Raymarch Nut: add player hand positions; libgarbage example: add big cutter
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4 changed files with 90 additions and 141 deletions
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@ -27,7 +27,7 @@ Shader "CrispyPin/LibGarbageExample"
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#define MAX_DIST _MaxDist
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#define SURF_DIST _SurfDist
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#define REFLECTIONS 1
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#define REFLECTIONS 2
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#define LIGHT_FN lighting
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#define SCENE_FN main
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@ -64,36 +64,31 @@ Shader "CrispyPin/LibGarbageExample"
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SurfacePoint main(float3 p) {
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Material floor = mat(floor_col(p));
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p.y += 2.5;
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// Material green = mat(float3(0.05, 0.8, 0.2));
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Material mat1 = mat(1, 0.3, 0.1);
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// Material mat1 = mat(0.05);
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Material helix_glossy = mat(float3(1, 0.2, 0.05), 0.5);
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SurfacePoint d;
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d = mSphere(p - float3(-2, 1, -2), 0.5);
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d = qUnion(d, mTorus(p - float3(0, 1, -2), 0.4, 0.1));
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// float3 line_a = float3(1.5, 1.5, -2);
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float3 line_a = float3(2 - cos(_Time.z)*0.5, 1.5, -2 - sin(_Time.z)*0.5);
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float3 line_b = float3(2 + cos(_Time.z)*0.3, 0.5, -2 + sin(_Time.z)*0.3);
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d = qUnion(d, mLine(p, line_a, line_b, 0.2));
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d = mSphere(p - float3(-2, 1, -2), 0.5, mat1);
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d = qUnion(d, mTorus(p - float3(0, 1, -2), 0.4, 0.1, mat1));
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d = qUnion(d, mLine(p, float3(1.5, 1.5, -2), float3(2.5, 0.5, -2), 0.2, mat1));
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d = qUnion(d, mBox(p - float3(-2, 1, 0), float3(0.5, 0.5, 0.8), mat1));
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d = qUnion(d, mHexPrism(p - float3(0, 1, 0), 0.5, 0.2, mat1));
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d = qUnion(d, mBox(p - float3(-2, 1, 0), float3(0.5, 0.5, 0.8)));
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d = qUnion(d, mHexPrism(p - float3(0, 1, 0), 0.5, 0.2));
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d = qUnion(d,
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qIntersect(
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mHelix(rotY(p - float3(2, -1, 0), _Time.y), 0.5, 0.2, 0.13, helix_glossy),
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mBox(p - float3(2, 1, 0), 1.8, mat1),
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mHelix(rotY(p - float3(2, -1, 0), _Time.y), 0.5, 0.2, 0.13),
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mBox(p - float3(2, 1, 0), 1.8),
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0.05
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)
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);
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d = qUnion(d, mCylinder(p - float3(-2, 1, 2), 0.4, 0.5, mat1));
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d = qUnion(d, mCylinder(p - float3(-2, 1, 2), 0.4, 0.5));
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d = qRound(d, 0.05 * sin(_Time.y));
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float a = (sin(_Time.y)/2 + 0.5) * UNITY_PI;
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d = qUnion(d, mCappedTorus(p - float3(0, 1, 2), float2(sin(a), cos(a)), 0.4, 0.1, mat1));
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float torus_angle = (sin(_Time.y)/2 + 0.5) * UNITY_PI;
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d = qUnion(d, mCappedTorus(p - float3(0, 1, 2), float2(sin(torus_angle), cos(torus_angle)), 0.4, 0.1));
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d = qUnion(d,
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mFromDist(
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@ -101,13 +96,15 @@ Shader "CrispyPin/LibGarbageExample"
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qRound(sdBox(p - float3(2, 1, 2), 1), 0.005),
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sdGyroid(p, 12, sin(_Time.y) * UNITY_PI * 0.5, 0.2),
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0.01
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),
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helix_glossy
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)
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)
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);
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d.mat = mat(float3(0.1, 0.6, 1.0), 0.5);
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float3 p2 = p - float3(0, 2, sin(_Time.x * 5) * 3);
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d = qUnion(d, qRound(mBox(p2, float3(6, 4, .2), mat(0.1)), 0.01));
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d = qSub(d, mBox(p2, float3(5.6, 3.6, .25)), 0.02);
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// d.mat = mat1;
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d = qUnion(d,
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qIntersect(
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mPlaneY(p, 0, floor),
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