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float _WaveSpeed; - - float _Grid; - - float3 get_water_normal(float2 pos) { - pos *= 0.5; - float time = _Time.x * _WaveSpeed + 5; // offset is to make it look better at frame 0 - float t1 = time * 0.18; - float3 normal = (tex2D(_WaterNormal, pos + float2(t1, -t1 * 0.5)) - 0.5) * 0.5; - float t2 = time * 0.37; - normal += (tex2D(_WaterNormal, pos * 0.276 + float2(t2 * 0.8, t2)) - 0.5); - float t3 = time * 0.08; - normal += (tex2D(_WaterNormal, pos * 0.07 + float2(t3 * 0.8, -t3)) - 0.5); - // normal = normalize(normal.zxy); // normal map import settings - normal = normalize(normal.rbg) * float3(-1, 1, -1); // standard import settings - - // normal = normalize(normal); - - // return UP; - return lerp(UP, normal, _WaveStrength); - } - - - float3 sun(float3 base_col, float3 dir, float3 sun_dir) { - float alignment = min(acos(dot(dir, sun_dir)), 1); - float sun_amount = smax(min(_SunRadius / alignment, 5) - _SunCutoff, 0, 0.15); - return lerp(base_col, _SunCol, sun_amount); - } - - float3 sky(float3 dir, float3 sun_dir) { - float theta = atan2(dir.x, dir.z); // latitude - float phi = asin(dir.y); // longitude - /// background - float factor = smoothstep(0, 0.5, dir.y + 0.2); - float3 horizon_col = lerp(_SkyCol, _SunCol, _HorizonTint); - float3 col = lerp(horizon_col, _SkyCol, factor); - - /// stars - float2 cells = float2(-1, floor(_StarDensity)); - float cell_x_base = floor(cells.y * PI); - float celly = phi * cells.y; - // cells per ring depend on y pos, to reduce warping around the poles: - cells.x = floor(cos(floor(celly) / _StarDensity) * cell_x_base); - float cellx = (theta / PI * cells.x); - - float2 pos = float2(cellx, celly); // cell-space pos of this pixel - float2 cell_pos = float2(floor(cellx), floor(celly)); // position of this cell - float2 cell_center = cell_pos + 0.5; - - float2 star_pos = cell_center + (tex2D(_NoiseTex, cell_pos / cells + float2(0, 0.1)) - 0.5) * _StarRandom; - - /// star color - float3 r = tex2D(_NoiseTex, cell_pos / cells); - float rnum = frac((r.r + r.g - r.b) * 10); - float rnum2 = frac((r.r - r.g + r.b) * 10); - - float star_size = _StarSize * (rnum * _StarSizeRandom + (1 - _StarSizeRandom)); - - float distance = length(pos - star_pos); - float star_strength = max(min(star_size / distance * 0.5, 1.25) - 0.25, 0); // star glow - - star_strength *= clamp(sin(phi * 2) - 0.1, 0, 1); // fade stars near/under horizon - star_strength *= length(r) / 2; // fade stars - star_strength *= rnum2 > _StarsMissing; // remove stars - - float3 star_col = lerp(WHITE, r, _StarTint); - - col = lerp(col, star_col, star_strength); - - col = sun(col, dir, sun_dir); - /// debug grid - col = lerp(col, WHITE, _Grid * ( - pow(frac( cellx), 20) + - pow(frac( celly), 20) + - pow(frac(-cellx), 20) + - pow(frac(-celly), 20) - )); - - return col; - } - - float3 sunset_env(float3 dir, float3 ray_origin) { - ray_origin = 0; - - // float3 horizon_col = lerp(_SkyCol, _SunCol, _HorizonTint); - float3 origin = mul(unity_ObjectToWorld, float4(0, 0, 0, 1)); - origin = 0; - float3 sun_dir = float3(sin(_SunAngle), 0.0, cos(_SunAngle)); - - float3 col; - - if (dir.y < 0) { - origin.y += _HeightOffset; - float3 camera_local_pos = ray_origin; - camera_local_pos.y = max(camera_local_pos.y, 0.01); // don't allow looking under water surface; it renders backwards. - float3 surface_pos = float3 ( - camera_local_pos.x - camera_local_pos.y / (dir.y / dir.x), - 0, - camera_local_pos.z - camera_local_pos.y / (dir.y / dir.z) - ); - float3 water_normal = get_water_normal(surface_pos.xz); - - float3 reflected_dir = reflect(dir, water_normal); - float3 sky_reflection = sky(reflected_dir, sun_dir) ; - - float3 water_col = lerp(_SkyCol, _SunCol, 0.01) * _WaterCol; - float3 refracted_dir = normalize(refract(dir, water_normal, 1/1.333)); - float subsurf = (refracted_dir.y + 1); - - col = water_col * max(subsurf * 12 - 2, 0.7); - - float diffuse = max(dot(sun_dir, water_normal), 0); - col += water_col * _SunCol * diffuse * 10; - - // float3 water_ao = get_ao(surface_pos.xz); - // col = water_col * lerp(0.1, water_ao, _WaveStrength) * 7; - - float hit_angle = dot(dir, -water_normal); - col = lerp(sky_reflection, col, hit_angle); - - // col = sky_reflection; - // col *= pow(dot(UP, water_normal), 512); // EVIL in the water - // col = pow((tex2D(_WaterNormal, surface_pos.xz).zxy), 2); - // col = tex2D(_WaterAO, surface_pos.xz); - - // float distance = length(surface_pos - camera_local_pos); - // float fog_factor = smoothstep(10, 70, distance) * 0.4; - // col = lerp(col, horizon_col, fog_factor); - } - else { - col = sky(dir, sun_dir); - } - return col; - } - - SurfacePoint main(float3 p) { - Material grass = mat(float3(0.05, 0.5, 0.1), 0.3); - Material dirt = mat(float3(0.5, 0.2, 0.05), 0); - Material metal = mat(1, 1); - Material blue = mat(float3(0.5, 0.6, 1), 0); - - 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); - - Material water = mat(float3(0.01, 0.015, 0.025), 0.7); - float h = 0;// sin(p.x + sin(p.z * 2+ _Time.y) * 0.3); - h *= 0.1; - h = - 2; - // d = qUnion(d, mPlaneY(p, h - snoise(p / 10 + _Time.xyz * 0.2) * 0.2, water)); - float3 p3 = repXZ(p, 20, 20); - // d = qUnion(d, mSphere(p3 - float3(snoise(p), -5, 1), 8, water), 3); - // d = qUnion(d, mSphere(p3 - float3(3, h - 1.5, 2 + sin(p.x / 20)*3), 4, water), 3); - return d; - } - - float3 lighting(Ray ray) { - if (ray.missed) { - return sunset_env(ray.dir, ray.start / SCENE_SCALE); - } - - float3 sun_dir = normalize(float3(0, 1, 10)); - 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/Spinny_Sunset.shader.meta b/Assets/raymarched/Spinny_Sunset.shader.meta deleted file mode 100644 index 6ff309f..0000000 --- a/Assets/raymarched/Spinny_Sunset.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: bf32a865560b32c028bf9030b99bb087 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/raymarched/distortion.shader b/Assets/raymarched/distortion.shader deleted file mode 100644 index 911f755..0000000 --- a/Assets/raymarched/distortion.shader +++ /dev/null @@ -1,131 +0,0 @@ -Shader "CrispyPin/Distortion" -{ - 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 - - } - SubShader - { - Tags { "RenderType"="Opaque" } - Cull Front - LOD 100 - - Pass - { - CGPROGRAM - #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 STEP_MULTIPLIER 0.5 - #define SCENE_SCALE 0.2 - #define LIMIT_DEPTH_TO_MESH - #include "lib/libgarbage.cginc" - - float3 distort(float3 p) { - p = rotY(p, sin(length(p.xz) * 0.2) * 0.2); - p.x += smoothstep(0, 0.5, fmod(_Time.x, 1)) * 2; - p.z += smoothstep(0.5, 1, fmod(_Time.x, 1)) * 2; - return p; - } - - float3 checkers(float3 p, float3 a, float3 