Compare commits
5 commits
299cf8ff32
...
ffdaf36ebc
Author | SHA1 | Date | |
---|---|---|---|
ffdaf36ebc | |||
633680777a | |||
a19707240a | |||
bf23886a73 | |||
5cb5dcd785 |
3 changed files with 67 additions and 13 deletions
|
@ -26,6 +26,11 @@ START_RAYS_IN_BOX // TODO: implement
|
||||||
START_RAYS_IN_SPHERE // TODO: implement
|
START_RAYS_IN_SPHERE // TODO: implement
|
||||||
*/
|
*/
|
||||||
|
|
||||||
|
// sky used as background unless DISCARD_ON_MISS is set, and used in reflections
|
||||||
|
// TODO: implement
|
||||||
|
#ifndef SKY_FN
|
||||||
|
#define SKY_FN default_sky
|
||||||
|
#endif
|
||||||
|
|
||||||
// scene sdf that includes material data
|
// scene sdf that includes material data
|
||||||
#ifndef SCENE_FN
|
#ifndef SCENE_FN
|
||||||
|
@ -103,6 +108,7 @@ struct Material {
|
||||||
float3 col;
|
float3 col;
|
||||||
float gloss;
|
float gloss;
|
||||||
};
|
};
|
||||||
|
|
||||||
#define DEFAULT_MAT {float3(1, 1, 1), 0}
|
#define DEFAULT_MAT {float3(1, 1, 1), 0}
|
||||||
Material mat(float3 col = float3(1, 1,1 ), float gloss = 0) {
|
Material mat(float3 col = float3(1, 1,1 ), float gloss = 0) {
|
||||||
Material m;
|
Material m;
|
||||||
|
@ -110,6 +116,9 @@ Material mat(float3 col = float3(1, 1,1 ), float gloss = 0) {
|
||||||
m.gloss = gloss;
|
m.gloss = gloss;
|
||||||
return m;
|
return m;
|
||||||
}
|
}
|
||||||
|
Material mat(float r, float g, float b) {
|
||||||
|
return mat(float3(r, g, b));
|
||||||
|
}
|
||||||
|
|
||||||
struct SurfacePoint {
|
struct SurfacePoint {
|
||||||
float dist;
|
float dist;
|
||||||
|
@ -159,15 +168,14 @@ FragOut frag (V2F i) {
|
||||||
float ray_len = 0;
|
float ray_len = 0;
|
||||||
float3 ray_dir = normalize(i.hit_pos - i.cam_pos);
|
float3 ray_dir = normalize(i.hit_pos - i.cam_pos);
|
||||||
|
|
||||||
float3 ray_origin = i.cam_pos;
|
float3 ray_origin = i.cam_pos / SCENE_SCALE;
|
||||||
ray_origin /= SCENE_SCALE;
|
|
||||||
SurfacePoint point_data;
|
|
||||||
Ray ray;
|
Ray ray;
|
||||||
|
|
||||||
float3 col;
|
float3 col;
|
||||||
float color_used = 0;// what amount of the final color has been calculated
|
float color_used = 0;// what amount of the final color has been calculated
|
||||||
float prev_gloss = 0;
|
float prev_gloss = 0;
|
||||||
float3 first_hit;
|
float3 first_hit;
|
||||||
|
bool inside_shape;
|
||||||
|
|
||||||
int ray_num = 0;
|
int ray_num = 0;
|
||||||
for (; ray_num < REFLECTIONS + 1;) {
|
for (; ray_num < REFLECTIONS + 1;) {
|
||||||
|
@ -175,10 +183,7 @@ FragOut frag (V2F i) {
|
||||||
if (ray_num == 0) { // before any bounces
|
if (ray_num == 0) { // before any bounces
|
||||||
col = LIGHT_FN(ray);
|
col = LIGHT_FN(ray);
|
||||||
first_hit = ray.hit_pos;
|
first_hit = ray.hit_pos;
|
||||||
