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@ -171,14 +171,18 @@ fragOut frag (v2f i) {
// col.rgb = max(dot(n, normalize(float3(1,0.5,1))), 0.05f); // 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.rgb = lerp(0, float3(0,1,1), pow(1 - dot(-rd, n), 3));
// col *= float4(d, 1, 1, 1); // col *= float4(d, 1, 1, 1);
fragOut o; fragOut o;
o.col = col; o.col = col;
// o.col = _LightColor0; // o.col = _LightColor0;
float4 vClipPos = mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorld, float4(p, 1))); float4 vClipPos = mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorld, float4(p, 1)));
o.depth = (vClipPos.z / vClipPos.w + 1.0) * 0.5; float zDepth = vClipPos.z / vClipPos.w;
#if !defined(UNITY_REVERSED_Z) // basically only OpenGL (unity editor on linux)
zDepth = zDepth * 0.5 + 0.5; // remap -1 to 1 range to 0.0 to 1.0
#endif
o.depth = zDepth;
return o; return o;
} }

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Shader "CrispyPin/RaymarchMultiObject"
{
Properties
{
[Header(Object positions)]
_ObjectA ("Object A", Vector) = (0, 0, 0)
_ObjectB ("Object B", Vector) = (0, 0, 0)
[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"
#include "UnityLightingCommon.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 ro : TEXCOORD1;
float3 hitPos : TEXCOORD2;
};
struct fragOut
{
fixed4 col : SV_Target;
float depth : SV_Depth;
};
int _MaxSteps;
float _MaxDist;
float _SurfDist;
float3 _ObjectA;
float3 _ObjectB;
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 smin(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)));
}
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;
}
float sdCappedTorus( float3 p, float2 sc, float ra, float rb) {
p.x = abs(p.x);
float k = (sc.y*p.x>sc.x*p.y) ? dot(p.xy,sc) : length(p.xy);
return sqrt( dot(p,p) + ra*ra - 2.0*ra*k ) - rb;
}
float sdTorus( float3 p, float2 t) {
float2 q = float2(length(p.xz) - t.x, p.y);
return length(q) - t.y;
}
float3 RotateY(float3 p, float a) {
return mul(float3x3(cos(a), 0, sin(a), 0, 1, 0, -sin(a), 0, cos(a)), p);
}
float Kijetesantakalu(float3 p, float r) {
float d = sdSphere(p, float3(0, 0, 0.2f), r);// left eye
d = min(d, sdSphere(p, float3(0.15f, 0, 0.2f), r)); // right eye
d = min(d, sdLine(p, float3(0, 0, -0.4f), float3(-0.35f, 0, -0.4f), r)); // bottom line
d = smin(d, sdLine(p, float3(0, 0, -0.4f), float3(-0.1f, 0, -0.15f), r), 0.003f); // leg hook
d = min(d, sdLine(p, float3(0.15f, 0, -0.4f), float3(0.15f, 0, -0.1f), r)); // middle leg
d = min(d, sdLine(p, float3(0.3f, 0, -0.4f), float3(0.3f, 0, 0), r)); // front leg
d = smin(d, sdLine(p, float3(0.45f, 0, 0.1f), float3(0.3f, 0, 0), r), 0.003f); // lower snout
d = smin(d, sdLine(p, float3(0.45f, 0, 0.1f), float3(0.2f, 0, 0.35f), r), 0.003f); // upper snout
d = smin(d, sdLine(p, float3(0.2f, 0, 0.45f), float3(0.2f, 0, 0.35f), r), 0.003f); // ear
float an = 0.9;
d = smin(d, sdCappedTorus((RotateY(p, 0.8f) - float3(0.15f, 0, -0.05f)).xzy, float2(sin(an),cos(an)), 0.4, r), 0.003f); // ear
d = smin(d, sdLine(p, float3(-0.25f, 0, 0), float3(-0.25f, 0, -0.4f), r), 0.003f); // back
d = smin(d, sdLine(p, float3(-0.25f, 0, -0.1f), float3(-0.35f, 0, -0.1f), r), 0.003f); // tail top
d = smin(d, sdLine(p, float3(-0.35f, 0, -0.1f), float3(-0.35f, 0, -0.4f), r), 0.003f); // stripe
an = 3.1415f*0.5;
d = smin(d, sdCappedTorus((RotateY(p, an) - float3(-0.25f, 0, 0.35f)).xzy, float2(sin(an),cos(an)), 0.15f, r), 0.003f); // tail
return d;
}
float FirstShape(float3 p) {
return Kijetesantakalu(p, 0.05f);
}
float SecondShape(float3 p) {
// return sdBox(p, 0.3f) - 0.01f;
// return Kijetesantakalu(p, 0.04f) - 0.01f;
// return sdSphere(p, 0, 0.3f);
float3 a =_ObjectA;
float3 b =_ObjectB;
float o = sdLine(p, a, b, 0.1);
o = smin(o, sdSphere(p, a, 0.2), 0.05);
o = smin(o, sdSphere(p, b, 0.2), 0.05);
return o;
// return sdTorus(p - _ObjectA, float2(, 0.2f));
}
float GetDist(float3 p) {
float first = FirstShape(p);
// float3 second_pos = mul(unity_WorldToObject, _WorldSpaceLightPos0);
float second = SecondShape(p);
return smin(first, second, 0.15f);
}
//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);
}
fragOut frag (v2f i) {
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 = max(dot(n, normalize(float3(1,0.5,1))), 0.05f);
// float3 edgeCol = float3(0,1,1);
float3 edgeCol = abs(p);
col.rgb = lerp(0.001, edgeCol, pow(1 - dot(-rd, n), 2));
// col *= float4(d, 1, 1, 1);
fragOut o;
o.col = col;
// o.col = _LightColor0;
float4 vClipPos = mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorld, float4(p, 1)));
float zDepth = vClipPos.z / vClipPos.w;
#if !defined(UNITY_REVERSED_Z) // basically only OpenGL (unity editor on linux)
zDepth = zDepth * 0.5 + 0.5; // remap -1 to 1 range to 0.0 to 1.0
#endif
o.depth = zDepth;
return o;
}
ENDCG
}
}
}

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struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 vCamPos : TEXCOORD1;
float3 vHitPos : TEXCOORD2;
};
struct fragOut
{
fixed4 col : SV_Target;
// float depth : SV_Depth;
};
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
o.vCamPos = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1));
o.vHitPos = v.vertex;
#endif
return o;
}
fragOut frag (v2f i)
{
fragOut o;
o.col = 1;
o.col.r = 0;
return o;
}
// #define SOME_MAGIC(main_fn) float3 main1()\
// main_fn \
#define SOME_MAGIC(PASS, function_definition) float3 main##PASS() function_definition
#define DO_MAGIC MAIN_FN(1)
// #define SECOND_PASS 1
// #define AA MAIN_FN
// #define BB MAIN_FN
// float3 main2() \
// main_fn
// \
// float3 main2() \
// main_fn\
// #define SECOND_PASS \

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#define DO_MAGIC(p) MAIN_FN(p)

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Shader "CrispyPin/LibGarbageExample"
{
Properties
{
[Header(Raymarcher Properties)]
_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 Off
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "libgarbage.cginc"
// #define MAIN_FN(PASS) float3 main##PASS ()\
#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
// {return 0;}
// MAIN_FN(1) {return 0;}
ENDCG
}
}
}

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_HorizonTint ("Horizon tint", Range(0, 1)) = 0.1 _HorizonTint ("Horizon tint", Range(0, 1)) = 0.1
[Header(Sun)] [Header(Sun)]
_SunCol ("Sun color", Color) = (1.0, 0.65, 0.05, 1.0) _SunCol ("Sun color", Color) = (1.0, 0.65, 0.05, 1.0)
_SunAngle ("Sun angle", Range(0, 6.28)) = 0
_SunRadius ("Sun radius", Range(0, 0.3)) = 0.06 _SunRadius ("Sun radius", Range(0, 0.3)) = 0.06
_SunCutoff ("Sun cutoff", Range(0, 0.5)) = 0.08 _SunCutoff ("Sun cutoff", Range(0, 0.5)) = 0.08
[Header(Star Layout)] [Header(Star Layout)]
@ -228,10 +229,7 @@
{ {
// float3 horizon_col = lerp(_SkyCol, _SunCol, _HorizonTint); // float3 horizon_col = lerp(_SkyCol, _SunCol, _HorizonTint);
float3 origin = mul(unity_ObjectToWorld, float4(0, 0, 0, 1)); float3 origin = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));
float3 sun_dir = (mul(unity_ObjectToWorld, float4(0, 0, -1, 1)) - origin) * float3(1, 0, 1); float3 sun_dir = float3(sin(_SunAngle), 0.0, cos(_SunAngle));
// sun_dir.y = sin(_Time.x * 10) * 0.05;
sun_dir.y = 0.01;
sun_dir = normalize(sun_dir);
float3 dir = normalize(i.hit_pos - i.cam_pos); float3 dir = normalize(i.hit_pos - i.cam_pos);

