diff --git a/Assets/Resources/RenderPipelines/SegmentationRenderer.asset b/Assets/Resources/RenderPipelines/SegmentationRenderer.asset index ba74a7dc..5fe7ffbb 100644 --- a/Assets/Resources/RenderPipelines/SegmentationRenderer.asset +++ b/Assets/Resources/RenderPipelines/SegmentationRenderer.asset @@ -10,12 +10,12 @@ MonoBehaviour: m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 6b3d386ba5cd94485973aee1479b272e, type: 3} - m_Name: RenderObjects + m_Name: SegmentationRenderObjects m_EditorClassIdentifier: m_Active: 1 settings: - passTag: RenderObjects - Event: 600 + passTag: SegmentationRenderObjects + Event: 300 filterSettings: RenderQueueType: 0 LayerMask: @@ -28,7 +28,7 @@ MonoBehaviour: overrideShaderPassIndex: 0 overrideMode: 2 overrideDepthState: 0 - depthCompareFunction: 2 + depthCompareFunction: 0 enableWrite: 0 stencilSettings: overrideStencilState: 0 @@ -97,8 +97,8 @@ MonoBehaviour: failOperation: 0 zFailOperation: 0 m_ShadowTransparentReceive: 0 - m_RenderingMode: 0 + m_RenderingMode: 1 m_DepthPrimingMode: 0 - m_CopyDepthMode: 2 + m_CopyDepthMode: 0 m_AccurateGbufferNormals: 0 m_IntermediateTextureMode: 0 diff --git a/Assets/Resources/Shader/GeometryGrass.shader b/Assets/Resources/Shader/GeometryGrass.shader index 53ff0394..8b882727 100644 --- a/Assets/Resources/Shader/GeometryGrass.shader +++ b/Assets/Resources/Shader/GeometryGrass.shader @@ -44,9 +44,10 @@ Shader "Custom/GeometryGrass" { Tags { + "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" "Queue" = "Geometry" - "RenderPipeline" = "UniversalPipeline" + "IgnoreProjector" = "True" } LOD 100 @@ -56,6 +57,9 @@ Shader "Custom/GeometryGrass" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #pragma require geometry + #pragma require tessellation tessHW + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE #pragma multi_compile _ _SHADOWS_SOFT @@ -65,6 +69,8 @@ Shader "Custom/GeometryGrass" #pragma multi_compile_local WIND_OFF _ #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #define BLADE_SEGMENTS 4 @@ -311,7 +317,7 @@ Shader "Custom/GeometryGrass" float4 tangent = (input[0].tangentWS + input[1].tangentWS + input[2].tangentWS) / 3.0f; float3 bitangent = cross(normal, tangent.xyz) * tangent.w; - pos -= _GrassOffset; + pos -= _GrassOffset.xyz; float3x3 tangentToLocal = float3x3 ( @@ -390,25 +396,17 @@ Shader "Custom/GeometryGrass" "LightMode" = "UniversalForward" } - ZWrite On - ZTest LEqual - HLSLPROGRAM - #pragma require geometry - #pragma require tessellation tessHW - #pragma vertex vert #pragma hull hull #pragma domain domain #pragma geometry geom #pragma fragment frag - #pragma multi_compile_instancing - // The lighting sections of the frag shader taken from this helpful post by Ben Golus: // https://forum.unity.com/threads/water-shader-graph-transparency-and-shadows-universal-render-pipeline-order.748142/#post-5518747 - float4 frag (g2f i) : SV_Target + float4 frag(g2f i) : SV_Target { float4 color = tex2D(_BaseTex, i.uv); @@ -437,9 +435,6 @@ Shader "Custom/GeometryGrass" Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } - ZWrite On - ZTest LEqual - HLSLPROGRAM #pragma vertex shadowVert #pragma hull hull @@ -447,8 +442,6 @@ Shader "Custom/GeometryGrass" #pragma geometry geom #pragma fragment shadowFrag - // #pragma multi_compile_instancing - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" diff --git a/Assets/Resources/Shader/Segmentation.shader b/Assets/Resources/Shader/Segmentation.shader index 36a0bdbe..2148f3b4 100644 --- a/Assets/Resources/Shader/Segmentation.shader +++ b/Assets/Resources/Shader/Segmentation.shader @@ -4,35 +4,43 @@ Shader "Sensor/Segmentation" { _SegmentationColor ("Segmentation Color", Color) = (1, 1, 1, 1) _SegmentationClassId ("Segmentation Class ID Value in 16bits", Color) = (0, 0, 0, 1) - _DisableColor ("Disable Color output", int) = 0 - _Hide ("Hide this label", int) = 0 + [Toggle] _DisableColor ("Disable Color method", int) = 0 + [Toggle] _Hide ("Hide this label", int) = 0 } SubShader { - Tags { + Tags + { + "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" + "Queue" = "Geometry" } + Cull Off // Disable backface culling + Lighting Off + + HLSLINCLUDE + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + + CBUFFER_START(UnityPerMaterial) + half4 _SegmentationColor; + half4 _SegmentationClassId; + int _DisableColor; + int _Hide; + CBUFFER_END + + ENDHLSL + Pass { - Name "Segmentation" - - Cull Off // Disable backface culling + Name "PixelSegmentation" HLSLPROGRAM - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #pragma vertex vert #pragma fragment frag - CBUFFER_START(UnityPerMaterial) - half4 _SegmentationColor; - half4 _SegmentationClassId; - int _DisableColor; - int _Hide; - CBUFFER_END - struct Attributes { float4 positionOS : POSITION; @@ -41,32 +49,24 @@ Shader "Sensor/Segmentation" struct Varyings { float4 positionCS : SV_POSITION; - half4 color : COLOR; }; - Varyings vert(Attributes input) + Varyings vert(Attributes i) { - Varyings output = (Varyings)0; - VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); - output.positionCS = vertexInput.positionCS; - - half4 output_color = half4(0, 0, 0, 1); - if (_Hide == 0) - { - output_color = (_DisableColor == 0)? _SegmentationColor : _SegmentationClassId; - } - output.color = output_color; - return output; + Varyings o; + VertexPositionInputs vertexInput = GetVertexPositionInputs(i.positionOS.xyz); + o.positionCS = vertexInput.positionCS; + return o; } half4 frag(Varyings i) : SV_Target { - half4 output_color = half4(0, 0, 0, 1); + half4 segColor = half4(0, 0, 0, 0); if (_Hide == 0) { - output_color = (_DisableColor == 0)? _SegmentationColor : _SegmentationClassId; + segColor = (_DisableColor == 0)? _SegmentationColor : _SegmentationClassId; } - return output_color; + return segColor; } ENDHLSL } diff --git a/Assets/Scripts/CLOiSimPlugins/MowingPlugin.cs b/Assets/Scripts/CLOiSimPlugins/MowingPlugin.cs index dd6e0913..ba76c6c9 100644 --- a/Assets/Scripts/CLOiSimPlugins/MowingPlugin.cs +++ b/Assets/Scripts/CLOiSimPlugins/MowingPlugin.cs @@ -39,7 +39,7 @@ public void SetBladingRatio(in float bladeMin, in float bladeMax, in float bladi { this.heightThreshold = bladingHeight; this.ratio = Mathf.Lerp(bladeMin, bladeMax, bladingHeight); - Debug.Log("_bladingRatio: " + this.ratio); + // Debug.Log("_bladingRatio: " + this.ratio); } } @@ -298,10 +298,9 @@ private bool FindTargetBlade(Target targetBlade) var bladeBounds = new Bounds(); foreach (var meshFilter in meshFilters) { - Debug.Log(meshFilter.name); - Debug.Log(meshFilter.sharedMesh.bounds); + // Debug.Log(meshFilter.name); + // Debug.Log(meshFilter.sharedMesh.bounds); var bounds = meshFilter.sharedMesh.bounds; - // bounds.center = Vector3.zero; bladeBounds.Encapsulate(bounds); } diff --git a/Assets/Scripts/Core/Modules/SegmentationTag.cs b/Assets/Scripts/Core/Modules/SegmentationTag.cs index d4ae173d..3a0ee1ac 100644 --- a/Assets/Scripts/Core/Modules/SegmentationTag.cs +++ b/Assets/Scripts/Core/Modules/SegmentationTag.cs @@ -47,7 +47,7 @@ public bool Hide get => _hide; set { _hide = value; - HideLabelForMaterialPropertyBlock(_hide); + HideLabelForMaterialPropertyBlock(value); } } @@ -89,6 +89,7 @@ public void Refresh() mpb.SetColor("_SegmentationColor", color); mpb.SetColor("_SegmentationClassId", classValue); + mpb.SetInt("_Hide", 0); // Debug.Log(TagName + ": mode=" + Main.SegmentationManager.Mode + // " color=" + color + @@ -119,7 +120,7 @@ private void UpdateClass() default: return; } - + // Debug.Log("UpdateClass(): " + _className); Main.SegmentationManager.AddClass(_className, this); } @@ -130,8 +131,13 @@ private void AllocateMaterialPropertyBlock(in MaterialPropertyBlock mpb) foreach (var renderer in renderers) { // Debug.Log($"{this.name} material length {renderer.materials.Length}"); - for (var i =0 ; i < renderer.materials.Length; i++) + for (var i = 0; i < renderer.materials.Length; i++) { + var existMpb = new MaterialPropertyBlock(); + renderer.GetPropertyBlock(existMpb, i); + var hide = existMpb.GetInt("_Hide"); + // Debug.Log($"{this.name} {i} hide={hide}"); + mpb.SetInt("_Hide", hide); renderer.SetPropertyBlock(mpb, i); } } @@ -147,15 +153,19 @@ private void AllocateMaterialPropertyBlock(in MaterialPropertyBlock mpb) /// Hides the label in material property block. /// /// if set to true, hide this segmentation. - private void HideLabelForMaterialPropertyBlock(in bool value) + public void HideLabelForMaterialPropertyBlock(in bool value) { + // Debug.Log("HideLabelForMaterialPropertyBlock: " + name); var mpb = new MaterialPropertyBlock(); var renderers = GetComponentsInChildren(); foreach (var renderer in renderers) { - renderer.GetPropertyBlock(mpb); - mpb.SetInt("_Hide", value? 1 : 0); - renderer.SetPropertyBlock(mpb); + for (var i = 0; i < renderer.materials.Length; i++) + { + renderer.GetPropertyBlock(mpb, i); + mpb.SetInt("_Hide", value ? 1 : 0); + renderer.SetPropertyBlock(mpb, i); + } } } } \ No newline at end of file diff --git a/Assets/Scripts/Core/ObjectSpawning.cs b/Assets/Scripts/Core/ObjectSpawning.cs index bc0bdf93..4cf93763 100644 --- a/Assets/Scripts/Core/ObjectSpawning.cs +++ b/Assets/Scripts/Core/ObjectSpawning.cs @@ -72,9 +72,7 @@ void OnDestroy() // Update is called once per frame void LateUpdate() { - var leftControlPressed = Input.GetKey(KeyCode.LeftControl); - - if (leftControlPressed) + if (Input.GetKey(KeyCode.LeftControl)) { if (Input.GetMouseButtonUp(0)) { diff --git a/Assets/Scripts/Core/SegmentationManager.cs b/Assets/Scripts/Core/SegmentationManager.cs index fe87a04f..ccc6d664 100644 --- a/Assets/Scripts/Core/SegmentationManager.cs +++ b/Assets/Scripts/Core/SegmentationManager.cs @@ -39,9 +39,7 @@ public void AttachTag(string className, Transform target) private static IEnumerator AttachTagCoroutine(string className, Transform target) { - yield return new WaitForEndOfFrame(); - - var segmentationTag = target?.gameObject.GetComponentInChildren(); + var segmentationTag = target?.GetComponentInChildren(); if (segmentationTag == null) { segmentationTag = target?.gameObject.AddComponent(); diff --git a/Assets/Scripts/Devices/DepthCamera.cs b/Assets/Scripts/Devices/DepthCamera.cs index 1a3b3c93..0f9dd2f7 100644 --- a/Assets/Scripts/Devices/DepthCamera.cs +++ b/Assets/Scripts/Devices/DepthCamera.cs @@ -153,6 +153,7 @@ protected override void SetupCamera() camSensor.clearFlags = CameraClearFlags.Depth; camSensor.allowHDR = false; + camSensor.allowMSAA = false; camSensor.depthTextureMode = DepthTextureMode.Depth; _universalCamData.requiresColorOption = CameraOverrideOption.Off; diff --git a/Assets/Scripts/Devices/MicomSensor.cs