Initial commit: Unity mesh painter project
Unity 6000.3 (URP) project with live mesh painting in play mode. - MeshPainter.cs: paint a SkinnedMesh with the mouse, seamless across UV islands via 3D-space painting, GPU and CPU backends (switchable), edge-padding/dilation against bilinear seam bleed - FrameRateLimiter.cs: simple frame rate limiting component - MeshPaintBrush / MeshPaintDilate shaders for the GPU paint path - Unity-specific .gitignore and .gitattributes Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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using UnityEngine;
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||||
|
||||
/// <summary>
|
||||
/// Limits the game's frame rate.
|
||||
///
|
||||
/// Sets <see cref="Application.targetFrameRate"/> and adjusts VSync
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/// (<see cref="QualitySettings.vSyncCount"/>) accordingly. IMPORTANT: as long as
|
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/// VSync is active, Unity ignores targetFrameRate - the limit then only takes
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/// effect when VSync is off. This script therefore disables VSync automatically
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/// as soon as an FPS limit is set (see <see cref="disableVSyncWhenLimiting"/>).
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///
|
||||
/// Changes apply live: in the editor via OnValidate (also in Play mode while
|
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/// tweaking values in the Inspector).
|
||||
///
|
||||
/// Simply attach to any (ideally persistent) GameObject in the scene.
|
||||
/// </summary>
|
||||
[DisallowMultipleComponent]
|
||||
public class FrameRateLimiter : MonoBehaviour
|
||||
{
|
||||
[Header("Limit")]
|
||||
[Tooltip("ON = the frame rate is capped to 'Target FPS'. OFF = unlimited " +
|
||||
"(targetFrameRate = -1, platform default).")]
|
||||
public bool limitFrameRate = true;
|
||||
|
||||
[Tooltip("Target frame rate in frames per second when the limit is active.")]
|
||||
[Range(1, 360)]
|
||||
public int targetFps = 60;
|
||||
|
||||
[Header("VSync")]
|
||||
[Tooltip("When an FPS limit is set, disable VSync automatically. " +
|
||||
"Otherwise VSync would override targetFrameRate and the limit " +
|
||||
"would have no effect. Normally leave this ON.")]
|
||||
public bool disableVSyncWhenLimiting = true;
|
||||
|
||||
[Tooltip("VSync count to use when NO limit is active " +
|
||||
"(0 = VSync off, 1 = every screen refresh, 2 = every second refresh).")]
|
||||
[Range(0, 2)]
|
||||
public int vSyncCountWhenUnlimited = 0;
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
Apply();
|
||||
}
|
||||
|
||||
void OnValidate()
|
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{
|
||||
// Live adjustment when changing values in the Inspector (also in Play mode).
|
||||
if (Application.isPlaying)
|
||||
Apply();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies the current limit (FPS + VSync) to the Unity settings.
|
||||
/// Can also be called externally.
|
||||
/// </summary>
|
||||
public void Apply()
|
||||
{
|
||||
if (limitFrameRate)
|
||||
{
|
||||
if (disableVSyncWhenLimiting)
|
||||
QualitySettings.vSyncCount = 0;
|
||||
|
||||
Application.targetFrameRate = Mathf.Max(1, targetFps);
|
||||
}
|
||||
else
|
||||
{
|
||||
QualitySettings.vSyncCount = vSyncCountWhenUnlimited;
|
||||
Application.targetFrameRate = -1; // platform default / unlimited
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Enable/disable the limit (e.g. for UI buttons).</summary>
|
||||
public void SetLimitEnabled(bool enabled)
|
||||
{
|
||||
limitFrameRate = enabled;
|
||||
Apply();
|
||||
}
|
||||
|
||||
/// <summary>Set the target FPS and enable the limit (e.g. for UI sliders).</summary>
|
||||
public void SetTargetFps(int fps)
|
||||
{
|
||||
targetFps = Mathf.Max(1, fps);
|
||||
limitFrameRate = true;
|
||||
Apply();
|
||||
}
|
||||
}
|
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@@ -0,0 +1,2 @@
|
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fileFormatVersion: 2
|
||||
guid: dd08e354312b3b14d8f2573ae830c513
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||||
@@ -0,0 +1,760 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
using UnityEngine.InputSystem;
|
||||
#endif
|
||||
|
||||
/// <summary>
|
||||
/// Live mesh painting in Play mode.
|
||||
/// Paints a fixed color (brush) onto the mesh's texture with the mouse.
|
||||
///
|
||||
/// TWO BACKENDS (switchable via <see cref="useGpu"/>, also live in Play mode):
|
||||
///
|
||||
/// * GPU (default): True shader painting into a RenderTexture. The brush is
|
||||
/// drawn via a vertex/fragment shader - the mesh is unwrapped into the texture
|
||||
/// layout using its UVs, and per texel the actual 3D position is tested against
|
||||
/// the brush sphere. Edge padding against seams runs as a GPU blit.