b, float2 size) { - float2 q = p.xz / size; - q = int2(abs(q) + 0.5); - int s = ((q.x + q.y) % 2); - return s * a + (1 - s) * b; - } - - float3 floor_col(float3 p) { - // oscillating warp - // p = rotY(p, length(p.xz)*0.03*sin(_Time.y) + _Time.y*0.1); - // constant movement with warped grid - // p = rotY(p, sin(length(p.xz) * 0.2) * 0.2); - // p.x += fmod(_Time.y, 4); - // - // p.x += smoothstep(0, 0.5, fmod(_Time.y, 1)) * 2; - // p.z += smoothstep(0.5, 1, fmod(_Time.y, 1)) * 2; - return lerp(0.08, - checkers(p - 1, 0.06, 0.12, 2), - smoothstep(64, 0, length(p)) - ); - } - - SurfacePoint main(float3 p) { - float3 twistp = rotY(p, sin(length(p.xz) * 0.2) * 0.2); - - p = distort(p); - Material floor = mat(floor_col(p)); - - p.y += 2.5; - - Material black = mat(0.05); - - SurfacePoint d; - // d = mSphere(p - float3(0, -1, 0), 0.1); - d = mPlaneY(p, 0, floor); - d = qIntersect(d, mSphere(p, 20, d.mat)); - float3 rp = repXZ(p, 2, 2); - float h = sin(twistp.x - rp.x) + 2 + sin((twistp.z - rp.z)* 0.17); - d = qUnion(d, mBox(rp - float3(0, h*0.5, 0), float3(0.5, h, 0.5), black)); - - return d; - } - - float3 lighting(Ray ray) { - float3 sun_dir = normalize(float3(2, 1, -1)); - if (ray.missed) { - if (ray.dir.y >= 0) { - return lRenderSky(ray.dir, sun_dir); - } else - { - float3 cam = ray.start; - cam.y += 2.5; - float3 dir = ray.dir; - float3 surface_pos = float3( - cam.x - cam.y / (dir.y / dir.x), - 0, - cam.z - cam.y / (dir.y / dir.z) - ); - float col = floor_col(distort(surface_pos)); - return col * (lSky(float3(0,1,0)) + lSun(float3(0,1,0), sun_dir)); - } - } - - float3 col = lSun(ray.normal, sun_dir); - col *= lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50); - col += lSky(ray.normal); - // col = clamp(col, 0, 1); - // col = smoothstep(0,1,col); - // col = pow(col, 1.3); - - return ray.mat.col * col ; - // return col*0.2; - } - - ENDCG - } - } -} diff --git a/Assets/raymarched/distortion.shader.meta b/Assets/raymarched/distortion.shader.meta deleted file mode 100644 index c4ef3fb..0000000 --- a/Assets/raymarched/distortion.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: ebb4c5ee330ee4a57bf8516adc9a7828 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/raymarched/lib/GarbageExample.mat b/Assets/raymarched/lib/GarbageExample.mat index 62a3817..bc8027f 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: 100 - - _MaxSteps: 256 + - _MaxDist: 512 + - _MaxSteps: 512 - _Metallic: 0 - _Mode: 0 - _OcclusionStrength: 1 diff --git a/Assets/raymarched/lib/libgarbage.cginc b/Assets/raymarched/lib/libgarbage.cginc index ad23504..22167e1 100644 --- a/Assets/raymarched/lib/libgarbage.cginc +++ b/Assets/raymarched/lib/libgarbage.cginc @@ -79,6 +79,12 @@ START_RAYS_IN_SPHERE // TODO: implement #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 diff --git a/Assets/raymarched/lib/libgarbage_example.shader b/Assets/raymarched/lib/libgarbage_example.shader index 730f76c..354fd4f 100644 --- a/Assets/raymarched/lib/libgarbage_example.shader +++ b/Assets/raymarched/lib/libgarbage_example.shader @@ -39,83 +39,48 @@ Shader "CrispyPin/LibGarbageExample" // #define DISABLE_DEPTH // #define DISCARD_ON_MISS // #define USE_WORLD_SPACE - #define STEP_MULTIPLIER 0.8 - #define SCENE_SCALE 0.2 - #define LIMIT_DEPTH_TO_MESH + #define SCENE_SCALE 0.05 #include "libgarbage.cginc" - float3 