if (ray.steps == 0) {
|
inside_shape = ray.steps == 0;
|
||||||
// discard;
|
|
||||||
// TODO: sky fn
|
|
||||||
}
|
|
||||||
} else {
|
} else {
|
||||||
float col_amount = color_used + ((1 - prev_gloss) * (1 - color_used));
|
float col_amount = color_used + ((1 - prev_gloss) * (1 - color_used));
|
||||||
col = lerp(LIGHT_FN(ray), col, col_amount);
|
col = lerp(LIGHT_FN(ray), col, col_amount);
|
||||||
|
@ -190,7 +195,7 @@ FragOut frag (V2F i) {
|
||||||
}
|
}
|
||||||
prev_gloss = ray.mat.gloss;
|
prev_gloss = ray.mat.gloss;
|
||||||
ray_dir = reflect(ray_dir, ray.normal);
|
ray_dir = reflect(ray_dir, ray.normal);
|
||||||
ray_origin = ray.hit_pos + ray_dir * 0.01;
|
ray_origin = ray.hit_pos + ray_dir * SURF_DIST * 2;
|
||||||
}
|
}
|
||||||
|
|
||||||
#ifdef DISCARD_ON_MISS
|
#ifdef DISCARD_ON_MISS
|
||||||
|
@ -198,7 +203,7 @@ FragOut frag (V2F i) {
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
FragOut o;
|
FragOut o;
|
||||||
o.col = col;
|
o.col = clamp(col, 0, 1);
|
||||||
|
|
||||||
#ifndef DISABLE_DEPTH
|
#ifndef DISABLE_DEPTH
|
||||||
float3 depth_point = first_hit * SCENE_SCALE;
|
float3 depth_point = first_hit * SCENE_SCALE;
|
||||||
|
@ -206,10 +211,14 @@ FragOut frag (V2F i) {
|
||||||
depth_point = i.hit_pos;
|
depth_point = i.hit_pos;
|
||||||
|
|
||||||
#ifdef LIMIT_DEPTH_TO_MESH
|
#ifdef LIMIT_DEPTH_TO_MESH
|
||||||
if (length(ray.start - ray.hit_pos) > length(i.cam_pos - i.hit_pos))
|
if (length(i.cam_pos - first_hit * SCENE_SCALE) > length(i.cam_pos - i.hit_pos))
|
||||||
depth_point = i.hit_pos;
|
depth_point = i.hit_pos;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
if (inside_shape) {
|
||||||
|
depth_point = i.cam_pos + normalize(i.hit_pos - i.cam_pos) * 0.01;
|
||||||
|
}
|
||||||
|
|
||||||
#ifdef USE_WORLD_SPACE
|
#ifdef USE_WORLD_SPACE
|
||||||
float4 clip_pos = mul(UNITY_MATRIX_VP, float4(depth_point, 1));
|
float4 clip_pos = mul(UNITY_MATRIX_VP, float4(depth_point, 1));
|
||||||
#else
|
#else
|
||||||
|
@ -265,6 +274,10 @@ Ray cast_ray(float3 start, float3 dir, float start_len) {
|
||||||
return ray;
|
return ray;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
float3 default_sky(float3 dir) {
|
||||||
|
return lRenderSky(dir, normalize(float3(2, 1, 0)));
|
||||||
|
}
|
||||||
|
|
||||||
float default_distance_sdf(float3 p) {
|
float default_distance_sdf(float3 p) {
|
||||||
return sdSphere(p, 0.5);
|
return sdSphere(p, 0.5);
|
||||||
}
|
}
|
||||||
|
@ -286,5 +299,4 @@ float3 default_lighting(Ray ray) {
|
||||||
return col;
|
return col;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
#endif // LIBGARBAGE_INCLUDED
|
#endif // LIBGARBAGE_INCLUDED
|
||||||
|
|
|
@ -18,11 +18,11 @@ float3 lRenderSky(float3 ray_dir, float3 sun_dir) {
|
