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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@ -1408,6 +1320,7 @@ GameObject:
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m_Layer: 0
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m_Name: Nut
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@ -1541,6 +1455,27 @@ MonoBehaviour:
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targetMaterial: {fileID: 2100000, guid: c881d33e96e5ee113a7ca92a93839d15, type: 2}
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playerRootPositions: _PlayerRootPositions
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playerHipPositions: _PlayerHipPositions
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playerHeadPositions: _PlayerHeadPositions
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playerLeftHandPositions: _PlayerLeftHandPositions
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playerRightHandPositions: _PlayerRightHandPositions
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playerChestPositions: _PlayerChestPositions
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playerLeftFootPositions: _PlayerLeftFootPositions
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playerRightFootPositions: _PlayerRightFootPositions
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--- !u!1 &950930976
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@ -1914,7 +1850,7 @@ Transform:
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--- !u!135 &1450495546
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SphereCollider:
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--- !u!1 &1764646627
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GameObject:
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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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||||
|
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|
@ -19,6 +19,10 @@ Shader "CrispyPin/Nut"
|
|||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
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||||
#define PLAYER_COUNT 6
|
||||
float4 _PlayerRightHandPositions[PLAYER_COUNT];
|
||||
float4 _PlayerLeftHandPositions[PLAYER_COUNT];
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||||
|
||||
int _MaxSteps;
|
||||
float _MaxDist;
|
||||
float _SurfDist;
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||||
|
@ -36,7 +40,7 @@ Shader "CrispyPin/Nut"
|
|||
// #define DISTANCE_FN separate_dist
|
||||
// #define STEP_MULTIPLIER 0.1
|
||||
|
||||
#define SCENE_SCALE 0.8
|
||||
#define SCENE_SCALE 0.7
|
||||
|
||||
// #define DISABLE_DEPTH
|
||||
// #define DISCARD_ON_MISS
|
||||
|
@ -106,12 +110,29 @@ Shader "CrispyPin/Nut"
|
|||
|
||||
d = qUnion(d, bolt);
|
||||
|
||||
// d = qUnion(d, mSphere(p - float3(0,0,.3), 0.15, mat(1,0,0.5)), 0.1);
|
||||
|
||||
// floor
|
||||
|
||||
// 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 = 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));
|
||||
return d;
|
||||
}
|
||||
|
@ -137,18 +158,11 @@ Shader "CrispyPin/Nut"
|
|||
return col * (lSky(float3(0,1,0)) + lSun(float3(0,1,0), 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 +=
|
||||
// ray.mat.col *
|
||||
lSky(ray.normal);
|
||||
// float3(0.5, 0.8, 0.9);
|
||||
// col = ray.mat.col;
|
||||
float3 light = lSun(ray.normal, sun_dir)
|
||||
* lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50)
|
||||
+ lSky(ray.normal);
|
||||
|
||||
return col*ray.mat.col;
|
||||
return light * ray.mat.col;
|
||||
}
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue