Raymarch Nut: add player hand positions; libgarbage example: add big cutter
This commit is contained in:
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5abb65f616
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4 changed files with 90 additions and 141 deletions
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m_LocalRotation: {x: 0.36414537, y: 0, z: 0, w: 0.9313421}
|
m_LocalRotation: {x: 0.30261943, y: 0, z: 0, w: 0.95311147}
|
||||||
m_LocalPosition: {x: 0, y: 0.67, z: -0.7}
|
m_LocalPosition: {x: 0, y: 0.37, z: -0.8}
|
||||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||||
m_Children: []
|
m_Children: []
|
||||||
m_Father: {fileID: 0}
|
m_Father: {fileID: 0}
|
||||||
m_RootOrder: 0
|
m_RootOrder: 0
|
||||||
m_LocalEulerAnglesHint: {x: 42.71, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 35.23, y: 0, z: 0}
|
||||||
--- !u!1 &1651833084
|
--- !u!1 &1651833084
|
||||||
GameObject:
|
GameObject:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
|
@ -2357,6 +2294,7 @@ MonoBehaviour:
|
||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
type: 3
|
type: 3
|
||||||
objectId: e0ad42bf-6854-4fd0-ab9b-b81c76130077
|
objectId: e0ad42bf-6854-4fd0-ab9b-b81c76130077
|
||||||
|
randomNum:
|
||||||
--- !u!114 &1651833087
|
--- !u!114 &1651833087
|
||||||
MonoBehaviour:
|
MonoBehaviour:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
|
@ -2448,7 +2386,7 @@ Transform:
|
||||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||||
m_Children: []
|
m_Children: []
|
||||||
m_Father: {fileID: 0}
|
m_Father: {fileID: 0}
|
||||||
m_RootOrder: 2
|
m_RootOrder: 1
|
||||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
--- !u!1 &1764646627
|
--- !u!1 &1764646627
|
||||||
GameObject:
|
GameObject:
|
||||||
|
|
|
@ -27,7 +27,7 @@ Shader "CrispyPin/LibGarbageExample"
|
||||||
#define MAX_DIST _MaxDist
|
#define MAX_DIST _MaxDist
|
||||||
#define SURF_DIST _SurfDist
|
#define SURF_DIST _SurfDist
|
||||||
|
|
||||||
#define REFLECTIONS 1
|
#define REFLECTIONS 2
|
||||||
|
|
||||||
#define LIGHT_FN lighting
|
#define LIGHT_FN lighting
|
||||||
#define SCENE_FN main
|
#define SCENE_FN main
|
||||||
|
@ -64,36 +64,31 @@ Shader "CrispyPin/LibGarbageExample"
|
||||||
|
|
||||||
SurfacePoint main(float3 p) {
|
SurfacePoint main(float3 p) {
|
||||||
Material floor = mat(floor_col(p));
|
Material floor = mat(floor_col(p));
|
||||||
|
|
||||||
p.y += 2.5;
|
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;
|
SurfacePoint d;
|
||||||
|
d = mSphere(p - float3(-2, 1, -2), 0.5);
|
||||||
|
d = qUnion(d, mTorus(p - float3(0, 1, -2), 0.4, 0.1));
|
||||||
|
// float3 line_a = float3(1.5, 1.5, -2);
|
||||||
|
float3 line_a = float3(2 - cos(_Time.z)*0.5, 1.5, -2 - sin(_Time.z)*0.5);
|
||||||
|
