diff --git a/Assets/raymarched/Raymarching.unity b/Assets/raymarched/Raymarching.unity index 6ecf7e1..47b0326 100644 --- a/Assets/raymarched/Raymarching.unity +++ b/Assets/raymarched/Raymarching.unity @@ -1007,7 +1007,7 @@ MonoBehaviour: m_EditorClassIdentifier: type: 3 objectId: dfb56a47-2b0b-4814-a4b0-950b5054b182 - randomNum: 67679218 + randomNum: 27659988 unityVersion: 2021.3.41f1 cckVersion: 3.10:132 --- !u!114 &649783671 diff --git a/Assets/raymarched/loops.mat b/Assets/raymarched/loops.mat index 5193d00..10207da 100644 --- a/Assets/raymarched/loops.mat +++ b/Assets/raymarched/loops.mat @@ -57,7 +57,7 @@ Material: m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Ints: - - _MaxSteps: 128 + - _MaxSteps: 400 m_Floats: - _BumpScale: 1 - _Cutoff: 0.5 @@ -66,7 +66,7 @@ Material: - _GlossMapScale: 1 - _Glossiness: 0.5 - _GlossyReflections: 1 - - _MaxDist: 128 + - _MaxDist: 1123.1 - _MaxSteps: 128 - _Metallic: 0 - _Mode: 0 diff --git a/Assets/raymarched/loops.shader b/Assets/raymarched/loops.shader index 0e65465..8899f9b 100644 --- a/Assets/raymarched/loops.shader +++ b/Assets/raymarched/loops.shader @@ -1,12 +1,6 @@ Shader "CrispyPin/Loops" { - Properties - { - [Header(Raymarcher Properties)] - _MaxSteps ("Max steps", Integer) = 128 - _MaxDist ("Max distance", Float) = 128 - _SurfDist ("Surface distance threshold", Range(.0001, .05)) = .001 - } + Properties{} SubShader { Tags { "RenderType"="Opaque" } @@ -19,15 +13,12 @@ Shader "CrispyPin/Loops" #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 MAX_STEPS 128 + #define MAX_DIST 128 + #define SURF_DIST 0.01 #define SCENE_FN main - #define SCENE_SCALE 0.04 + #define SCENE_SCALE 0.045 #define DISCARD_ON_MISS #include "lib/libgarbage.cginc" @@ -42,7 +33,7 @@ Shader "CrispyPin/Loops" } SurfacePoint Loop(float3 p, Material m = DEFAULT_MAT) { - return qSub(mBox(p, float3(2,4,6), m), mBox(p, float3(4,2,4))); + return qSub(mBox(p, float3(2, 4, 6), m), mBox(p, float3(3, 2, 4))); } Material lCol(float t) {