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ReadMe.txt
GPU Instancer - Crowd Animations v1.1.3 Copyright ©2019 GurBu Technologies --------------------------------- Thank you for supporting GPU Instancer! --------------------------------- DOCUMENTATION --------------------------------- Please read our online documentation for more in-depth explanations and customization options at: https://wiki.gurbu.com/ --------------------------------- SETUP --------------------------------- Please make sure that you have imported the latest version of GPU Instancer asset to your project first. If you import GPU Instancer after you imported Crowd Animations, please reimport the GPUInstancer-CrowdAnimations folder. 1. Add Crowd Manager to your scene Tools -> GPU Instancer -> Add Crowd Manager 2. In the Inspector window, press the "?" button at the top-right corner to get detailed information about setting up the manager. Or press the "Wiki" button to read more about the Crowd Manager. --------------------------------- SUPPORT --------------------------------- If you have any questions, requests or bug reports, please email us at: support@gurbu.com Unity Forum Thread: https://forum.unity.com/threads/gpu-instancer-crowd-animations.669724/ --------------------------------- MINIMUM REQUIREMENTS --------------------------------- - DirectX 11 or DirectX 12 and Shader Model 5.0 GPU (Windows, Windows Store) - Metal (macOS, iOS) - OpenGL Core 4.3 (Windows, Linux) - Modern Consoles (PS4, PS5, Xbox One) - Vulkan or OpenGL ES 3.1 (Android 8.0 Oreo or later) --------------------------------- DEMO SCENES --------------------------------- You can find demo scenes that showcase GPU Instancer - Crowd Animations capabilities in the "GPUInstancer-CrowdAnimations/Demos" folder. These scenes are only for demonstration and you can safely remove this folder from your builds. --------------------------------- CHANGE LOG --------------------------------- IMPORTANT: Requires GPU Instancer v1.7.3 or later v1.1.3 Changed: Is Looping clip setting will keep its value when re-baking Changed: Added warning for SkinnedMeshRenderer components at the parent GO of the prefab Fixed: Enable/DisableInstancingForInstance not updating crowd instances Fixed: InvalidOperationException when using optional renderers with runtime generated prototypes Fixed: Animation clips that are removed from the animator are still kept in the clipList Fixed: Exposed Transforms are not always serialized in recent Unity versions Fixed: Animation event error when there are no instances in the scene at the start v1.1.2 New: Animation Baking will not wait for editor update by default to speed up baking time (this behaviour can be changed from Preferences) Changed: Added an Error shader to visualize shader issues Fixed: GPUI Crowd ASE Setup node throws errors on HDRP and URP Fixed: Synchronous Bone Updates latency caused by missing interpolation between frames Fixed: Error when destroying instance in Animation Event Fixed: URP Lit replacement shader not using Metallic value correctly Fixed: UI error when clip reference is lost v1.1.1 Changed: When an unsupported shader is used, a button that links to shader setup documentation will show on the prototype editor Fixed: IL2CPP "Object contains non-primitive or non-blittable data." error Fixed: GPUI Crowd ASE Setup node is not recognised as a supported shader setup v1.1.0 New: Support for Mobile platforms Changed: Test Animations feature now works with original shader as long as the shader has the "#pragma shader_feature_vertex GPUI_CA_TEXTURE" defined Changed: ASE shader setup no longer requires include and pragma definitions on the shader file (they are loaded from the function node) Fixed: While applying multiple events at a single frame, wrong clip count is used when the first event changes the active clip count v1.0.2 New: Added Cancel button to animation baking progress bar Changed: Synchronous and asynchronous bone updates now checks for instace counts to not to make unnecessary transform modification Fixed: Animation event null reference exception on builds when clip reference is lost Fixed: When increasing buffer size, asynchronous bone updates throws error Fixed: Optional renderers does not update indexes and matrices when adding/removing instances v1.0.1 New: Added Setup function for Amplify Shader Editor New: Added a unity package to Extras with version of Standard shader that support texture variations Changed: Added warning when no bone is selected while Bone Updates is enabled Fixed: Unnecessary reference to prototype prefabObject while re-initializing Fixed: Changes to "Is Looping" option is not being serialized Fixed: Synchronous bone updates not taking "Is Looping" option into consideration v1.0.0 New: Added latency limit to Async Bone Updates New: Added Synchronous Bone Update system New: Added Package Importer system which automatically imports required GPUI packages depending on the UPM packages and script defines Changed: Crowd Animator transition performance improvements Changed: Crowd Animator Root Motion now runs in Jobs Changed: Reduced Crowd Animator buffers' SetData calls to improve performance Changed: Async Bone Updates reads much less data from GPU and works faster Changed: Reduced overall null checks and cached various variables for better performance Changed: Renamed NUM_THREADS to GPUI_THREADS because it was causing compile errors on PSSL Changed: Crowd Manager will now inform user when prototypes needs to be re-baked with the new version Changed: Reimplemented Optional Renderers feature to use single animation data and only separate instance data Fixed: GPUICrowdManagerEditor incorrect animationBaker null check Fixed: Crowd Animator transition not being finished Fixed: When re-backing prototypes bones, optional renderers and root motion selections resets to default Fixed: Optinal renderers not working correctly with transitions Fixed: Bounds size offset is not applied for Crowd prototypes Fixed: Test Animations feature with prefabs that have LOD groups creates skinnedmeshes of all the LOD renderers on top of each other Fixed: Bone calculations in compute shader does not calculate fractions for current frame v0.9.7 New: Added demo override packages that support HDRP 10 and URP 10 Changed: HDRP 10 and URP 10 Crowd Animations shaders are remade with ShaderGraph 10 v0.9.6 New: Added Crowd Animations Setup Nodes for Shader Graph New: Added bone filter to async bone updates for better performance New: Added ChangeMaterial API method New: Added GetDeltaPosition API method Fixed: Root motion matrix calculation causing scaling v0.9.5 New: Added Async Bone Updates feature for Crowd Animator workflow New: Added Assembly Definition files New: Added Depth Normals shader to be able to use post processing effects like Ambient Occlusion in Forward Rendering mode Fixed: Transitions not reaching to the end weights in some cases v0.9.4 New: Added HDRP and URP versions of Demo scenes New: Added support for HDRP 7 Lit shader New: Added animations test shader for HDRP 7 New: Added "Optional Renderers" feature to be able to disable/enable child Skinned Mesh Renderers per instance at runtime New: Added demo scene showing use of enabling/disabling skinned mesh renderers during runtime New: Added option to bake animation clip lists for prefabs without an Animator component New: Added Animation Data ScriptableObject to store the baked animation data which allows to use the same baked data for multiple prototypes New: Added Bake All/Missing buttons New: Added option to delete baked data while deleting a prototype New: Added multi-select feature to Frame Rate slider Changed: Updated support for URP 7 Lit shader and Animations Test shader (re-export package needed) v0.9.3 New: Added support for URP 7 Lit shader New: Added animations test shader for URP 7 Changed: Crowd Manager now uses the GPUI shaders if original material uses URP Lit. v0.9.2 New: Added support for HDRP 6 Lit shader New: Added animations test shader for HDRP 6 New: Added support for LWRP 6 Lit shader New: Added animations test shader for LWRP 6 Changed: Crowd Manager now uses the GPUI shaders if original material uses LWRP Lit or HDRP Lit. Fixed: Auto. Add/Remove functionality errors when there is insufficient buffer size v0.9.1 New: Option to disable loop for animation clips while using Crowd Animator workflow New: Custom editor to define animation events from the Crowd Manager New: Added optional float, int and string parameters to animation event system Fixed: Insufficient animation data buffer size when adding new instances at runtime Fixed: Mesh vertex color data being lost Fixed: Animation events for the first frame not repeating when in loop v0.9.0 New: Added Animation Event system for Crowd Animator workflow New: Added a demo scene showcasing animation events New: Added two new scenes that show the usage of material variation for crowd instances Fixed: Animations getting stuck after setting speed to 0 once Fixed: Active clip count calculation error on animation blending Fixed: Wrong animation time calculation while exiting animation blending with transition Fixed: CPU - GPU frame index synchronization issues when an animation runs for a long time Fixed: Adding/removing causing other instances to switch to incorrect animation clip/frame v0.8.5 Fixed: Animator error with multiple prototypes Fixed: Default Clip option not showing all the clips when there are multiple clips with the same name v0.8.4 Changed: Baked texture includes 1 more additional frame to include both first and last frames (requires re-bake) Fixed: Animation - root motion syncronization problem Fixed: Speed change causing syncornization problem when blending animations v0.8.3 Changed: C# and HLSL code refactoring for better multi-platform support Fixed: Incorrect mesh information on macOS Fixed: Incorrect skinning when instance is removed with Auto Add/Remove feature Fixed: Test animations are not visible v0.8.2 New: Added Get/Set AnimationTime API methods New: Added transition functionality for the Crowd Animator API methods New: Added time parameter for animation blending Fixed: Error when the child skinned mesh renderer is disabled on the original prefab Fixed: Compatibility issues for PSSL Fixed: Compatibility issues for Metal Fixed: Shadows not rendering with Standard shaders when LOD Cross Fade enabled Fixed: Flickering between animation frames Fixed: Root motion not calculating animation speed Fixed: Root motion not calculating instance scale v0.8.1 Changed: Added comments to demo scene scripts Fixed: Multiple skinned mesh renderers with different bind pose values for the same bones causing incorrect skinning Fixed: Test Animations button causing errors when there are scripts with dependencies on the prefab v0.8.0 First release