checkers(float3 p, float3 a, float3 b, float2 size) { - float2 q = p.xz / size; - q = int2(abs(q) + 0.5); - int s = ((q.x + q.y) % 2); - return s * a + (1 - s) * b; - } - - float3 floor_col(float3 p) { - return lerp(0.08, - checkers(p - 1, 0.06, 0.12, 2), - smoothstep(64, 0, length(p)) - ); - } - SurfacePoint main(float3 p) { - Material floor = mat(floor_col(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); - p.y += 2.5; - - // Material green = mat(float3(0.05, 0.8, 0.2)); - Material mat1 = mat(1, 0.3, 0.1); - // Material mat1 = mat(0.05); - Material helix_glossy = mat(float3(1, 0.2, 0.05), 0.5); - - SurfacePoint d; - - - d =/* qUnion(d, */ mSphere(p - float3(-2, 1, -2), 0.5, mat1)/* ) */; - d = qUnion(d, mTorus(p - float3(0, 1, -2), 0.4, 0.1, mat1)); - d = qUnion(d, mLine(p, float3(1.5, 1.5, -2), float3(2.5, 0.5, -2), 0.2, mat1)); - - d = qUnion(d, mBox(p - float3(-2, 1, 0), float3(0.5, 0.5, 0.8), mat1)); - d = qUnion(d, mHexPrism(p - float3(0, 1, 0), 0.5, 0.2, mat1)); - d = qUnion(d, qIntersect(mHelix(rotY(p - float3(2, -1, 0), _Time.y), 0.5, 0.2, 0.13, helix_glossy), mBox(p - float3(2, 1, 0), 1.8, mat1),0.05)); - - d = qUnion(d, mCylinder(p - float3(-2, 1, 2), 0.4, 0.5, mat1)); - d = qRound(d, 0.05 * sin(_Time.y)); - // d.mat = mat1; - d = qUnion(d, mPlaneY(p, 0, floor)); - d = qIntersect(d, mSphere(p, 7, d.mat)); // limit floor size for better performance + 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; } + SurfacePoint separate_mat(float3 p) { + Material blue = mat(float3(0.05, 0.1, 0.2), 0); + SurfacePoint d = mSphere(p, 1, blue); + return d; + } + + float separate_dist(float3 p) { + return main(p).dist; + } + float3 lighting(Ray ray) { - float3 sun_dir = normalize(float3(2, 1, -1)); - if (ray.missed) { - if (ray.dir.y >= 0) { - return lRenderSky(ray.dir, sun_dir); - } else - { - float3 cam = ray.start; - cam.y += 2.5; - float3 dir = ray.dir; - float3 surface_pos = float3( - cam.x - cam.y / (dir.y / dir.x), - 0, - cam.z - cam.y / (dir.y / dir.z) - ); - float col = floor_col(surface_pos); - return col * (lSky(float3(0,1,0)) + lSun(float3(0,1,0), sun_dir)); - } - } + if (ray.missed) + return lRenderSky(ray.dir, normalize(float3(4,2,1))); - float3 col = lSun(ray.normal, sun_dir); + 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 += lSky(ray.normal); - // col = clamp(col, 0, 1); - // col = smoothstep(0,1,col); - // col = pow(col, 1.3); - - return ray.mat.col * col ; - // return col*0.2; + col += ray.mat.col * lSky(ray.normal); + return col; } ENDCG diff --git a/Assets/raymarched/lib/libgarbage_operations.cginc b/Assets/raymarched/lib/libgarbage_operations.cginc index a6af79d..9ccf72e 100644 --- a/Assets/raymarched/lib/libgarbage_operations.cginc +++ b/Assets/raymarched/lib/libgarbage_operations.cginc @@ -12,7 +12,6 @@ float smax(float a, float b, float k) { Material mixMat(Material a, Material b, float fac) { Material m; - fac = clamp(fac * 1.1 - 0.05, 0, 1); // TODO make this configurable, also possibly use smoothstep m.col = lerp(a.col, b.col, fac); m.gloss = lerp(a.gloss, b.gloss, fac); return m; @@ -23,14 +22,6 @@ Material mixMat(SurfacePoint a, SurfacePoint b) { return mixMat(a.mat, b.mat, fac); } -Material nearestMat(SurfacePoint a, SurfacePoint b) { - if (a.dist < b.dist) { - return a.mat; - } else { - return b.mat; - } -} - // -------------------------------- // base