so much raymarcing garbage
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38 changed files with 2939 additions and 205 deletions
468
Assets/raymarched/Interactive/MultiObject.controller
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468
Assets/raymarched/Interactive/MultiObject.controller
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Assets/raymarched/Interactive/ObjectB_X.anim.meta
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Assets/raymarched/Interactive/ObjectB_Y.anim
Normal file
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Assets/raymarched/Interactive/ObjectB_Y.anim
Normal file
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@ -0,0 +1,116 @@
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m_EulerCurves: []
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m_PositionCurves: []
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m_ScaleCurves: []
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m_FloatCurves:
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Assets/raymarched/Interactive/ObjectB_Y.anim.meta
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8
Assets/raymarched/Interactive/ObjectB_Y.anim.meta
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116
Assets/raymarched/Interactive/ObjectB_Z.anim
Normal file
116
Assets/raymarched/Interactive/ObjectB_Z.anim
Normal file
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@ -0,0 +1,116 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!74 &7400000
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: ObjectB_Z
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8
Assets/raymarched/Interactive/ObjectB_Z.anim.meta
Normal file
8
Assets/raymarched/Interactive/ObjectB_Z.anim.meta
Normal file
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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mainObjectFileID: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -78,4 +78,5 @@ Material:
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
|
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _ObjectA: {r: -0.07, g: 0, b: 0, a: 1}
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- _ObjectA: {r: 0.5, g: 0.4, b: 0, a: 1}
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- _ObjectB: {r: -0.05, g: 0.13, b: 0, a: 1}
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|
|
|
@ -2,8 +2,9 @@
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{
|
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Properties
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{
|
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[Header(Object positions)]
|
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_ObjectA ("Object A", Vector) = (0, 0, 0)
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[Header(Object positions)]
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_ObjectA ("Object A", Vector) = (0, 0, 0)
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_ObjectB ("Object B", Vector) = (0, 0, 0)
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[Header(Raymarcher Properties)]
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_MaxSteps ("Max steps", Int) = 256
|
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_MaxDist ("Max distance", Float) = 100
|
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|
@ -21,172 +22,193 @@
|
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#pragma fragment frag
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#include "UnityCG.cginc"
|
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#include "UnityLightingCommon.cginc"
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#include "UnityCG.cginc"
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#include "UnityLightingCommon.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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};
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struct appdata
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{
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float4 vertex : POSITION;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float3 ro : TEXCOORD1;
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float3 hitPos : TEXCOORD2;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float3 ro : TEXCOORD1;
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float3 hitPos : TEXCOORD2;
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};
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struct fragOut
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{
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fixed4 col : SV_Target;
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float depth : SV_Depth;
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};
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struct fragOut
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{
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fixed4 col : SV_Target;
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float depth : SV_Depth;
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};
