From eadf1193f646320f0c044c668f2e3e8c1170f1c2 Mon Sep 17 00:00:00 2001 From: CrispyPin Date: Mon, 24 Jul 2023 17:14:06 +0200 Subject: [PATCH] libgarbage: add some common lighting operations --- Assets/raymarched/Raymarching.unity | 99 ++++++++++++++++++- Assets/raymarched/lib/GarbageExample.mat | 2 +- Assets/raymarched/lib/libgarbage.cginc | 6 +- .../raymarched/lib/libgarbage_example.shader | 32 ++++-- .../raymarched/lib/libgarbage_lighting.cginc | 63 ++++++++++++ .../lib/libgarbage_lighting.cginc.meta | 9 ++ .../lib/libgarbage_operations.cginc | 23 ----- 7 files changed, 198 insertions(+), 36 deletions(-) create mode 100644 Assets/raymarched/lib/libgarbage_lighting.cginc create mode 100644 Assets/raymarched/lib/libgarbage_lighting.cginc.meta diff --git a/Assets/raymarched/Raymarching.unity b/Assets/raymarched/Raymarching.unity index 9d30701..d7510e8 100644 --- a/Assets/raymarched/Raymarching.unity +++ b/Assets/raymarched/Raymarching.unity @@ -599,7 +599,7 @@ Transform: m_GameObject: {fileID: 683266143} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0.26, z: -0.407} - m_LocalScale: {x: 1, y: 1, z: 1} + m_LocalScale: {x: 10, y: 10, z: 10} m_Children: [] m_Father: {fileID: 0} m_RootOrder: 7 @@ -1288,6 +1288,99 @@ MeshFilter: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 950930976} m_Mesh: {fileID: 4393975565123819156, guid: 955b9c52fc0be3217a2074e1e2169b9d, type: 3} +--- !u!1 &1274159448 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - component: {fileID: 1274159452} + - component: {fileID: 1274159451} + - component: {fileID: 1274159450} + - component: {fileID: 1274159449} + m_Layer: 0 + m_Name: Cube (2) + m_TagString: Untagged + m_Icon: {fileID: 0} + m_NavMeshLayer: 0 + m_StaticEditorFlags: 0 + m_IsActive: 1 +--- !u!65 &1274159449 +BoxCollider: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 1274159448} + m_Material: {fileID: 0} + m_IsTrigger: 1 + m_Enabled: 1 + serializedVersion: 2 + m_Size: {x: 1, y: 1, z: 1} + m_Center: {x: 0, y: 0, z: 0} +--- !u!23 &1274159450 +MeshRenderer: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 1274159448} + m_Enabled: 1 + m_CastShadows: 1 + m_ReceiveShadows: 1 + m_DynamicOccludee: 1 + m_MotionVectors: 1 + m_LightProbeUsage: 1 + m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RenderingLayerMask: 1 + m_RendererPriority: 0 + m_Materials: + - {fileID: 2100000, guid: c5afce7a29c155681939e1ad4f96dc18, type: 2} + m_StaticBatchInfo: + firstSubMesh: 0 + subMeshCount: 0 + m_StaticBatchRoot: {fileID: 0} + m_ProbeAnchor: {fileID: 0} + m_LightProbeVolumeOverride: {fileID: 0} + m_ScaleInLightmap: 1 + m_ReceiveGI: 1 + m_PreserveUVs: 0 + m_IgnoreNormalsForChartDetection: 0 + m_ImportantGI: 0 + m_StitchLightmapSeams: 1 + m_SelectedEditorRenderState: 3 + m_MinimumChartSize: 4 + m_AutoUVMaxDistance: 0.5 + m_AutoUVMaxAngle: 89 + m_LightmapParameters: {fileID: 0} + m_SortingLayerID: 0 + m_SortingLayer: 0 + m_SortingOrder: 0 +--- !u!33 &1274159451 +MeshFilter: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 1274159448} + m_Mesh: {fileID: -5495902117074765545, guid: 85702488cb92b9182a44437d143f9fc4, type: 3} +--- !u!4 &1274159452 +Transform: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 1274159448} + m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} + m_LocalPosition: {x: 1, y: 0.26, z: -0.407} + m_LocalScale: {x: 0.05, y: 0.05, z: 0.05} + m_Children: [] + m_Father: {fileID: 0} + m_RootOrder: 8 + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!1 &1450495540 GameObject: m_ObjectHideFlags: 0 @@ -1585,8 +1678,8 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1485771011} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} - m_LocalPosition: {x: -0.452, y: 0.221, z: -0.984} - m_LocalScale: {x: 1, y: 1, z: 1} + m_LocalPosition: {x: 0.429, y: 0.221, z: -1.243} + m_LocalScale: {x: 19.2, y: 1, z: 1} m_Children: [] m_Father: {fileID: 0} m_RootOrder: 4 diff --git a/Assets/raymarched/lib/GarbageExample.mat b/Assets/raymarched/lib/GarbageExample.mat index 909f5bc..bc8027f 100644 --- a/Assets/raymarched/lib/GarbageExample.mat +++ b/Assets/raymarched/lib/GarbageExample.mat @@ -63,7 +63,7 @@ Material: - _GlossMapScale: 1 - _Glossiness: 0.5 - _GlossyReflections: 1 - - _MaxDist: 128 + - _MaxDist: 512 - _MaxSteps: 512 - _Metallic: 0 - _Mode: 0 diff --git a/Assets/raymarched/lib/libgarbage.cginc b/Assets/raymarched/lib/libgarbage.cginc index febeb75..169ca38 100644 --- a/Assets/raymarched/lib/libgarbage.cginc +++ b/Assets/raymarched/lib/libgarbage.cginc @@ -103,14 +103,16 @@ struct Ray { float min_dist; // smallest distance encountered along the path (only useful for misses; shadow calculations) }; -#include "libgarbage_shapes.cginc" -#include "libgarbage_operations.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); +#include "libgarbage_shapes.cginc" +#include "libgarbage_operations.cginc" +#include "libgarbage_lighting.cginc" + V2F vert (AppData v) { V2F o; o.vertex = UnityObjectToClipPos(v.vertex); diff --git a/Assets/raymarched/lib/libgarbage_example.shader b/Assets/raymarched/lib/libgarbage_example.shader index c97e0c2..a2bcde2 100644 --- a/Assets/raymarched/lib/libgarbage_example.shader +++ b/Assets/raymarched/lib/libgarbage_example.shader @@ -27,13 +27,13 @@ Shader "CrispyPin/LibGarbageExample" float _SurfDist; #define SURF_DIST _SurfDist - #define REFLECTIONS 1 + #define REFLECTIONS 3 #define DISTANCE_FN main_dist #define MATERIAL_FN main_mat #define LIGHT_FN lighting // #define DISABLE_DEPTH // #define DISCARD_ON_MISS - // #define USE_WORLD_SPACE + #define USE_WORLD_SPACE #define SCENE_SCALE 0.05 #include "libgarbage.cginc" @@ -53,16 +53,34 @@ Shader "CrispyPin/LibGarbageExample" } SurfacePoint main_mat(float3 p) { - float3 p2 = repXYZ(p, 2); - return mSphere(p2, 0.5, mat(clamp(abs(p), 0, 1), 0.1)); + Material grass = mat(float3(0.001, 0.1, 0.001), 0.3); + Material dirt = mat(float3(0.1, 0.04, 0.01), 0); + Material metal = mat(0.1, 1); + Material blue = mat(float3(0.05, 0.1, 0.2), 0); + + SurfacePoint d = mPlaneY(p, 0, grass); + d = qIntersect(d, mSphere(p, 9, dirt), 0.5); + d = qUnion(d, mSphere(p - float3(0, 2, 0), 2, metal)); + d = qUnion(d, mTorus(rotX(p, _Time * 40 + UNITY_PI / 2), 5, 0.5, blue), 0.5); + d = qUnion(d, mTorus(rotZ(p, _Time * 40 + UNITY_PI / 2), 5, 0.5, blue), 0.5); + d = qUnion(d, mTorus(rotX(p, _Time * 40), 5, 0.5, blue), 0.5); + d = qUnion(d, mTorus(rotZ(p, _Time * 40), 5, 0.5, blue), 0.5); + // small spheres + 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); + return d; } float3 lighting(Ray ray) { - float3 sun_dir = normalize(float3(1, 0.5, 0)); if (ray.missed) - return float3(0.15, 0.25, 0.3); + return