playing with this shader
Me and a few of my friends (StungaLab) decided to create this animation from last year and I’m responsible for all Unity things – setup / shaders / tools / plug-ins etc. I didn’t help a lot as I have my full-time job in UK so most of the work are actually done by the 2 amazing 3D artists Felix Yin-Zhen Chu and Shadow Chi-Ho Wong, also 2D part by Carol Tsz-Ching Ng. It is the first time for us all to put ourselves into such a big production — target at high quality, massive amounts of assets, and short time-frame,
(esp. ) lack of knowledge of using Unity (they are almost the first time Unity user). The final animation really surprised me.
I only have mobile game development experience in the past so there was no way for me to grab so many plug-ins and use so many expensive graphics features in any projects. So I had no idea how to correctly set things up for a project like this. Glad that I work in Unity and the knowledge I gained supported me a good start.
Played with https://github.com/Unity-Technologies/ml-agents
I fed a cat line art and let the agents to learn the path from the middle of the texture. After a few hours they are able to go within the line xD
Tried another random cat generator without machine learning xD
(3D by StungaLab)
Using Graphics.DrawMeshInstancedIndirect so that I can calculate the fish positions with compute shader.
The moving tails are just vertex displacements in shader. Rotation are also done in the rendering shader.
Below is the look-at matrix that takes the normalized velocity to be the rotation, and to be the forward axis.
Originally I have in
_floatArray = new float; _floatArray = 1f; _floatArray = 0.5f;
And use ComputeShader.SetFloats() to pass the values from C# to Compute Shader.
Reading the values in Compute Shader, I found that only FloatArray has the value. So FloatArray will equals to 0.
Unity dev (Marton E.) replied me that: