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m_LocalPosition: {x: 0, y: 0.009, z: -0.786} + m_LocalPosition: {x: 0, y: 1, z: -10} m_LocalScale: {x: 1, y: 1, z: 1} m_Children: [] m_Father: {fileID: 0} diff --git a/Assets/raymarched/lib/GarbageExample.mat b/Assets/raymarched/lib/GarbageExample.mat index bc8027f..27e3981 100644 --- a/Assets/raymarched/lib/GarbageExample.mat +++ b/Assets/raymarched/lib/GarbageExample.mat @@ -63,8 +63,8 @@ Material: - _GlossMapScale: 1 - _Glossiness: 0.5 - _GlossyReflections: 1 - - _MaxDist: 512 - - _MaxSteps: 512 + - _MaxDist: 256 + - _MaxSteps: 256 - _Metallic: 0 - _Mode: 0 - _OcclusionStrength: 1 diff --git a/Assets/raymarched/lib/libgarbage.cginc b/Assets/raymarched/lib/libgarbage.cginc index 23b114e..17ba790 100644 --- a/Assets/raymarched/lib/libgarbage.cginc +++ b/Assets/raymarched/lib/libgarbage.cginc @@ -1,290 +1,61 @@ -#ifndef LIBGARBAGE_INCLUDED -#define LIBGARBAGE_INCLUDED -#include "UnityCG.cginc" +struct appdata +{ + float4 vertex : POSITION; +}; -/* -## defines with no defaults +struct v2f +{ + float4 vertex : SV_POSITION; + float3 vCamPos : TEXCOORD1; + float3 vHitPos : TEXCOORD2; +}; -# default is object space - USE_WORLD_SPACE +struct fragOut +{ + fixed4 col : SV_Target; + // float depth : SV_Depth; +}; -# renders missed rays as transparent - DISCARD_ON_MISS - -# use if the shape of the scene is significnatly different from the shape of the material space -# will use SCENE_FN only for the final step, and DISTANCE_FN for raymarching -# DISTANCE_FN must return a float - SEPARATE_MATERIAL_AND_DIST_FUNCTIONS - -# don't write depth (will have the depth defined by the original mesh) - DISABLE_DEPTH - -# meant for frontface culled meshes, makes depth no further than the mesh edges - LIMIT_DEPTH_TO_MESH - -START_RAYS_IN_BOX // TODO: implement -START_RAYS_IN_SPHERE // TODO: implement -*/ - - -// scene sdf that includes material data -#ifndef SCENE_FN -#define SCENE_FN default_material_sdf -#endif - -#ifdef SEPARATE_MATERIAL_AND_DIST_FUNCTIONS - // scene sdf with only distance - #ifndef DISTANCE_FN - #define DISTANCE_FN default_distance_sdf - #endif +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 - #define DISTANCE_FN material_fn_as_dist + o.vCamPos = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1)); + o.vHitPos = v.vertex; #endif - -// calculates a color from a Ray -#ifndef LIGHT_FN -#define LIGHT_FN default_lighting -#endif - -// set to less than one if there are artifacts in distorted sdfs -#ifndef STEP_MULTIPLIER -#define STEP_MULTIPLIER 1 -#endif - -// max ray steps, from last bounce (reset on each reflection) -#ifndef MAX_STEPS -#define MAX_STEPS 128 -#endif - -// max ray length, from last bounce (length is reset on each reflection) -#ifndef MAX_DIST -#define MAX_DIST 128 -#endif - -// the largest surface distance that is counted as a hit -#ifndef SURF_DIST -#define SURF_DIST 0.001 -#endif - -#ifndef REFLECTIONS -#define REFLECTIONS 0 -#endif - -#ifndef SCENE_SCALE -#define SCENE_SCALE 1 -#endif - -// TODO: implement -#ifndef AMBIENT_OCCLUSION_STEPS -#define AMBIENT_OCCLUSION_STEPS 4 -#endif - - -struct AppData { - float4 vertex : POSITION; - UNITY_VERTEX_INPUT_INSTANCE_ID -}; - -struct V2F { - float4 vertex : SV_POSITION; - float3 cam_pos : TEXCOORD0; - float3 hit_pos : TEXCOORD1; - UNITY_VERTEX_OUTPUT_STEREO -}; - -struct