sdf operations // -------------------------------- @@ -46,7 +37,7 @@ float qUnion(float a, float b, float smooth) { SurfacePoint qUnion(SurfacePoint a, SurfacePoint b) { SurfacePoint o; o.dist = min(a.dist, b.dist); - o.mat = nearestMat(a, b); + o.mat = mixMat(a, b); return o; } @@ -90,7 +81,7 @@ float qIntersect(float a, float b, float smooth) { SurfacePoint qIntersect(SurfacePoint a, SurfacePoint b) { SurfacePoint o; o.dist = max(a.dist, b.dist); - o.mat = nearestMat(a, b); + o.mat = mixMat(a, b); return o; } @@ -101,10 +92,6 @@ SurfacePoint qIntersect(SurfacePoint a, SurfacePoint b, float smooth) { return o; } -// -------------------------------- -// single sdf operations -// -------------------------------- - float qRound(float a, float radius) { return a - radius; } @@ -144,7 +131,7 @@ float3 repXYZUnsigned(float3 p, float3 r) { } // repeats space -float3 repXZ(float3 p, float x, float z) { +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); @@ -152,10 +139,3 @@ float3 repXZ(float3 p, float x, float z) { o.z *= sign(p.z); return o; } - -float3 repX(float3 p, float x) { - float3 o = p; - o.x = fmod(abs(p.x) + x / 2.0, x) - x / 2.0; - o.x *= sign(p.x); - return o; -} diff --git a/Assets/raymarched/nut.shader b/Assets/raymarched/nut.shader deleted file mode 100644 index fcce730..0000000 --- a/Assets/raymarched/nut.shader +++ /dev/null @@ -1,158 +0,0 @@ -Shader "CrispyPin/Nut" -{ - 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 - } - SubShader - { - Tags { "RenderType"="Opaque" } - Cull Front - LOD 100 - - Pass - { - CGPROGRAM - #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 2 - - #define SCENE_FN main - #define LIGHT_FN lighting - - // #define SEPARATE_MATERIAL_AND_DIST_FUNCTIONS - // #define SCENE_FN separate_mat - // #define DISTANCE_FN separate_dist - // #define STEP_MULTIPLIER 0.1 - - #define SCENE_SCALE 0.8 - - // #define DISABLE_DEPTH - // #define DISCARD_ON_MISS - #define LIMIT_DEPTH_TO_MESH - // #define USE_WORLD_SPACE - #include "lib/libgarbage.cginc" - - float3 checkers(float3 p, float3 a, float3 b, float2 size) { - float2 q = p.xz / size; - q = int2(abs(q) + 0.5); - int s = ((q.x + q.y) % 2); - return s * a + (1 - s) * b; - } - - float3 floor(float3 p) { - return lerp(0.15, - checkers(p - 1, 0.10, 0.18, .2), - smoothstep(16, 0, length(p)) - ); - } - - SurfacePoint mRoundedHex(float3 p, float girth, float height) { - SurfacePoint d; - d = qRound(mHexPrism(p, girth, height), 0.01); - float rounding = 3; - d = qIntersect(d, mSphere(p - float3(0, -rounding + height, 0), rounding), 0.01); - d = qIntersect(d, mSphere(p + float3(0, -rounding + height, 0), rounding), 0.01); - return d; - } - - SurfacePoint main(float3 p) { - float girth = 0.3; - float height = 0.1; - float inner_radius = 0.18; - float thread = 0.013; - // float thread = 0.01 + sin(_Time.x * 8) * 0.01 + 0.01; - SurfacePoint d; - - float3 rp = rotY(p, _Time.y); - rp = rotX(rp, _Time.x); - // nut - d = mRoundedHex(rp, girth, height); - d = qSub(d, mInfCylinder(rp, float3(0, 0, inner_radius)), 0.02); - d = qSub(d, mHelix(rp - float3(0, -1, 0), inner_radius, thread, thread/2), 0.003); - - // bolt - SurfacePoint bolt_thread = mInfCylinder(rp, float3(0, 0, inner_radius + 0.3)); - bolt_thread = qSub(bolt_thread, mInfCylinder(rp, float3(0, 0, inner_radius)), 0.02); - bolt_thread = qSub(bolt_thread, mHelix(rp - float3(0, -1, 0), inner_radius, thread, thread/2), 0.03); - - - // d = qUnion(d, bolt_thread); - float h = sin(_Time.y) * 0.15 + 0.2; - float3 bp = rotY(rp, sin(_Time.y) * UNITY_PI * 4); - bp.y -= h; - SurfacePoint bolt = qSub(mCylinder(bp, inner_radius+thread*2, 0.2), bolt_thread); - bolt = qUnion(bolt, mRoundedHex(bp - float3(0, 0.13, 0), girth, height)); - bolt = qUnion(bolt, mCylinder(bp - float3(0, -0.17, 0), inner_radius , 0.1), 0.05); - Material metal1 = mat(float3(0.5, 0.3, 0.1), 1); - Material metal2 = mat(float3(0.3, 0.3, 0.5), 1); - d.mat = metal1; - bolt.mat = metal2; - - // cube - // float3 cp = rotX(bp - float3(0, -0.32, 0), _Time.w * 5); - // bolt = qUnion(bolt, mBox(cp, 0.1, mat(float3(0,1,1))),.1); - - d = qUnion(d, bolt); - - // floor - - // d = qUnion(d, mPlaneY(p, -0.5, mat(floor_col, 0)), 0.01); - // d = qIntersect(d, mPlaneY(-p, 0.6, mat(floor_col, 0)), 0.01); - d = qUnion(d, mBox(p - float3(0, -0.6, 0), float3(6, 0.05, 6), mat(floor(p), 0))); - - // d = qUnion(d, mSphere(p - float3(0, -0.5, 1), 0.4)); - return d; - } - - float3 lighting(Ray ray) { - float3 sun_dir = normalize(float3(4, 2, 1)); - - if (ray.missed) { - if (ray.dir.y >= 0) { - return lRenderSky(ray.dir, sun_dir); - } - else { - float3 cam = ray.start; - cam.y += 0.6 - 0.0275; - float3 dir = ray.dir; - float3 surface_pos = float3 ( - cam.x - cam.y / (dir.y / dir.x), - 0, - cam.z - cam.y / (dir.y / dir.z) - ); - float col = 1; - col = floor(surface_pos); - return col * (lSky(float3(0,1,0)) + lSun(float3(0,1,0), sun_dir)); - } - } - 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); - // float3(0.5, 0.8, 0.9); - // col = ray.mat.col; - - return col*ray.mat.col; - } - - - ENDCG - } - } -} diff --git a/Assets/raymarched/nut.shader.meta b/Assets/raymarched/nut.shader.meta deleted file mode 100644 index 1f0429b..0000000 --- a/Assets/raymarched/nut.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 4ba2b5d5658a2f257b227615f65e87f6 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/raymarched/spinny.shader b/Assets/raymarched/spinny.shader deleted file mode 100644 index 13416e1..0000000 --- a/Assets/raymarched/spinny.shader +++ /dev/null @@ -1,92 +0,0 @@ -Shader "CrispyPin/LibGarbageSpinny" -{ - 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 - } - SubShader - { - Tags { "RenderType"="Opaque" } - Cull Front - LOD 100 - - Pass - { - CGPROGRAM - #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 "lib/libgarbage.cginc" - - SurfacePoint main(float3 p) { - Material grass = mat(float3(0.05, 0.5, 0.1), 0.3); - Material dirt = mat(float3(0.5, 0.2, 0.05), 0); - Material metal = mat(1, 1); - Material blue = mat(float3(0.5, 0.6, 1), 0); - - 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; - } - - // SurfacePoint separate_mat(float3 p) { - // Material blue = mat(float3(0.05, 0.1, 0.2), 0); - // SurfacePoint d = mSphere(p, 1, blue); - // return d; - // } - - // 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 * ray.mat.col; - } - - ENDCG - } - } -} diff --git a/Assets/raymarched/spinny.shader.meta b/Assets/raymarched/spinny.shader.meta deleted file mode 100644 index 5b31c31..0000000 --- a/Assets/raymarched/spinny.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 0779c46007e531d31b99fa29d899e9ab -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: