Unity:Geometry Shader を使って100万キューブ/立方体/Cubeを描画する!
はじめに
Unityで100万個のキューブ(立方体)を表示を行うと、どうしてもパフォーマンス問題にいきあたる、Unityでは計算量が多くなるとShaderを書く機会が多くなるが本 GeometryShader では任意の座標にキューブを描画する Shaderを書いてみました。
Unityを知らない方は、ぜひ こちらの記事 をご参照ください。
Link
- Github:https://github.com/fastsystem/unity-geometryshader-cube
- 関連記事:Unity:1万個のキューブ/Cube/立方体を頂点移動だけで動かす
- 関連記事:Unity:Compute Shader と Geometry Shader で60fps/100万個のキューブを描画!
ソースコード
shaderを使うためのソースコード
- 100万個のキューブの中心座標を生成
- オブジェクトの回転方向を設定
- Shader がまだ未熟なため回転が上手くいっていない気がしますのでご了承ください
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine;
public class GeometryShaderCube : MonoBehaviour
{
public Shader shader;
List<Vector3> points;
Material material;
ComputeBuffer buffer;
/// <summary>
/// 初期化
/// </summary>
void OnEnable()
{
material = new Material(shader);
// 100 x 100 x 100 = 1,000,000 cube
int start = -50;
int end = 100 + start;
points = new List<Vector3>();
for (int x = start; x < end; x++)
{
for (int y = start; y < end; y++)
{
for (int z = start; z < end; z++)
{
points.Add(new Vector3(x, y, z));
}
}
}
buffer = new ComputeBuffer(points.Count, Marshal.SizeOf(typeof(Vector3)), ComputeBufferType.Default);
buffer.SetData(points);
material.SetFloat("rotate_x", this.transform.rotation.x);
material.SetFloat("rotate_y", this.transform.rotation.y);
material.SetFloat("rotate_z", this.transform.rotation.z);
material.SetBuffer("points", buffer);
}
void OnDisable()
{
points.Clear();
buffer.Release();
}
/// <summary>
/// レンダリング
/// </summary>
void OnRenderObject()
{
material.SetFloat("rotate_x", this.transform.rotation.x);
material.SetFloat("rotate_y", this.transform.rotation.y);
material.SetFloat("rotate_z", this.transform.rotation.z);
// レンダリングを開始
material.SetPass(0);
// 1万個のオブジェクトをレンダリング
Graphics.DrawProcedural(MeshTopology.Points, points.Count);
}
}
shader 側のソースコードになります。
- 頂点シェーダでは、C#からもらった100万個のキューブの座標を内部変数に変換します。
- ジオメトリシェーダでは、1個の座標に対して、キューブのポリゴン(面)を生成します。
- ピクセルシェーダーでは、表示色を決定します。
Shader "Custom/GeometryShaderCube" {
SubShader {
Tags {"Queue" = "Geometry" "RenderType" = "Opaque"}
Pass {
Tags {"LightMode" = "ForwardBase"}
LOD 100
CGPROGRAM
uniform StructuredBuffer<float3> points;
float rotate_x;
float rotate_y;
float rotate_z;
// シェーダーモデルは5.0を指定
// #pragma target 5.0
// シェーダー関数を設定
#pragma vertex vert
#pragma geometry geom
#pragma fragment frag
// #pragma multi_compile_fog
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct VSOut {
fixed4 diff : COLOR0;
float4 pos : SV_POSITION;
};
float4 ToRotatedPos(float3 pos) {
float degrad = 3.14159265359 / 1.8;
float rx = rotate_x * degrad;
float ry = rotate_y * degrad;
float rz = rotate_z * degrad;
float3x3 rotX = { 1, 0, 0, 0, cos(rx), -sin(rx), 0, sin(rx), cos(rx) };
float3x3 rotY = { cos(ry), 0, sin(ry), 0, 1, 0, -sin(ry), 0, cos(ry) };
float3x3 rotZ = { cos(rz), -sin(rz), 0, sin(rz), cos(rz), 0, 0, 0, 1 };
float3 newpos = mul(mul(mul(rotY, rotZ), rotX), pos);
return float4(newpos * 2.0f, 1);
}
fixed4 LigthDiff(float3 normal) {
half3 worldNormal = UnityObjectToWorldNormal(normal);
half nl = max(0, dot(worldNormal, _WorldSpaceLightPos0.xyz));
fixed4 diff = nl * _LightColor0;
diff.rgb += ShadeSH9(half4(worldNormal, 1));
return diff;
}
// 頂点シェーダ
VSOut vert (uint id : SV_VertexID)
{
VSOut output;
output.pos = ToRotatedPos(points[id]);
output.diff = float4(1, 1, 1, 1);
return output;
}
// ジオメトリシェーダ
[maxvertexcount(24)]
void geom(point VSOut input[1], inout TriangleStream<VSOut> outStream)
{
VSOut output;
float4 pos = input[0].pos;
float scale = 0.8;
{
// 手前
output.pos = mul(UNITY_MATRIX_VP, pos + ToRotatedPos(float3(0, 0, 0) * scale));
output.diff = LigthDiff(float3(0, 0, -1));
outStream.Append(output);
output.pos = mul(UNITY_MATRIX_VP, pos + ToRotatedPos(float3(0, 1, 0) * scale));