FragOut { - fixed3 col : SV_Target; -#ifndef DISABLE_DEPTH - float depth : SV_Depth; -#endif -}; - -struct Material { - float3 col; - float gloss; -}; -#define DEFAULT_MAT {float3(1, 1, 1), 0} -Material mat(float3 col = float3(1, 1,1 ), float gloss = 0) { - Material m; - m.col = col; - m.gloss = gloss; - return m; + return o; } -struct SurfacePoint { - float dist; - Material mat; -}; - -//used for lighting a point -struct Ray { - float dist; - int steps; - Material mat; - float3 start; - float3 dir; - float3 hit_pos; - float3 normal; - bool missed; - float min_dist; // smallest distance encountered along the path (only useful for misses; shadow calculations) -}; - - -float DISTANCE_FN(float3 p); -SurfacePoint SCENE_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; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_INITIALIZE_OUTPUT(V2F, o); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - o.vertex = UnityObjectToClipPos(v.vertex); - #ifdef USE_WORLD_SPACE - o.cam_pos = _WorldSpaceCameraPos; - o.hit_pos = mul(unity_ObjectToWorld, v.vertex); - #else - o.cam_pos = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1)); - o.hit_pos = v.vertex; - #endif +fragOut frag (v2f i) +{ + fragOut o; + o.col = 1; + o.col.r = 0; return o; } -FragOut frag (V2F i) { - float ray_len = 0; - float3 ray_dir = normalize(i.hit_pos - i.cam_pos); +// #define SOME_MAGIC(main_fn) float3 main1()\ +// main_fn \ - float3 ray_origin = i.cam_pos; - ray_origin /= SCENE_SCALE; - SurfacePoint point_data; - Ray ray; +#define SOME_MAGIC(PASS, function_definition) float3 main##PASS() function_definition - float3 col; - float color_used = 0;// what amount of the final color has been calculated - float prev_gloss = 0; - float3 first_hit; +#define DO_MAGIC MAIN_FN(1) - int ray_num = 0; - for (; ray_num < REFLECTIONS + 1;) { - ray = cast_ray(ray_origin, ray_dir); - if (ray_num == 0) { // before any bounces - col = LIGHT_FN(ray); - first_hit = ray.hit_pos; - if (ray.steps == 0) { - // discard; - // TODO: sky fn - } - } else { - float col_amount = color_used + ((1 - prev_gloss) * (1 - color_used)); - col = lerp(LIGHT_FN(ray), col, col_amount); - color_used = col_amount; - } - ray_num++; - if (ray.missed || ray.mat.gloss < 0.01) { - break; - } - prev_gloss = ray.mat.gloss; - ray_dir = reflect(ray_dir, ray.normal); - ray_origin = ray.hit_pos + ray_dir * 0.01; - } - - #ifdef DISCARD_ON_MISS - if (ray.missed && ray_num == 1) discard; - #endif - - FragOut o; - o.col = col; - - #ifndef DISABLE_DEPTH - float3 depth_point = first_hit * SCENE_SCALE; - if (ray.missed && ray_num == 1) - depth_point = i.hit_pos; - - #ifdef LIMIT_DEPTH_TO_MESH - if (length(ray.start - ray.hit_pos) > length(i.cam_pos - i.hit_pos)) - depth_point = i.hit_pos; - #endif - - #ifdef USE_WORLD_SPACE - float4 clip_pos = mul(UNITY_MATRIX_VP, float4(depth_point, 1)); - #else - float4 clip_pos = mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorld, float4(depth_point, 1))); - #endif - o.depth = clip_pos.z / clip_pos.w; - #ifndef UNITY_REVERSED_Z // basically only OpenGL (unity editor on linux) - o.depth = o.depth * 0.5 + 0.5; // remap -1 to 1 range to 0.0 to 1.0 - #endif - #endif - return o; -} - -inline float3 get_normal(float3 pos, float surface_distance, float epsilon = 0.001) { - // if epsilon is smaller than 0.001, there are often artifacts - const float2 e = float2(epsilon, 0); - float3 n = surface_distance - float3( - DISTANCE_FN(pos - e.xyy), - DISTANCE_FN(pos - e.yxy), - DISTANCE_FN(pos - e.yyx)); - return normalize(n); -} - -Ray cast_ray(float3 start, float3 dir, float start_len) { - float ray_len = start_len; - - Ray ray; - ray.dir = dir; - ray.start = start; - ray.min_dist = 100100100; // budget "infinity" - ray.missed = true; - - for (int i = 0; i < MAX_STEPS; i++) { - ray.hit_pos = start + ray_len * dir; - ray.dist = DISTANCE_FN(ray.hit_pos); - if (ray.dist < SURF_DIST) { - ray.missed = false; - break; - } - ray.min_dist = min(ray.min_dist, ray.dist); - ray_len += ray.dist * STEP_MULTIPLIER; - if (ray_len > MAX_DIST) break; - } - - ray.steps = i; - if (ray.missed) { - ray.normal = float3(0, 0, 0); - ray.mat = mat(); - } else { - ray.normal = get_normal(ray.hit_pos, ray.dist); - ray.mat = SCENE_FN(ray.hit_pos).mat; - } - return ray; -} - -float default_distance_sdf(float3 p) { - return sdSphere(p, 0.5); -} - -float material_fn_as_dist(float3 p) { - return SCENE_FN(p).dist; -} - -SurfacePoint default_material_sdf(float3 p) { - return mSphere(p, 0.5); -} - -float3 default_lighting(Ray ray) { - float3 sun_dir = normalize(float3(1, 0.5, 0)); - if (ray.missed) - return 0.1; - float3 col = 0; - col = ray.mat.col * dot(ray.normal, sun_dir); - return col; -} +// #define SECOND_PASS 1 +// #define AA MAIN_FN +// #define BB MAIN_FN -#endif // LIBGARBAGE_INCLUDED +// float3 main2() \ +// main_fn + +// \ +// float3 main2() \ +// main_fn\ + + +// #define SECOND_PASS \ diff --git a/Assets/raymarched/lib/libgarbage_end.cginc b/Assets/raymarched/lib/libgarbage_end.cginc new file mode 100644 index 0000000..ee953f0 --- /dev/null +++ b/Assets/raymarched/lib/libgarbage_end.cginc @@ -0,0 +1 @@ +#define DO_MAGIC(p) MAIN_FN(p) \ No newline at end of file diff --git a/Assets/raymarched/lib/libgarbage_shapes.cginc.meta b/Assets/raymarched/lib/libgarbage_end.cginc.meta similarity index 80% rename from Assets/raymarched/lib/libgarbage_shapes.cginc.meta rename to Assets/raymarched/lib/libgarbage_end.cginc.meta index 967350e..549f561 100644 --- a/Assets/raymarched/lib/libgarbage_shapes.cginc.meta +++ b/Assets/raymarched/lib/libgarbage_end.cginc.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 4d08637fa3f7e141190ffd1bdbca2c19 +guid: 26203816190e7e521a12959d895d68a3 ShaderImporter: externalObjects: {} defaultTextures: [] diff --git a/Assets/raymarched/lib/libgarbage_example.shader b/Assets/raymarched/lib/libgarbage_example.shader index 354fd4f..84e10d7 100644 --- a/Assets/raymarched/lib/libgarbage_example.shader +++ b/Assets/raymarched/lib/libgarbage_example.shader @@ -2,16 +2,17 @@ Shader "CrispyPin/LibGarbageExample" { 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 + _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 Front + Cull Off LOD 100 Pass @@ -20,68 +21,22 @@ Shader "CrispyPin/LibGarbageExample" #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 3 - - #define LIGHT_FN lighting - #define SCENE_FN main - - // #define SEPARATE_MATERIAL_AND_DIST_FUNCTIONS - // #define SCENE_FN separate_mat - // #define DISTANCE_FN separate_dist - - // #define DISABLE_DEPTH - // #define DISCARD_ON_MISS - // #define USE_WORLD_SPACE - #define SCENE_SCALE 0.05 #include "libgarbage.cginc" - SurfacePoint main(float3 p) { - 