shell of new raymarching lib

This commit is contained in:
Crispy 2023-07-24 08:42:25 +02:00
parent 814488620f
commit b9159d9e7c
7 changed files with 269 additions and 73 deletions

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@ -529,7 +529,7 @@ GameObject:
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m_NavMeshLayer: 0 m_NavMeshLayer: 0
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--- !u!65 &683266144 --- !u!65 &683266144
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m_ObjectHideFlags: 0 m_ObjectHideFlags: 0

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@ -63,8 +63,8 @@ Material:
- _GlossMapScale: 1 - _GlossMapScale: 1
- _Glossiness: 0.5 - _Glossiness: 0.5
- _GlossyReflections: 1 - _GlossyReflections: 1
- _MaxDist: 256 - _MaxDist: 128
- _MaxSteps: 256 - _MaxSteps: 128
- _Metallic: 0 - _Metallic: 0
- _Mode: 0 - _Mode: 0
- _OcclusionStrength: 1 - _OcclusionStrength: 1

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@ -1,61 +1,229 @@
struct appdata #ifndef LIBGARBAGE_INCLUDED
{ #define LIBGARBAGE_INCLUDED
#include "UnityCG.cginc"
/*
# 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
*/
// scene sdf with only distance
#ifndef DISTANCE_FN
#define DISTANCE_FN default_distance_sdf
#endif
// 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; float4 vertex : POSITION;
}; };
struct v2f struct V2F {
{
float4 vertex : SV_POSITION; float4 vertex : SV_POSITION;
float3 vCamPos : TEXCOORD1; float3 cam_pos : TEXCOORD0;
float3 vHitPos : TEXCOORD2; float3 hit_pos : TEXCOORD1;
}; };
struct fragOut struct FragOut {
{ fixed3 col : SV_Target;
fixed4 col : SV_Target; #ifndef DISABLE_DEPTH
// float depth : SV_Depth; float depth : SV_Depth;
#endif
}; };
v2f vert (appdata v) struct Material {
{ float3 col;
v2f o; 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); o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef USE_WORLD_SPACE #ifdef USE_WORLD_SPACE
o.vCamPos = _WorldSpaceCameraPos; o.cam_pos = _WorldSpaceCameraPos;
o.vHitPos = mul(unity_ObjectToWorld, v.vertex); o.hit_pos = mul(unity_ObjectToWorld, v.vertex);
#else #else
o.vCamPos = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1)); o.cam_pos = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1));
o.vHitPos = v.vertex; o.hit_pos = v.vertex;
#endif #endif
return o; return o;
} }
fragOut frag (v2f i) FragOut frag (V2F i) {
{ float ray_len = 0;
fragOut o; float3 ray_dir = normalize(i.hit_pos - i.cam_pos);
o.col = 1;
o.col.r = 0; float3 last_bounce = i.cam_pos;
SurfacePoint point_data;
Ray ray;
float3 col;
float color_used = 0;// what amount of the final color has been calculated
float prev_gloss = 0;
float3 first_hit;
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; return o;
} }
// #define SOME_MAGIC(main_fn) float3 main1()\ inline float3 get_normal(float3 pos, float surface_distance, float epsilon = 0.001) {
// main_fn \ // 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);
}
#define SOME_MAGIC(PASS, function_definition) float3 main##PASS() function_definition Ray cast_ray(float3 start, float3 dir, float start_len) {
float ray_len = start_len;
#define DO_MAGIC MAIN_FN(1) Ray ray;
ray.dir = dir;
ray.start = start;
ray.min_dist = 100100100; // budget "infinity"
ray.missed = true;
// #define SECOND_PASS 1 for (int i = 0; i < MAX_STEPS; i++) {
// #define AA MAIN_FN ray.hit_pos = start + ray_len * dir;
// #define BB MAIN_FN 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() \ #endif // LIBGARBAGE_INCLUDED
// main_fn
// \
// float3 main2() \
// main_fn\
// #define SECOND_PASS \

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@ -1 +0,0 @@
#define DO_MAGIC(p) MAIN_FN(p)

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@ -2,17 +2,16 @@ Shader "CrispyPin/LibGarbageExample"
{ {
Properties Properties
{ {
[Header(Raymarcher Properties)] [Header(Raymarcher Properties)]
_MaxSteps ("Max steps", Int) = 256 _MaxSteps ("Max steps", Int) = 128
_MaxDist ("Max distance", Float) = 256 _MaxDist ("Max distance", Float) = 128
_SurfDist ("Surface distance threshold", Range(0.00001, 0.05)) = 0.001 _SurfDist ("Surface distance threshold", Range(0.00001, 0.05)) = 0.001
} }
SubShader SubShader
{ {
Tags { "RenderType"="Opaque" } Tags { "RenderType"="Opaque" }
Cull Off Cull Front
LOD 100 LOD 100
Pass Pass
@ -21,23 +20,13 @@ Shader "CrispyPin/LibGarbageExample"
#pragma vertex vert #pragma vertex vert
#pragma fragment frag #pragma fragment frag
int _MaxSteps;
#define MAX_STEPS _MaxSteps
// #define DISABLE_DEPTH
// #define DISCARD_ON_MISS
#include "libgarbage.cginc" #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 ENDCG
} }
} }

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@ -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)

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@ -1,5 +1,5 @@
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