float3 line_b = float3(2 + cos(_Time.z)*0.3, 0.5, -2 + sin(_Time.z)*0.3);
|
||||||
|
d = qUnion(d, mLine(p, line_a, line_b, 0.2));
|
||||||
|
|
||||||
|
d = qUnion(d, mBox(p - float3(-2, 1, 0), float3(0.5, 0.5, 0.8)));
|
||||||
d = mSphere(p - float3(-2, 1, -2), 0.5, mat1);
|
d = qUnion(d, mHexPrism(p - float3(0, 1, 0), 0.5, 0.2));
|
||||||
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,
|
d = qUnion(d,
|
||||||
qIntersect(
|
qIntersect(
|
||||||
mHelix(rotY(p - float3(2, -1, 0), _Time.y), 0.5, 0.2, 0.13, helix_glossy),
|
mHelix(rotY(p - float3(2, -1, 0), _Time.y), 0.5, 0.2, 0.13),
|
||||||
mBox(p - float3(2, 1, 0), 1.8, mat1),
|
mBox(p - float3(2, 1, 0), 1.8),
|
||||||
0.05
|
0.05
|
||||||
)
|
)
|
||||||
);
|
);
|
||||||
|
|
||||||
d = qUnion(d, mCylinder(p - float3(-2, 1, 2), 0.4, 0.5, mat1));
|
d = qUnion(d, mCylinder(p - float3(-2, 1, 2), 0.4, 0.5));
|
||||||
d = qRound(d, 0.05 * sin(_Time.y));
|
d = qRound(d, 0.05 * sin(_Time.y));
|
||||||
|
|
||||||
float a = (sin(_Time.y)/2 + 0.5) * UNITY_PI;
|
float torus_angle = (sin(_Time.y)/2 + 0.5) * UNITY_PI;
|
||||||
d = qUnion(d, mCappedTorus(p - float3(0, 1, 2), float2(sin(a), cos(a)), 0.4, 0.1, mat1));
|
d = qUnion(d, mCappedTorus(p - float3(0, 1, 2), float2(sin(torus_angle), cos(torus_angle)), 0.4, 0.1));
|
||||||
|
|
||||||
d = qUnion(d,
|
d = qUnion(d,
|
||||||
mFromDist(
|
mFromDist(
|
||||||
|
@ -101,13 +96,15 @@ Shader "CrispyPin/LibGarbageExample"
|
||||||
qRound(sdBox(p - float3(2, 1, 2), 1), 0.005),
|
qRound(sdBox(p - float3(2, 1, 2), 1), 0.005),
|
||||||
sdGyroid(p, 12, sin(_Time.y) * UNITY_PI * 0.5, 0.2),
|
sdGyroid(p, 12, sin(_Time.y) * UNITY_PI * 0.5, 0.2),
|
||||||
0.01
|
0.01
|
||||||
),
|
)
|
||||||
helix_glossy
|
|
||||||
)
|
)
|
||||||
);
|
);
|
||||||
|
|
||||||
|
d.mat = mat(float3(0.1, 0.6, 1.0), 0.5);
|
||||||
|
float3 p2 = p - float3(0, 2, sin(_Time.x * 5) * 3);
|
||||||
|
d = qUnion(d, qRound(mBox(p2, float3(6, 4, .2), mat(0.1)), 0.01));
|
||||||
|
d = qSub(d, mBox(p2, float3(5.6, 3.6, .25)), 0.02);
|
||||||
|
|
||||||
// d.mat = mat1;
|
|
||||||
d = qUnion(d,
|
d = qUnion(d,
|
||||||
qIntersect(
|
qIntersect(
|
||||||
mPlaneY(p, 0, floor),
|
mPlaneY(p, 0, floor),
|
||||||
|
|
|
@ -19,6 +19,10 @@ Shader "CrispyPin/Nut"
|
||||||
#pragma vertex vert
|
#pragma vertex vert
|
||||||
#pragma fragment frag
|
#pragma fragment frag
|
||||||
|
|
||||||
|
#define PLAYER_COUNT 6
|
||||||
|
float4 _PlayerRightHandPositions[PLAYER_COUNT];
|
||||||
|
float4 _PlayerLeftHandPositions[PLAYER_COUNT];
|
||||||
|
|
||||||
int _MaxSteps;
|
int _MaxSteps;
|
||||||
float _MaxDist;
|
float _MaxDist;
|
||||||
float _SurfDist;
|
float _SurfDist;
|
||||||
|
@ -36,7 +40,7 @@ Shader "CrispyPin/Nut"
|
||||||
// #define DISTANCE_FN separate_dist
|
// #define DISTANCE_FN separate_dist
|
||||||
