From b9159d9e7ced55f0422295d8c36da075f9bbd3be Mon Sep 17 00:00:00 2001 From: CrispyPin Date: Mon, 24 Jul 2023 08:42:25 +0200 Subject: [PATCH] shell of new raymarching lib --- Assets/raymarched/Raymarching.unity | 2 +- Assets/raymarched/lib/GarbageExample.mat | 4 +- Assets/raymarched/lib/libgarbage.cginc | 266 ++++++++++++++---- Assets/raymarched/lib/libgarbage_end.cginc | 1 - .../raymarched/lib/libgarbage_example.shader | 27 +- Assets/raymarched/lib/libgarbage_shapes.cginc | 40 +++ ...ginc.meta => libgarbage_shapes.cginc.meta} | 2 +- 7 files changed, 269 insertions(+), 73 deletions(-) delete mode 100644 Assets/raymarched/lib/libgarbage_end.cginc create mode 100644 Assets/raymarched/lib/libgarbage_shapes.cginc rename Assets/raymarched/lib/{libgarbage_end.cginc.meta => libgarbage_shapes.cginc.meta} (80%) diff --git a/Assets/raymarched/Raymarching.unity b/Assets/raymarched/Raymarching.unity index df53584..24fb023 100644 --- a/Assets/raymarched/Raymarching.unity +++ b/Assets/raymarched/Raymarching.unity @@ -529,7 +529,7 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - m_IsActive: 0 + m_IsActive: 1 --- !u!65 &683266144 BoxCollider: m_ObjectHideFlags: 0 diff --git a/Assets/raymarched/lib/GarbageExample.mat b/Assets/raymarched/lib/GarbageExample.mat index 27e3981..66e737e 100644 --- a/Assets/raymarched/lib/GarbageExample.mat +++ b/Assets/raymarched/lib/GarbageExample.mat @@ -63,8 +63,8 @@ Material: - _GlossMapScale: 1 - _Glossiness: 0.5 - _GlossyReflections: 1 - - _MaxDist: 256 - - _MaxSteps: 256 + - _MaxDist: 128 + - _MaxSteps: 128 - _Metallic: 0 - _Mode: 0 - _OcclusionStrength: 1 diff --git a/Assets/raymarched/lib/libgarbage.cginc b/Assets/raymarched/lib/libgarbage.cginc index 17ba790..804ca3b 100644 --- a/Assets/raymarched/lib/libgarbage.cginc +++ b/Assets/raymarched/lib/libgarbage.cginc @@ -1,61 +1,229 @@ -struct appdata -{ - float4 vertex : POSITION; -}; +#ifndef LIBGARBAGE_INCLUDED +#define LIBGARBAGE_INCLUDED +#include "UnityCG.cginc" -struct v2f -{ - float4 vertex : SV_POSITION; - float3 vCamPos : TEXCOORD1; - float3 vHitPos : TEXCOORD2; -}; +/* +# defines with no defaults +USE_WORLD_SPACE +DISCARD_ON_MISS +USE_MATERIALS_IN_RAYMARCH // TODO: implement, this is easier to work with but more expensive +DISABLE_DEPTH +START_RAYS_IN_BOX // TODO: implement +START_RAYS_IN_SPHERE // TODO: implement +*/ -struct fragOut -{ - fixed4 col : SV_Target; - // float depth : SV_Depth; -}; - -v2f vert (appdata v) -{ - v2f o; - o.vertex = UnityObjectToClipPos(v.vertex); -#ifdef USE_WORLD_SPACE - o.vCamPos = _WorldSpaceCameraPos; - o.vHitPos = mul(unity_ObjectToWorld, v.vertex); -#else - o.vCamPos = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1)); - o.vHitPos = v.vertex; +// scene sdf with only distance +#ifndef DISTANCE_FN +#define DISTANCE_FN default_distance_sdf #endif - return o; -} -fragOut frag (v2f i) -{ - fragOut o; - o.col = 1; - o.col.r = 0; +// scene sdf that includes material data +#ifndef MATERIAL_FN +#define MATERIAL_FN default_material_sdf +#endif + +// calculates a color from a Ray +#ifndef LIGHT_FN +#define LIGHT_FN default_lighting +#endif + +// max ray steps, from last bounce (reset on each reflection) +#ifndef MAX_STEPS +#define MAX_STEPS 128 +#endif + +// max ray length, from last bounce (length is reset on each reflection) +#ifndef MAX_DIST +#define MAX_DIST 128 +#endif + +// the largest surface distance that is counted as a hit +#ifndef SURF_DIST +#define SURF_DIST 0.001 +#endif + +// TODO: implement +#ifndef REFLECTIONS +#define REFLECTIONS 0 +#endif + +// TODO: implement +#ifndef SCENE_SCALE +#define SCENE_SCALE 1 +#endif + +// TODO: implement +#ifndef AMBIENT_OCCLUSION_STEPS +#define AMBIENT_OCCLUSION_STEPS 4 +#endif + + +struct AppData { + float4 vertex : POSITION; +}; + +struct V2F { + float4 vertex : SV_POSITION; + float3 cam_pos : TEXCOORD0; + float3 hit_pos : TEXCOORD1; +}; + +struct FragOut { + fixed3 col : SV_Target; +#ifndef DISABLE_DEPTH + float depth : SV_Depth; +#endif +}; + +struct Material { + float3 col; + float gloss; +}; +#define DEFAULT_MAT {float3(0.2, 0.2, 0.2), 0} + +struct SurfacePoint { + float dist; + Material mat; +}; + +//used for lighting a point +struct Ray { + float dist; + int steps; + Material mat; + float3 start; + float3 dir; + float3 hit_pos; + float3 normal; + bool missed; + float min_dist; // smallest distance encountered along the path (only useful for misses; shadow calculations) +}; + +#include "libgarbage_shapes.cginc" + +float DISTANCE_FN(float3 p); +SurfacePoint MATERIAL_FN(float3 p); +float3 LIGHT_FN(Ray ray); +Ray cast_ray(float3 p, float3 d, float startDist = 0); + +V2F vert (AppData v) { + V2F o; + o.vertex = UnityObjectToClipPos(v.vertex); + #ifdef USE_WORLD_SPACE + o.cam_pos = _WorldSpaceCameraPos; + o.hit_pos = mul(unity_ObjectToWorld, v.vertex); + #else + o.cam_pos = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1)); + o.hit_pos = v.vertex; + #endif return o; } -// #define SOME_MAGIC(main_fn) float3 main1()\ -// main_fn \ +FragOut frag (V2F i) { + float ray_len = 0; + float3 ray_dir = normalize(i.hit_pos - i.cam_pos); -#define SOME_MAGIC(PASS, function_definition) float3 main##PASS() function_definition + float3 last_bounce = i.cam_pos; + SurfacePoint point_data; + Ray ray; -#define DO_MAGIC MAIN_FN(1) + float3 col; + float color_used = 0;// what amount of the final color has been calculated + float prev_gloss = 0; + float3 first_hit; -// #define SECOND_PASS 1 -// #define AA MAIN_FN -// #define BB MAIN_FN + for (int ray_num = 0; ray_num < REFLECTIONS + 1; ray_num++) { + ray = cast_ray(last_bounce, ray_dir); + if (ray_num == 0) { // before any bounces + col = LIGHT_FN(ray); + first_hit = ray.hit_pos; + } else { + float col_amount = color_used + ((1 - prev_gloss) * (1 - color_used)); + col = lerp(LIGHT_FN(ray), col, col_amount); + color_used = col_amount; + } + if (ray.missed || ray.mat.gloss < 0.01) { + break; + } + prev_gloss = ray.mat.gloss; + ray_dir = reflect(ray_dir, ray.normal); + last_bounce = ray.hit_pos + ray_dir * 0.01; + } + + #ifdef DISCARD_ON_MISS + if (ray.missed && ray_num == 0) discard; + #endif + + FragOut o; + o.col = col; + + #ifndef DISABLE_DEPTH + float4 clip_pos = mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorld, float4(first_hit, 1))); + o.depth = clip_pos.z / clip_pos.w; + #ifndef UNITY_REVERSED_Z // basically only OpenGL (unity editor on linux) + o.depth = o.depth * 0.5 + 0.5; // remap -1 to 1 range to 0.0 to 1.0 + #endif + #endif + return o; +} + +inline float3 get_normal(float3 pos, float surface_distance, float epsilon = 0.001) { + // if epsilon is smaller than 0.001, there are often artifacts + const float2 e = float2(epsilon, 0); + float3 n = surface_distance - float3( + DISTANCE_FN(pos - e.xyy), + DISTANCE_FN(pos - e.yxy), + DISTANCE_FN(pos - e.yyx)); + return normalize(n); +} + +Ray cast_ray(float3 start, float3 dir, float start_len) { + float ray_len = start_len; + + Ray ray; + ray.dir = dir; + ray.start = start; + ray.min_dist = 100100100; // budget "infinity" + ray.missed = true; + + for (int i = 0; i < MAX_STEPS; i++) { + ray.hit_pos = start + ray_len * dir; + ray.dist = DISTANCE_FN(ray.hit_pos); + if (ray.dist < SURF_DIST) { + ray.missed = false; + break; + } + ray.min_dist = min(ray.min_dist, ray.dist); + ray_len += ray.dist; + if (ray_len > MAX_DIST) break; + } + + ray.steps = i; + if (ray.missed) { + ray.normal = float3(0, 0, 0); + } else { + ray.normal = get_normal(ray.hit_pos, ray.dist); + ray.mat = MATERIAL_FN(ray.hit_pos).mat; + } + return ray; +} + +float default_distance_sdf(float3 p) { + return sdSphere(p, 0.5); +} + +SurfacePoint default_material_sdf(float3 p) { + return mSphere(p, 0.5); +} + +float3 default_lighting(Ray ray) { + float3 sun_dir = normalize(float3(1, 0.5, 0)); + if (ray.missed) + return 0.1; + float3 col = 0; + col = ray.mat.col * dot(ray.normal, sun_dir); + return col; +} -// float3 main2() \ -// main_fn - -// \ -// float3 main2() \ -// main_fn\ - - -// #define SECOND_PASS \ +#endif // LIBGARBAGE_INCLUDED diff --git a/Assets/raymarched/lib/libgarbage_end.cginc b/Assets/raymarched/lib/libgarbage_end.cginc deleted file mode 100644 index ee953f0..0000000 --- a/Assets/raymarched/lib/libgarbage_end.cginc +++ /dev/null @@ -1 +0,0 @@ -#define DO_MAGIC(p) MAIN_FN(p) \ No newline at end of file diff --git a/Assets/raymarched/lib/libgarbage_example.shader b/Assets/raymarched/lib/libgarbage_example.shader index 84e10d7..2062328 100644 --- a/Assets/raymarched/lib/libgarbage_example.shader +++ b/Assets/raymarched/lib/libgarbage_example.shader @@ -2,17 +2,16 @@ Shader "CrispyPin/LibGarbageExample" { Properties { - [Header(Raymarcher Properties)] - _MaxSteps ("Max steps", Int) = 256 - _MaxDist ("Max distance", Float) = 256 + _MaxSteps ("Max steps", Int) = 128 + _MaxDist ("Max distance", Float) = 128 _SurfDist ("Surface distance threshold", Range(0.00001, 0.05)) = 0.001 } SubShader { Tags { "RenderType"="Opaque" } - Cull Off + Cull Front LOD 100 Pass @@ -21,23 +20,13 @@ Shader "CrispyPin/LibGarbageExample" #pragma vertex vert #pragma fragment frag + int _MaxSteps; + #define MAX_STEPS _MaxSteps + + // #define DISABLE_DEPTH + // #define DISCARD_ON_MISS #include "libgarbage.cginc" - // #define MAIN_FN(PASS) float3 main##PASS ()\ - - #define MAIN_FN(PASS) SOME_MAGIC(PASS,\ - {\ - return float3(1,0,0);\ - }\ - ) - // #include "libgarbage_end.cginc" - // #define DO_MAGIC(p) MAIN_FN(p) - DO_MAGIC - - // {return 0;} - // MAIN_FN(1) {return 0;} - - ENDCG } } diff --git a/Assets/raymarched/lib/libgarbage_shapes.cginc b/Assets/raymarched/lib/libgarbage_shapes.cginc new file mode 100644 index 0000000..996315d --- /dev/null +++ b/Assets/raymarched/lib/libgarbage_shapes.cginc @@ -0,0 +1,40 @@ + +#define _MAT_VARIANT1(NEW_NAME, BASE_FN, TYPE_1, ARG_1) \ + SurfacePoint NEW_NAME(float3 p, TYPE_1 ARG_1, Material mat = DEFAULT_MAT) {\ + SurfacePoint o;\ + o.dist = BASE_FN(p, ARG_1);\ + o.mat = mat;\ + return o;\ + } + +#define _MAT_VARIANT2(NEW_NAME, BASE_FN, TYPE_1, ARG_1, TYPE_2, ARG_2) \ + SurfacePoint NEW_NAME(float3 p, TYPE_1 ARG_1, TYPE_2 ARG_2, Material mat = DEFAULT_MAT) {\ + SurfacePoint o;\ + o.dist = BASE_FN(p, ARG_1, ARG_2);\ + o.mat = mat;\ + return o;\ + } + +#define _MAT_VARIANT3(NEW_NAME, BASE_FN, TYPE_1, ARG_1, TYPE_2, ARG_2, TYPE_3, ARG_3) \ + SurfacePoint NEW_NAME(float3 p, TYPE_1 ARG_1, TYPE_2 ARG_2, TYPE_3 ARG_3, Material mat = DEFAULT_MAT) {\ + SurfacePoint o;\ + o.dist = BASE_FN(p, ARG_1, ARG_2, ARG_3);\ + o.mat = mat;\ + return o;\ + } + +// +// Most of these are taken from https://iquilezles.org/articles/distfunctions/ +// Thank you Inigo Quilez <3 + +float sdBox(float3 p, float3 size) { + float3 q = abs(p) - size / 2.0; + return length(max(q, 0)) + min(max(q.x, max(q.y, q.z)), 0); +} +_MAT_VARIANT1(mBox, sdBox, float3, size) + +float sdSphere(float3 p, float radius) { + return length(p) - radius; +} +_MAT_VARIANT1(mSphere, sdSphere, float, radius) + diff --git a/Assets/raymarched/lib/libgarbage_end.cginc.meta b/Assets/raymarched/lib/libgarbage_shapes.cginc.meta similarity index 80% rename from Assets/raymarched/lib/libgarbage_end.cginc.meta rename to Assets/raymarched/lib/libgarbage_shapes.cginc.meta index 549f561..967350e 100644 --- a/Assets/raymarched/lib/libgarbage_end.cginc.meta +++ b/Assets/raymarched/lib/libgarbage_shapes.cginc.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 26203816190e7e521a12959d895d68a3 +guid: 4d08637fa3f7e141190ffd1bdbca2c19 ShaderImporter: externalObjects: {} defaultTextures: []