lRenderSky(ray.dir, normalize(float3(4,2,1))); + // return float3(0.15, 0.25, 0.3); + + float3 sun_dir = normalize(float3(4, 2, 1)); float3 col = 0; - col = ray.mat.col * clamp(dot(ray.normal, sun_dir),0.01,1); + 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; } diff --git a/Assets/raymarched/lib/libgarbage_lighting.cginc b/Assets/raymarched/lib/libgarbage_lighting.cginc new file mode 100644 index 0000000..09328e5 --- /dev/null +++ b/Assets/raymarched/lib/libgarbage_lighting.cginc @@ -0,0 +1,63 @@ + +// -------------------------------- +// common lighting operations +// -------------------------------- + +float3 lRenderSun(float3 ray_dir, float3 sun_dir) { + float alignment = min(acos(dot(ray_dir, sun_dir)), 1); + float sun_amount = smax(min(0.03 / alignment, 5) - 0.06, 0, 0.15); + return sun_amount* float3(0.8, 0.4, 0.1); +} + +// a basic procedural sky +float3 lRenderSky(float3 ray_dir, float3 sun_dir) { + float3 rendered_sun = lRenderSun(ray_dir, sun_dir); + // float3 rendered_sun = max(0, pow(dot(ray_dir, sun_dir) + 0.4, 10)-28) * float3(0.8, 0.4, 0); + return float3(0.7, 0.75, 0.8) - abs(ray_dir.y) * 0.5 + rendered_sun; + // return rendered_sun; +} + +//calculate sky light +float3 lSky(float3 normal, float3 sky_col = float3(0.5, 0.8, 0.9)) { + return sky_col * (0.5 + 0.5 * normal.y); +} + +float lSun(float3 normal, float3 sun_dir, float3 sun_col = float3(7, 5.5, 3)) { + return sun_col * max(dot(normal, sun_dir), 0); +} + +// soft shadows +float lShadow(float3 p, float3 sun_dir, float sharpness = 8) { + float shadow = 1; + for (float ray_len = 0.001; ray_len < MAX_DIST / 2.0;) + { + float dist = DISTANCE_FN(p + sun_dir * ray_len); + if (dist < SURF_DIST) return 0; + shadow = min(shadow, sharpness * dist / ray_len); + ray_len += dist; + } + return shadow; +} + +// -------------------------------- +// misc +// -------------------------------- + +float3 HSV(float h, float s, float v) { + h *= 6; + float c = s * v; + float x = c * (1 - abs(fmod(h, 2) - 1)); + float m = v - c; + c += m; + x += m; + + float3 colors[6] = { + float3(c, x, m), + float3(x, c, m), + float3(m, c, x), + float3(m, x, c), + float3(x, m, c), + float3(c, m, x)}; + + return colors[int(h)]; +} diff --git a/Assets/raymarched/lib/libgarbage_lighting.cginc.meta b/Assets/raymarched/lib/libgarbage_lighting.cginc.meta new file mode 100644 index 0000000..d82b508 --- /dev/null +++ b/Assets/raymarched/lib/libgarbage_lighting.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ad884ac058b95a125963d424efaab135 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/raymarched/lib/libgarbage_operations.cginc b/Assets/raymarched/lib/libgarbage_operations.cginc index a39ec96..9ccf72e 100644 --- a/Assets/raymarched/lib/libgarbage_operations.cginc +++ b/Assets/raymarched/lib/libgarbage_operations.cginc @@ -139,26 +139,3 @@ inline float3 repXZ(float3 p, float x, float z) { o.z *= sign(p.z); return o; } - -// -------------------------------- -// misc -// -------------------------------- - -float3 HSV(float h, float s, float v) { - h *= 6; - float c = s * v; - float x = c * (1 - abs(fmod(h, 2) - 1)); - float m = v - c; - c += m; - x += m; - - float3 colors[6] = { - float3(c, x, m), - float3(x, c, m), - float3(m, c, x), - float3(m, x, c), - float3(x, m, c), - float3(c, m, x)}; - - return colors[int(h)]; -}