reduce raymarching quality on some props

This commit is contained in:
Crispy 2024-08-11 13:44:40 +02:00
parent 6f07643431
commit b75d0be0a7
8 changed files with 13 additions and 14 deletions

View file

@ -143,7 +143,7 @@ GameObject:
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
m_NavMeshLayer: 0 m_NavMeshLayer: 0
m_StaticEditorFlags: 0 m_StaticEditorFlags: 0
m_IsActive: 0 m_IsActive: 1
--- !u!114 &34125274 --- !u!114 &34125274
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -1756,7 +1756,7 @@ GameObject:
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
m_NavMeshLayer: 0 m_NavMeshLayer: 0
m_StaticEditorFlags: 0 m_StaticEditorFlags: 0
m_IsActive: 0 m_IsActive: 1
--- !u!114 &853608960 --- !u!114 &853608960
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -3250,7 +3250,7 @@ GameObject:
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
m_NavMeshLayer: 0 m_NavMeshLayer: 0
m_StaticEditorFlags: 0 m_StaticEditorFlags: 0
m_IsActive: 0 m_IsActive: 1
--- !u!114 &2089314930 --- !u!114 &2089314930
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0

View file

@ -57,7 +57,7 @@ Material:
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
m_Ints: m_Ints:
- _MaxSteps: 128 - _MaxSteps: 100
m_Floats: m_Floats:
- _BumpScale: 1 - _BumpScale: 1
- _Cutoff: 0.5 - _Cutoff: 0.5

View file

@ -13,9 +13,9 @@ Shader "CrispyPin/FleshCube2"
#pragma vertex vert #pragma vertex vert
#pragma fragment frag #pragma fragment frag
#define MAX_STEPS 128 #define MAX_STEPS 100
#define MAX_DIST 128 #define MAX_DIST 128
#define SURF_DIST 0.01 #define SURF_DIST 0.025
#define SCENE_FN main #define SCENE_FN main
#define SCENE_SCALE 0.04 #define SCENE_SCALE 0.04

View file

@ -57,7 +57,7 @@ Material:
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
m_Ints: m_Ints:
- _MaxSteps: 128 - _MaxSteps: 32
m_Floats: m_Floats:
- _BumpScale: 1 - _BumpScale: 1
- _Cutoff: 0.5 - _Cutoff: 0.5
@ -75,7 +75,7 @@ Material:
- _SmoothnessTextureChannel: 0 - _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1 - _SpecularHighlights: 1
- _SrcBlend: 1 - _SrcBlend: 1
- _SurfDist: 0.001 - _SurfDist: 0.02
- _UVSec: 0 - _UVSec: 0
- _ZWrite: 1 - _ZWrite: 1
m_Colors: m_Colors:

View file

@ -13,8 +13,8 @@ Shader "CrispyPin/Loops"
#pragma vertex vert #pragma vertex vert
#pragma fragment frag #pragma fragment frag
#define MAX_STEPS 128 #define MAX_STEPS 64
#define MAX_DIST 128 #define MAX_DIST 256
#define SURF_DIST 0.01 #define SURF_DIST 0.01
#define SCENE_FN main #define SCENE_FN main

View file

@ -1472,7 +1472,7 @@ MonoBehaviour:
m_EditorClassIdentifier: m_EditorClassIdentifier:
type: 3 type: 3
objectId: 9fee86b2-a9bd-46a3-a364-5f94506c4253 objectId: 9fee86b2-a9bd-46a3-a364-5f94506c4253
randomNum: 95403234 randomNum: 23882205
unityVersion: 2021.3.41f1 unityVersion: 2021.3.41f1
cckVersion: 3.10:132 cckVersion: 3.10:132
--- !u!114 &2046637845 --- !u!114 &2046637845

View file

@ -9,10 +9,10 @@ EditorUserSettings:
value: 5452010404540f5f0f0b5e7415250d12404e4d7f757d2732287b4a6bb2b13569 value: 5452010404540f5f0f0b5e7415250d12404e4d7f757d2732287b4a6bb2b13569
flags: 0 flags: 0
RecentlyUsedSceneGuid-1: RecentlyUsedSceneGuid-1:
value: 5a050c0250565f5a58585d7244700c1245154e292d7970687d7c1f6be1e1656b value: 5b545552530c5f030c08552111705b474f15497f2e2d77327e284967bab5606e
flags: 0 flags: 0
RecentlyUsedSceneGuid-2: RecentlyUsedSceneGuid-2:
value: 5b545552530c5f030c08552111705b474f15497f2e2d77327e284967bab5606e value: 5a050c0250565f5a58585d7244700c1245154e292d7970687d7c1f6be1e1656b
flags: 0 flags: 0
vcSharedLogLevel: vcSharedLogLevel:
value: 0d5e400f0650 value: 0d5e400f0650

View file

@ -8,7 +8,6 @@ use image::{GenericImageView, ImageReader};
const FULL_CHARSET: &[u8] = b" !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~\n\t"; const FULL_CHARSET: &[u8] = b" !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~\n\t";
fn main() { fn main() {
const A:u8 = FULL_CHARSET[64];
// source code conversion // source code conversion
let source_text = read_to_string("../Assets/test/quine.shader").unwrap(); let source_text = read_to_string("../Assets/test/quine.shader").unwrap();
let mut encoded_text: Vec<u32> = Vec::new(); let mut encoded_text: Vec<u32> = Vec::new();