so much raymarcing garbage

This commit is contained in:
Crispy 2023-07-23 18:31:33 +02:00
parent 4695be0423
commit fdfa51a531
38 changed files with 2939 additions and 205 deletions

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struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 vCamPos : TEXCOORD1;
float3 vHitPos : TEXCOORD2;
};
struct fragOut
{
fixed4 col : SV_Target;
// float depth : SV_Depth;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef USE_WORLD_SPACE
o.vCamPos = _WorldSpaceCameraPos;
o.vHitPos = mul(unity_ObjectToWorld, v.vertex);
#else
o.vCamPos = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1));
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// #define SOME_MAGIC(main_fn) float3 main1()\
// main_fn \
#define SOME_MAGIC(PASS, function_definition) float3 main##PASS() function_definition
#define DO_MAGIC MAIN_FN(1)
// #define SECOND_PASS 1
// #define AA MAIN_FN
// #define BB MAIN_FN
// float3 main2() \
// main_fn
// \
// float3 main2() \
// main_fn\
// #define SECOND_PASS \

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#define DO_MAGIC(p) MAIN_FN(p)

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Shader "CrispyPin/LibGarbageExample"
{
Properties
{
[Header(Raymarcher Properties)]
_MaxSteps ("Max steps", Int) = 256
_MaxDist ("Max distance", Float) = 256
_SurfDist ("Surface distance threshold", Range(0.00001, 0.05)) = 0.001
}
SubShader
{
Tags { "RenderType"="Opaque" }
Cull Off
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "libgarbage.cginc"
// #define MAIN_FN(PASS) float3 main##PASS ()\
#define MAIN_FN(PASS) SOME_MAGIC(PASS,\
{\
return float3(1,0,0);\
}\
)
// #include "libgarbage_end.cginc"
// #define DO_MAGIC(p) MAIN_FN(p)
DO_MAGIC
// {return 0;}
// MAIN_FN(1) {return 0;}
ENDCG
}
}
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