libgarbage: better metallic reflections, fix colour space
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11 changed files with 386 additions and 79 deletions
80
Assets/raymarched/Gyroid.mat
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80
Assets/raymarched/Gyroid.mat
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@ -57,7 +57,7 @@
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#define LIGHT_FN lighting
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#define SCENE_FN main
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#define REFLECTIONS 3
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#define REFLECTIONS 2
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#define SCENE_SCALE 0.025
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#define LIMIT_DEPTH_TO_MESH
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@ -222,14 +222,14 @@
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else {
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col = sky(dir, sun_dir);
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}
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return col;
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return pow(col, 1/2.2);
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}
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SurfacePoint main(float3 p) {
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Material grass = mat(float3(0.05, 0.5, 0.1), 0.3);
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Material dirt = mat(float3(0.5, 0.2, 0.05), 0);
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Material grass = mat(float3(0.26, 0.73, 0.35), 1);
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Material dirt = mat(float3(0.73, 0.48, 0.26), 0);
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Material metal = mat(1, 1);
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Material blue = mat(float3(0.5, 0.6, 1), 0);
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Material blue = mat(float3(0.73, 0.8, 1), 0);
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SurfacePoint d = mPlaneY(p, 0, grass);
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d = qIntersect(d, mSphere(p, 9, dirt), 0.5);
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float3 p2 = abs(rotY(p, -20 * _Time)) - float3(1.5, sin(_Time.y * 5) + 1, 1.5);
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d = qUnion(d, mSphere(p2, 0.7, metal), 0.2);
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Material water = mat(float3(0.01, 0.015, 0.025), 0.7);
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float h = 0;// sin(p.x + sin(p.z * 2+ _Time.y) * 0.3);
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h *= 0.1;
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h = - 2;
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// Material water = mat(float3(0.12, 0.15, 0.19), 1);
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// float h = 0;// sin(p.x + sin(p.z * 2+ _Time.y) * 0.3);
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// h *= 0.1;
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// h = - 2;
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// d = qUnion(d, mPlaneY(p, h - snoise(p / 10 + _Time.xyz * 0.2) * 0.2, water));
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float3 p3 = repXZ(p, 20, 20);
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// float3 p3 = repXZ(p, 20, 20);
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// d = qUnion(d, mSphere(p3 - float3(snoise(p), -5, 1), 8, water), 3);
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// d = qUnion(d, mSphere(p3 - float3(3, h - 1.5, 2 + sin(p.x / 20)*3), 4, water), 3);
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return d;
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}
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float3 sun_dir = normalize(float3(0, 1, 10));
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float3 col = 0;
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col = ray.mat.col * lSun(ray.normal, sun_dir);
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col *= lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50);
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col += ray.mat.col * lSky(ray.normal);
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return col;
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float3 light = lSun(ray.normal, sun_dir);
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light *= lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50);
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light += lSky(ray.normal);
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return light;
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}
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ENDCG
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}
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50
Assets/raymarched/gyroid.shader
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Assets/raymarched/gyroid.shader
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Shader "CrispyPin/Gyroid"
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{
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Properties
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{
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[Header(Raymarcher Properties)]
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_MaxSteps ("Max steps", Int) = 128
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_MaxDist ("Max distance", Float) = 128
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_SurfDist ("Surface distance threshold", Range(0.0001, 0.05)) = 0.001
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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Cull Front
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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int _MaxSteps;
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float _MaxDist;
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float _SurfDist;
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#define MAX_STEPS _MaxSteps
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#define MAX_DIST _MaxDist
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#define SURF_DIST _SurfDist
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// #define REFLECTIONS 5
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#define SCENE_FN main
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#define DISCARD_ON_MISS
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#include "lib/libgarbage.cginc"
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SurfacePoint main(float3 p) {
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SurfacePoint d;
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d = qRound(mBox(p, 1), 0.01);
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d = qIntersect(d, mGyroid(p, 16, 0, 0.2), 0.01);
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// sdGyroid(p, 12, sin(_Time.y) * UNITY_PI * 0.5, 0.2),
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// d.mat = mat(.8, 1);
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return d;
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}
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ENDCG
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}
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}
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}
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Assets/raymarched/gyroid.shader.meta
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@ -132,6 +132,7 @@ struct Ray {
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float min_dist; // smallest distance encountered along the path (only useful for misses; shadow calculations)
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};
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#define UP float3(0, 1, 0)
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float DISTANCE_FN(float3 p);
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SurfacePoint SCENE_FN(float3 p);
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@ -166,9 +167,7 @@ FragOut frag (V2F i) {
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float3 ray_origin = i.cam_pos / SCENE_SCALE;
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Ray ray;
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float3 col;
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float color_used = 0;// what amount of the final color has been calculated
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float prev_gloss = 0;
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float3 col_acc = 1;
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float3 first_hit;
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bool inside_shape;
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@ -176,19 +175,15 @@ FragOut frag (V2F i) {
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for (; ray_num < REFLECTIONS + 1;) {
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ray = cast_ray(ray_origin, ray_dir);
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if (ray_num == 0) { // before any bounces
