libgarbage: better metallic reflections, fix colour space

This commit is contained in:
Crispy 2023-08-08 20:22:50 +02:00
parent 9befad0a59
commit c9af7c9a1f
11 changed files with 386 additions and 79 deletions

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@ -57,7 +57,7 @@
#define LIGHT_FN lighting #define LIGHT_FN lighting
#define SCENE_FN main #define SCENE_FN main
#define REFLECTIONS 3 #define REFLECTIONS 2
#define SCENE_SCALE 0.025 #define SCENE_SCALE 0.025
#define LIMIT_DEPTH_TO_MESH #define LIMIT_DEPTH_TO_MESH
@ -222,14 +222,14 @@
else { else {
col = sky(dir, sun_dir); col = sky(dir, sun_dir);
} }
return col; return pow(col, 1/2.2);
} }
SurfacePoint main(float3 p) { SurfacePoint main(float3 p) {
Material grass = mat(float3(0.05, 0.5, 0.1), 0.3); Material grass = mat(float3(0.26, 0.73, 0.35), 1);
Material dirt = mat(float3(0.5, 0.2, 0.05), 0); Material dirt = mat(float3(0.73, 0.48, 0.26), 0);
Material metal = mat(1, 1); 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); SurfacePoint d = mPlaneY(p, 0, grass);
d = qIntersect(d, mSphere(p, 9, dirt), 0.5); 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); 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); d = qUnion(d, mSphere(p2, 0.7, metal), 0.2);
Material water = mat(float3(0.01, 0.015, 0.025), 0.7); // 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); // float h = 0;// sin(p.x + sin(p.z * 2+ _Time.y) * 0.3);
h *= 0.1; // h *= 0.1;
h = - 2; // h = - 2;
// d = qUnion(d, mPlaneY(p, h - snoise(p / 10 + _Time.xyz * 0.2) * 0.2, water)); // 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(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); // d = qUnion(d, mSphere(p3 - float3(3, h - 1.5, 2 + sin(p.x / 20)*3), 4, water), 3);
return d; return d;
@ -259,11 +259,10 @@
} }
float3 sun_dir = normalize(float3(0, 1, 10)); float3 sun_dir = normalize(float3(0, 1, 10));
float3 col = 0; float3 light = lSun(ray.normal, sun_dir);
col = ray.mat.col * lSun(ray.normal, sun_dir); light *= lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50);
col *= lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50); light += lSky(ray.normal);
col += ray.mat.col * lSky(ray.normal); return light;
return col;
} }
ENDCG ENDCG
} }

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@ -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
}
}
}

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@ -132,6 +132,7 @@ struct Ray {
float min_dist; // smallest distance encountered along the path (only useful for misses; shadow calculations) 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); float DISTANCE_FN(float3 p);
SurfacePoint SCENE_FN(float3 p); SurfacePoint SCENE_FN(float3 p);
@ -166,9 +167,7 @@ FragOut frag (V2F i) {
float3 ray_origin = i.cam_pos / SCENE_SCALE; float3 ray_origin = i.cam_pos / SCENE_SCALE;
Ray ray; Ray ray;
float3 col; float3 col_acc = 1;
float color_used = 0;// what amount of the final color has been calculated
float prev_gloss = 0;
float3 first_hit; float3 first_hit;
bool inside_shape; bool inside_shape;
@ -176,19 +175,15 @@ FragOut frag (V2F i) {
for (; ray_num < REFLECTIONS + 1;) { for (; ray_num < REFLECTIONS + 1;) {
ray = cast_ray(ray_origin, ray_dir); ray = cast_ray(ray_origin, ray_dir);
if (ray_num == 0) { // before any bounces if (ray_num == 0) { // before any bounces
col = LIGHT_FN(ray);
first_hit = ray.hit_pos; first_hit = ray.hit_pos;
inside_shape = ray.steps == 0; 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++; ray_num++;
if (ray.missed || ray.mat.gloss < 0.01) { if (ray.missed || ray.mat.gloss < 0.01) {
break; break;
} }
prev_gloss = ray.mat.gloss;
ray_dir = reflect(ray_dir, ray.normal); ray_dir = reflect(ray_dir, ray.normal);
ray_origin = ray.hit_pos + ray_dir * SURF_DIST * 2; ray_origin = ray.hit_pos + ray_dir * SURF_DIST * 2;
} }
@ -198,7 +193,9 @@ FragOut frag (V2F i) {
#endif #endif
FragOut o; 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 #ifndef DISABLE_DEPTH
float3 depth_point = first_hit * SCENE_SCALE; float3 depth_point = first_hit * SCENE_SCALE;
@ -292,7 +289,7 @@ float3 default_lighting(Ray ray) {
float3 light = lSun(ray.normal, sun_dir); float3 light = lSun(ray.normal, sun_dir);
light *= lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50); light *= lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50);
light += lSky(ray.normal); light += lSky(ray.normal);
return light * ray.mat.col; return light;
} }
#endif // LIBGARBAGE_INCLUDED #endif // LIBGARBAGE_INCLUDED

View file

@ -56,8 +56,8 @@ Shader "CrispyPin/LibGarbageExample"
float atime = fmod(_Time.y * 0.3, 1); float atime = fmod(_Time.y * 0.3, 1);
p.x += smoothstep(0, 0.5, atime) * 2; p.x += smoothstep(0, 0.5, atime) * 2;
p.z += smoothstep(0.5, 1, atime) * 2; p.z += smoothstep(0.5, 1, atime) * 2;
return lerp(0.08, return lerp(0.42,
checkers(p - 1, 0.06, 0.12, 2), checkers(p - 1, 0.35, 0.45, 1),
smoothstep(64, 0, length(p)) 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); 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 = 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(0.8)), 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(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(0.1)), 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(0.1)), 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))); d = qUnion(d, minimal_floor(p, float3(-11.5, 0, -3.5), float3(3.5, 0, 7.5)));
return d; return d;
@ -146,15 +146,10 @@ Shader "CrispyPin/LibGarbageExample"
} }
} }
float3 col = lSun(ray.normal, sun_dir); float3 light = lSun(ray.normal, sun_dir);
col *= lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50); light *= lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50);
col += lSky(ray.normal); light += lSky(ray.normal);
// col = clamp(col, 0, 1); return light;
// col = smoothstep(0,1,col);
// col = pow(col, 1.3);
return ray.mat.col * col ;
// return col*0.2;
} }
ENDCG ENDCG

View file

@ -17,7 +17,7 @@ float3 lRenderSky(float3 ray_dir, float3 sun_dir) {
} }
//calculate sky light //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); 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; 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 // misc
// -------------------------------- // --------------------------------

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@ -30,22 +30,16 @@ Shader "CrispyPin/Nut"
#define MAX_DIST _MaxDist #define MAX_DIST _MaxDist
#define SURF_DIST _SurfDist #define SURF_DIST _SurfDist
#define REFLECTIONS 3 #define REFLECTIONS 2
#define SCENE_FN main #define SCENE_FN main
#define LIGHT_FN lighting #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 SCENE_SCALE 0.7
// #define DISABLE_DEPTH
// #define DISCARD_ON_MISS // #define DISCARD_ON_MISS
#define LIMIT_DEPTH_TO_MESH #define LIMIT_DEPTH_TO_MESH
// #define USE_WORLD_SPACE
#include "lib/libgarbage.cginc" #include "lib/libgarbage.cginc"
float3 checkers(float3 p, float3 a, float3 b, float2 size) { float3 checkers(float3 p, float3 a, float3 b, float2 size) {
@ -56,8 +50,8 @@ Shader "CrispyPin/Nut"
} }
float3 floor(float3 p) { float3 floor(float3 p) {
return lerp(0.15, return lerp(0.42,
checkers(p - 1, 0.10, 0.18, .2), checkers(p - 1, 0.35, 0.45, .2),
smoothstep(16, 0, length(p)) smoothstep(16, 0, length(p))
); );
} }
@ -79,7 +73,8 @@ Shader "CrispyPin/Nut"
float3 thread_box = float3(thread, thread, UNITY_PI/4); float3 thread_box = float3(thread, thread, UNITY_PI/4);
SurfacePoint d; SurfacePoint d;
float3 rp = rotY(p, _Time.y); float3 rp = p;
rp = rotY(rp, _Time.y);
rp = rotX(rp, _Time.x); rp = rotX(rp, _Time.x);
// nut // nut
d = mRoundedHex(rp, girth, height); d = mRoundedHex(rp, girth, height);
@ -98,10 +93,10 @@ Shader "CrispyPin/Nut"
bp.y -= h; bp.y -= h;
SurfacePoint bolt = qSub(mCylinder(bp, inner_radius+thread*2, 0.2), bolt_thread); 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)); bolt = qUnion(bolt, mRoundedHex(bp - float3(0, 0.13, 0), girth, height));
// Material metal1 = mat(float3(0.5, 0.3, 0.1), 1); Material metal1 = mat(float3(0.62, 0.62, 0.64), 1);
// Material metal2 = mat(float3(0.3, 0.3, 0.5), 1); Material metal2 = mat(float3(0.58, 0.32, 0.12), 1);
Material metal1 = mat(0.3, 1); // Material metal1 = mat(0.3, 1);
Material metal2 = mat(0.3, 1); // Material metal2 = mat(0.3, 1);
d.mat = metal1; d.mat = metal1;
bolt.mat = metal2; bolt.mat = metal2;
@ -156,14 +151,14 @@ Shader "CrispyPin/Nut"
); );
float col = 1; float col = 1;
col = floor(surface_pos); 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) float3 light = lSun(ray.normal, sun_dir)
* lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50) * lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50)
+ lSky(ray.normal); + lSky(ray.normal);
return light * ray.mat.col; return light;
} }

View file

@ -26,7 +26,7 @@ Shader "CrispyPin/LibGarbageSpinny"
#define MAX_DIST _MaxDist #define MAX_DIST _MaxDist
#define SURF_DIST _SurfDist #define SURF_DIST _SurfDist
#define REFLECTIONS 3 #define REFLECTIONS 5
#define LIGHT_FN lighting #define LIGHT_FN lighting
#define SCENE_FN main #define SCENE_FN main
@ -42,10 +42,10 @@ Shader "CrispyPin/LibGarbageSpinny"
#include "lib/libgarbage.cginc" #include "lib/libgarbage.cginc"
SurfacePoint main(float3 p) { SurfacePoint main(float3 p) {
Material grass = mat(float3(0.05, 0.5, 0.1), 0.3); Material grass = mat(float3(0.26, 0.73, 0.35), 1);
Material dirt = mat(float3(0.5, 0.2, 0.05), 0); Material dirt = mat(float3(0.73, 0.48, 0.26), 0);
Material metal = mat(1, 1); 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); SurfacePoint d = mPlaneY(p, 0, grass);
d = qIntersect(d, mSphere(p, 9, dirt), 0.5); d = qIntersect(d, mSphere(p, 9, dirt), 0.5);
@ -71,19 +71,15 @@ Shader "CrispyPin/LibGarbageSpinny"
// } // }
float3 lighting(Ray ray) { 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 sun_dir = normalize(float3(4, 2, 1));
float3 col = 0; if (ray.missed) {
col = //ray.mat.col * return lRenderSky(ray.dir, sun_dir);
lSun(ray.normal, sun_dir); }
col *= lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50); float3 light = lSun(ray.normal, sun_dir);
col += light *= lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50);
// ray.mat.col * light += lSky(ray.normal);
lSky(ray.normal);
return col * ray.mat.col; return light;
} }
ENDCG ENDCG