|
||||
/// Fast, because the GPU rasterizes all texels in parallel.
|
||||
///
|
||||
/// * CPU: Rasterization of the hit triangles on the CPU; per texel the 3D
|
||||
/// position is computed barycentrically and tested against the brush sphere.
|
||||
/// Edge padding via CPU dilation. Identical visual result, but more expensive.
|
||||
///
|
||||
/// BOTH backends paint seamlessly: a 3D sphere around the hit point captures
|
||||
/// triangles on both sides of a UV seam at once (front/back share the same 3D
|
||||
/// edge), no matter where they lie in the UV layout.
|
||||
///
|
||||
/// Simply attach to the GameObject you want to paint (e.g. paintman_UV/paintman_UV).
|
||||
/// </summary>
|
||||
[DisallowMultipleComponent]
|
||||
public class MeshPainter : MonoBehaviour
|
||||
{
|
||||
[Header("Backend")]
|
||||
[Tooltip("ON = GPU painting (shader/RenderTexture, fast). OFF = CPU painting. " +
|
||||
"Can be toggled live in Play mode - the painted content is carried over.")]
|
||||
public bool useGpu = true;
|
||||
|
||||
[Header("Brush")]
|
||||
[Tooltip("Color used for painting.")]
|
||||
public Color brushColor = Color.red;
|
||||
|
||||
[Tooltip("Brush radius in texels (visual size). Converted into a 3D radius per hit.")]
|
||||
[Range(1, 256)]
|
||||
public int brushSize = 16;
|
||||
|
||||
[Header("Canvas")]
|
||||
[Tooltip("Resolution of the paint texture (square).")]
|
||||
public int textureSize = 1024;
|
||||
|
||||
[Tooltip("Base color of the texture at startup (if none exists).")]
|
||||
public Color baseColor = Color.white;
|
||||
|
||||
[Tooltip("Edge padding (texels) against visible UV seams. The color is 'bled' beyond the " +
|
||||
"UV island edges so that bilinear sampling there does not pull in the unpainted " +
|
||||
"base color. 0 = off.")]
|
||||
[Range(0, 16)]
|
||||
public int paddingTexels = 4;
|
||||
|
||||
[Header("Setup")]
|
||||
[Tooltip("Camera for the mouse ray. Empty = Camera.main.")]
|
||||
public Camera paintCamera;
|
||||
|
||||
[Tooltip("Only for animated meshes: re-bake the collider every frame (expensive!).")]
|
||||
public bool updateColliderEveryFrame = false;
|
||||
|
||||
// --- shared references ---
|
||||
private Renderer _renderer;
|
||||
private SkinnedMeshRenderer _skinned;
|
||||
private MeshCollider _collider;
|
||||
private Mesh _bakedMesh;
|
||||
private Material _materialInstance;
|
||||
|
||||
// Mesh caches (in the transform's local space = collider space).
|
||||
private Vector3[] _verts;
|
||||
private int[] _tris;
|
||||
private Vector2[] _uvs;
|
||||
private Vector3[] _triCenter; // centroid per triangle (for fast CPU culling)
|
||||
private float[] _triRadius; // circumscribed radius per triangle (for fast CPU culling)
|
||||
private float _avgUvToLocal = 1f; // average conversion: UV unit -> local unit
|
||||
|
||||
private bool _hasLastScreen;
|
||||
private Vector2 _lastScreen;
|
||||
private bool _gpuActive; // currently configured backend
|
||||
private bool _setupValid;
|
||||
|
||||
// --- CPU backend ---
|
||||
private Texture2D _paintTexture;
|
||||
private Color32[] _pixels;
|
||||
private bool[] _painted; // true = painted by the brush (persistent dilation source)
|
||||
private int[] _fillStamp; // transient marker for padding texels per dilation call
|
||||
private int _dilateStamp; // incremented per call -> padding from previous frames does not count as a source
|
||||
private readonly List<int> _dilateScratch = new List<int>(512);
|
||||
private int _dx0, _dy0, _dx1, _dy1; // dirty rectangle (CPU upload)
|
||||
|
||||
// --- GPU backend ---
|
||||
public Shader brushShader; // optional; otherwise Shader.Find("Hidden/MeshPaintBrush")
|
||||
public Shader dilateShader; // optional; otherwise Shader.Find("Hidden/MeshPaintDilate")
|
||||
private Material _brushMat;
|
||||
private Material _dilateMat;
|
||||
private RenderTexture _displayRT; // assigned to the material as _BaseMap
|
||||
private RenderTexture _tempRT; // scratch for the dilation blit (ping-pong)
|
||||
private bool _drewThisStroke;
|
||||
private bool _prevSRGB;
|
||||
|
||||
// Step size (in screen pixels) for interpolation along the mouse movement.
|
||||
private const float ScreenStepPixels = 5f;
|
||||
// Upper bound of raycasts per frame (safeguard for very fast movements).
|
||||
private const int MaxStepsPerFrame = 256;
|
||||
|
||||
private static readonly int BaseMapId = Shader.PropertyToID("_BaseMap");
|
||||
private static readonly int MainTexId = Shader.PropertyToID("_MainTex");
|
||||
private static readonly int BaseColorId = Shader.PropertyToID("_BaseColor");
|
||||
private static readonly int ColorId = Shader.PropertyToID("_Color");
|
||||
private static readonly int BrushColorId = Shader.PropertyToID("_BrushColor");
|
||||
private static readonly int BrushCenterId = Shader.PropertyToID("_BrushCenter");
|
||||
private static readonly int BrushRadiusId = Shader.PropertyToID("_BrushRadius");
|
||||
private static readonly int PadId = Shader.PropertyToID("_Pad");
|
||||
|
||||
private void Start()
|
||||
{
|
||||
if (paintCamera == null) paintCamera = Camera.main;
|
||||
|
||||
_renderer = GetComponent<Renderer>();
|
||||
_skinned = GetComponent<SkinnedMeshRenderer>();
|
||||
if (_renderer == null)
|
||||
{
|
||||
Debug.LogError("[MeshPainter] No Renderer found on this GameObject.", this);
|
||||
enabled = false;
|
||||
return;
|
||||
}
|
||||
|
||||
textureSize = Mathf.Clamp(textureSize, 32, 4096);
|
||||
|
||||
SetupCollider();
|
||||
BuildMeshCaches();
|
||||
|
||||
if (_uvs == null || _uvs.Length == 0)
|
||||
{
|
||||
Debug.LogError("[MeshPainter] Mesh has no UVs - painting not possible.", this);
|
||||
enabled = false;
|
||||
return;
|
||||
}
|
||||
|
||||
// Own material instance so the shared asset is not modified.
|
||||
_materialInstance = _renderer.material; // automatically creates an instance
|
||||
// Tint to white so the painted color appears unaltered.
|
||||
if (_materialInstance.HasProperty(BaseColorId)) _materialInstance.SetColor(BaseColorId, Color.white);
|
||||
else if (_materialInstance.HasProperty(ColorId)) _materialInstance.SetColor(ColorId, Color.white);
|
||||
|
||||
SetupBackend(useGpu, fromColor32: BuildBaseColors());
|
||||
_setupValid = true;
|
||||
|
||||
Debug.Log($"[MeshPainter] Ready ({(_gpuActive ? "GPU" : "CPU")} painting, seamless). " +
|
||||
"Hold the left mouse button and drag over the mesh.", this);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// Setup (shared)
|
||||
// ------------------------------------------------------------------
|
||||
|
||||
private void SetupCollider()
|
||||
{
|
||||
_collider = GetComponent<MeshCollider>();
|
||||
if (_collider == null) _collider = gameObject.AddComponent<MeshCollider>();
|
||||
_collider.convex = false; // non-convex provides triangleIndex / textureCoord
|
||||
|
||||
_bakedMesh = new Mesh { name = "MeshPainter_Baked" };
|
||||
BakeColliderMesh();
|
||||
}
|
||||
|
||||
private void BakeColliderMesh()
|
||||
{
|
||||
if (_skinned != null)
|
||||
{
|
||||
// Static skinned mesh: bake into local coordinates (scale = 1).
|
||||
_skinned.BakeMesh(_bakedMesh);
|
||||
_collider.sharedMesh = null;
|
||||
_collider.sharedMesh = _bakedMesh;
|
||||
}
|
||||
else
|
||||
{
|
||||
var mf = GetComponent<MeshFilter>();
|
||||
if (mf != null) _collider.sharedMesh = mf.sharedMesh;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Reads vertices/triangles/UVs of the collider mesh and computes culling data.</summary>
|
||||
private void BuildMeshCaches()
|
||||
{
|
||||
Mesh m = _collider.sharedMesh;
|
||||
if (m == null) return;
|
||||
|
||||
_verts = m.vertices;
|
||||
_tris = m.triangles;
|
||||
_uvs = m.uv;
|
||||
|
||||
// Fallback: UVs from the original mesh (BakeMesh usually keeps them, but better safe than sorry).
