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_GlossyReflections: 1 - - _MaxDist: 512 - - _MaxSteps: 512 + - _MaxDist: 100 + - _MaxSteps: 256 - _Metallic: 0 - _Mode: 0 - _OcclusionStrength: 1 diff --git a/Assets/raymarched/lib/libgarbage.cginc b/Assets/raymarched/lib/libgarbage.cginc index 22167e1..ad23504 100644 --- a/Assets/raymarched/lib/libgarbage.cginc +++ b/Assets/raymarched/lib/libgarbage.cginc @@ -79,12 +79,6 @@ START_RAYS_IN_SPHERE // TODO: implement #define SCENE_SCALE 1 #endif -// TODO: implement -#ifndef AMBIENT_OCCLUSION_STEPS -#define AMBIENT_OCCLUSION_STEPS 4 -#endif - - struct AppData { float4 vertex : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID diff --git a/Assets/raymarched/lib/libgarbage_example.shader b/Assets/raymarched/lib/libgarbage_example.shader index 354fd4f..730f76c 100644 --- a/Assets/raymarched/lib/libgarbage_example.shader +++ b/Assets/raymarched/lib/libgarbage_example.shader @@ -39,48 +39,83 @@ Shader "CrispyPin/LibGarbageExample" // #define DISABLE_DEPTH // #define DISCARD_ON_MISS // #define USE_WORLD_SPACE - #define SCENE_SCALE 0.05 + #define STEP_MULTIPLIER 0.8 + #define SCENE_SCALE 0.2 + #define LIMIT_DEPTH_TO_MESH #include "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_col(float3 p) { + return lerp(0.08, + checkers(p - 1, 0.06, 0.12, 2), + smoothstep(64, 0, length(p)) + ); + } + SurfacePoint main(float3 p) { - Material grass = mat(float3(0.001, 0.1, 0.001), 0.3); - Material dirt = mat(float3(0.1, 0.04, 0.01), 0); - Material metal = mat(0.1, 1); - Material blue = mat(float3(0.05, 0.1, 0.2), 0); + Material floor = mat(floor_col(p)); - SurfacePoint d = mPlaneY(p, 0, grass); - d = qIntersect(d, mSphere(p, 9, dirt), 0.5); - d = qUnion(d, mSphere(p - float3(0, 2, 0), 2, metal)); - d = qUnion(d, mTorus(rotX(p, _Time * 40 + UNITY_PI / 2), 5, 0.5, blue), 0.5); - d = qUnion(d, mTorus(rotZ(p, _Time * 40 + UNITY_PI / 2), 5, 0.5, blue), 0.5); - d = qUnion(d, mTorus(rotX(p, _Time * 40), 5, 0.5, blue), 0.5); - d = qUnion(d, mTorus(rotZ(p, _Time * 40), 5, 0.5, blue), 0.5); - // small spheres - float3 p2 = abs(rotY(p, -20 * _Time)) - float3(1.5, sin(_Time.y * 5) + 1, 1.5); - d = qUnion(d, mSphere(p2, 0.7, metal), 0.2); + p.y += 2.5; + + // Material green = mat(float3(0.05, 0.8, 0.2)); + Material mat1 = mat(1, 0.3, 0.1); + // Material mat1 = mat(0.05); + Material helix_glossy = mat(float3(1, 0.2, 0.05), 0.5); + + SurfacePoint d; + + + d =/* qUnion(d, */ mSphere(p - float3(-2, 1, -2), 0.5, mat1)/* ) */; + d = qUnion(d, mTorus(p - float3(0, 1, -2), 0.4, 0.1, mat1)); + d = qUnion(d, mLine(p, float3(1.5, 1.5, -2), float3(2.5, 0.5, -2), 0.2, mat1)); + + d = qUnion(d, mBox(p - float3(-2, 1, 0), float3(0.5, 0.5, 0.8), mat1)); + d = qUnion(d, mHexPrism(p - float3(0, 1, 0), 0.5, 0.2, mat1)); + d = qUnion(d, qIntersect(mHelix(rotY(p - float3(2, -1, 0), _Time.y), 0.5, 0.2, 0.13, helix_glossy), mBox(p - float3(2, 1, 0), 1.8, mat1),0.05)); + + d = qUnion(d, mCylinder(p - float3(-2, 1, 2), 0.4, 0.5, mat1)); + d = qRound(d, 0.05 * sin(_Time.y)); + // d.mat = mat1; + d = qUnion(d, mPlaneY(p, 0, floor)); + d = qIntersect(d, mSphere(p, 7, d.mat)); // limit floor size for better performance return d; } - SurfacePoint separate_mat(float3 p) { - Material blue = mat(float3(0.05, 0.1, 0.2), 0); - SurfacePoint d = mSphere(p, 1, blue); - return d; - } - - float separate_dist(float3 p) { - return main(p).dist; - } - float3 lighting(Ray ray) { - if (ray.missed) - return lRenderSky(ray.dir, normalize(float3(4,2,1))); + float3 sun_dir = normalize(float3(2, 1, -1)); + if (ray.missed) { + if (ray.dir.y >= 0) { + return lRenderSky(ray.dir, sun_dir); + } else + { + float3 cam = ray.start; + cam.y += 2.5; + 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 = floor_col(surface_pos); + return col * (lSky(float3(0,1,0)) + lSun(float3(0,1,0), sun_dir)); + } + } - float3 sun_dir = normalize(float3(4, 2, 1)); - float3 col = 0; - col = ray.mat.col * lSun(ray.normal, sun_dir); + float3 col = lSun(ray.normal, sun_dir); col *= lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50); - col += ray.mat.col * lSky(ray.normal); - return col; + col += lSky(ray.normal); + // col = clamp(col, 0, 1); + // col = smoothstep(0,1,col); + // col = pow(col, 1.3); + + return ray.mat.col * col ; + // return col*0.2; } ENDCG