diff --git a/Assets/raymarched/Raymarch_origin.mat b/Assets/raymarched/Raymarch_origin.mat index e5584d2..16f11ca 100644 --- a/Assets/raymarched/Raymarch_origin.mat +++ b/Assets/raymarched/Raymarch_origin.mat @@ -64,7 +64,7 @@ Material: - _Glossiness: 0.5 - _GlossyReflections: 1 - _MaxDist: 100 - - _MaxSteps: 128 + - _MaxSteps: 256 - _Metallic: 0 - _Mode: 0 - _OcclusionStrength: 1 @@ -72,7 +72,7 @@ Material: - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 - _SrcBlend: 1 - - _SurfDist: 0.01 + - _SurfDist: 0.001 - _UVSec: 0 - _ZWrite: 1 m_Colors: diff --git a/Assets/raymarched/Raymarch_secondary.mat b/Assets/raymarched/Raymarch_secondary.mat index 1f52bc5..ab68d68 100644 --- a/Assets/raymarched/Raymarch_secondary.mat +++ b/Assets/raymarched/Raymarch_secondary.mat @@ -64,7 +64,7 @@ Material: - _Glossiness: 0.5 - _GlossyReflections: 1 - _MaxDist: 100 - - _MaxSteps: 128 + - _MaxSteps: 256 - _Metallic: 0 - _Mode: 0 - _OcclusionStrength: 1 @@ -72,7 +72,7 @@ Material: - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 - _SrcBlend: 1 - - _SurfDist: 0.01 + - _SurfDist: 0.001 - _UVSec: 0 - _ZWrite: 1 m_Colors: diff --git a/Assets/raymarched/Raymarching.unity b/Assets/raymarched/Raymarching.unity index 9e839ce..c468f39 100644 --- a/Assets/raymarched/Raymarching.unity +++ b/Assets/raymarched/Raymarching.unity @@ -305,6 +305,85 @@ Transform: m_Father: {fileID: 0} m_RootOrder: 1 m_LocalEulerAnglesHint: {x: 124.6, y: -30, z: 0} +--- !u!1 &1059347476 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - component: {fileID: 1059347479} + - component: {fileID: 1059347478} + - component: {fileID: 1059347477} + m_Layer: 0 + m_Name: Cylinder + m_TagString: Untagged + m_Icon: {fileID: 0} + m_NavMeshLayer: 0 + m_StaticEditorFlags: 0 + m_IsActive: 1 +--- !u!23 &1059347477 +MeshRenderer: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 1059347476} + m_Enabled: 1 + m_CastShadows: 0 + m_ReceiveShadows: 0 + m_DynamicOccludee: 1 + m_MotionVectors: 1 + m_LightProbeUsage: 1 + m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RenderingLayerMask: 1 + m_RendererPriority: 0 + m_Materials: + - {fileID: 2100000, guid: c17c9048a4216420cad3de8ca5a67eeb, type: 2} + m_StaticBatchInfo: + firstSubMesh: 0 + subMeshCount: 0 + m_StaticBatchRoot: {fileID: 0} + m_ProbeAnchor: {fileID: 0} + m_LightProbeVolumeOverride: {fileID: 0} + m_ScaleInLightmap: 1 + m_ReceiveGI: 1 + m_PreserveUVs: 0 + m_IgnoreNormalsForChartDetection: 0 + m_ImportantGI: 0 + m_StitchLightmapSeams: 1 + m_SelectedEditorRenderState: 3 + m_MinimumChartSize: 4 + m_AutoUVMaxDistance: 0.5 + m_AutoUVMaxAngle: 89 + m_LightmapParameters: {fileID: 0} + m_SortingLayerID: 0 + m_SortingLayer: 0 + m_SortingOrder: 0 +--- !u!33 &1059347478 +MeshFilter: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 1059347476} + m_Mesh: {fileID: 10206, guid: 0000000000000000e000000000000000, type: 0} +--- !u!4 &1059347479 +Transform: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 1059347476} + m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} + m_LocalPosition: {x: 0.244, y: -0.008, z: 0.638} + m_LocalScale: {x: 1, y: 1, z: 1} + m_Children: [] + m_Father: {fileID: 0} + m_RootOrder: 6 + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!1 &1450495540 GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/raymarched/raymarch_origin copy.shader b/Assets/raymarched/raymarch_origin copy.shader new file mode 100644 index 0000000..2052912 --- /dev/null +++ b/Assets/raymarched/raymarch_origin copy.shader @@ -0,0 +1,192 @@ +Shader "CrispyPin/Raymarch1" +{ + Properties + { + [Header(Raymarcher Properties)] + _MaxSteps ("Max steps", Int) = 256 + _MaxDist ("Max distance", Float) = 100 + _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 "UnityCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + float3 ro : TEXCOORD1; + float3 