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col = LIGHT_FN(ray);
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first_hit = ray.hit_pos;
|
||||
inside_shape = ray.steps == 0;
|
||||
} else {
|
||||
float col_amount = color_used + ((1 - prev_gloss) * (1 - color_used));
|
||||
col = lerp(LIGHT_FN(ray), col, col_amount);
|
||||
color_used = col_amount;
|
||||
}
|
||||
float3 light = LIGHT_FN(ray);
|
||||
col_acc *= ray.mat.col * lerp(light, 1, ray.mat.gloss);
|
||||
ray_num++;
|
||||
if (ray.missed || ray.mat.gloss < 0.01) {
|
||||
break;
|
||||
}
|
||||
prev_gloss = ray.mat.gloss;
|
||||
ray_dir = reflect(ray_dir, ray.normal);
|
||||
ray_origin = ray.hit_pos + ray_dir * SURF_DIST * 2;
|
||||
}
|
||||
|
@ -198,7 +193,9 @@ FragOut frag (V2F i) {
|
|||
#endif
|
||||
|
||||
FragOut o;
|
||||
o.col = clamp(col, 0, 1);
|
||||
// something something sRGB, colour space is annoying
|
||||
col_acc = pow(col_acc, 2.2);
|
||||
o.col = clamp(col_acc, 0, 1);
|
||||
|
||||
#ifndef DISABLE_DEPTH
|
||||
float3 depth_point = first_hit * SCENE_SCALE;
|
||||
|
@ -292,7 +289,7 @@ float3 default_lighting(Ray ray) {
|
|||
float3 light = lSun(ray.normal, sun_dir);
|
||||
light *= lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50);
|
||||
light += lSky(ray.normal);
|
||||
return light * ray.mat.col;
|
||||
return light;
|
||||
}
|
||||
|
||||
#endif // LIBGARBAGE_INCLUDED
|
||||
|
|
|
@ -56,8 +56,8 @@ Shader "CrispyPin/LibGarbageExample"
|
|||
float atime = fmod(_Time.y * 0.3, 1);
|
||||
p.x += smoothstep(0, 0.5, atime) * 2;
|
||||
p.z += smoothstep(0.5, 1, atime) * 2;
|
||||
return lerp(0.08,
|
||||
checkers(p - 1, 0.06, 0.12, 2),
|
||||
return lerp(0.42,
|
||||
checkers(p - 1, 0.35, 0.45, 1),
|
||||
smoothstep(64, 0, length(p))
|
||||
);
|
||||
}
|
||||
|
@ -114,14 +114,14 @@ Shader "CrispyPin/LibGarbageExample"
|
|||
)
|
||||
);
|
||||
|
||||
d.mat = mat(float3(0.1, 0.6, 1.0), 0.5);
|
||||
d.mat = mat(float3(0.35, 0.8, 1), 1);
|
||||
float3 p2 = p - float3(0, 2, sin(_Time.x * 5) * 3);
|
||||
d = qSub(d, mBox(p2, float3(5.6, 3.6, .25)), 0.02);
|
||||
|
||||
d = qUnion(d, qRound(mBox(p2 - float3(0, -1.9, 0), float3(6, .2, .2), mat(0.1)), 0.01));
|
||||
d = qUnion(d, qRound(mBox(p2 - float3(0, 1.9, 0), float3(6, .2, .2), mat(0.1)), 0.01));
|
||||
d = qUnion(d, qRound(mBox(p2 - float3(2.9, 0, 0), float3(.2, 4, .2), mat(0.1)), 0.01));
|
||||
d = qUnion(d, qRound(mBox(p2 - float3(-2.9, 0, 0), float3(.2, 4, .2), mat(0.1)), 0.01));
|
||||
d = qUnion(d, qRound(mBox(p2 - float3(0, -1.9, 0), float3(6, .2, .2), mat(0.8)), 0.01));
|
||||
d = qUnion(d, qRound(mBox(p2 - float3(0, 1.9, 0), float3(6, .2, .2), mat(0.8)), 0.01));
|
||||
d = qUnion(d, qRound(mBox(p2 - float3(2.9, 0, 0), float3(.2, 4, .2), mat(0.8)), 0.01));
|
||||
d = qUnion(d, qRound(mBox(p2 - float3(-2.9, 0, 0), float3(.2, 4, .2), mat(0.8)), 0.01));
|
||||
|
||||
d = qUnion(d, minimal_floor(p, float3(-11.5, 0, -3.5), float3(3.5, 0, 7.5)));
|
||||
return d;
|
||||
|
@ -146,15 +146,10 @@ Shader "CrispyPin/LibGarbageExample"
|
|||
}
|
||||
}
|
||||
|
||||
float3 col = lSun(ray.normal, sun_dir);
|
||||
col *= lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50);
|
||||
col += lSky(ray.normal);
|
||||
// col = clamp(col, 0, 1);
|
||||
// col = smoothstep(0,1,col);
|
||||
// col = pow(col, 1.3);
|
||||
|
||||
return ray.mat.col * col ;
|
||||
// return col*0.2;
|
||||
float3 light = lSun(ray.normal, sun_dir);
|
||||
light *= lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50);
|
||||
light += lSky(ray.normal);
|
||||
return light;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
|
|
|
@ -17,7 +17,7 @@ float3 lRenderSky(float3 ray_dir, float3 sun_dir) {
|
|||
}
|
||||
|
||||
//calculate sky light
|
||||
float3 lSky(float3 normal, float3 sky_col = float3(0.1, 0.16, 0.18)) {
|
||||
float3 lSky(float3 normal, float3 sky_col = float3(0.35, 0.43, 0.46)) {
|
||||
return sky_col * (0.5 + 0.5 * normal.y);
|
||||
}
|
||||
|
||||
|
@ -38,6 +38,35 @@ float lShadow(float3 p, float3 sun_dir, float sharpness = 8) {
|
|||
return shadow;
|
||||
}
|
||||
|
||||
// max ray steps, from last bounce (reset on each reflection)
|
||||
#ifndef SHADOW_MAX_STEPS
|
||||
#define SHADOW_MAX_STEPS 128
|
||||
#endif
|
||||
|
||||
// max ray length, from last bounce (length is reset on each reflection)
|
||||
#ifndef SHADOW_MAX_DIST
|
||||
#define SHADOW_MAX_DIST 128
|
||||
#endif
|
||||
|
||||
// the largest surface distance that is counted as a hit
|
||||
#ifndef SHADOW_SURF_DIST
|
||||
#define SHADOW_SURF_DIST 0.001
|
||||
#endif
|
||||
|
||||
// soft shadows
|
||||
// float lShadow(float3 p, float3 sun_dir, float sharpness = 8) {
|
||||
// float light = 1;