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); + // #define MAIN_FN(PASS) float3 main##PASS ()\ - 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; - } + #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 - SurfacePoint separate_mat(float3 p) { - Material blue = mat(float3(0.05, 0.1, 0.2), 0); - SurfacePoint d = mSphere(p, 1, blue); - return d; - } + // {return 0;} + // MAIN_FN(1) {return 0;} - float separate_dist(float3 p) { - return main(p).dist; - } - - 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 col = 0; - 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; - } ENDCG } diff --git a/Assets/raymarched/lib/libgarbage_lighting.cginc b/Assets/raymarched/lib/libgarbage_lighting.cginc deleted file mode 100644 index 09328e5..0000000 --- a/Assets/raymarched/lib/libgarbage_lighting.cginc +++ /dev/null @@ -1,63 +0,0 @@ - -// -------------------------------- -// 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 deleted file mode 100644 index d82b508..0000000 --- a/Assets/raymarched/lib/libgarbage_lighting.cginc.meta +++ /dev/null @@ -1,9 +0,0 @@ -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 deleted file mode 100644 index 9ccf72e..0000000 --- a/Assets/raymarched/lib/libgarbage_operations.cginc +++ /dev/null @@ -1,141 +0,0 @@ -// soft min of a and b with smoothing factor k -float smin(float a, float b, float k) { - float h = max(k - abs(a-b), 0) / k; - return min(a, b) - h * h * h * k * (1 / 6.0); -} - -// soft max of a and b with smoothing factor k -float smax(float a, float b, float k) { - float h = max(k - abs(a - b), 0) / k; - return max(a, b) + h * h * h * k * (1 / 6.0); -} - -Material mixMat(Material a, Material b, float fac) { - Material m; - m.col = lerp(a.col, b.col, fac); - m.gloss = lerp(a.gloss, b.gloss, fac); - return m; -} - -Material mixMat(SurfacePoint a, SurfacePoint b) { - float fac = clamp(a.dist/(a.dist + b.dist), 0, 1); - return mixMat(a.mat, b.mat, fac); -} - -// -------------------------------- -// base sdf operations -// -------------------------------- - -float qUnion(float a, float b) { - return min(a, b); -} - -float qUnion(float a, float b, float smooth) { - return smin(a, b, smooth); -} - -SurfacePoint qUnion(SurfacePoint a, SurfacePoint b) { - SurfacePoint o; - o.dist = min(a.dist, b.dist); - o.mat = mixMat(a, b); - return o; -} - -SurfacePoint qUnion(SurfacePoint a, SurfacePoint b, float smooth) { - SurfacePoint o; - o.dist = smin(a.dist, b.dist, smooth); - o.mat = mixMat(a, b); - return o; -} - -float qSub(float a, float b) { - return max(a, -b); -} - -float qSub(float a, float b, float smooth) { - return smax(a, -b, smooth); -} - -SurfacePoint qSub(SurfacePoint a, SurfacePoint b) { - SurfacePoint o; - o.dist = max(a.dist, -b.dist); - o.mat = a.mat; - return o; -} - -SurfacePoint qSub(SurfacePoint a, SurfacePoint b, float smooth) { - SurfacePoint o; - o.dist = smax(a.dist, -b.dist, smooth); - o.mat = a.mat; - return o; -} - -float qIntersect(float a, float b) { - return max(a, b); -} - -float qIntersect(float a, float b, float smooth) { - return smax(a, b, smooth); -} - -SurfacePoint qIntersect(SurfacePoint a, SurfacePoint b) { - SurfacePoint o; - o.dist = max(a.dist, b.dist); - o.mat = mixMat(a, b); - return o; -} - -SurfacePoint qIntersect(SurfacePoint a, SurfacePoint b, float smooth) { - SurfacePoint o; - o.dist = smax(a.dist, b.dist, smooth); - o.mat = mixMat(a, b); - return o; -} - -float qRound(float a, float radius) { - return a - radius; -} - -SurfacePoint qRound(SurfacePoint a, float radius) { - a.dist -= radius; - return a; -} - -// -------------------------------- -// spatial warping -// -------------------------------- - -float3 rotX(float3 p, float a) { - return mul(float3x3(1, 0, 0, 0, cos(a), -sin(a), 0, sin(a), cos(a)), p); -} - -float3 rotY(float3 p, float a) { - return mul(float3x3(cos(a), 0, sin(a), 0, 1, 0, -sin(a), 0, cos(a)), p); -} - -float3 rotZ(float3 p, float a) { - return mul(float3x3(cos(a), -sin(a), 0, sin(a), cos(a), 0, 0, 0, 1), p); -} - -// repeats space every r units, centered on the origin -float3 repXYZ(float3 p, float3 r) { - float3 o = p; - o = fmod(abs(p + r/2.0), r) - r/2.0; - o *= sign(o); - return o; -} - -// repeats space every r units, centered on the origin, no sign -float3 repXYZUnsigned(float3 p, float3 r) { - return fmod(abs(p + r / 2.0), r) - r / 2.0; -} - -// repeats space -inline float3 repXZ(float3 p, float x, float z) { - float3 o = p; - o.x = fmod(abs(p.x) + x / 2.0, x) - x / 2.0; - o.x *= sign(p.x); - o.z = fmod(abs(p.z) + z / 2.0, z) - z / 2.0; - o.z *= sign(p.z); - return o; -} diff --git a/Assets/raymarched/lib/libgarbage_operations.cginc.meta b/Assets/raymarched/lib/libgarbage_operations.cginc.meta deleted file mode 100644 index 01f65b5..0000000 --- a/Assets/raymarched/lib/libgarbage_operations.cginc.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 6f298ca37830a108492fa68448a84676 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/raymarched/lib/libgarbage_shapes.cginc b/Assets/raymarched/lib/libgarbage_shapes.cginc deleted file mode 100644 index 506180e..0000000 --- a/Assets/raymarched/lib/libgarbage_shapes.cginc +++ /dev/null @@ -1,53 +0,0 @@ - -#define _MAT_VARIANT1(NEW_NAME, BASE_FN, TYPE_1, ARG_1) \ - SurfacePoint NEW_NAME(float3 p, TYPE_1 ARG_1, Material mat = DEFAULT_MAT) {\ - SurfacePoint o;\ - o.dist = BASE_FN(p, ARG_1);\ - o.mat = mat;\ - return o;\ - } - -#define _MAT_VARIANT2(NEW_NAME, BASE_FN, TYPE_1, ARG_1, TYPE_2, ARG_2) \ - SurfacePoint NEW_NAME(float3 p, TYPE_1 ARG_1, TYPE_2 ARG_2, Material mat = DEFAULT_MAT) {\ - SurfacePoint o;\ - o.dist = BASE_FN(p, ARG_1, ARG_2);\ - o.mat = mat;\ - return o;\ - } - -#define _MAT_VARIANT3(NEW_NAME, BASE_FN, TYPE_1, ARG_1, TYPE_2, ARG_2, TYPE_3, ARG_3) \ - SurfacePoint NEW_NAME(float3 p, TYPE_1 ARG_1, TYPE_2 ARG_2, TYPE_3 ARG_3, Material mat = DEFAULT_MAT) {\ - SurfacePoint o;\ - o.dist = BASE_FN(p, ARG_1, ARG_2, ARG_3);\ - o.mat = mat;\ - return o;\ - } - -// -// Most of these are taken from https://iquilezles.org/articles/distfunctions/ -// Thank you Inigo Quilez <3 - -float sdBox(float3 p, float3 size) { - float3 q = abs(p) - size / 2.0; - return length(max(q, 0)) + min(max(q.x, max(q.y, q.z)), 0); -} -_MAT_VARIANT1(mBox, sdBox, float3, size) - -float sdSphere(float3 p, float radius) { - return length(p) - radius; -} -_MAT_VARIANT1(mSphere, sdSphere, float, radius) - -float sdTorus(float3 p, float radius, float thickness) { - float2 q = float2(length(p.xz) - radius, p.y); - return length(q) - thickness; -} -_MAT_VARIANT2(mTorus, sdTorus, float, radius, float, thickness) - -float sdPlaneY(float3 p, float height) { - return p.y - height; -} -_MAT_VARIANT1(mPlaneY, sdPlaneY, float, height) - - -