libgarbage demo update
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4 changed files with 553 additions and 45 deletions
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@ -63,8 +63,8 @@ Material:
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|
- _GlossMapScale: 1
|
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- _Glossiness: 0.5
|
- _Glossiness: 0.5
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- _GlossyReflections: 1
|
- _GlossyReflections: 1
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- _MaxDist: 512
|
- _MaxDist: 100
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- _MaxSteps: 512
|
- _MaxSteps: 256
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- _Metallic: 0
|
- _Metallic: 0
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- _Mode: 0
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- _Mode: 0
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- _OcclusionStrength: 1
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||||||
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|
|
@ -79,12 +79,6 @@ START_RAYS_IN_SPHERE // TODO: implement
|
||||||
#define SCENE_SCALE 1
|
#define SCENE_SCALE 1
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// TODO: implement
|
|
||||||
#ifndef AMBIENT_OCCLUSION_STEPS
|
|
||||||
#define AMBIENT_OCCLUSION_STEPS 4
|
|
||||||
#endif
|
|
||||||
|
|
||||||
|
|
||||||
struct AppData {
|
struct AppData {
|
||||||
float4 vertex : POSITION;
|
float4 vertex : POSITION;
|
||||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
|
|
@ -39,48 +39,83 @@ Shader "CrispyPin/LibGarbageExample"
|
||||||
// #define DISABLE_DEPTH
|
// #define DISABLE_DEPTH
|
||||||
// #define DISCARD_ON_MISS
|
// #define DISCARD_ON_MISS
|
||||||
// #define USE_WORLD_SPACE
|
// #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"
|
#include "libgarbage.cginc"
|
||||||
|
|
||||||
|
float3 checkers(float3 p, float3 a, float3 b, float2 size) {
|
||||||
|
float2 q = p.xz / size;
|
||||||
|
q = int2(abs(q) + 0.5);
|
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|
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) {
|
SurfacePoint main(float3 p) {
|
||||||
Material grass = mat(float3(0.001, 0.1, 0.001), 0.3);
|
Material floor = mat(floor_col(p));
|
||||||
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);
|
|
||||||
|
|
||||||
SurfacePoint d = mPlaneY(p, 0, grass);
|
p.y += 2.5;
|
||||||
d = qIntersect(d, mSphere(p, 9, dirt), 0.5);
|
|
||||||
d = qUnion(d, mSphere(p - float3(0, 2, 0), 2, metal));
|
// Material green = mat(float3(0.05, 0.8, 0.2));
|
||||||
d = qUnion(d, mTorus(rotX(p, _Time * 40 + UNITY_PI / 2), 5, 0.5, blue), 0.5);
|
Material mat1 = mat(1, 0.3, 0.1);
|
||||||
d = qUnion(d, mTorus(rotZ(p, _Time * 40 + UNITY_PI / 2), 5, 0.5, blue), 0.5);
|
// Material mat1 = mat(0.05);
|
||||||
d = qUnion(d, mTorus(rotX(p, _Time * 40), 5, 0.5, blue), 0.5);
|
Material helix_glossy = mat(float3(1, 0.2, 0.05), 0.5);
|
||||||
d = qUnion(d, mTorus(rotZ(p, _Time * 40), 5, 0.5, blue), 0.5);
|
|
||||||
// small spheres
|
SurfacePoint d;
|
||||||
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);
|
|
||||||
|
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;
|
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) {
|
float3 lighting(Ray ray) {
|
||||||
if (ray.missed)
|
float3 sun_dir = normalize(float3(2, 1, -1));
|
||||||
return lRenderSky(ray.dir, normalize(float3(4,2,1)));
|
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 = lSun(ray.normal, sun_dir);
|
||||||
float3 col = 0;
|
|
||||||
col = ray.mat.col * lSun(ray.normal, sun_dir);
|
|
||||||
col *= lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50);
|
col *= lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50);
|
||||||
col += ray.mat.col * lSky(ray.normal);
|
col += lSky(ray.normal);
|
||||||
return col;
|
// 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
|
ENDCG
|
||||||
|
|
Loading…
Reference in a new issue