|
||||
if ((_uvs == null || _uvs.Length != _verts.Length) && _skinned != null && _skinned.sharedMesh != null)
|
||||
_uvs = _skinned.sharedMesh.uv;
|
||||
|
||||
if (_uvs == null || _uvs.Length != _verts.Length) return;
|
||||
|
||||
int triCount = _tris.Length / 3;
|
||||
_triCenter = new Vector3[triCount];
|
||||
_triRadius = new float[triCount];
|
||||
|
||||
double sumArea3D = 0.0, sumAreaUv = 0.0;
|
||||
|
||||
for (int t = 0; t < triCount; t++)
|
||||
{
|
||||
int i0 = _tris[t * 3], i1 = _tris[t * 3 + 1], i2 = _tris[t * 3 + 2];
|
||||
Vector3 a = _verts[i0], b = _verts[i1], c = _verts[i2];
|
||||
|
||||
Vector3 center = (a + b + c) / 3f;
|
||||
_triCenter[t] = center;
|
||||
float ra = (a - center).sqrMagnitude;
|
||||
float rb = (b - center).sqrMagnitude;
|
||||
float rc = (c - center).sqrMagnitude;
|
||||
_triRadius[t] = Mathf.Sqrt(Mathf.Max(ra, Mathf.Max(rb, rc)));
|
||||
|
||||
sumArea3D += 0.5 * Vector3.Cross(b - a, c - a).magnitude;
|
||||
Vector2 ua = _uvs[i0], ub = _uvs[i1], uc = _uvs[i2];
|
||||
sumAreaUv += 0.5 * Mathf.Abs(Cross2D(ub - ua, uc - ua));
|
||||
}
|
||||
|
||||
if (sumAreaUv > 1e-9) _avgUvToLocal = (float)System.Math.Sqrt(sumArea3D / sumAreaUv);
|
||||
}
|
||||
|
||||
/// <summary>Builds the base-color texels (copy of the existing material texture or baseColor).</summary>
|
||||
private Color32[] BuildBaseColors()
|
||||
{
|
||||
var px = new Color32[textureSize * textureSize];
|
||||
|
||||
Texture sourceTex = null;
|
||||
var shared = _renderer.sharedMaterial;
|
||||
if (shared != null)
|
||||
{
|
||||
if (shared.HasProperty(BaseMapId)) sourceTex = shared.GetTexture(BaseMapId);
|
||||
if (sourceTex == null && shared.HasProperty(MainTexId)) sourceTex = shared.GetTexture(MainTexId);
|
||||
}
|
||||
|
||||
var src = sourceTex as Texture2D;
|
||||
if (src != null)
|
||||
{
|
||||
try
|
||||
{
|
||||
if (src.width == textureSize && src.height == textureSize && src.isReadable)
|
||||
return src.GetPixels32();
|
||||
}
|
||||
catch { /* not readable -> fall back to baseColor */ }
|
||||
}
|
||||
|
||||
Color32 c = baseColor;
|
||||
for (int i = 0; i < px.Length; i++) px[i] = c;
|
||||
return px;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// Backend selection / switching
|
||||
// ------------------------------------------------------------------
|
||||
|
||||
/// <summary>Sets up the desired backend and carries over the initial image content.</summary>
|
||||
private void SetupBackend(bool gpu, Color32[] fromColor32)
|
||||
{
|
||||
if (gpu) SetupGpu(fromColor32);
|
||||
else SetupCpu(fromColor32);
|
||||
_gpuActive = gpu;
|
||||
}
|
||||
|
||||
/// <summary>Switches the backend at runtime and carries over the currently painted content.</summary>
|
||||
private void SwitchBackend(bool toGpu)
|
||||
{
|
||||
// save the current content as Color32
|
||||
Color32[] current = (_gpuActive ? ReadGpuPixels() : (Color32[])_pixels.Clone());
|
||||
|
||||
if (_gpuActive) TeardownGpu();
|
||||
else TeardownCpu();
|
||||
|
||||
SetupBackend(toGpu, current);
|
||||
_hasLastScreen = false;
|
||||
|
||||
Debug.Log($"[MeshPainter] Backend switched -> {(toGpu ? "GPU" : "CPU")} painting.", this);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// CPU backend
|
||||
// ------------------------------------------------------------------
|
||||
|
||||
private void SetupCpu(Color32[] initial)
|
||||
{
|
||||
_paintTexture = new Texture2D(textureSize, textureSize, TextureFormat.RGBA32, false, false)
|
||||
{
|
||||
name = "MeshPainter_Canvas",
|
||||
wrapMode = TextureWrapMode.Clamp,
|
||||
filterMode = FilterMode.Bilinear
|
||||
};
|
||||
|
||||
_pixels = (initial != null && initial.Length == textureSize * textureSize)
|
||||
? initial
|
||||
: BuildBaseColors();
|
||||
|
||||
_painted = new bool[textureSize * textureSize];
|
||||
_fillStamp = new int[textureSize * textureSize];
|
||||
_dilateStamp = 0;
|
||||
|
||||
_paintTexture.SetPixels32(_pixels);
|
||||
_paintTexture.Apply(false);
|
||||
|
||||
AssignTextureToMaterial(_paintTexture);
|
||||
}
|
||||
|
||||
private void TeardownCpu()
|
||||
{
|
||||
if (_paintTexture != null) { Destroy(_paintTexture); _paintTexture = null; }
|
||||
_pixels = null;
|
||||
_painted = null;
|
||||
_fillStamp = null;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// GPU backend
|
||||
// ------------------------------------------------------------------
|
||||
|
||||
private void SetupGpu(Color32[] initial)
|
||||
{
|
||||
if (brushShader == null) brushShader = Shader.Find("Hidden/MeshPaintBrush");
|
||||
if (dilateShader == null) dilateShader = Shader.Find("Hidden/MeshPaintDilate");
|
||||
|
||||
if (brushShader == null || dilateShader == null)
|
||||
{
|
||||
Debug.LogError("[MeshPainter] GPU shaders not found (Hidden/MeshPaintBrush or " +
|
||||
"Hidden/MeshPaintDilate). Falling back to CPU painting.", this);
|
||||
useGpu = false;
|
||||
SetupCpu(initial);
|
||||
_gpuActive = false;
|
||||
return;
|
||||
}
|
||||
|
||||
_brushMat = new Material(brushShader) { hideFlags = HideFlags.HideAndDontSave };
|
||||
_dilateMat = new Material(dilateShader) { hideFlags = HideFlags.HideAndDontSave };
|
||||
|
||||
_displayRT = CreateRT("MeshPainter_DisplayRT");
|
||||
_tempRT = CreateRT("MeshPainter_TempRT");
|
||||
|
||||
// Bring the initial image content into the display RT. Alpha = 0 marks "unpainted"
|
||||
// (so the base color is not mistaken for a dilation source).