||||||
}
|
}
|
||||||
|
|
||||||
//calculate sky light
|
//calculate sky light
|
||||||
float3 lSky(float3 normal, float3 sky_col = float3(0.5, 0.8, 0.9)) {
|
float3 lSky(float3 normal, float3 sky_col = float3(0.1, 0.16, 0.18)) {
|
||||||
return sky_col * (0.5 + 0.5 * normal.y);
|
return sky_col * (0.5 + 0.5 * normal.y);
|
||||||
}
|
}
|
||||||
|
|
||||||
float lSun(float3 normal, float3 sun_dir, float3 sun_col = float3(7, 5.5, 3)) {
|
float lSun(float3 normal, float3 sun_dir, float3 sun_col = float3(1, 0.78, 0.43)) {
|
||||||
return sun_col * max(dot(normal, sun_dir), 0);
|
return sun_col * max(dot(normal, sun_dir), 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -49,5 +49,47 @@ float sdPlaneY(float3 p, float height) {
|
||||||
}
|
}
|
||||||
_MAT_VARIANT1(mPlaneY, sdPlaneY, float, height)
|
_MAT_VARIANT1(mPlaneY, sdPlaneY, float, height)
|
||||||
|
|
||||||
|
float sdHexPrism(float3 p, float width, float height) {
|
||||||
|
const float3 k = float3(-0.8660254, 0.5, 0.57735);
|
||||||
|
p = abs(p);
|
||||||
|
p.xz -= 2.0 * min(dot(k.xy, p.xz), 0) * k.xy;
|
||||||
|
float2 d = float2(length(p.xz - float2(clamp(p.x,-k.z * width, k.z * width), width)) * sign(p.z - width), p.y - height);
|
||||||
|
return min(max(d.x, d.y), 0) + length(max(d, 0));
|
||||||
|
}
|
||||||
|
_MAT_VARIANT2(mHexPrism, sdHexPrism, float, width, float, height)
|
||||||
|
|
||||||
|
float sdInfCylinder(float3 p, float3 c) {
|
||||||
|
return length(p.xz - c.xy) - c.z;
|
||||||
|
}
|
||||||
|
_MAT_VARIANT1(mInfCylinder, sdInfCylinder, float3, c)
|
||||||
|
|
||||||
|
float sdCylinder(float3 p, float r, float h) {
|
||||||
|
float2 d = abs(float2(length(p.xz), p.y)) - float2(r, h);
|
||||||
|
return min(max(d.x, d.y), 0) + length(max(d, 0));
|
||||||
|
}
|
||||||
|
_MAT_VARIANT2(mCylinder, sdCylinder, float, r, float, h)
|
||||||
|
|
||||||
|
float sdHelix(float3 p, float r1, float r2, float incline) {
|
||||||
|
float x2 = length(p.xz) - r1; // vertical plane
|
||||||
|
float angle = atan2(p.z, p.x); // angle around y axis
|
||||||
|
float y = angle * incline - p.y;
|
||||||
|
y = fmod(y, UNITY_PI * incline * 2) + UNITY_PI * incline;
|
||||||
|
return length(float2(x2, y)) - r2;
|
||||||
|
}
|
||||||
|
_MAT_VARIANT3(mHelix, sdHelix, float, r1, float, r2, float, incline)
|
||||||
|
|
||||||
|
float sdLine(float3 p, float3 a, float3 b, float r) {
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
_MAT_VARIANT3(mLine, sdLine, float3, a, float3, b, float3, r)
|
||||||
|
|
||||||
|
|
||||||
|
SurfacePoint mDummy(float d, Material mat = DEFAULT_MAT) {
|
||||||
|
SurfacePoint o;
|
||||||
|
o.dist = d;
|
||||||
|
o.mat = mat;
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
Loading…
Reference in a new issue