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int _MaxSteps;
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float _MaxDist;
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float _SurfDist;
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float3 _ObjectA;
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int _MaxSteps;
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float _MaxDist;
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float _SurfDist;
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float3 _ObjectA;
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float3 _ObjectB;
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v2f vert (appdata v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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//object space
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o.ro = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1));
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o.hitPos = v.vertex;
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//world space
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//o.ro = _WorldSpaceCameraPos;
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//o.hitPos = mul(unity_ObjectToWorld, v.vertex);
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return o;
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}
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v2f vert (appdata v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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//object space
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o.ro = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1));
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o.hitPos = v.vertex;
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//world space
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//o.ro = _WorldSpaceCameraPos;
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//o.hitPos = mul(unity_ObjectToWorld, v.vertex);
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return o;
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}
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|
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float smin(float a, float b, float k) {
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return min(a, b) - pow(max(k - abs(a-b), 0), 3)/(6*k*k);
|
||||
}
|
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float smin(float a, float b, float k) {
|
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return min(a, b) - pow(max(k - abs(a-b), 0), 3)/(6*k*k);
|
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}
|
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|
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float sdSphere(float3 p, float3 o, float r) {
|
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return length(p - o) - r;
|
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}
|
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float sdSphere(float3 p, float3 o, float r) {
|
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return length(p - o) - r;
|
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}
|
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|
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float sdBox(float3 p, float3 dim) {
|
||||
return length(float3(
|
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max(abs(p.x) - dim.x/2.0, 0),
|
||||
max(abs(p.y) - dim.y/2.0, 0),
|
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max(abs(p.z) - dim.z/2.0, 0)));
|
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}
|
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float sdBox(float3 p, float3 dim) {
|
||||
return length(float3(
|
||||
max(abs(p.x) - dim.x/2.0, 0),
|
||||
max(abs(p.y) - dim.y/2.0, 0),
|
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max(abs(p.z) - dim.z/2.0, 0)));
|
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}
|
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|
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float sdLine(float3 p, float3 a, float3 b, float r) {
|
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float3 pa = p - a;
|
||||
float3 ba = b - a;
|
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float h = clamp(dot(pa, ba) / dot(ba, ba), 0, 1);
|
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return length(pa - ba * h) - r;
|
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}
|
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float sdLine(float3 p, float3 a, float3 b, float r) {
|
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float3 pa = p - a;
|
||||
float3 ba = b - a;
|
||||
float h = clamp(dot(pa, ba) / dot(ba, ba), 0, 1);
|
||||
return length(p- a - (b-a) * h) - r;
|
||||
}
|
||||
|
||||
float sdCappedTorus( float3 p, float2 sc, float ra, float rb) {
|
||||
p.x = abs(p.x);
|
||||
float k = (sc.y*p.x>sc.x*p.y) ? dot(p.xy,sc) : length(p.xy);
|
||||
return sqrt( dot(p,p) + ra*ra - 2.0*ra*k ) - rb;
|
||||
}
|
||||
float sdCappedTorus( float3 p, float2 sc, float ra, float rb) {
|
||||
p.x = abs(p.x);
|
||||
float k = (sc.y*p.x>sc.x*p.y) ? dot(p.xy,sc) : length(p.xy);
|
||||
return sqrt( dot(p,p) + ra*ra - 2.0*ra*k ) - rb;
|
||||
}
|
||||
|
||||
float3 RotateY(float3 p, float a) {
|
||||
return mul(float3x3(cos(a), 0, sin(a), 0, 1, 0, -sin(a), 0, cos(a)), p);
|
||||
}
|
||||
float sdTorus( float3 p, float2 t) {
|
||||
float2 q = float2(length(p.xz) - t.x, p.y);
|
||||
return length(q) - t.y;
|
||||
}
|
||||
|
||||
float Kijetesantakalu(float3 p, float r) {
|
||||
float d = sdSphere(p, float3(0, 0, 0.2f), r);// left eye
|
||||
d = min(d, sdSphere(p, float3(0.15f, 0, 0.2f), r)); // right eye
|
||||
d = min(d, sdLine(p, float3(0, 0, -0.4f), float3(-0.35f, 0, -0.4f), r)); // bottom line
|
||||
d = smin(d, sdLine(p, float3(0, 0, -0.4f), float3(-0.1f, 0, -0.15f), r), 0.003f); // leg hook
|
||||
d = min(d, sdLine(p, float3(0.15f, 0, -0.4f), float3(0.15f, 0, -0.1f), r)); // middle leg
|
||||
d = min(d, sdLine(p, float3(0.3f, 0, -0.4f), float3(0.3f, 0, 0), r)); // front leg
|
||||
d = smin(d, sdLine(p, float3(0.45f, 0, 0.1f), float3(0.3f, 0, 0), r), 0.003f); // lower snout
|
||||
d = smin(d, sdLine(p, float3(0.45f, 0, 0.1f), float3(0.2f, 0, 0.35f), r), 0.003f); // upper snout
|
||||
d = smin(d, sdLine(p, float3(0.2f, 0, 0.45f), float3(0.2f, 0, 0.35f), r), 0.003f); // ear
|
||||
float an = 0.9;
|
||||
d = smin(d, sdCappedTorus((RotateY(p, 0.8f) - float3(0.15f, 0, -0.05f)).xzy, float2(sin(an),cos(an)), 0.4, r), 0.003f); // ear
|
||||
d = smin(d, sdLine(p, float3(-0.25f, 0, 0), float3(-0.25f, 0, -0.4f), r), 0.003f); // back
|
||||
d = smin(d, sdLine(p, float3(-0.25f, 0, -0.1f), float3(-0.35f, 0, -0.1f), r), 0.003f); // tail top
|
||||
d = smin(d, sdLine(p, float3(-0.35f, 0, -0.1f), float3(-0.35f, 0, -0.4f), r), 0.003f); // stripe
|
||||
an = 3.1415f*0.5;
|
||||
d = smin(d, sdCappedTorus((RotateY(p, an) - float3(-0.25f, 0, 0.35f)).xzy, float2(sin(an),cos(an)), 0.15f, r), 0.003f); // tail
|
||||
float3 RotateY(float3 p, float a) {
|
||||
return mul(float3x3(cos(a), 0, sin(a), 0, 1, 0, -sin(a), 0, cos(a)), p);
|
||||
}
|
||||
|
||||
return d;
|
||||
}
|
||||
float Kijetesantakalu(float3 p, float r) {
|
||||
float d = sdSphere(p, float3(0, 0, 0.2f), r);// left eye
|
||||
d = min(d, sdSphere(p, float3(0.15f, 0, 0.2f), r)); // right eye
|
||||
d = min(d, sdLine(p, float3(0, 0, -0.4f), float3(-0.35f, 0, -0.4f), r)); // bottom line
|
||||
d = smin(d, sdLine(p, float3(0, 0, -0.4f), float3(-0.1f, 0, -0.15f), r), 0.003f); // leg hook
|
||||
d = min(d, sdLine(p, float3(0.15f, 0, -0.4f), float3(0.15f, 0, -0.1f), r)); // middle leg
|
||||
d = min(d, sdLine(p, float3(0.3f, 0, -0.4f), float3(0.3f, 0, 0), r)); // front leg
|
||||
d = smin(d, sdLine(p, float3(0.45f, 0, 0.1f), float3(0.3f, 0, 0), r), 0.003f); // lower snout
|
||||
d = smin(d, sdLine(p, float3(0.45f, 0, 0.1f), float3(0.2f, 0, 0.35f), r), 0.003f); // upper snout
|
||||
d = smin(d, sdLine(p, float3(0.2f, 0, 0.45f), float3(0.2f, 0, 0.35f), r), 0.003f); // ear
|
||||
float an = 0.9;
|
||||
d = smin(d, sdCappedTorus((RotateY(p, 0.8f) - float3(0.15f, 0, -0.05f)).xzy, float2(sin(an),cos(an)), 0.4, r), 0.003f); // ear
|
||||
d = smin(d, sdLine(p, float3(-0.25f, 0, 0), float3(-0.25f, 0, -0.4f), r), 0.003f); // back
|
||||
d = smin(d, sdLine(p, float3(-0.25f, 0, -0.1f), float3(-0.35f, 0, -0.1f), r), 0.003f); // tail top
|
||||
d = smin(d, sdLine(p, float3(-0.35f, 0, -0.1f), float3(-0.35f, 0, -0.4f), r), 0.003f); // stripe
|
||||
an = 3.1415f*0.5;
|
||||
d = smin(d, sdCappedTorus((RotateY(p, an) - float3(-0.25f, 0, 0.35f)).xzy, float2(sin(an),cos(an)), 0.15f, r), 0.003f); // tail
|
||||
|
||||
float FirstShape(float3 p) {
|
||||
return Kijetesantakalu(p, 0.05f);
|
||||
}
|
||||
return d;
|
||||
}
|
||||
|
||||
float SecondShape(float3 p) {
|
||||
// return sdBox(p, 0.3f) - 0.01f;
|
||||
// return Kijetesantakalu(p, 0.04f) - 0.01f;
|
||||
return sdSphere(p, 0, 0.3f);
|
||||
}
|
||||
float FirstShape(float3 p) {
|
||||
return Kijetesantakalu(p, 0.05f);
|
||||
}
|
||||
|
||||
float SecondShape(float3 p) {
|
||||
// return sdBox(p, 0.3f) - 0.01f;
|
||||
// return Kijetesantakalu(p, 0.04f) - 0.01f;
|
||||
// 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));
|
||||
}
|
||||
|
||||
|
||||
float GetDist(float3 p) {
|
||||
float GetDist(float3 p) {
|
||||
|
||||
float first = FirstShape(p);
|
||||
// float3 second_pos = mul(unity_WorldToObject, _WorldSpaceLightPos0);
|
||||
float second = SecondShape(p - _ObjectA);
|
||||
return smin(first, second, 0.15f);
|
||||
float first = FirstShape(p);
|
||||
// float3 second_pos = mul(unity_WorldToObject, _WorldSpaceLightPos0);
|
||||
float second = SecondShape(p);
|
||||
return smin(first, second, 0.15f);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
//marches a ray through the scene
|
||||
float Raymarch(float3 ro, float3 rd) {
|
||||
float rayLen = 0;// total distance marched / distance from origin
|
||||
float dist; // distance from the raymarched scene
|
||||
for ( int i = 0; i < _MaxSteps; i++)