|
||||
var seed = initial ?? BuildBaseColors();
|
||||
UploadColorsToRT(seed, _displayRT, paintedAlpha: false);
|
||||
|
||||
AssignTextureToMaterial(_displayRT);
|
||||
}
|
||||
|
||||
private void TeardownGpu()
|
||||
{
|
||||
if (_displayRT != null) { _displayRT.Release(); Destroy(_displayRT); _displayRT = null; }
|
||||
if (_tempRT != null) { _tempRT.Release(); Destroy(_tempRT); _tempRT = null; }
|
||||
if (_brushMat != null) { Destroy(_brushMat); _brushMat = null; }
|
||||
if (_dilateMat != null) { Destroy(_dilateMat); _dilateMat = null; }
|
||||
}
|
||||
|
||||
private RenderTexture CreateRT(string rtName)
|
||||
{
|
||||
var rt = new RenderTexture(textureSize, textureSize, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.sRGB)
|
||||
{
|
||||
name = rtName,
|
||||
wrapMode = TextureWrapMode.Clamp,
|
||||
filterMode = FilterMode.Bilinear,
|
||||
antiAliasing = 1,
|
||||
useMipMap = false,
|
||||
autoGenerateMips = false
|
||||
};
|
||||
rt.Create();
|
||||
return rt;
|
||||
}
|
||||
|
||||
/// <summary>Writes Color32 data into a RenderTexture via a temporary texture.</summary>
|
||||
private void UploadColorsToRT(Color32[] colors, RenderTexture rt, bool paintedAlpha)
|
||||
{
|
||||
var tmp = new Texture2D(textureSize, textureSize, TextureFormat.RGBA32, false, false);
|
||||
if (paintedAlpha)
|
||||
{
|
||||
// mark the entire content as "painted" (alpha = 255) -> no dilation needed.
|
||||
for (int i = 0; i < colors.Length; i++) colors[i].a = 255;
|
||||
}
|
||||
else
|
||||
{
|
||||
// mark the base color as "unpainted" (alpha = 0).
|
||||
for (int i = 0; i < colors.Length; i++) colors[i].a = 0;
|
||||
}
|
||||
tmp.SetPixels32(colors);
|
||||
tmp.Apply(false);
|
||||
Graphics.Blit(tmp, rt);
|
||||
Destroy(tmp);
|
||||
}
|
||||
|
||||
/// <summary>Reads the display RT back as Color32 (for the backend switch).</summary>
|
||||
private Color32[] ReadGpuPixels()
|
||||
{
|
||||
var prev = RenderTexture.active;
|
||||
RenderTexture.active = _displayRT;
|
||||
var tex = new Texture2D(textureSize, textureSize, TextureFormat.RGBA32, false, false);
|
||||
tex.ReadPixels(new Rect(0, 0, textureSize, textureSize), 0, 0, false);
|
||||
tex.Apply(false);
|
||||
RenderTexture.active = prev;
|
||||
var px = tex.GetPixels32();
|
||||
Destroy(tex);
|
||||
return px;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// Material
|
||||
// ------------------------------------------------------------------
|
||||
|
||||
private void AssignTextureToMaterial(Texture tex)
|
||||
{
|
||||
if (_materialInstance == null) return;
|
||||
if (_materialInstance.HasProperty(BaseMapId)) _materialInstance.SetTexture(BaseMapId, tex);
|
||||
if (_materialInstance.HasProperty(MainTexId)) _materialInstance.SetTexture(MainTexId, tex);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// Update / input
|
||||
// ------------------------------------------------------------------
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!_setupValid) return;
|
||||
|
||||
// Live backend switching.
