fix raymarching depth; add old rm shaders
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parent
9034d9e2a2
commit
4695be0423
29 changed files with 2242 additions and 7 deletions
8
Assets/raymarched/Interactive.meta
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81
Assets/raymarched/Interactive/Raymarch_multi.mat
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Assets/raymarched/Interactive/Raymarch_multi.mat
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8
Assets/raymarched/Interactive/Raymarch_multi.mat.meta
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@ -171,14 +171,18 @@ fragOut frag (v2f i) {
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// col.rgb = max(dot(n, normalize(float3(1,0.5,1))), 0.05f);
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col.rgb = lerp(0, float3(0,1,1), pow(1 - dot(-rd, n), 2));
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col.rgb = lerp(0, float3(0,1,1), pow(1 - dot(-rd, n), 3));
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// col *= float4(d, 1, 1, 1);
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fragOut o;
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o.col = col;
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// o.col = _LightColor0;
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float4 vClipPos = mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorld, float4(p, 1)));
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o.depth = (vClipPos.z / vClipPos.w + 1.0) * 0.5;
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float zDepth = vClipPos.z / vClipPos.w;
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#if !defined(UNITY_REVERSED_Z) // basically only OpenGL (unity editor on linux)
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zDepth = zDepth * 0.5 + 0.5; // remap -1 to 1 range to 0.0 to 1.0
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#endif
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o.depth = zDepth;
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return o;
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}
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192
Assets/raymarched/Interactive/rm_combined.shader
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Assets/raymarched/Interactive/rm_combined.shader
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Shader "CrispyPin/RaymarchMultiObject"
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{
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Properties
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{
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[Header(Object positions)]
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_ObjectA ("Object A", Vector) = (0, 0, 0)
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[Header(Raymarcher Properties)]
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_MaxSteps ("Max steps", Int) = 256
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_MaxDist ("Max distance", Float) = 100
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_SurfDist ("Surface distance threshold", Range(0.00001, 0.05)) = 0.001
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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Cull Off
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "UnityLightingCommon.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float3 ro : TEXCOORD1;
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float3 hitPos : TEXCOORD2;
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};
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struct fragOut
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{
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fixed4 col : SV_Target;
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float depth : SV_Depth;
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};
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int _MaxSteps;
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float _MaxDist;
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float _SurfDist;
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float3 _ObjectA;
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v2f vert (appdata v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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//object space
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o.ro = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1));
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o.hitPos = v.vertex;
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//world space
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//o.ro = _WorldSpaceCameraPos;
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//o.hitPos = mul(unity_ObjectToWorld, v.vertex);
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return o;
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}
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float smin(float a, float b, float k) {
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return min(a, b) - pow(max(k - abs(a-b), 0), 3)/(6*k*k);
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}
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float sdSphere(float3 p, float3 o, float r) {
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return length(p - o) - r;
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}
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float sdBox(float3 p, float3 dim) {
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return length(float3(
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max(abs(p.x) - dim.x/2.0, 0),
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max(abs(p.y) - dim.y/2.0, 0),
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max(abs(p.z) - dim.z/2.0, 0)));
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}
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float sdLine(float3 p, float3 a, float3 b, float r) {
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float3 pa = p - a;
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float3 ba = b - a;
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float h = clamp(dot(pa, ba) / dot(ba, ba), 0, 1);
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return length(pa - ba * h) - r;
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}
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float sdCappedTorus( float3 p, float2 sc, float ra, float rb) {
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p.x = abs(p.x);
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float k = (sc.y*p.x>sc.x*p.y) ? dot(p.xy,sc) : length(p.xy);
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return sqrt( dot(p,p) + ra*ra - 2.0*ra*k ) - rb;
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}
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float3 RotateY(float3 p, float a) {
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return mul(float3x3(cos(a), 0, sin(a), 0, 1, 0, -sin(a), 0, cos(a)), p);
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}
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float Kijetesantakalu(float3 p, float r) {
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float d = sdSphere(p, float3(0, 0, 0.2f), r);// left eye