|
||||
{
|
||||
//position = origin + distance * direction
|
||||
float3 p = ro + rayLen * rd;
|
||||
dist = GetDist(p);
|
||||
rayLen += dist;// move forward
|
||||
if (dist < _SurfDist || rayLen > _MaxDist) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
//marches a ray through the scene
|
||||
float Raymarch(float3 ro, float3 rd) {
|
||||
float rayLen = 0;// total distance marched / distance from origin
|
||||
float dist; // distance from the raymarched scene
|
||||
for ( int i = 0; i < _MaxSteps; i++)
|
||||
{
|
||||
//position = origin + distance * direction
|
||||
float3 p = ro + rayLen * rd;
|
||||
dist = GetDist(p);
|
||||
rayLen += dist;// move forward
|
||||
if (dist < _SurfDist || rayLen > _MaxDist) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return rayLen;
|
||||
}
|
||||
return rayLen;
|
||||
}
|
||||
|
||||
float3 GetNormal(float3 p) {
|
||||
float2 e = float2(0.001, 0);
|
||||
float3 n = GetDist(p) - float3(
|
||||
GetDist(p-e.xyy),
|
||||
GetDist(p-e.yxy),
|
||||
GetDist(p-e.yyx));
|
||||
return normalize(n);
|
||||
}
|
||||
float3 GetNormal(float3 p) {
|
||||
float2 e = float2(0.001, 0);
|
||||
float3 n = GetDist(p) - float3(
|
||||
GetDist(p-e.xyy),
|
||||
GetDist(p-e.yxy),
|
||||
GetDist(p-e.yyx));
|
||||
return normalize(n);
|
||||
}
|
||||
|
||||
fragOut frag (v2f i) {
|
||||
float3 ro = i.ro;
|
||||
float3 rd = normalize(i.hitPos - ro);
|
||||
fragOut frag (v2f i) {
|
||||
float3 ro = i.ro;
|
||||
float3 rd = normalize(i.hitPos - ro);
|
||||
|
||||
float d = Raymarch(ro, rd);
|
||||
fixed4 col = 1;
|
||||
float d = Raymarch(ro, rd);
|
||||
fixed4 col = 1;
|
||||
|
||||
if (d >= _MaxDist)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
float3 p = ro + rd * d;
|
||||
float3 n = GetNormal(p);
|
||||
if (d >= _MaxDist)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
float3 p = ro + rd * d;
|
||||
float3 n = GetNormal(p);
|
||||
|
||||
// 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);
|
||||
fragOut o;
|
||||
o.col = col;
|
||||
// o.col = _LightColor0;
|
||||
float4 vClipPos = mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorld, float4(p, 1)));
|
||||
o.depth = (vClipPos.z / vClipPos.w + 1.0) * 0.5;
|
||||
return o;
|
||||
}
|
||||
// col *= float4(d, 1, 1, 1);
|
||||
fragOut o;
|
||||
o.col = col;
|
||||
// o.col = _LightColor0;
|
||||
float4 vClipPos = mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorld, float4(p, 1)));
|
||||
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;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
File diff suppressed because it is too large
Load diff
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8
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Assets/raymarched/lib/GarbageExample.mat.meta
Normal file
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Normal file
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Assets/raymarched/lib/libgarbage.cginc
Normal file
61
Assets/raymarched/lib/libgarbage.cginc
Normal file
|
@ -0,0 +1,61 @@
|
|||
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;
|
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}
|
||||
|
||||
fragOut frag (v2f i)
|
||||
{
|
||||
fragOut o;
|
||||
o.col = 1;
|
||||
o.col.r = 0;
|
||||
return o;
|
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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 \
|
9
Assets/raymarched/lib/libgarbage.cginc.meta
Normal file
9
Assets/raymarched/lib/libgarbage.cginc.meta
Normal file
|
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assetBundleName:
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assetBundleVariant:
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1
Assets/raymarched/lib/libgarbage_end.cginc
Normal file
1
Assets/raymarched/lib/libgarbage_end.cginc
Normal file
|
@ -0,0 +1 @@
|
|||
#define DO_MAGIC(p) MAIN_FN(p)
|
9
Assets/raymarched/lib/libgarbage_end.cginc.meta
Normal file
9
Assets/raymarched/lib/libgarbage_end.cginc.meta
Normal file
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44
Assets/raymarched/lib/libgarbage_example.shader
Normal file
44
Assets/raymarched/lib/libgarbage_example.shader
Normal file
|
@ -0,0 +1,44 @@
|
|||
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
|
||||
|
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}
|
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SubShader
|
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{
|
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Tags { "RenderType"="Opaque" }
|
||||
Cull Off
|
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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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}
|
||||
}
|
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}
|
9
Assets/raymarched/lib/libgarbage_example.shader.meta
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@ -14,7 +14,7 @@
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SubShader
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{
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Cull Off
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Cull Front
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LOD 100
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Pass
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@ -26,7 +26,7 @@
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#define USE_DYNAMIC_QUALITY
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// #define USE_WORLD_SPACE
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#define USE_REFLECTIONS
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#define MAX_REFLECTIONS 5
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#define MAX_REFLECTIONS 3
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#define DISCARD_ON_MISS
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||||
//#define CONSTRAIN_TO_MESH
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#include "RayMarchLib.cginc"
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||||
|
@ -50,7 +50,7 @@
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|||
o = sdfAdd(p, o, sdfTorus(rotX(p, _Time* 40), 5, 0.5, m), 0.5);
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o = sdfAdd(p, o, sdfTorus(rotZ(p, _Time* 40), 5, 0.5, m), 0.5);
|
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||||
o = sdfAdd(p, o, sdfSphere(abs(rotY(p, -20 * _Time)) - float3(1.5,2,1.5), 1, mMetal), 0.2);
|
||||
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|
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return o;
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}
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|
@ -66,11 +66,11 @@
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fixed4 col = 0;
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||||
col = ray.mat.col * lightSun(ray.vNorm, vSunDir);
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|
||||
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||||
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|
||||
// col *= lightAO(ray.vHit, ray.vNorm);
|
||||
|
||||
col = pow(col, 0.5);
|
||||
// col = pow(col, 0.5);
|
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return col;
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}
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ENDCG
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|
@ -7,7 +7,7 @@ Material:
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m_PrefabAsset: {fileID: 0}
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m_Name: FleshCube
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@ -63,8 +63,8 @@ Material:
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@ -72,7 +72,7 @@ Material:
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m_Colors:
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|
@ -1,4 +1,4 @@
|
|||
Shader "Demo/pulsating"
|
||||
Shader "RayMarching/FleshCube"
|
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{
|
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Properties
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{
|
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|
@ -26,7 +26,7 @@
|
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// #define USE_WORLD_SPACE
|
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#define DYNAMIC_QUALITY
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#define USE_REFLECTIONS
|
||||
// #define CONSTRAIN_TO_MESH
|
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#define CONSTRAIN_TO_MESH
|
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#define MAX_REFLECTIONS 1
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#include "RayMarchLib.cginc"
|
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|
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|
@ -58,7 +58,12 @@
|
|||
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, 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));
|
||||
//bobby = sdfAdd(p, bobby, sdfSphere(p, 50.5, col(.5,.01,.01)));
|
||||
//bobby = sdfSub(p, bobby, sdfSphere(p, 50));
|
||||
|
@ -71,19 +76,22 @@
|
|||
{
|
||||
float3 vSunDir = normalize(_SunPos);
|
||||
|
||||
float4 fogCol = col(0.2, .05, 0.001);
|
||||
|
||||
if (ray.bMissed)
|
||||
{
|
||||
return 0.1;
|
||||
// discard;
|
||||
return fogCol;
|
||||
}
|
||||
|
||||
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 *= lightAO(ray.vHit, ray.vNorm, 0.05);
|
||||
|
||||
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;
|
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}
|
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ENDCG
|
81
Assets/test/Spinny.mat
Normal file
81
Assets/test/Spinny.mat
Normal file
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@ -0,0 +1,81 @@
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m_Texture: {fileID: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Texture: {fileID: 0}
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- _SunPos: {r: 8, g: 4, b: 2, a: 1}
|
8
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8
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Loading…
Reference in a new issue