output.diff = LigthDiff(float3(0, 0, -1));
outStream.Append(output);
output.pos = mul(UNITY_MATRIX_VP, pos + ToRotatedPos(float3(1, 0, 0) * scale));
output.diff = LigthDiff(float3(0, 0, -1));
outStream.Append(output);
output.pos = mul(UNITY_MATRIX_VP, pos + ToRotatedPos(float3(1, 1, 0) * scale));
output.diff = LigthDiff(float3(0, 0, -1));
outStream.Append(output);
outStream.RestartStrip();
// 奥
output.pos = mul(UNITY_MATRIX_VP, pos + ToRotatedPos(float3(0, 0, 1) * scale));
output.diff = LigthDiff(float3(0, 0, 1));
outStream.Append(output);
output.pos = mul(UNITY_MATRIX_VP, pos + ToRotatedPos(float3(1, 0, 1) * scale));
output.diff = LigthDiff(float3(0, 0, 1));
outStream.Append(output);
output.pos = mul(UNITY_MATRIX_VP, pos + ToRotatedPos(float3(0, 1, 1) * scale));
output.diff = LigthDiff(float3(0, 0, 1));
outStream.Append(output);
output.pos = mul(UNITY_MATRIX_VP, pos + ToRotatedPos(float3(1, 1, 1) * scale));
output.diff = LigthDiff(float3(0, 0, 1));
outStream.Append(output);
outStream.RestartStrip();
// 上
output.pos = mul(UNITY_MATRIX_VP, pos + ToRotatedPos(float3(0, 1, 0) * scale));
output.diff = LigthDiff(float3(0, 1, 0));
outStream.Append(output);
output.pos = mul(UNITY_MATRIX_VP, pos + ToRotatedPos(float3(0, 1, 1) * scale));
output.diff = LigthDiff(float3(0, 1, 0));
outStream.Append(output);
output.pos = mul(UNITY_MATRIX_VP, pos + ToRotatedPos(float3(1, 1, 0) * scale));
output.diff = LigthDiff(float3(0, 1, 0));
outStream.Append(output);
output.pos = mul(UNITY_MATRIX_VP, pos + ToRotatedPos(float3(1, 1, 1) * scale));
output.diff = LigthDiff(float3(0, 1, 0));
outStream.Append(output);
outStream.RestartStrip();
// 下
output.pos = mul(UNITY_MATRIX_VP, pos + ToRotatedPos(float3(1, 0, 1) * scale));
output.diff = LigthDiff(float3(0, -1, 0));
outStream.Append(output);
output.pos = mul(UNITY_MATRIX_VP, pos + ToRotatedPos(float3(0, 0, 1) * scale));
output.diff = LigthDiff(float3(0, -1, 0));
outStream.Append(output);
output.pos = mul(UNITY_MATRIX_VP, pos + ToRotatedPos(float3(1, 0, 0) * scale));
output.diff = LigthDiff(float3(0, -1, 0));
outStream.Append(output);
output.pos = mul(UNITY_MATRIX_VP, pos + ToRotatedPos(float3(0, 0, 0) * scale));
output.diff = LigthDiff(float3(0, -1, 0));
outStream.Append(output);
outStream.RestartStrip();
// 左
output.pos = mul(UNITY_MATRIX_VP, pos + ToRotatedPos(float3(0, 0, 0) * scale));
output.diff = LigthDiff(float3(-1, 0, 0));
outStream.Append(output);
output.pos = mul(UNITY_MATRIX_VP, pos + ToRotatedPos(float3(0, 0, 1) * scale));
output.diff = LigthDiff(float3(-1, 0, 0));
outStream.Append(output);
output.pos = mul(UNITY_MATRIX_VP, pos + ToRotatedPos(float3(0, 1, 0) * scale));
output.diff = LigthDiff(float3(-1, 0, 0));
outStream.Append(output);
output.pos = mul(UNITY_MATRIX_VP, pos + ToRotatedPos(float3(0, 1, 1) * scale));
output.diff = LigthDiff(float3(-1, 0, 0));
outStream.Append(output);
outStream.RestartStrip();
// 右
output.pos = mul(UNITY_MATRIX_VP, pos + ToRotatedPos(float3(1, 1, 1) * scale));
output.diff = LigthDiff(float3(1, 0, 0));
outStream.Append(output);
output.pos = mul(UNITY_MATRIX_VP, pos + ToRotatedPos(float3(1, 0, 1) * scale));
output.diff = LigthDiff(float3(1, 0, 0));
outStream.Append(output);
output.pos = mul(UNITY_MATRIX_VP, pos + ToRotatedPos(float3(1, 1, 0) * scale));
output.diff = LigthDiff(float3(1, 0, 0));
outStream.Append(output);
output.pos = mul(UNITY_MATRIX_VP, pos + ToRotatedPos(float3(1, 0, 0) * scale));
output.diff = LigthDiff(float3(1, 0, 0));
outStream.Append(output);
outStream.RestartStrip();
}
}
// ピクセルシェーダー
fixed4 frag (VSOut i) : COLOR
{
return float4(1, 1, 1, 1) * i.diff;
}
ENDCG
}
}
}
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