// #define STEP_MULTIPLIER 0.1
|
// #define STEP_MULTIPLIER 0.1
|
||||||
|
|
||||||
#define SCENE_SCALE 0.8
|
#define SCENE_SCALE 0.7
|
||||||
|
|
||||||
// #define DISABLE_DEPTH
|
// #define DISABLE_DEPTH
|
||||||
// #define DISCARD_ON_MISS
|
// #define DISCARD_ON_MISS
|
||||||
|
@ -106,12 +110,29 @@ Shader "CrispyPin/Nut"
|
||||||
|
|
||||||
d = qUnion(d, bolt);
|
d = qUnion(d, bolt);
|
||||||
|
|
||||||
|
// d = qUnion(d, mSphere(p - float3(0,0,.3), 0.15, mat(1,0,0.5)), 0.1);
|
||||||
|
|
||||||
// floor
|
// floor
|
||||||
|
|
||||||
// d = qUnion(d, mPlaneY(p, -0.5, mat(floor_col, 0)), 0.01);
|
// d = qUnion(d, mPlaneY(p, -0.5, mat(floor_col, 0)), 0.01);
|
||||||
// d = qIntersect(d, mPlaneY(-p, 0.6, mat(floor_col, 0)), 0.01);
|
// d = qIntersect(d, mPlaneY(-p, 0.6, mat(floor_col, 0)), 0.01);
|
||||||
d = qUnion(d, mBox(p - float3(0, -0.6, 0), float3(6, 0.05, 6), mat(floor(p), 0)));
|
d = qUnion(d, mBox(p - float3(0, -0.6, 0), float3(6, 0.05, 6), mat(floor(p), 0)));
|
||||||
|
|
||||||
|
[unroll]
|
||||||
|
for (int i = 0; i < PLAYER_COUNT; i++) {
|
||||||
|
// float visible = (float)(length(_PlayerRightHandPositions[i]) > 0);
|
||||||
|
// float visible = step(0.01, length(_PlayerRightHandPositions[i]));
|
||||||
|
[flatten]
|
||||||
|
if (length(_PlayerRightHandPositions[i]) > 0.01) {
|
||||||
|
float rad = 0.1;
|
||||||
|
float3 hand_r = mul(unity_WorldToObject, float4(_PlayerRightHandPositions[i].xyz, 1)).xyz / SCENE_SCALE;
|
||||||
|
d = qUnion(d, mSphere(p - hand_r, rad, mat(0.1, sin(_Time.y)*0.5 +0.5, 1)), 0.2);
|
||||||
|
float3 hand_l = mul(unity_WorldToObject, float4(_PlayerLeftHandPositions[i].xyz, 1)).xyz / SCENE_SCALE;
|
||||||
|
d = qUnion(d, mSphere(p - hand_l, rad, mat(float3(1, 0, 0.1), 0.5)), 0.2);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
// d = qUnion(d, mSphere(p - float3(0, -0.5, 1), 0.4));
|
// d = qUnion(d, mSphere(p - float3(0, -0.5, 1), 0.4));
|
||||||
return d;
|
return d;
|
||||||
}
|
}
|
||||||
|
@ -137,18 +158,11 @@ Shader "CrispyPin/Nut"
|
||||||
return col * (lSky(float3(0,1,0)) + lSun(float3(0,1,0), sun_dir));
|
return col * (lSky(float3(0,1,0)) + lSun(float3(0,1,0), sun_dir));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
float3 col = 0;
|
float3 light = lSun(ray.normal, sun_dir)
|
||||||
col =
|
* lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50)
|
||||||
// ray.mat.col *
|
+ lSky(ray.normal);
|
||||||
lSun(ray.normal, sun_dir);
|
|
||||||
col *= lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50);
|
|
||||||
col +=
|
|
||||||
// ray.mat.col *
|
|
||||||
lSky(ray.normal);
|
|
||||||
// float3(0.5, 0.8, 0.9);
|
|
||||||
// col = ray.mat.col;
|
|
||||||
|
|
||||||
return col*ray.mat.col;
|
return light * ray.mat.col;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue