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

View file

@ -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

View file

@ -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

View file

@ -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

View file

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

View file

@ -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
}
}

View file

@ -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)

View file

@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 26203816190e7e521a12959d895d68a3
guid: 4d08637fa3f7e141190ffd1bdbca2c19
ShaderImporter:
externalObjects: {}
defaultTextures: []