fix raymarching depth; add old rm shaders
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9034d9e2a2
commit
4695be0423
29 changed files with 2242 additions and 7 deletions
92
Assets/test/Demo3.shader
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92
Assets/test/Demo3.shader
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Shader "Demo/pulsating"
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{
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Properties
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{
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[Header(Lighting)]
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_SunPos ("Sun position", Vector) = (8, 4, 2)
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[Header(Raymarcher Properties)]
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_MaxSteps ("Max steps", Int) = 256
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_MaxDist ("Max distance", Float) = 256
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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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// #define USE_WORLD_SPACE
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#define DYNAMIC_QUALITY
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#define USE_REFLECTIONS
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// #define CONSTRAIN_TO_MESH
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#define MAX_REFLECTIONS 1
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#include "RayMarchLib.cginc"
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float3 _SunPos;
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sdfData gyroid(float3 p, float scale, float bias, material mat = DEFMAT)
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{
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sdfData o;
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o.dist = abs(dot(sin(p * scale), cos(p.zxy * scale))+bias) - 0.2;
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o.dist *= .75 / scale;
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o.mat = mat;
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return o;
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}
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sdfData scene(float3 p)
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{
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sdfData o;
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material mRed = mat(.12, 0.01, 0.01, sin(_Time*100)*0.1+0.6);
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float3 bias = -pow(sin(_Time*60 + p.y*0.1), 8)*.5+1.3;
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o = gyroid(p, .5, bias, mRed);
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//o = sdfTorus(p, 10 + pow(sin(_Time*50), 4)*5, bias+sin(100*_Time + .1*p.x)*0.5+.5, cRed);
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float3 gp = p + sin(_Time + p*0.1);
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o.dist -= gyroid(gp, 1.63, .5).dist * 0.3;
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o.dist += gyroid(gp, 3.327, 0).dist * 0.1;
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o.dist += gyroid(gp, 7.351, .5).dist * 0.1;
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o.dist -= gyroid(gp, 17.351, .5).dist * 0.05;
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o.dist -= gyroid(gp, 23.521, .2).dist * 0.05;
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o = sdfAdd(p, o, sdfSphere(p, 6 + bias*3, mRed), 5);
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// o = sdfInter(p, o, sdfSphere(p, 50, mat(0.04, 0.005, 0.035)), 1.1);
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o = sdfInter(p, o, sdfBox(p, 20, mRed));
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//sdfData bobby = sdfSphere(p, 51, col(0.5, 0.25, 0.001));
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//bobby = sdfAdd(p, bobby, sdfSphere(p, 50.5, col(.5,.01,.01)));
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//bobby = sdfSub(p, bobby, sdfSphere(p, 50));
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//o = sdfAdd(p, o, bobby);
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//o = sdfAdd(p, o, sdfPlane(p, -50));
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return o;
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}
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fixed4 lightPoint(rayData ray)
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{
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float3 vSunDir = normalize(_SunPos);
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if (ray.bMissed)
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{
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return 0.1;
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}
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fixed4 col = 0;
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col = ray.mat.col * lightSun(ray.vNorm, vSunDir, col(5, 2, 0.1));
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col += ray.mat.col * lightSky(ray.vNorm, 1);
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col *= lightAO(ray.vHit, ray.vNorm, 0.05);
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col = pow(col, 0.7);
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//col = lightFog(col, col(0.3, .17, 0.001), ray.dist, 0, 48);
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return col;
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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/test/Demo3.shader.meta
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9
Assets/test/Demo3.shader.meta
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79
Assets/test/Demo4.shader
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79
Assets/test/Demo4.shader
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Shader "Demo/Spinny thing"
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{
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Properties
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{
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[Header(Lighting)]
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_SunPos ("Sun position", Vector) = (8, 4, 2)
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[Header(Raymarcher Properties)]
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_MaxSteps ("Max steps", Int) = 256
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_MaxDist ("Max distance", Float) = 256
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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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#define USE_DYNAMIC_QUALITY
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// #define USE_WORLD_SPACE
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#define USE_REFLECTIONS
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#define MAX_REFLECTIONS 5
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#define DISCARD_ON_MISS
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//#define CONSTRAIN_TO_MESH
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#include "RayMarchLib.cginc"
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float3 _SunPos;
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sdfData scene(float3 p)
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{
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sdfData o;
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const material mGrass = mat(0.001, 0.1, 0.001, 0.7);
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o = sdfPlane(p, 0, mGrass);
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material mDirt = mat(0.1, 0.04, 0.01, 1);
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o = sdfInter(p, o, sdfSphere(p, 9, mDirt), 0.5);
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const material mMetal = mat(0.1, 0);
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o = sdfAdd(p, o, sdfSphere(p - V_Y*2, 2, mMetal));
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material m = mat(0.05, 0.1, 0.2, 1);
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o = sdfAdd(p, o, sdfTorus(rotX(p, _Time* 40+UNITY_PI/2), 5, 0.5, m), 0.5);
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o = sdfAdd(p, o, sdfTorus(rotZ(p, _Time* 40+UNITY_PI/2), 5, 0.5, m), 0.5);
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o = sdfAdd(p, o, sdfTorus(rotX(p, _Time* 40), 5, 0.5, m), 0.5);
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o = sdfAdd(p, o, sdfTorus(rotZ(p, _Time* 40), 5, 0.5, m), 0.5);
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o = sdfAdd(p, o, sdfSphere(abs(rotY(p, -20 * _Time)) - float3(1.5,2,1.5), 1, mMetal), 0.2);
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return o;
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}
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fixed4 lightPoint(rayData ray)
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{
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float3 vSunDir = normalize(_SunPos);
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if (ray.bMissed)
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{
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return sky(ray.vRayDir);
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}
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fixed4 col = 0;
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col = ray.mat.col * lightSun(ray.vNorm, vSunDir);
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col *= lightShadow(ray.vHit, vSunDir, 50);
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col += ray.mat.col * lightSky(ray.vNorm, 1);
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col *= lightAO(ray.vHit, ray.vNorm);
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col = pow(col, 0.5);
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return col;
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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
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1044
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1044
Assets/test/RayMarchLib.cginc
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81
Assets/test/spinny.mat
Normal file
81
Assets/test/spinny.mat
Normal file
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@ -0,0 +1,81 @@
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8
Assets/test/spinny.mat.meta
Normal file
8
Assets/test/spinny.mat.meta
Normal file
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@ -0,0 +1,8 @@
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Loading…
Add table
Add a link
Reference in a new issue