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No commits in common. "57d07d22589366c1c5e7e1e13e498efcaf9b3261" and "6e1fe4d9fc308787c7366f46c9dd72004b7b9aca" have entirely different histories.
57d07d2258
...
6e1fe4d9fc
14 changed files with 533 additions and 8 deletions
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@ -64,7 +64,7 @@ Material:
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- _Glossiness: 0.5
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- _GlossyReflections: 1
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- _MaxDist: 100
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- _MaxSteps: 128
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||||
- _Metallic: 0
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||||
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- _OcclusionStrength: 1
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@ -72,7 +72,7 @@ Material:
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m_Colors:
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@ -64,7 +64,7 @@ Material:
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||||
- _MaxDist: 100
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||||
- _MaxSteps: 128
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||||
- _MaxSteps: 256
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||||
- _Metallic: 0
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||||
- _Mode: 0
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||||
- _OcclusionStrength: 1
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||||
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@ -72,7 +72,7 @@ Material:
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|||
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||||
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||||
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192
Assets/raymarched/raymarch_origin copy.shader
Normal file
192
Assets/raymarched/raymarch_origin copy.shader
Normal file
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@ -0,0 +1,192 @@
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Shader "CrispyPin/Raymarch1"
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{
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Properties
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{
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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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_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" }
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Cull Off
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LOD 100
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/* Pass{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.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 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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||||
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v2f vert (appdata v)
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{
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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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fixed4 frag (v2f i) : SV_Target
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{
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discard;
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return fixed4(0,0,0,0);
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}
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ENDCG
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} */
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Pass
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||||
{
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Name "AddPass"
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Tags { "LightMode" = "ForwardAdd"}
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.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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||||
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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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int _MaxSteps;
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float _MaxDist;
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float _SurfDist;
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v2f vert (appdata v)
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{
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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 smoothMin(float a, float b, float k)
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{
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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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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 sdBox(float3 p, float3 dim)
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{
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return length(float3(
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max(abs(p.x) - dim.x/2.0, 0),
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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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float3 repDomain(float3 p, float3 r)
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||||
{
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return fmod(abs(p + r/2.0), r) - r/2.0;
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}
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||||
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float GetDist(float3 p)
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||||
{
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/* float d = 0;
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float s = sin(100*_Time + p.x*10) * 0.02 + 0.028;
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float s2 = cos(105*_Time + p.x*10) * 0.02 + 0.028;
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//s += sin(p.x/10)*0.03;
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float3 rep = repDomain(p, float3(0.026, 0.15, 0.2));// fmod(abs(p + 0.05), 0.1)-0.05;
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d = sdBox(rep, float3(0.02, s2, s)) - 0.004;
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d = smoothMin(d, sdBox(rep, float3(0.01, s*1.0, s2*1.5)) - 0.004, 0.01);
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*/
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float d = sdSphere(p, 0, 0.1f);
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// float3 second = ObjSpaceLightDir(0);
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// float3 second = _WorldSpaceLightPos0;
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float3 second = mul(unity_WorldToObject, _WorldSpaceLightPos0);
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d = smoothMin(d, sdBox(p-second, 0.3f), 0.2);
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//d = smoothMin(d, sdSphere(p, float3(0,0,0), 5), .3);
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return d;
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}
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||||
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||||
//marches a ray through the scene
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float Raymarch(float3 ro, float3 rd)
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||||
{
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||||
float rayLen = 0;// total distance marched / distance from origin
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float dist; // distance from the raymarched scene
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for ( int i = 0; i < _MaxSteps; i++)
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{
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//position = origin + distance * direction
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float3 p = ro + rayLen * rd;
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dist = GetDist(p);
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rayLen += dist;// move forward
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if (dist < _SurfDist || rayLen > _MaxDist) {
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break;
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||||
}
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}
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||||
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return rayLen;
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||||
}
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||||
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||||
float3 GetNormal(float3 p)
|
||||
{
|
||||
float2 e = float2(0.001, 0);
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||||
float3 n = GetDist(p) - float3(
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GetDist(p-e.xyy),
|
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GetDist(p-e.yxy),
