cvr-props/Assets/raymarched/nut.shader

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Shader "CrispyPin/Nut"
{
Properties
{
[Header(Raymarcher Properties)]
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_MaxSteps ("Max steps", Integer) = 128
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_MaxDist ("Max distance", Float) = 128
_SurfDist ("Surface distance threshold", Range(0.0001, 0.05)) = 0.001
}
SubShader
{
Tags { "RenderType"="Opaque" }
Cull Front
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
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#define PLAYER_COUNT 4
float4 _PlayerRightHandPositions[PLAYER_COUNT];
float4 _PlayerLeftHandPositions[PLAYER_COUNT];
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int _MaxSteps;
float _MaxDist;
float _SurfDist;
#define MAX_STEPS _MaxSteps
#define MAX_DIST _MaxDist
#define SURF_DIST _SurfDist
#define REFLECTIONS 2
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#define SCENE_FN main
#define LIGHT_FN lighting
#define SCENE_SCALE 0.7
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// #define DISCARD_ON_MISS
#define LIMIT_DEPTH_TO_MESH
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#include "lib/libgarbage.cginc"
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;
}
float3 floor(float3 p) {
return lerp(0.42,
checkers(p - 1, 0.35, 0.45, .2),
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smoothstep(16, 0, length(p))
);
}
SurfacePoint mRoundedHex(float3 p, float girth, float height) {
SurfacePoint d;
d = qRound(mHexPrism(p, girth, height), 0.01);
float rounding = 3;
d = qIntersect(d, mSphere(p - float3(0, -rounding + height, 0), rounding), 0.01);
d = qIntersect(d, mSphere(p + float3(0, -rounding + height, 0), rounding), 0.01);
return d;
}
SurfacePoint main(float3 p) {
float girth = 0.3;
float height = 0.1;
float inner_radius = 0.18;
float thread = 0.013;
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float3 thread_box = float3(thread, thread, UNITY_PI/4);
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SurfacePoint d;
float3 rp = p;
rp = rotY(rp, _Time.y);
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rp = rotX(rp, _Time.x);
// nut
d = mRoundedHex(rp, girth, height);
d = qSub(d, mInfCylinder(rp, float3(0, 0, inner_radius)), 0.02);
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d = qSub(d, mHelixSquare(rp - float3(0, -1, 0), inner_radius, thread_box, thread/2), 0.003);
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// bolt
SurfacePoint bolt_thread = mInfCylinder(rp, float3(0, 0, inner_radius + 0.3));
bolt_thread = qSub(bolt_thread, mInfCylinder(rp, float3(0, 0, inner_radius)), 0.02);
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bolt_thread = qSub(bolt_thread, mHelixSquare(rp - float3(0, -1, 0), inner_radius, thread_box, thread/2), 0.03);
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// d = qUnion(d, bolt_thread);
float h = sin(_Time.y) * 0.15 + 0.2;
float3 bp = rotY(rp, sin(_Time.y) * UNITY_PI * 4);
bp.y -= h;
SurfacePoint bolt = qSub(mCylinder(bp, inner_radius+thread*2, 0.2), bolt_thread);
bolt = qUnion(bolt, mRoundedHex(bp - float3(0, 0.13, 0), girth, height));
Material metal1 = mat(float3(0.62, 0.62, 0.64), 1);
Material metal2 = mat(float3(0.58, 0.32, 0.12), 1);
// Material metal1 = mat(0.3, 1);
// Material metal2 = mat(0.3, 1);
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d.mat = metal1;
bolt.mat = metal2;
// cube
// float3 cp = rotX(bp - float3(0, -0.32, 0), _Time.w * 5);
// bolt = qUnion(bolt, mBox(cp, 0.1, mat(float3(0,1,1))),.1);
d = qUnion(d, bolt);
// d = qUnion(d, mSphere(p - float3(0,0,.3), 0.15, mat(1,0,0.5)), 0.1);
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// floor
// d = qUnion(d, mPlaneY(p, -0.5, mat(floor_col, 0)), 0.01);
// d = qIntersect(d, mPlaneY(-p, 0.6, mat(floor_col, 0)), 0.01);
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d = qUnion(d, mBox(p - float3(0, -0.5 / SCENE_SCALE, 0), float3(6, 0.05, 6), mat(floor(p), 0)));
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[unroll]
for (int i = 0; i < PLAYER_COUNT; i++) {
// float visible = (float)(length(_PlayerRightHandPositions[i]) > 0);
// float visible = step(0.01, length(_PlayerRightHandPositions[i]));
[flatten]
if (length(_PlayerRightHandPositions[i]) > 0.01) {
float rad = 0.1;
float3 hand_r = mul(unity_WorldToObject, float4(_PlayerRightHandPositions[i].xyz, 1)).xyz / SCENE_SCALE;
d = qUnion(d, mSphere(p - hand_r, rad, mat(0.1, sin(_Time.y)*0.5 +0.5, 1)), 0.2);
float3 hand_l = mul(unity_WorldToObject, float4(_PlayerLeftHandPositions[i].xyz, 1)).xyz / SCENE_SCALE;
d = qUnion(d, mSphere(p - hand_l, rad, mat(float3(1, 0, 0.1), 0.5)), 0.2);
}
}
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// d = qUnion(d, mSphere(p - float3(0, -0.5, 1), 0.4));
return d;
}
float3 lighting(Ray ray) {
float3 sun_dir = normalize(float3(4, 2, 1));
if (ray.missed) {
if (ray.dir.y >= 0) {
return lRenderSky(ray.dir, sun_dir);
}
else {
float3 cam = ray.start;
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cam.y += 0.5 / SCENE_SCALE;
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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 = 1;
col = floor(surface_pos);
return col * (lSky(UP) + lSun(UP, sun_dir));
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}
}
float3 light = lSun(ray.normal, sun_dir)
* lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50)
+ lSky(ray.normal);
return light;
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}
ENDCG
}
}
}