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#define REFLECTIONS 3 + #define REFLECTIONS 2 #define SCENE_SCALE 0.025 #define LIMIT_DEPTH_TO_MESH @@ -222,14 +222,14 @@ else { col = sky(dir, sun_dir); } - return col; + return pow(col, 1/2.2); } 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); @@ -242,12 +242,12 @@ float3 p2 = abs(rotY(p, -20 * _Time)) - float3(1.5, sin(_Time.y * 5) + 1, 1.5); d = qUnion(d, mSphere(p2, 0.7, metal), 0.2); - Material water = mat(float3(0.01, 0.015, 0.025), 0.7); - float h = 0;// sin(p.x + sin(p.z * 2+ _Time.y) * 0.3); - h *= 0.1; - h = - 2; + // Material water = mat(float3(0.12, 0.15, 0.19), 1); + // float h = 0;// sin(p.x + sin(p.z * 2+ _Time.y) * 0.3); + // h *= 0.1; + // h = - 2; // d = qUnion(d, mPlaneY(p, h - snoise(p / 10 + _Time.xyz * 0.2) * 0.2, water)); - float3 p3 = repXZ(p, 20, 20); + // float3 p3 = repXZ(p, 20, 20); // d = qUnion(d, mSphere(p3 - float3(snoise(p), -5, 1), 8, water), 3); // d = qUnion(d, mSphere(p3 - float3(3, h - 1.5, 2 + sin(p.x / 20)*3), 4, water), 3); return d; @@ -259,11 +259,10 @@ } float3 sun_dir = normalize(float3(0, 1, 10)); - 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); - return col; + 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 } diff --git a/Assets/raymarched/gyroid.shader b/Assets/raymarched/gyroid.shader new file mode 100644 index 0000000..d5e9164 --- /dev/null +++ b/Assets/raymarched/gyroid.shader @@ -0,0 +1,50 @@ +Shader "CrispyPin/Gyroid" +{ + Properties + { + [Header(Raymarcher Properties)] + _MaxSteps ("Max steps", Int) = 128 + _MaxDist ("Max distance", Float) = 128 + _SurfDist ("Surface distance threshold", Range(0.0001, 0.05)) = 0.001 + + } + SubShader + { + Tags { "RenderType"="Opaque" } + Cull Front + LOD 100 + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + int _MaxSteps; + float _MaxDist; + float _SurfDist; + #define MAX_STEPS _MaxSteps + #define MAX_DIST _MaxDist + #define SURF_DIST _SurfDist + + // #define REFLECTIONS 5 + + #define SCENE_FN main + + #define DISCARD_ON_MISS + #include "lib/libgarbage.cginc" + + + SurfacePoint main(float3 p) { + SurfacePoint d; + d = qRound(mBox(p, 1), 0.01); + d = qIntersect(d, mGyroid(p, 16, 0, 0.2), 0.01); + // sdGyroid(p, 12, sin(_Time.y) * UNITY_PI * 0.5, 0.2), + // d.mat = mat(.8, 1); + return d; + } + + ENDCG + } + } +} diff --git a/Assets/raymarched/gyroid.shader.meta b/Assets/raymarched/gyroid.shader.meta new file mode 100644 index 0000000..963f41e --- /dev/null +++ b/Assets/raymarched/gyroid.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 585b5f9d03c402957aa50d1ff1b3b3ba +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/raymarched/lib/libgarbage.cginc b/Assets/raymarched/lib/libgarbage.cginc index 66cfd47..9093fa3 100644 --- a/Assets/raymarched/lib/libgarbage.cginc +++ b/Assets/raymarched/lib/libgarbage.cginc @@ -132,6 +132,7 @@ struct Ray { float min_dist; // smallest distance encountered along the path (only useful for misses; shadow calculations) }; +#define UP float3(0, 1, 0) float DISTANCE_FN(float3 p); SurfacePoint SCENE_FN(float3 p); @@ -166,9 +167,7 @@ FragOut frag (V2F i) { float3 ray_origin = i.cam_pos / SCENE_SCALE; Ray ray; - float3 col; - float color_used = 0;// what amount of the final color has been calculated - float prev_gloss = 0; + float3 col_acc = 1; float3 first_hit; bool inside_shape; @@ -176,19 +175,15 @@ FragOut frag (V2F i) { for (; ray_num < REFLECTIONS + 1;) { ray = cast_ray(ray_origin, ray_dir); if (ray_num == 0) { // before any bounces - col = LIGHT_FN(ray); 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 diff --git a/Assets/raymarched/lib/libgarbage_example.shader b/Assets/raymarched/lib/libgarbage_example.shader index a47b431..6a31235 100644 --- a/Assets/raymarched/lib/libgarbage_example.shader +++ b/Assets/raymarched/lib/libgarbage_example.shader @@ -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 diff --git a/Assets/raymarched/lib/libgarbage_lighting.cginc b/Assets/raymarched/lib/libgarbage_lighting.cginc index 1ad8561..d215177 100644 --- a/Assets/raymarched/lib/libgarbage_lighting.cginc +++ b/Assets/raymarched/lib/libgarbage_lighting.cginc @@ -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 // -------------------------------- diff --git a/Assets/raymarched/nut.shader b/Assets/raymarched/nut.shader index 9b83b5f..f758871 100644 --- a/Assets/raymarched/nut.shader +++ b/Assets/raymarched/nut.shader @@ -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; } diff --git a/Assets/raymarched/spinny.shader b/Assets/raymarched/spinny.shader index 13416e1..8a38822 100644 --- a/Assets/raymarched/spinny.shader +++ b/Assets/raymarched/spinny.shader @@ -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