|
||||
// float ray_len = SHADOW_SURF_DIST*2;
|
||||
// for (int steps = 0; steps < SHADOW_MAX_STEPS; steps++) {
|
||||
// float dist = DISTANCE_FN(p + sun_dir * ray_len);
|
||||
// light = min(light, sharpness * dist / ray_len);
|
||||
// ray_len += dist;
|
||||
// if (dist < SHADOW_SURF_DIST) return 0;
|
||||
// if (ray_len > SHADOW_MAX_DIST) return light;
|
||||
// }
|
||||
// return light;
|
||||
// }
|
||||
|
||||
// --------------------------------
|
||||
// misc
|
||||
// --------------------------------
|
||||
|
|
|
@ -30,22 +30,16 @@ Shader "CrispyPin/Nut"
|
|||
#define MAX_DIST _MaxDist
|
||||
#define SURF_DIST _SurfDist
|
||||
|
||||
#define REFLECTIONS 3
|
||||
#define REFLECTIONS 2
|
||||
|
||||
#define SCENE_FN main
|
||||
#define LIGHT_FN lighting
|
||||
|
||||
// #define SEPARATE_MATERIAL_AND_DIST_FUNCTIONS
|
||||
// #define SCENE_FN separate_mat
|
||||
// #define DISTANCE_FN separate_dist
|
||||
// #define STEP_MULTIPLIER 0.1
|
||||
|
||||
#define SCENE_SCALE 0.7
|
||||
|
||||
// #define DISABLE_DEPTH
|
||||
// #define DISCARD_ON_MISS
|
||||
#define LIMIT_DEPTH_TO_MESH
|
||||
// #define USE_WORLD_SPACE
|
||||
|
||||
#include "lib/libgarbage.cginc"
|
||||
|
||||
float3 checkers(float3 p, float3 a, float3 b, float2 size) {
|
||||
|
@ -56,8 +50,8 @@ Shader "CrispyPin/Nut"
|
|||
}
|
||||
|
||||
float3 floor(float3 p) {
|
||||
return lerp(0.15,
|
||||
checkers(p - 1, 0.10, 0.18, .2),
|
||||
return lerp(0.42,
|
||||
checkers(p - 1, 0.35, 0.45, .2),
|
||||
smoothstep(16, 0, length(p))
|
||||
);
|
||||
}
|
||||
|
@ -79,7 +73,8 @@ Shader "CrispyPin/Nut"
|
|||
float3 thread_box = float3(thread, thread, UNITY_PI/4);
|
||||
SurfacePoint d;
|
||||
|
||||
float3 rp = rotY(p, _Time.y);
|
||||
float3 rp = p;
|
||||
rp = rotY(rp, _Time.y);
|
||||
rp = rotX(rp, _Time.x);
|
||||
// nut
|
||||
d = mRoundedHex(rp, girth, height);
|
||||
|
@ -98,10 +93,10 @@ Shader "CrispyPin/Nut"
|
|||
bp.y -= h;
|
||||
SurfacePoint bolt = qSub(mCylinder(bp, inner_radius+thread*2, 0.2), bolt_thread);
|
||||
bolt = qUnion(bolt, mRoundedHex(bp - float3(0, 0.13, 0), girth, height));
|
||||
// Material metal1 = mat(float3(0.5, 0.3, 0.1), 1);
|
||||
// Material metal2 = mat(float3(0.3, 0.3, 0.5), 1);
|
||||
Material metal1 = mat(0.3, 1);
|
||||
Material metal2 = mat(0.3, 1);
|
||||
Material metal1 = mat(float3(0.62, 0.62, 0.64), 1);
|
||||
Material metal2 = mat(float3(0.58, 0.32, 0.12), 1);
|
||||
// Material metal1 = mat(0.3, 1);
|
||||
// Material metal2 = mat(0.3, 1);
|
||||
d.mat = metal1;
|
||||
bolt.mat = metal2;
|
||||
|
||||
|
@ -156,14 +151,14 @@ Shader "CrispyPin/Nut"
|
|||
);
|
||||
float col = 1;
|
||||
col = floor(surface_pos);
|
||||
return col * (lSky(float3(0,1,0)) + lSun(float3(0,1,0), sun_dir));
|
||||
return col * (lSky(UP) + lSun(UP, sun_dir));
|
||||
}
|
||||
}
|
||||
float3 light = lSun(ray.normal, sun_dir)
|
||||
* lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50)
|
||||
+ lSky(ray.normal);
|
||||
|
||||
return light * ray.mat.col;
|
||||
return light;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -26,7 +26,7 @@ Shader "CrispyPin/LibGarbageSpinny"
|
|||
#define MAX_DIST _MaxDist
|
||||
#define SURF_DIST _SurfDist
|
||||
|
||||
#define REFLECTIONS 3
|
||||
#define REFLECTIONS 5
|
||||
|
||||
#define LIGHT_FN lighting
|
||||
#define SCENE_FN main
|
||||
|
@ -42,10 +42,10 @@ Shader "CrispyPin/LibGarbageSpinny"
|
|||
#include "lib/libgarbage.cginc"
|
||||
|
||||
SurfacePoint main(float3 p) {
|
||||
Material grass = mat(float3(0.05, 0.5, 0.1), 0.3);
|
||||
Material dirt = mat(float3(0.5, 0.2, 0.05), 0);
|
||||
Material grass = mat(float3(0.26, 0.73, 0.35), 1);
|
||||
Material dirt = mat(float3(0.73, 0.48, 0.26), 0);
|
||||
Material metal = mat(1, 1);
|
||||
Material blue = mat(float3(0.5, 0.6, 1), 0);
|
||||
Material blue = mat(float3(0.73, 0.8, 1), 0);
|
||||
|
||||
SurfacePoint d = mPlaneY(p, 0, grass);
|
||||
d = qIntersect(d, mSphere(p, 9, dirt), 0.5);
|
||||
|
@ -71,19 +71,15 @@ Shader "CrispyPin/LibGarbageSpinny"
|
|||
// }
|
||||
|
||||
float3 lighting(Ray ray) {
|
||||
if (ray.missed)
|
||||
return lRenderSky(ray.dir, normalize(float3(4,2,1)));
|
||||
|
||||
float3 sun_dir = normalize(float3(4, 2, 1));
|
||||
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);
|
||||
if (ray.missed) {
|
||||
return lRenderSky(ray.dir, sun_dir);
|
||||
}
|
||||
float3 light = lSun(ray.normal, sun_dir);
|
||||
light *= lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50);
|
||||
light += lSky(ray.normal);
|
||||
|
||||
return col * ray.mat.col;
|
||||
return light;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
|
|
Loading…
Reference in a new issue