{
Debug.LogError("Instances are already loaded.");
return;
}
this.instancingConfigurations = new List<InstancingConfiguration>();
foreach (var (settings, data) in instanceData)
{
if (data.Count == 0)
{
Debug.LogWarning("The generated data is empty for mesh: " + settings.Mesh.name + ". Maybe the probability weight is too low?");
continue;
}
var configuration = new InstancingConfiguration(settings, data, "_InstanceData");
this.instancingConfigurations.Add(configuration);
}
}
/// <summary>
/// Disables the instancing behaviour and releases memory.
/// </summary>
void OnDisable()
{
if (this.instancingConfigurations is null)
{
return;
}
foreach (var configuration in this.instancingConfigurations)
{
configuration.FreeMemory();
}
this.instancingConfigurations = null;
}
}
}

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namespace Environment.Instancing
{
using UnityEngine;
using System.Runtime.InteropServices;
using System.Collections.Generic;
using System.Linq;
/// <summary>
/// Data as seen on GPU. Exact same struct should be defined there.
/// </summary>
public struct InstanceData
{
public Matrix4x4 TRS;
public Vector3 Normal;
}
/// <summary>
/// Contains the needed bakend information for instancing with Graphics.RenderMeshIndirect().
/// </summary>
public class InstancingConfiguration
{
public Mesh Mesh;
public Material Material;
public MaterialPropertyBlock MaterialPropertyBlock;
public ComputeBuffer CommandBuffer;
public ComputeBuffer DataBuffer;
/// <summary>
/// Initializes new instancing information.
/// </summary>
public InstancingConfiguration(InstancingSettings settings, IEnumerable<InstanceData> data, string shaderBufferParameter)
{
this.Mesh = settings.Mesh;
this.Material = settings.Material;
this.DataBuffer = new ComputeBuffer(data.Count(), Marshal.SizeOf<InstanceData>());
this.DataBuffer.SetData(data.ToArray());
var commandArguments = new uint[5];
commandArguments[0] = settings.Mesh.GetIndexCount(0);
commandArguments[1] = (uint)data.Count();
this.CommandBuffer = new ComputeBuffer(5, sizeof(uint), ComputeBufferType.IndirectArguments);
this.CommandBuffer.SetData(commandArguments);
this.MaterialPropertyBlock = new MaterialPropertyBlock();
this.MaterialPropertyBlock.SetBuffer(shaderBufferParameter, this.DataBuffer);
}
/// <summary>
/// Frees the memory of this configuration from the GPU.
/// </summary>
public void FreeMemory()
{
this.CommandBuffer?.Release();
this.CommandBuffer = null;
this.DataBuffer?.Release();
this.DataBuffer = null;
}
}
}
/*
* if Unity ever supports Graphics.RenderMeshIndirect() with Shader Graph shaded instances. This can be used to upgrade.
namespace Environment.Instancing
{
using UnityEngine;
using System.Runtime.InteropServices;
/// <summary>
/// Contains the needed bakend information for instancing with Graphics.RenderMeshIndirect().
/// </summary>
public class InstancingInfo<T>
{
public GraphicsBuffer GraphicsBuffer;
public MaterialPropertyBlock MaterialPropertyBlock;
/// <summary>
/// Initializes new instancing information.
/// </summary>
public InstancingInfo(T[] data, string shaderBufferParameter)
{
// For structured graphics buffer there has to be an equivalnt struct in hlsl
this.GraphicsBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, data.Length, Marshal.SizeOf<T>());
this.MaterialPropertyBlock = new MaterialPropertyBlock();
this.MaterialPropertyBlock.SetBuffer(shaderBufferParameter, this.GraphicsBuffer);
}
}
}
*/

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namespace Environment.Instancing
{
using UnityEngine;
using System.Collections.Generic;
using Environment.Utilities;
/// <summary>
/// Instances behaviour to generate on surfaces of meshes.
/// </summary>
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class MeshInstancesBehaviour : InstancesBehaviour
{
[Header("Sub Mesh Details")]
public bool UseSubMesh = false;
public int SubMeshIndex = 0;
[Header("Instance Settings")]
public float Density = 1f;
public InstancingSettings[] InstancingSettings;
/// <summary>
/// Calculates the bounds for the instances used for culling by Unity.
/// </summary>
public override Bounds CalculateInstancesBounds()
{
var rendererBounds = this.GetComponent<MeshRenderer>().bounds;
var diff = this.transform.position - rendererBounds.center;
var absDiff = new Vector3(Mathf.Abs(diff.x),
Mathf.Abs(diff.y),
Mathf.Abs(diff.z));
return new Bounds(this.transform.position, (rendererBounds.extents + absDiff) * 2f);
}
/// <summary>
/// Implementation of instance data logic for instances behaviour.
/// </summary>
public override Dictionary<InstancingSettings, List<InstanceData>> GetInstanceData()
{
if (this.InstancingSettings == null || this.InstancingSettings.Length == 0)
{
Debug.LogWarning("Instancing settings should be defined the Unity Editor.");
return null;
}
foreach (var settings in this.InstancingSettings)
{
if (settings.Scale <= 0f || settings.Material == null || settings.Mesh == null)
{
Debug.LogError("The given Instance Configurations should have a material, mesh and a scale larger than 0");
return null;
}
}
var mesh = this.GetComponent<MeshFilter>().mesh;
if (this.UseSubMesh)
{
if (!mesh.isReadable)
{
Debug.LogWarning("Mesh is not readable. Provide read permissions for it to work in builds!" );
}
if(this.SubMeshIndex >= mesh.subMeshCount)
{
Debug.LogWarning("The sub mesh index does not exist. Using default; using the whole mesh.");
}
else
{
var subMesh = new Mesh
{
vertices = mesh.vertices,
triangles = mesh.GetTriangles(this.SubMeshIndex)
};
mesh = subMesh;
}
}
var instanceData = RandomMeshInstanceData(mesh, this.Density, this.InstancingSettings);
return DivideInstanceData(instanceData, this.InstancingSettings);
}
/// <summary>
/// Gets random mesh instance data on a mesh.
/// </summary>
public static InstanceData[] RandomMeshInstanceData(Mesh mesh, float density, InstancingSettings[] configurations)
{
if (mesh == null || density <= 0 || configurations == null || configurations.Length == 0)
{
return null;
}
var instanceAmount = Mathf.CeilToInt(MeshUtilities.GetMeshArea(mesh) / density);
var samples = MeshUtilities.RandomMeshPoints(mesh, instanceAmount);
var data = new List<InstanceData>();
for (var i = 0; i < samples.Length; i++)
{
var (vertex, normal) = samples[i];
var instance = new InstanceData
{
TRS = Matrix4x4.TRS(
vertex,
Quaternion.identity,
Vector3.one
),
Normal = normal
};
data.Add(instance);
}
return data.ToArray();
}
}
}

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namespace Environment.Instancing
{
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
/// <summary>
/// This script calls each InstanceBehaviour in their child objects using their input variables and combines them into a single call.
/// If you a large amount of instances behaviours, they will all create a material instance and instancing call. This causes a performance hit.
/// As a drawback the parent node that the objects rotate and move with is not the gameobject but the parent instead and bounds can not be used to cull individual meshes.
/// </summary>
public class ParentInstancesBehaviour : InstancesBehaviour
{
/// <summary>
/// Calculates the bounds for the instances used for culling by Unity.
/// </summary>
public override Bounds CalculateInstancesBounds()
{
return new Bounds(this.transform.position, Vector3.one * 100000); //this.GetComponent<MeshFilter>().mesh.bounds.max);
}
/// <summary>
/// Implementation of instance data logic for parent instances behaviour.
/// </summary>
public override Dictionary<InstancingSettings, List<InstanceData>> GetInstanceData()
{
var parentInstanceData = new Dictionary<InstancingSettings, List<InstanceData>>();
var childrenAndThis = this.transform.GetComponentsInChildren<InstancesBehaviour>(true);
if (childrenAndThis.Length <= 1)
{
Debug.LogWarning("The ParentInstancesBehaviour could not find any InstancesBehaviours in child objects.");
}
foreach (var child in childrenAndThis)
{
if (child == this)
{
continue;
}
var instanceData = child.GetInstanceData();
if (instanceData == null)
{
Debug.LogError("GetInstanceData should not return null.");
}
foreach (var (configuration, data) in instanceData)
{
for (var i = 0; i < data.Count; i++)
{
var instance = data[i];
instance.TRS = this.transform.worldToLocalMatrix * child.transform.localToWorldMatrix * instance.TRS;
data[i] = instance;
}
var found = parentInstanceData.Keys.FirstOrDefault(key => key.Material == configuration.Material && key.Mesh == configuration.Mesh);
if (found == null)
{
parentInstanceData[configuration] = data;
}
else
{
parentInstanceData[found].AddRange(data);
}
}
child.enabled = false;
}
return parentInstanceData;
}
}
}

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