Added random vel to blood
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fc295808e9
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@ -264,6 +264,8 @@ public class BloodComputeShader : MonoBehaviour
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bloodCompute.SetVector("particleInitPos", loc);
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bloodCompute.SetVector("particleInitPos", loc);
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bloodCompute.SetInt("particlesToInitialize", found);
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bloodCompute.SetInt("particlesToInitialize", found);
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bloodCompute.SetVector("initialVelocity",Random.insideUnitCircle);
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ComputeHelper.Dispatch(bloodCompute, amount, 1, 1, InitDustKernel);
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ComputeHelper.Dispatch(bloodCompute, amount, 1, 1, InitDustKernel);
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activeParticles += found;
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activeParticles += found;
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@ -15,11 +15,8 @@ RWStructuredBuffer<uint> freeParticles;
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uint numParticles;
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uint numParticles;
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uint particlesToInitialize;
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uint particlesToInitialize;
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float3 particleInitPos;
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float3 particleInitPos;
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float3 initialVelocity;
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float deltaTime;
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float deltaTime;
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// float3 attractPos;
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// float3 xAxis;
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// float attractRadius;
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// float attractForce;
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float3 mop1Pos;
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float3 mop1Pos;
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float3 mop2Pos;
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float3 mop2Pos;
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@ -84,7 +81,7 @@ void InitDust (uint3 id : SV_DispatchThreadID)
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randState = hash(randState);
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randState = hash(randState);
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nvel.xy *= scaleToRange01(randState);
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nvel.xy *= scaleToRange01(randState);
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particles[i].velocity = nvel;
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particles[i].velocity = initialVelocity + nvel;
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particles[i].position = particleInitPos;
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particles[i].position = particleInitPos;
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particles[i].position.z = 0.01;
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particles[i].position.z = 0.01;
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