so much raymarcing garbage

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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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@ -78,4 +78,5 @@ Material:
m_Colors: m_Colors:
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _ObjectA: {r: -0.07, g: 0, b: 0, a: 1} - _ObjectA: {r: 0.5, g: 0.4, b: 0, a: 1}
- _ObjectB: {r: -0.05, g: 0.13, b: 0, a: 1}

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@ -4,6 +4,7 @@
{ {
[Header(Object positions)] [Header(Object positions)]
_ObjectA ("Object A", Vector) = (0, 0, 0) _ObjectA ("Object A", Vector) = (0, 0, 0)
_ObjectB ("Object B", Vector) = (0, 0, 0)
[Header(Raymarcher Properties)] [Header(Raymarcher Properties)]
_MaxSteps ("Max steps", Int) = 256 _MaxSteps ("Max steps", Int) = 256
_MaxDist ("Max distance", Float) = 100 _MaxDist ("Max distance", Float) = 100
@ -46,6 +47,7 @@
float _MaxDist; float _MaxDist;
float _SurfDist; float _SurfDist;
float3 _ObjectA; float3 _ObjectA;
float3 _ObjectB;
v2f vert (appdata v) { v2f vert (appdata v) {
v2f o; v2f o;
@ -78,7 +80,7 @@
float3 pa = p - a; float3 pa = p - a;
float3 ba = b - a; float3 ba = b - a;
float h = clamp(dot(pa, ba) / dot(ba, ba), 0, 1); float h = clamp(dot(pa, ba) / dot(ba, ba), 0, 1);
return length(pa - ba * h) - r; return length(p- a - (b-a) * h) - r;
} }
float sdCappedTorus( float3 p, float2 sc, float ra, float rb) { float sdCappedTorus( float3 p, float2 sc, float ra, float rb) {
@ -87,6 +89,11 @@
return sqrt( dot(p,p) + ra*ra - 2.0*ra*k ) - rb; return sqrt( dot(p,p) + ra*ra - 2.0*ra*k ) - rb;
} }
float sdTorus( float3 p, float2 t) {
float2 q = float2(length(p.xz) - t.x, p.y);
return length(q) - t.y;
}
float3 RotateY(float3 p, float a) { float3 RotateY(float3 p, float a) {
return mul(float3x3(cos(a), 0, sin(a), 0, 1, 0, -sin(a), 0, cos(a)), p); return mul(float3x3(cos(a), 0, sin(a), 0, 1, 0, -sin(a), 0, cos(a)), p);
} }
@ -119,7 +126,16 @@
float SecondShape(float3 p) { float SecondShape(float3 p) {
// return sdBox(p, 0.3f) - 0.01f; // return sdBox(p, 0.3f) - 0.01f;
// return Kijetesantakalu(p, 0.04f) - 0.01f; // return Kijetesantakalu(p, 0.04f) - 0.01f;
return sdSphere(p, 0, 0.3f); // return sdSphere(p, 0, 0.3f);
float3 a =_ObjectA;
float3 b =_ObjectB;
float o = sdLine(p, a, b, 0.1);
o = smin(o, sdSphere(p, a, 0.2), 0.05);
o = smin(o, sdSphere(p, b, 0.2), 0.05);
return o;
// return sdTorus(p - _ObjectA, float2(, 0.2f));
} }
@ -127,7 +143,7 @@
float first = FirstShape(p); float first = FirstShape(p);
// float3 second_pos = mul(unity_WorldToObject, _WorldSpaceLightPos0); // float3 second_pos = mul(unity_WorldToObject, _WorldSpaceLightPos0);
float second = SecondShape(p - _ObjectA); float second = SecondShape(p);
return smin(first, second, 0.15f); return smin(first, second, 0.15f);
} }
@ -175,14 +191,20 @@
// col.rgb = max(dot(n, normalize(float3(1,0.5,1))), 0.05f); // col.rgb = max(dot(n, normalize(float3(1,0.5,1))), 0.05f);
col.rgb = lerp(0, float3(0,1,1), pow(1 - dot(-rd, n), 2)); // float3 edgeCol = float3(0,1,1);
float3 edgeCol = abs(p);
col.rgb = lerp(0.001, edgeCol, pow(1 - dot(-rd, n), 2));
// col *= float4(d, 1, 1, 1); // col *= float4(d, 1, 1, 1);
fragOut o; fragOut o;
o.col = col; o.col = col;
// o.col = _LightColor0; // o.col = _LightColor0;
float4 vClipPos = mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorld, float4(p, 1))); float4 vClipPos = mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorld, float4(p, 1)));
o.depth = (vClipPos.z / vClipPos.w + 1.0) * 0.5; float zDepth = vClipPos.z / vClipPos.w;
#if !defined(UNITY_REVERSED_Z) // basically only OpenGL (unity editor on linux)
zDepth = zDepth * 0.5 + 0.5; // remap -1 to 1 range to 0.0 to 1.0
#endif
o.depth = zDepth;
return o; return o;
} }

