cvr-props/Assets/raymarched/lib/libgarbage_example.shader

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Shader "CrispyPin/LibGarbageExample"
{
Properties
{
[Header(Raymarcher Properties)]
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_MaxSteps ("Max steps", Int) = 128
_MaxDist ("Max distance", Float) = 128
_SurfDist ("Surface distance threshold", Range(0.0001, 0.05)) = 0.001
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}
SubShader
{
Tags { "RenderType"="Opaque" }
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Cull Front
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LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
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int _MaxSteps;
float _MaxDist;
float _SurfDist;
#define MAX_STEPS _MaxSteps
#define MAX_DIST _MaxDist
#define SURF_DIST _SurfDist
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#define REFLECTIONS 3
#define LIGHT_FN lighting
#define SCENE_FN main
// #define SEPARATE_MATERIAL_AND_DIST_FUNCTIONS
// #define SCENE_FN separate_mat
// #define DISTANCE_FN separate_dist
// #define DISABLE_DEPTH
// #define DISCARD_ON_MISS
// #define USE_WORLD_SPACE
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#define STEP_MULTIPLIER 0.8
#define SCENE_SCALE 0.2
#define LIMIT_DEPTH_TO_MESH
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#include "libgarbage.cginc"
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float3 checkers(float3 p, float3 a, float3 b, float2 size) {
float2 q = p.xz / size;
q = int2(abs(q) + 0.5);
int s = ((q.x + q.y) % 2);
return s * a + (1 - s) * b;
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}
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float3 floor_col(float3 p) {
return lerp(0.08,
checkers(p - 1, 0.06, 0.12, 2),
smoothstep(64, 0, length(p))
);
}
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SurfacePoint main(float3 p) {
Material floor = mat(floor_col(p));
p.y += 2.5;
// Material green = mat(float3(0.05, 0.8, 0.2));
Material mat1 = mat(1, 0.3, 0.1);
// Material mat1 = mat(0.05);
Material helix_glossy = mat(float3(1, 0.2, 0.05), 0.5);
SurfacePoint d;
d =/* qUnion(d, */ mSphere(p - float3(-2, 1, -2), 0.5, mat1)/* ) */;
d = qUnion(d, mTorus(p - float3(0, 1, -2), 0.4, 0.1, mat1));
d = qUnion(d, mLine(p, float3(1.5, 1.5, -2), float3(2.5, 0.5, -2), 0.2, mat1));
d = qUnion(d, mBox(p - float3(-2, 1, 0), float3(0.5, 0.5, 0.8), mat1));
d = qUnion(d, mHexPrism(p - float3(0, 1, 0), 0.5, 0.2, mat1));
d = qUnion(d, qIntersect(mHelix(rotY(p - float3(2, -1, 0), _Time.y), 0.5, 0.2, 0.13, helix_glossy), mBox(p - float3(2, 1, 0), 1.8, mat1),0.05));
d = qUnion(d, mCylinder(p - float3(-2, 1, 2), 0.4, 0.5, mat1));
d = qRound(d, 0.05 * sin(_Time.y));
// d.mat = mat1;
d = qUnion(d, mPlaneY(p, 0, floor));
d = qIntersect(d, mSphere(p, 7, d.mat)); // limit floor size for better performance
return d;
}
float3 lighting(Ray ray) {
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float3 sun_dir = normalize(float3(2, 1, -1));
if (ray.missed) {
if (ray.dir.y >= 0) {
return lRenderSky(ray.dir, sun_dir);
} else
{
float3 cam = ray.start;
cam.y += 2.5;
float3 dir = ray.dir;
float3 surface_pos = float3(
cam.x - cam.y / (dir.y / dir.x),
0,
cam.z - cam.y / (dir.y / dir.z)
);
float col = floor_col(surface_pos);
return col * (lSky(float3(0,1,0)) + lSun(float3(0,1,0), sun_dir));
}
}
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float3 col = lSun(ray.normal, sun_dir);
col *= lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50);
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col += lSky(ray.normal);
// col = clamp(col, 0, 1);
// col = smoothstep(0,1,col);
// col = pow(col, 1.3);
return ray.mat.col * col ;
// return col*0.2;
}
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ENDCG
}
}
}