hitPos : TEXCOORD2; + }; + + + v2f vert (appdata v) + { + v2f o; + o.vertex = UnityObjectToClipPos(v.vertex); + //object space + o.ro = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1)); + o.hitPos = v.vertex; + //world space + //o.ro = _WorldSpaceCameraPos; + //o.hitPos = mul(unity_ObjectToWorld, v.vertex); + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + discard; + return fixed4(0,0,0,0); + } + + ENDCG + } */ + + Pass + { + Name "AddPass" + Tags { "LightMode" = "ForwardAdd"} + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + float3 ro : TEXCOORD1; + float3 hitPos : TEXCOORD2; + }; + + int _MaxSteps; + float _MaxDist; + float _SurfDist; + + v2f vert (appdata v) + { + v2f o; + o.vertex = UnityObjectToClipPos(v.vertex); + //object space + o.ro = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1)); + o.hitPos = v.vertex; + //world space + //o.ro = _WorldSpaceCameraPos; + //o.hitPos = mul(unity_ObjectToWorld, v.vertex); + return o; + } + + float smoothMin(float a, float b, float k) + { + return min(a, b) - pow(max(k - abs(a-b), 0), 3)/(6*k*k); + } + + float sdSphere(float3 p, float3 o, float r) { + return length(p - o) - r; + } + + 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), + max(abs(p.z) - dim.z/2.0, 0))); + } + + float3 repDomain(float3 p, float3 r) + { + return fmod(abs(p + r/2.0), r) - r/2.0; + } + + + float GetDist(float3 p) + { +/* float d = 0; + + float s = sin(100*_Time + p.x*10) * 0.02 + 0.028; + float s2 = cos(105*_Time + p.x*10) * 0.02 + 0.028; + //s += sin(p.x/10)*0.03; + + float3 rep = repDomain(p, float3(0.026, 0.15, 0.2));// fmod(abs(p + 0.05), 0.1)-0.05; + d = sdBox(rep, float3(0.02, s2, s)) - 0.004; + d = smoothMin(d, sdBox(rep, float3(0.01, s*1.0, s2*1.5)) - 0.004, 0.01); + */ + float d = sdSphere(p, 0, 0.1f); + // float3 second = ObjSpaceLightDir(0); + // float3 second = _WorldSpaceLightPos0; + float3 second = mul(unity_WorldToObject, _WorldSpaceLightPos0); + d = smoothMin(d, sdBox(p-second, 0.3f), 0.2); + //d = smoothMin(d, sdSphere(p, float3(0,0,0), 5), .3); + return d; + } + + //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; + } + + 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); + } + + fixed4 frag (v2f i) : SV_Target + { + float3 ro = i.ro; + float3 rd = normalize(i.hitPos - ro); + + float d = Raymarch(ro, rd); + fixed4 col = 1; + + if (d >= _MaxDist) + { + discard; + } + float3 p = ro + rd * d; + float3 n = GetNormal(p); + + col.rgb = dot(n, normalize(float3(1,0.5,1))); + col *= float4(d, 1, 1, 1); + return col; + } + ENDCG + } + } +} diff --git a/Assets/raymarched/raymarch_origin copy.shader.meta b/Assets/raymarched/raymarch_origin copy.shader.meta new file mode 100644 index 0000000..477068b --- /dev/null +++ b/Assets/raymarched/raymarch_origin copy.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f9118b166a8a02f3a8984624e2611e6c +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/raymarched/raymarch_origin.shader b/Assets/raymarched/raymarch_origin.shader index 4e43a07..3306993 100644 --- a/Assets/raymarched/raymarch_origin.shader +++ b/Assets/raymarched/raymarch_origin.shader @@ -1,4 +1,4 @@ -Shader "CrispyPin/RaymarchOrigin" +Shader "CrispyPin/Raymarch1" { Properties { diff --git a/Assets/raymarched/raymarcher.cginc b/Assets/raymarched/raymarcher.cginc index 08201b6..26fe127 100644 --- a/Assets/raymarched/raymarcher.cginc +++ b/Assets/raymarched/raymarcher.cginc @@ -170,8 +170,7 @@ fragOut frag (v2f i) { float3 n = GetNormal(p); // 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)); + col.r = dot(-rd, n); // col *= float4(d, 1, 1, 1); fragOut o; diff --git a/Assets/raymarched/surf_t.shader b/Assets/raymarched/surf_t.shader new file mode 100644 index 0000000..e1c1929 --- /dev/null +++ b/Assets/raymarched/surf_t.shader @@ -0,0 +1,54 @@ +Shader "Custom/surf_t" +{ + Properties + { + _Color ("Color", Color) = (1,1,1,1) + _MainTex ("Albedo (RGB)", 2D) = "white" {} + _Glossiness ("Smoothness", Range(0,1)) = 0.5 + _Metallic ("Metallic", Range(0,1)) = 0.0 + } + SubShader + { + Tags { "RenderType"="Opaque" } + LOD 200 + + CGPROGRAM + // Physically based Standard lighting model, and enable shadows on all light types + #pragma surface surf Standard fullforwardshadows + + // Use shader model 3.0 target, to get nicer looking lighting + #pragma target 3.0 + + sampler2D _MainTex; + + struct Input + { + float2 uv_MainTex; + }; + + half _Glossiness; + half _Metallic; + fixed4 _Color; + + // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. + // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. + // #pragma instancing_options assumeuniformscaling + UNITY_INSTANCING_BUFFER_START(Props) + // put more per-instance properties here + UNITY_INSTANCING_BUFFER_END(Props) + + void surf (Input IN, inout SurfaceOutputStandard o) + { + // Albedo comes from a texture tinted by color + fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; + o.Albedo = c.rgb; + // Metallic and smoothness come from slider variables + o.Metallic = _Metallic; + o.Smoothness = _Glossiness; + o.Alpha = c.a; + // o.Depth += 0.1; + } + ENDCG + } + FallBack "Diffuse" +} diff --git a/Assets/raymarched/surf_t.shader.meta b/Assets/raymarched/surf_t.shader.meta new file mode 100644 index 0000000..b9361a8 --- /dev/null +++ b/Assets/raymarched/surf_t.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f87aed02a2188c4f98cee590c5bfb06b +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/raymarched/tes.shader b/Assets/raymarched/tes.shader new file mode 100644 index 0000000..61138a2 --- /dev/null +++ b/Assets/raymarched/tes.shader @@ -0,0 +1,89 @@ +Shader "Unlit/tes" +{ + Properties + { + _MainTex ("Texture", 2D) = "white" {} + _Color ("Color", Color) = (1,1,1,1) + + } + SubShader + { + Tags { "RenderType"="Opaque" } + LOD 100 + ZWrite On + + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + // make fog work + #pragma multi_compile_fog + + #include "UnityCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + }; + + struct v2f + { + float2 uv : TEXCOORD0; + // UNITY_FOG_COORDS(1) + float4 vertex : SV_POSITION; + float3 ro : TEXCOORD1; + float3 vert_obspace : TEXCOORD2; + }; + + struct fragOut + { + fixed4 col : SV_Target; + float depth : SV_Depth; + }; + + + sampler2D _MainTex; + float4 _MainTex_ST; + float4 _Color; + + v2f vert (appdata v) + { + v2f o; + o.vertex = UnityObjectToClipPos(v.vertex); + o.vert_obspace = v.vertex; + o.ro = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1)); + + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + // UNITY_TRANSFER_FOG(o,o.vertex); + return o; + } + + fragOut frag (v2f i) + { + // sample the texture + fixed4 col = tex2D(_MainTex, i.uv); + + // apply fog + // UNITY_APPLY_FOG(i.fogCoord, col); + fragOut o; + // o.col = _Color*0.5; + o.col.a=1; + // o.depth = 1; + + float3 rd = normalize(i.vert_obspace - i.ro); + float d = 0;//-0.1; + float4 vClipPos = mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorld, i.vert_obspace)); + // o.depth = (vClipPos.z / vClipPos.w + 1.0) * 0.5 ; + + // o.col.r = o.depth; + // o.col.gb = i.ro; + + return o; + } + ENDCG + } + } +} diff --git a/Assets/raymarched/tes.shader.meta b/Assets/raymarched/tes.shader.meta new file mode 100644 index 0000000..eaf7857 --- /dev/null +++ b/Assets/raymarched/tes.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 6be601fdc9efee139829a555e35180f0 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/raymarched/test.mat b/Assets/raymarched/test.mat new file mode 100644 index 0000000..fc65447 --- /dev/null +++ b/Assets/raymarched/test.mat @@ -0,0 +1,77 @@ +%YAML 1.1 +%TAG !u! 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