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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));
o.vHitPos = v.vertex;
#endif
return o;
}
fragOut frag (v2f i)
{
fragOut o;
o.col = 1;
o.col.r = 0;
return o;
}
// #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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@ -14,7 +14,7 @@
SubShader SubShader
{ {
Tags { "RenderType"="Opaque" } Tags { "RenderType"="Opaque" }
Cull Off Cull Front
LOD 100 LOD 100
Pass Pass
@ -26,7 +26,7 @@
#define USE_DYNAMIC_QUALITY #define USE_DYNAMIC_QUALITY
// #define USE_WORLD_SPACE // #define USE_WORLD_SPACE
#define USE_REFLECTIONS #define USE_REFLECTIONS
#define MAX_REFLECTIONS 5 #define MAX_REFLECTIONS 3
#define DISCARD_ON_MISS #define DISCARD_ON_MISS
//#define CONSTRAIN_TO_MESH //#define CONSTRAIN_TO_MESH
#include "RayMarchLib.cginc" #include "RayMarchLib.cginc"
@ -50,7 +50,7 @@
o = sdfAdd(p, o, sdfTorus(rotX(p, _Time* 40), 5, 0.5, m), 0.5); o = sdfAdd(p, o, sdfTorus(rotX(p, _Time* 40), 5, 0.5, m), 0.5);
o = sdfAdd(p, o, sdfTorus(rotZ(p, _Time* 40), 5, 0.5, m), 0.5); o = sdfAdd(p, o, sdfTorus(rotZ(p, _Time* 40), 5, 0.5, m), 0.5);
o = sdfAdd(p, o, sdfSphere(abs(rotY(p, -20 * _Time)) - float3(1.5,2,1.5), 1, mMetal), 0.2); o = sdfAdd(p, o, sdfSphere(abs(rotY(p, -20 * _Time)) - float3(1.5, sin(_Time.y*5) +1,1.5), 0.7, mMetal), 0.2);
return o; return o;
} }
@ -66,11 +66,11 @@
fixed4 col = 0; fixed4 col = 0;
col = ray.mat.col * lightSun(ray.vNorm, vSunDir); col = ray.mat.col * lightSun(ray.vNorm, vSunDir);
col *= lightShadow(ray.vHit, vSunDir, 50); col *= lightShadow(ray.vHit + ray.vNorm * _SurfDist, vSunDir, 50);
col += ray.mat.col * lightSky(ray.vNorm, 1); col += ray.mat.col * lightSky(ray.vNorm, 1);
col *= lightAO(ray.vHit, ray.vNorm); // col *= lightAO(ray.vHit, ray.vNorm);
col = pow(col, 0.5); // col = pow(col, 0.5);
return col; return col;
} }
ENDCG ENDCG

View file

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@ -63,8 +63,8 @@ Material:
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- _MaxSteps: 219.31 - _MaxSteps: 128
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@ -72,7 +72,7 @@ Material:
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m_Colors: m_Colors:

View file

@ -1,4 +1,4 @@
Shader "Demo/pulsating" Shader "RayMarching/FleshCube"
{ {
Properties Properties
{ {
@ -26,7 +26,7 @@
// #define USE_WORLD_SPACE // #define USE_WORLD_SPACE
#define DYNAMIC_QUALITY #define DYNAMIC_QUALITY
#define USE_REFLECTIONS #define USE_REFLECTIONS
// #define CONSTRAIN_TO_MESH #define CONSTRAIN_TO_MESH
#define MAX_REFLECTIONS 1 #define MAX_REFLECTIONS 1
#include "RayMarchLib.cginc" #include "RayMarchLib.cginc"
@ -58,7 +58,12 @@
o = sdfAdd(p, o, sdfSphere(p, 6 + bias*3, mRed), 5); o = sdfAdd(p, o, sdfSphere(p, 6 + bias*3, mRed), 5);
// o = sdfInter(p, o, sdfSphere(p, 50, mat(0.04, 0.005, 0.035)), 1.1); // o = sdfInter(p, o, sdfSphere(p, 50, mat(0.04, 0.005, 0.035)), 1.1);
o = sdfInter(p, o, sdfBox(p, 20, mRed)); sdfData gyroid = o;
o = sdfAdd(p,
sdfInter(p, gyroid, sdfBox(p, 30, mRed)),
sdfSub(p, gyroid, sdfBox(p, 30, mRed))
);
// o = p, o, sdfBox(p, 20, mRed));
//sdfData bobby = sdfSphere(p, 51, col(0.5, 0.25, 0.001)); //sdfData bobby = sdfSphere(p, 51, col(0.5, 0.25, 0.001));
//bobby = sdfAdd(p, bobby, sdfSphere(p, 50.5, col(.5,.01,.01))); //bobby = sdfAdd(p, bobby, sdfSphere(p, 50.5, col(.5,.01,.01)));
//bobby = sdfSub(p, bobby, sdfSphere(p, 50)); //bobby = sdfSub(p, bobby, sdfSphere(p, 50));
@ -71,19 +76,22 @@
{ {
float3 vSunDir = normalize(_SunPos); float3 vSunDir = normalize(_SunPos);
float4 fogCol = col(0.2, .05, 0.001);
if (ray.bMissed) if (ray.bMissed)
{ {
return 0.1; // discard;
return fogCol;
} }
fixed4 col = 0; fixed4 col = 0;
col = ray.mat.col * lightSun(ray.vNorm, vSunDir, col(5, 2, 0.1)); col += ray.mat.col * lightSun(ray.vNorm, vSunDir, col(5, 2, 0.1));
col += ray.mat.col * lightSky(ray.vNorm, 1); col += ray.mat.col * lightSky(ray.vNorm, 1);
col *= lightAO(ray.vHit, ray.vNorm, 0.05); col *= lightAO(ray.vHit, ray.vNorm, 0.05);
col = pow(col, 0.7); col = pow(col, 0.7);
//col = lightFog(col, col(0.3, .17, 0.001), ray.dist, 0, 48); col = lightFog(col, fogCol, ray.dist, 0.5, 16);
return col; return col;
} }
ENDCG ENDCG

81
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