|
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GetDist(p-e.yyx));
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||||
return normalize(n);
|
||||
}
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||||
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||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
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||||
float3 ro = i.ro;
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||||
float3 rd = normalize(i.hitPos - ro);
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||||
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float d = Raymarch(ro, rd);
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||||
fixed4 col = 1;
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||||
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if (d >= _MaxDist)
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||||
{
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discard;
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||||
}
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float3 p = ro + rd * d;
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float3 n = GetNormal(p);
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col.rgb = dot(n, normalize(float3(1,0.5,1)));
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col *= float4(d, 1, 1, 1);
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return col;
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||||
}
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ENDCG
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||||
}
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||||
}
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||||
}
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9
Assets/raymarched/raymarch_origin copy.shader.meta
Normal file
9
Assets/raymarched/raymarch_origin copy.shader.meta
Normal file
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@ -0,0 +1,9 @@
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|||
fileFormatVersion: 2
|
||||
guid: f9118b166a8a02f3a8984624e2611e6c
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
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defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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@ -1,4 +1,4 @@
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|||
Shader "CrispyPin/RaymarchOrigin"
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Shader "CrispyPin/Raymarch1"
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{
|
||||
Properties
|
||||
{
|
||||
|
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@ -170,8 +170,7 @@ fragOut frag (v2f i) {
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|||
float3 n = GetNormal(p);
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||||
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||||
// col.rgb = max(dot(n, normalize(float3(1,0.5,1))), 0.05f);
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||||
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col.rgb = lerp(0, float3(0,1,1), pow(1 - dot(-rd, n), 2));
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col.r = dot(-rd, n);
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||||
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||||
// col *= float4(d, 1, 1, 1);
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fragOut o;
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||||
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54
Assets/raymarched/surf_t.shader
Normal file
54
Assets/raymarched/surf_t.shader
Normal file
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@ -0,0 +1,54 @@
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Shader "Custom/surf_t"
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{
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||||
Properties
|
||||
{
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||||
_Color ("Color", Color) = (1,1,1,1)
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||||
_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_Glossiness ("Smoothness", Range(0,1)) = 0.5
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_Metallic ("Metallic", Range(0,1)) = 0.0
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||||
}
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||||
SubShader
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||||
{
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||||
Tags { "RenderType"="Opaque" }
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||||
LOD 200
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||||
CGPROGRAM
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||||
// 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
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||||
|
||||
sampler2D _MainTex;
|
||||
|
||||
struct Input
|
||||
{
|
||||
float2 uv_MainTex;
|
||||
};
|
||||
|
||||
half _Glossiness;
|
||||
half _Metallic;
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||||
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"
|
||||
}
|
9
Assets/raymarched/surf_t.shader.meta
Normal file
9
Assets/raymarched/surf_t.shader.meta
Normal file
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@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f87aed02a2188c4f98cee590c5bfb06b
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
89
Assets/raymarched/tes.shader
Normal file
89
Assets/raymarched/tes.shader
Normal file
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@ -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
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/raymarched/tes.shader.meta
Normal file
9
Assets/raymarched/tes.shader.meta
Normal file
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 6be601fdc9efee139829a555e35180f0
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
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defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
77
Assets/raymarched/test.mat
Normal file
77
Assets/raymarched/test.mat
Normal file
|
@ -0,0 +1,77 @@
|
|||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
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||||
--- !u!21 &2100000
|
||||
Material:
|
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serializedVersion: 6
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m_ObjectHideFlags: 0
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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: test
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m_Shader: {fileID: 4800000, guid: 6be601fdc9efee139829a555e35180f0, type: 3}
|
||||
m_ShaderKeywords:
|
||||
m_LightmapFlags: 4
|
||||
m_EnableInstancingVariants: 0
|
||||
m_DoubleSidedGI: 0
|
||||
m_CustomRenderQueue: -1
|
||||
stringTagMap: {}
|
||||
disabledShaderPasses: []
|
||||
m_SavedProperties:
|
||||
serializedVersion: 3
|
||||
m_TexEnvs:
|
||||
- _BumpMap:
|
||||
m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailAlbedoMap:
|
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m_Texture: {fileID: 0}
|
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailMask:
|
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m_Texture: {fileID: 0}
|
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
|
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- _DetailNormalMap:
|
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _EmissionMap:
|
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MainTex:
|
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MetallicGlossMap:
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||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _OcclusionMap:
|
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m_Texture: {fileID: 0}
|
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
|
||||
- _ParallaxMap:
|
||||
m_Texture: {fileID: 0}
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||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
m_Floats:
|
||||
- _BumpScale: 1
|
||||
- _Cutoff: 0.5
|
||||
- _DetailNormalMapScale: 1
|
||||
- _DstBlend: 0
|
||||
- _GlossMapScale: 1
|
||||
- _Glossiness: 0.5
|
||||
- _GlossyReflections: 1
|
||||
- _Metallic: 0
|
||||
- _Mode: 0
|
||||
- _OcclusionStrength: 1
|
||||
- _Parallax: 0.02
|
||||
- _SmoothnessTextureChannel: 0
|
||||
- _SpecularHighlights: 1
|
||||
- _SrcBlend: 1
|
||||
- _UVSec: 0
|
||||
- _ZWrite: 1
|
||||
m_Colors:
|
||||
- _Color: {r: 1, g: 0.5330188, b: 0.6564782, a: 1}
|
||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
8
Assets/raymarched/test.mat.meta
Normal file
8
Assets/raymarched/test.mat.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: c17c9048a4216420cad3de8ca5a67eeb
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 2100000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -6,4 +6,4 @@ edition = "2021"
|
|||
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
|
||||
|
||||
[dependencies]
|
||||
image = { version = "0.24.6", features = ["png"], default-features = false }
|
||||
image = { version = "0.24.6", default_features = false, features = ["png"] }
|
||||
|
|
Loading…
Reference in a new issue