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6d3ec4a19b
commit
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3 changed files with 9 additions and 18 deletions
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@ -1007,7 +1007,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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type: 3
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type: 3
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objectId: dfb56a47-2b0b-4814-a4b0-950b5054b182
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objectId: dfb56a47-2b0b-4814-a4b0-950b5054b182
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randomNum: 67679218
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randomNum: 27659988
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unityVersion: 2021.3.41f1
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unityVersion: 2021.3.41f1
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cckVersion: 3.10:132
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cckVersion: 3.10:132
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--- !u!114 &649783671
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--- !u!114 &649783671
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@ -57,7 +57,7 @@ Material:
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m_Scale: {x: 1, y: 1}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Offset: {x: 0, y: 0}
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m_Ints:
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m_Ints:
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- _MaxSteps: 128
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- _MaxSteps: 400
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m_Floats:
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m_Floats:
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- _BumpScale: 1
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- _BumpScale: 1
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- _Cutoff: 0.5
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- _Cutoff: 0.5
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@ -66,7 +66,7 @@ Material:
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- _GlossMapScale: 1
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- _GlossMapScale: 1
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- _Glossiness: 0.5
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- _Glossiness: 0.5
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- _GlossyReflections: 1
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- _GlossyReflections: 1
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- _MaxDist: 128
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- _MaxDist: 1123.1
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- _MaxSteps: 128
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- _MaxSteps: 128
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- _Metallic: 0
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- _Metallic: 0
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- _Mode: 0
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- _Mode: 0
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@ -1,12 +1,6 @@
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Shader "CrispyPin/Loops"
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Shader "CrispyPin/Loops"
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{
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{
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Properties
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Properties{}
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{
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[Header(Raymarcher Properties)]
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_MaxSteps ("Max steps", Integer) = 128
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_MaxDist ("Max distance", Float) = 128
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_SurfDist ("Surface distance threshold", Range(.0001, .05)) = .001
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}
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SubShader
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SubShader
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{
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{
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Tags { "RenderType"="Opaque" }
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Tags { "RenderType"="Opaque" }
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@ -19,15 +13,12 @@ Shader "CrispyPin/Loops"
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#pragma vertex vert
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragment frag
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int _MaxSteps;
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#define MAX_STEPS 128
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float _MaxDist;
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#define MAX_DIST 128
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float _SurfDist;
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#define SURF_DIST 0.01
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#define MAX_STEPS _MaxSteps
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#define MAX_DIST _MaxDist
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#define SURF_DIST _SurfDist
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#define SCENE_FN main
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#define SCENE_FN main
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#define SCENE_SCALE 0.04
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#define SCENE_SCALE 0.045
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#define DISCARD_ON_MISS
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#define DISCARD_ON_MISS
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#include "lib/libgarbage.cginc"
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#include "lib/libgarbage.cginc"
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@ -42,7 +33,7 @@ Shader "CrispyPin/Loops"
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}
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}
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SurfacePoint Loop(float3 p, Material m = DEFAULT_MAT) {
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SurfacePoint Loop(float3 p, Material m = DEFAULT_MAT) {
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return qSub(mBox(p, float3(2,4,6), m), mBox(p, float3(4,2,4)));
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return qSub(mBox(p, float3(2, 4, 6), m), mBox(p, float3(3, 2, 4)));
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}
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}
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Material lCol(float t) {
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Material lCol(float t) {
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