|
||||
if (useGpu != _gpuActive) SwitchBackend(useGpu);
|
||||
|
||||
if (updateColliderEveryFrame && _skinned != null)
|
||||
{
|
||||
BakeColliderMesh();
|
||||
BuildMeshCaches();
|
||||
}
|
||||
|
||||
if (!TryGetMouse(out bool pressed, out Vector2 screenPos))
|
||||
return;
|
||||
|
||||
if (!pressed)
|
||||
{
|
||||
_hasLastScreen = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (paintCamera == null) return;
|
||||
|
||||
if (_gpuActive) BeginGpuStroke();
|
||||
else { _dx0 = textureSize; _dy0 = textureSize; _dx1 = -1; _dy1 = -1; }
|
||||
|
||||
if (_hasLastScreen)
|
||||
{
|
||||
// Interpolate along the mouse movement in screen space and re-raycast at
|
||||
// each step -> the stroke follows the mesh surface.
|
||||
float dist = Vector2.Distance(_lastScreen, screenPos);
|
||||
int steps = Mathf.Clamp(Mathf.CeilToInt(dist / ScreenStepPixels), 1, MaxStepsPerFrame);
|
||||
for (int s = 1; s <= steps; s++)
|
||||
PaintAtScreen(Vector2.Lerp(_lastScreen, screenPos, s / (float)steps));
|
||||
}
|
||||
else
|
||||
{
|
||||
PaintAtScreen(screenPos);
|
||||
}
|
||||
|
||||
if (_gpuActive) EndGpuStroke();
|
||||
else
|
||||
{
|
||||
if (paddingTexels > 0) DilatePadding(paddingTexels);
|
||||
FlushDirty();
|
||||
}
|
||||
|
||||
_lastScreen = screenPos;
|
||||
_hasLastScreen = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Raycast at a screen position. If the ray hits the mesh, a 3D sphere is painted
|
||||
/// around the hit point (seamless) - via GPU or CPU depending on the backend.
|
||||
/// </summary>
|
||||
private void PaintAtScreen(Vector2 screenPos)
|
||||
{
|
||||
Ray ray = paintCamera.ScreenPointToRay(screenPos);
|
||||
if (!(Physics.Raycast(ray, out RaycastHit hit, 1000f) && hit.collider == _collider))
|
||||
return;
|
||||
if (_verts == null || hit.triangleIndex < 0) return;
|
||||
|
||||
// Bring the hit point into local mesh space (= collider/vertex space).
|
||||
Vector3 pLocal = transform.InverseTransformPoint(hit.point);
|
||||
|
||||
// Convert the brush radius (texels) into a local 3D radius using the UV
|
||||
// density of the hit triangle -> the brush stays visually the same size.
|
||||
float scale = _avgUvToLocal;
|
||||
int t = hit.triangleIndex;
|
||||
if (t * 3 + 2 < _tris.Length)
|
||||
{
|
||||
int i0 = _tris[t * 3], i1 = _tris[t * 3 + 1], i2 = _tris[t * 3 + 2];
|
||||
float area3D = 0.5f * Vector3.Cross(_verts[i1] - _verts[i0], _verts[i2] - _verts[i0]).magnitude;
|
||||
float areaUv = 0.5f * Mathf.Abs(Cross2D(_uvs[i1] - _uvs[i0], _uvs[i2] - _uvs[i0]));
|
||||
if (areaUv > 1e-9f)
|
||||
{
|
||||
float s = Mathf.Sqrt(area3D / areaUv);
|
||||
// guard against degenerate UVs: keep close to the average.
|
||||
scale = Mathf.Clamp(s, _avgUvToLocal * 0.25f, _avgUvToLocal * 4f);
|
||||
}
|
||||
}
|
||||
|
||||
float radiusLocal = (brushSize / (float)textureSize) * scale;
|
||||
if (radiusLocal <= 0f) return;
|
||||
|
||||
if (_gpuActive) DrawBrushGpu(pLocal, radiusLocal);
|
||||
else PaintSphere3D(pLocal, radiusLocal);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// GPU painting
|
||||
// ------------------------------------------------------------------
|
||||
|
||||
private void BeginGpuStroke()
|
||||
{
|
||||
_drewThisStroke = false;
|
||||
_prevSRGB = GL.sRGBWrite;
|
||||
GL.sRGBWrite = true; // correct sRGB encoding when writing into the sRGB RT (linear project)
|
||||
Graphics.SetRenderTarget(_displayRT);
|
||||
_brushMat.SetColor(BrushColorId, brushColor);
|
||||
}
|
||||
|
||||
private void DrawBrushGpu(Vector3 pLocal, float radiusLocal)
|
||||
{
|
||||
_brushMat.SetVector(BrushCenterId, pLocal);
|
||||
_brushMat.SetFloat(BrushRadiusId, radiusLocal);
|
||||
if (!_brushMat.SetPass(0)) return;
|
||||
|
||||
int sub = _bakedMesh.subMeshCount;
|
||||
for (int i = 0; i < sub; i++)
|
||||
Graphics.DrawMeshNow(_bakedMesh, Matrix4x4.identity, i);
|
||||
|
||||
_drewThisStroke = true;
|
||||
}
|
||||
|
||||
private void EndGpuStroke()
|
||||
{
|
||||
Graphics.SetRenderTarget(null);
|
||||
|
||||
// Edge padding against UV seams: blit the display RT through the dilation
|
||||
// shader into _tempRT and then swap (the result ends up in _displayRT again).