b/Assets/Scripts/Devices/MicomSensor.cs index 0ed4051c..0819bed6 100644 --- a/Assets/Scripts/Devices/MicomSensor.cs +++ b/Assets/Scripts/Devices/MicomSensor.cs @@ -50,7 +50,7 @@ public void SetIMU(in string sensorName) var imuList = gameObject.GetComponentsInChildren(); foreach (var imu in imuList) { - Debug.Log(imu.name + " , " + imu.DeviceName); + // Debug.Log(imu.name + " , " + imu.DeviceName); if (imu.DeviceName.Contains("::" + sensorName + "::") || imu.name.CompareTo(sensorName) == 0) { diff --git a/Assets/Scripts/Devices/SegmentationCamera.cs b/Assets/Scripts/Devices/SegmentationCamera.cs index cf7b7fda..22a887fb 100644 --- a/Assets/Scripts/Devices/SegmentationCamera.cs +++ b/Assets/Scripts/Devices/SegmentationCamera.cs @@ -43,17 +43,19 @@ protected override void SetupCamera() camSensor.backgroundColor = Color.black; camSensor.clearFlags = CameraClearFlags.SolidColor; camSensor.allowHDR = false; - camSensor.allowMSAA = false; + camSensor.allowMSAA = true; // Refer to SegmentationRenderer (Universal Renderer Data) _universalCamData.SetRenderer(1); _universalCamData.renderPostProcessing = true; - _universalCamData.requiresColorOption = CameraOverrideOption.On; + _universalCamData.requiresColorOption = CameraOverrideOption.Off; _universalCamData.requiresDepthOption = CameraOverrideOption.Off; - _universalCamData.requiresColorTexture = true; + _universalCamData.requiresColorTexture = false; _universalCamData.requiresDepthTexture = false; _universalCamData.renderShadows = false; - _universalCamData.dithering = false; + _universalCamData.dithering = true; + _universalCamData.antialiasing = AntialiasingMode.FastApproximateAntialiasing; + } protected override void InitializeMessages() diff --git a/Assets/Scripts/Main.cs b/Assets/Scripts/Main.cs index 8f44dcf4..0ea1fa29 100644 --- a/Assets/Scripts/Main.cs +++ b/Assets/Scripts/Main.cs @@ -484,15 +484,21 @@ private void SaveWorld() void LateUpdate() { +#if UNITY_EDITOR + if (Input.GetKey(KeyCode.LeftAlt)) +#else if (Input.GetKey(KeyCode.LeftControl)) +#endif { + // Debug.Log("LeftControl Triggered"); if (Input.GetKeyUp(KeyCode.R)) { - _resetTriggered = true; // Debug.Log("Reset Triggered"); + _resetTriggered = true; } else if (Input.GetKeyUp(KeyCode.S)) { + // Debug.Log("Save World"); OnSaveButtonClicked(); } } diff --git a/Assets/Scripts/UI/CameraControl.cs b/Assets/Scripts/UI/CameraControl.cs index 33672dfe..be166fca 100644 --- a/Assets/Scripts/UI/CameraControl.cs +++ b/Assets/Scripts/UI/CameraControl.cs @@ -274,7 +274,7 @@ private Vector3 GetBaseInput() baseDirection.x += 1; } - if (Input.GetKey(KeyCode.R)) + if (Input.GetKey(KeyCode.G)) { baseDirection.y += 1; } @@ -285,7 +285,7 @@ private Vector3 GetBaseInput() if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.D) || - Input.GetKey(KeyCode.R) || Input.GetKey(KeyCode.F)) + Input.GetKey(KeyCode.G) || Input.GetKey(KeyCode.F)) { _terminateMoving = true; } diff --git a/Assets/Scripts/UI/FollowingCamera.cs b/Assets/Scripts/UI/FollowingCamera.cs index 0e0a7499..afa244c0 100644 --- a/Assets/Scripts/UI/FollowingCamera.cs +++ b/Assets/Scripts/UI/FollowingCamera.cs @@ -82,7 +82,7 @@ private void ChangeParameterByBaseInput() followingAngle -= (angleStep); } - if (Input.GetKey(KeyCode.R)) + if (Input.GetKey(KeyCode.G)) { height += moveAmount; } diff --git a/Assets/UI Toolkit/SimulationDisplay.uxml b/Assets/UI Toolkit/SimulationDisplay.uxml index 1780903e..d9efad97 100644 --- a/Assets/UI Toolkit/SimulationDisplay.uxml +++ b/Assets/UI Toolkit/SimulationDisplay.uxml @@ -19,7 +19,7 @@ - +