raymarching stuff

This commit is contained in:
Crispy 2023-06-17 21:13:30 +02:00
parent 478a9080e3
commit c5a78070cd
12 changed files with 560 additions and 7 deletions

View file

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View file

@ -12,9 +12,31 @@
Tags { "RenderType"="Opaque" }
Cull Off
LOD 100
Pass
{
// TODO: does this even do anything? its supposed to be on by default
ZWrite On
CGPROGRAM
#pragma vertex vertex
#pragma fragment fragment
#define BASE_PASS
#include "raymarcher.cginc"
v2f vertex (appdata v){
return vert(v);
}
fragOut fragment (v2f i) {
return frag(i);
}
ENDCG
}
Pass
{
Tags { "LightMode" = "ForwardAdd"}
ZWrite On
CGPROGRAM
#pragma vertex vertex
#pragma fragment fragment

View file

@ -27,6 +27,9 @@
fragOut fragment (v2f i) {
return frag(i);
// fragOut o = frag(i);
// o.col = 0.4f;
// return o;
}
ENDCG
}

View file

@ -5,6 +5,7 @@ define IS_SECONDARY_SHAPE to only render the second shape
*/
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
struct appdata
{
@ -107,12 +108,16 @@ float SecondShape(float3 p) {
float GetDist(float3 p) {
#ifdef IS_SECONDARY_SHAPE
return SecondShape(p);
#else
#ifdef BASE_PASS
return FirstShape(p);
#else
float first = FirstShape(p);
float3 second_pos = mul(unity_WorldToObject, _WorldSpaceLightPos0);
float second = SecondShape(p - second_pos);
return smin(first, second, 0.15f);
#endif
#endif
}
//marches a ray through the scene
@ -143,6 +148,14 @@ float3 GetNormal(float3 p) {
}
fragOut frag (v2f i) {
#ifndef IS_SECONDARY_SHAPE
#ifndef BASE_PASS
if (length(_LightColor0 - float4(0,0,1,0)) > 0.01f ){
discard;
}
#endif
#endif
float3 ro = i.ro;
float3 rd = normalize(i.hitPos - ro);
@ -162,6 +175,7 @@ fragOut frag (v2f i) {
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fragOut o;
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o.depth = (vClipPos.z / vClipPos.w + 1.0) * 0.5;
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UNITY_INSTANCING_BUFFER_START(Props)
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UNITY_INSTANCING_BUFFER_END(Props)
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// Metallic and smoothness come from slider variables
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// o.Depth += 0.1;
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