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d = min(d, sdSphere(p, float3(0.15f, 0, 0.2f), r)); // right eye
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d = min(d, sdLine(p, float3(0, 0, -0.4f), float3(-0.35f, 0, -0.4f), r)); // bottom line
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d = smin(d, sdLine(p, float3(0, 0, -0.4f), float3(-0.1f, 0, -0.15f), r), 0.003f); // leg hook
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d = min(d, sdLine(p, float3(0.15f, 0, -0.4f), float3(0.15f, 0, -0.1f), r)); // middle leg
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d = min(d, sdLine(p, float3(0.3f, 0, -0.4f), float3(0.3f, 0, 0), r)); // front leg
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d = smin(d, sdLine(p, float3(0.45f, 0, 0.1f), float3(0.3f, 0, 0), r), 0.003f); // lower snout
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d = smin(d, sdLine(p, float3(0.45f, 0, 0.1f), float3(0.2f, 0, 0.35f), r), 0.003f); // upper snout
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d = smin(d, sdLine(p, float3(0.2f, 0, 0.45f), float3(0.2f, 0, 0.35f), r), 0.003f); // ear
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float an = 0.9;
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d = smin(d, sdCappedTorus((RotateY(p, 0.8f) - float3(0.15f, 0, -0.05f)).xzy, float2(sin(an),cos(an)), 0.4, r), 0.003f); // ear
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d = smin(d, sdLine(p, float3(-0.25f, 0, 0), float3(-0.25f, 0, -0.4f), r), 0.003f); // back
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d = smin(d, sdLine(p, float3(-0.25f, 0, -0.1f), float3(-0.35f, 0, -0.1f), r), 0.003f); // tail top
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d = smin(d, sdLine(p, float3(-0.35f, 0, -0.1f), float3(-0.35f, 0, -0.4f), r), 0.003f); // stripe
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an = 3.1415f*0.5;
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d = smin(d, sdCappedTorus((RotateY(p, an) - float3(-0.25f, 0, 0.35f)).xzy, float2(sin(an),cos(an)), 0.15f, r), 0.003f); // tail
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return d;
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}
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float FirstShape(float3 p) {
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return Kijetesantakalu(p, 0.05f);
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}
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float SecondShape(float3 p) {
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// return sdBox(p, 0.3f) - 0.01f;
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// return Kijetesantakalu(p, 0.04f) - 0.01f;
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return sdSphere(p, 0, 0.3f);
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}
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float GetDist(float3 p) {
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float first = FirstShape(p);
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// float3 second_pos = mul(unity_WorldToObject, _WorldSpaceLightPos0);
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float second = SecondShape(p - _ObjectA);
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return smin(first, second, 0.15f);
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}
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//marches a ray through the scene
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float Raymarch(float3 ro, float3 rd) {
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float rayLen = 0;// total distance marched / distance from origin
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float dist; // distance from the raymarched scene
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for ( int i = 0; i < _MaxSteps; i++)
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{
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//position = origin + distance * direction
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float3 p = ro + rayLen * rd;
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dist = GetDist(p);
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rayLen += dist;// move forward
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if (dist < _SurfDist || rayLen > _MaxDist) {
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break;
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}
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}
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return rayLen;
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}
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float3 GetNormal(float3 p) {
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float2 e = float2(0.001, 0);
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float3 n = GetDist(p) - float3(
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GetDist(p-e.xyy),
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GetDist(p-e.yxy),
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GetDist(p-e.yyx));
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return normalize(n);
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}
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fragOut frag (v2f i) {
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float3 ro = i.ro;
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float3 rd = normalize(i.hitPos - ro);
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float d = Raymarch(ro, rd);
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fixed4 col = 1;
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if (d >= _MaxDist)
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{
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discard;
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}
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float3 p = ro + rd * d;
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float3 n = GetNormal(p);
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// col.rgb = max(dot(n, normalize(float3(1,0.5,1))), 0.05f);
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col.rgb = lerp(0, float3(0,1,1), pow(1 - dot(-rd, n), 2));
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// col *= float4(d, 1, 1, 1);
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fragOut o;
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o.col = col;
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// o.col = _LightColor0;
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float4 vClipPos = mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorld, float4(p, 1)));
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o.depth = (vClipPos.z / vClipPos.w + 1.0) * 0.5;
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return o;
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}
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ENDCG
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}
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}
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}
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9
Assets/raymarched/Interactive/rm_combined.shader.meta
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Loading…
Add table
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Reference in a new issue