|
||||
if (_drewThisStroke && paddingTexels > 0)
|
||||
{
|
||||
_dilateMat.SetInt(PadId, paddingTexels);
|
||||
Graphics.Blit(_displayRT, _tempRT, _dilateMat, 0);
|
||||
|
||||
var swap = _displayRT; _displayRT = _tempRT; _tempRT = swap;
|
||||
AssignTextureToMaterial(_displayRT);
|
||||
}
|
||||
|
||||
GL.sRGBWrite = _prevSRGB;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// CPU painting (rasterization + dilation)
|
||||
// ------------------------------------------------------------------
|
||||
|
||||
/// <summary>
|
||||
/// Paints a sphere in local 3D space: rasterizes all triangles in range into
|
||||
/// the texture and colors every texel whose 3D position lies inside the sphere.
|
||||
/// </summary>
|
||||
private void PaintSphere3D(Vector3 pLocal, float radiusLocal)
|
||||
{
|
||||
Color32 col = brushColor;
|
||||
float r2 = radiusLocal * radiusLocal;
|
||||
int triCount = _tris.Length / 3;
|
||||
float ts = textureSize;
|
||||
|
||||
for (int t = 0; t < triCount; t++)
|
||||
{
|
||||
// Fast culling: sphere against the triangle's circumscribed circle.
|
||||
float reach = radiusLocal + _triRadius[t];
|
||||
if ((_triCenter[t] - pLocal).sqrMagnitude > reach * reach) continue;
|
||||
|
||||
int i0 = _tris[t * 3], i1 = _tris[t * 3 + 1], i2 = _tris[t * 3 + 2];
|
||||
Vector3 v0 = _verts[i0], v1 = _verts[i1], v2 = _verts[i2];
|
||||
Vector2 uv0 = _uvs[i0], uv1 = _uvs[i1], uv2 = _uvs[i2];
|
||||
|
||||
// UV -> pixel.
|
||||
float p0x = uv0.x * ts, p0y = uv0.y * ts;
|
||||
float p1x = uv1.x * ts, p1y = uv1.y * ts;
|
||||
float p2x = uv2.x * ts, p2y = uv2.y * ts;
|
||||
|
||||
// Bounding box in pixel space.
|
||||
int minX = Mathf.Clamp(Mathf.FloorToInt(Mathf.Min(p0x, Mathf.Min(p1x, p2x))), 0, textureSize - 1);
|
||||
int maxX = Mathf.Clamp(Mathf.CeilToInt(Mathf.Max(p0x, Mathf.Max(p1x, p2x))), 0, textureSize - 1);
|
||||
int minY = Mathf.Clamp(Mathf.FloorToInt(Mathf.Min(p0y, Mathf.Min(p1y, p2y))), 0, textureSize - 1);
|
||||
int maxY = Mathf.Clamp(Mathf.CeilToInt(Mathf.Max(p0y, Mathf.Max(p1y, p2y))), 0, textureSize - 1);
|
||||
if (maxX < minX || maxY < minY) continue;
|
||||
|
||||
// Barycentric denominator.
|
||||
float d = (p1y - p2y) * (p0x - p2x) + (p2x - p1x) * (p0y - p2y);
|
||||
if (Mathf.Abs(d) < 1e-7f) continue;
|
||||
float invD = 1f / d;
|
||||
|
||||
const float eps = -1e-4f; // small tolerance against 1px cracks between triangles
|
||||
|
||||
for (int y = minY; y <= maxY; y++)
|
||||
{
|
||||
float py = y + 0.5f;
|
||||
int rowStart = y * textureSize;
|
||||
for (int x = minX; x <= maxX; x++)
|
||||
{
|
||||
float px = x + 0.5f;
|
||||
|
||||
float a = ((p1y - p2y) * (px - p2x) + (p2x - p1x) * (py - p2y)) * invD;
|
||||
if (a < eps) continue;
|
||||
float b = ((p2y - p0y) * (px - p2x) + (p0x - p2x) * (py - p2y)) * invD;
|
||||
if (b < eps) continue;
|
||||
float c = 1f - a - b;
|
||||
if (c < eps) continue;
|
||||
|
||||
// 3D position of the texel via barycentric interpolation.
