cvr-props/Assets/raymarched/bocs.shader

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Shader "CrispyPin/Bocs"
{
Properties
{
[Header(Raymarcher Properties)]
_MaxSteps ("Max steps", Integer) = 128
_MaxDist ("Max distance", Float) = 128
_SurfDist ("Surface distance threshold", Range(.0001, .05)) = .001
}
SubShader
{
Tags { "RenderType"="Opaque" }
Cull Front
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
int _MaxSteps;
float _MaxDist;
float _SurfDist;
#define MAX_STEPS _MaxSteps
#define MAX_DIST _MaxDist
#define SURF_DIST _SurfDist
#define SCENE_FN main
//#define LIGHT_FN lighting
// #define SCENE_SCALE 1
#define DISCARD_ON_MISS
#include "lib/libgarbage.cginc"
#define SPEED 1.5
#define BOX_SIZE .15
#define RADIUS BOX_SIZE*2
float3 checkers(float3 p, float3 a, float3 b, float2 size) {
float2 q = p.xz / size;
q = int2(abs(q) + .5);
int s = ((q.x + q.y) % 2);
return s * a + (1 - s) * b;
}
Material gridtexture(float3 p) {
return mat(checkers(p + BOX_SIZE/2 , 0.35, 0.45, BOX_SIZE));
}
SurfacePoint Boc(float3 p, float t, float3 grid_transform = float3(1,1,1)) {
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float x = smoothstep(0, .5, fmod(t, 4) - .5) * RADIUS;
float z = smoothstep(1, .5, fmod(t, 4) - 2) * RADIUS;
float y = smoothstep(.25, .75, abs(fmod(t - .75, 2) - 1)) * BOX_SIZE * 2 - BOX_SIZE / 2;
return mBox(p - float3(x,y,z), BOX_SIZE,
// mat(.05, .8, .8)
gridtexture((p - float3(x,y,z)) * grid_transform)
);
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}
SurfacePoint main(float3 p) {
SurfacePoint d;
// base
const float base_width = BOX_SIZE * 6 - 0.01;
d = mBox(p - float3(0,-.15,0), float3(base_width, .3, base_width), gridtexture(p));
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float t = _Time.y * SPEED;
// holes
float3 ph = float3(abs(p.x), p.y, abs(p.z));
d = qSub(d, mBox(ph - float3(RADIUS, 0, RADIUS), float3(BOX_SIZE, RADIUS, BOX_SIZE)));
d = qSub(d, mBox(ph - float3(0, 0, RADIUS), float3(BOX_SIZE, RADIUS, BOX_SIZE)));
d = qSub(d, mBox(ph - float3(RADIUS, 0, 0), float3(BOX_SIZE, RADIUS, BOX_SIZE)));
// boxes
d = qUnion(d, Boc(p, t));
d = qUnion(d, Boc(p, t + 2));
float3 p2 = p * float3(-1,1,-1);
d = qUnion(d, Boc(p2, t));
d = qUnion(d, Boc(p2, t + 2));
const float3 flip_x = float3(-1,1,1);
const float3 flip_z = float3(1,1,-1);
float3 p3 = p.zyx * flip_x;
d = qUnion(d, Boc(p3, t, flip_x));
d = qUnion(d, Boc(p3, t + 2, flip_x));
float3 p4 = p.zyx * flip_z;
d = qUnion(d, Boc(p4, t, flip_x));
d = qUnion(d, Boc(p4, t + 2, flip_x));
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return d;
}
ENDCG
}
}
}