|
||||
float wx = a * v0.x + b * v1.x + c * v2.x;
|
||||
float wy = a * v0.y + b * v1.y + c * v2.y;
|
||||
float wz = a * v0.z + b * v1.z + c * v2.z;
|
||||
|
||||
float ddx = wx - pLocal.x, ddy = wy - pLocal.y, ddz = wz - pLocal.z;
|
||||
if (ddx * ddx + ddy * ddy + ddz * ddz > r2) continue;
|
||||
|
||||
_pixels[rowStart + x] = col;
|
||||
_painted[rowStart + x] = true;
|
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|
||||
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|
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if (x > _dx1) _dx1 = x;
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}
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|
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/// <summary>
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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if (_dilateScratch.Count == 0) break;
|
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}
|
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|
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|
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|
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private bool TryFindPaddingSource(int x, int y, out Color32 col)
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{
|
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|
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{
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|
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|
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for (int ox = -1; ox <= 1; ox++)
|
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{
|
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if (ox == 0 && oy == 0) continue;
|
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int nx = x + ox;
|
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|
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int nidx = nrow + nx;
|
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if (_painted[nidx] || _fillStamp[nidx] == _dilateStamp)
|
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{
|
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|
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return true;
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|
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|
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|
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|
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return false;
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/// <summary>Uploads only the region changed this frame to the GPU once (CPU backend).</summary>
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private void FlushDirty()
|
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{
|
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if (_dx1 < _dx0 || _dy1 < _dy0) return; // nothing painted
|
||||
|
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int bw = _dx1 - _dx0 + 1;
|
||||
int bh = _dy1 - _dy0 + 1;
|
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var block = new Color32[bw * bh];
|
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for (int y = 0; y < bh; y++)
|
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System.Array.Copy(_pixels, (_dy0 + y) * textureSize + _dx0, block, y * bw, bw);
|
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|
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_paintTexture.SetPixels32(_dx0, _dy0, bw, bh, block);
|
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_paintTexture.Apply(false);
|
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}
|
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|
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// ------------------------------------------------------------------
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// Helpers
|
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// ------------------------------------------------------------------
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{
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return true;
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|
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#if ENABLE_LEGACY_INPUT_MANAGER
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|
||||
return true;
|
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#else
|
||||
return false;
|
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#endif
|
||||
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|
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|
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if (_bakedMesh != null) Destroy(_bakedMesh);
|
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if (_materialInstance != null) Destroy(_materialInstance);
|
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TeardownCpu();
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TeardownGpu();
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bakeAxisConversion: 0
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||||
preserveHierarchy: 0
|
||||
skinWeightsMode: 0
|
||||
maxBonesPerVertex: 4
|
||||
minBoneWeight: 0.001
|
||||
optimizeBones: 1
|
||||
generateMeshLods: 0
|
||||
meshLodGenerationFlags: 0
|
||||
maximumMeshLod: -1
|
||||
meshOptimizationFlags: -1
|
||||
indexFormat: 0
|
||||
secondaryUVAngleDistortion: 8
|
||||
secondaryUVAreaDistortion: 15.000001
|
||||
secondaryUVHardAngle: 88
|
||||
secondaryUVMarginMethod: 1
|
||||
secondaryUVMinLightmapResolution: 40
|
||||
secondaryUVMinObjectScale: 1
|
||||
secondaryUVPackMargin: 4
|
||||
useFileScale: 1
|
||||
strictVertexDataChecks: 0
|
||||
tangentSpace:
|
||||
normalSmoothAngle: 60
|
||||
normalImportMode: 1
|
||||
tangentImportMode: 3
|
||||
normalCalculationMode: 4
|
||||
legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0
|
||||
blendShapeNormalImportMode: 1
|
||||
normalSmoothingSource: 0
|
||||
referencedClips: []
|
||||
importAnimation: 1
|
||||
humanDescription:
|
||||
serializedVersion: 3
|
||||
human: []
|
||||
skeleton: []
|
||||
armTwist: 0.5
|
||||
foreArmTwist: 0.5
|
||||
upperLegTwist: 0.5
|
||||
legTwist: 0.5
|
||||
armStretch: 0.05
|
||||
legStretch: 0.05
|
||||
feetSpacing: 0
|
||||
globalScale: 1
|
||||
rootMotionBoneName:
|
||||
hasTranslationDoF: 0
|
||||
hasExtraRoot: 0
|
||||
skeletonHasParents: 1
|
||||
lastHumanDescriptionAvatarSource: {instanceID: 0}
|
||||
autoGenerateAvatarMappingIfUnspecified: 1
|
||||
animationType: 2
|
||||
humanoidOversampling: 1
|
||||
avatarSetup: 0
|
||||
addHumanoidExtraRootOnlyWhenUsingAvatar: 1
|
||||
importBlendShapeDeformPercent: 1
|
||||
remapMaterialsIfMaterialImportModeIsNone: 0
|
||||
additionalBone: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in new issue
Block a user