79
Assets/test/Demo4.shader Normal file
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Shader "Demo/Spinny thing"
{
Properties
{
[Header(Lighting)]
_SunPos ("Sun position", Vector) = (8, 4, 2)
[Header(Raymarcher Properties)]
_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
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define USE_DYNAMIC_QUALITY
// #define USE_WORLD_SPACE
#define USE_REFLECTIONS
#define MAX_REFLECTIONS 3
#define DISCARD_ON_MISS
//#define CONSTRAIN_TO_MESH
#include "RayMarchLib.cginc"
float3 _SunPos;
sdfData scene(float3 p)
{
sdfData o;
const material mGrass = mat(0.001, 0.1, 0.001, 0.7);
o = sdfPlane(p, 0, mGrass);
material mDirt = mat(0.1, 0.04, 0.01, 1);
o = sdfInter(p, o, sdfSphere(p, 9, mDirt), 0.5);
const material mMetal = mat(0.1, 0);
o = sdfAdd(p, o, sdfSphere(p - V_Y*2, 2, mMetal));
material m = mat(0.05, 0.1, 0.2, 1);
o = sdfAdd(p, o, sdfTorus(rotX(p, _Time* 40+UNITY_PI/2), 5, 0.5, m), 0.5);
o = sdfAdd(p, o, sdfTorus(rotZ(p, _Time* 40+UNITY_PI/2), 5, 0.5, m), 0.5);
o = sdfAdd(p, o, sdfTorus(rotX(p, _Time* 40), 5, 0.5, m), 0.5);
o = sdfAdd(p, o, sdfTorus(rotZ(p, _Time* 40), 5, 0.5, m), 0.5);
o = sdfAdd(p, o, sdfSphere(abs(rotY(p, -20 * _Time)) - float3(1.5, sin(_Time.y*5) +1,1.5), 0.7, mMetal), 0.2);
return o;
}
fixed4 lightPoint(rayData ray)
{
float3 vSunDir = normalize(_SunPos);
if (ray.bMissed)
{
return sky(ray.vRayDir);
}
fixed4 col = 0;
col = ray.mat.col * lightSun(ray.vNorm, vSunDir);
col *= lightShadow(ray.vHit + ray.vNorm * _SurfDist, vSunDir, 50);
col += ray.mat.col * lightSky(ray.vNorm, 1);
// col *= lightAO(ray.vHit, ray.vNorm);
// col = pow(col, 0.5);
return col;
}
ENDCG
}
}
}

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Shader "RayMarching/FleshCube"
{
Properties
{
[Header(Lighting)]
_SunPos ("Sun position", Vector) = (8, 4, 2)
[Header(Raymarcher Properties)]
_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 Off
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// #define USE_WORLD_SPACE
#define DYNAMIC_QUALITY
#define USE_REFLECTIONS
#define CONSTRAIN_TO_MESH
#define MAX_REFLECTIONS 1
#include "RayMarchLib.cginc"
float3 _SunPos;
sdfData gyroid(float3 p, float scale, float bias, material mat = DEFMAT)
{
sdfData o;
o.dist = abs(dot(sin(p * scale), cos(p.zxy * scale))+bias) - 0.2;
o.dist *= .75 / scale;
o.mat = mat;
return o;
}
sdfData scene(float3 p)
{
sdfData o;
material mRed = mat(.12, 0.01, 0.01, sin(_Time*100)*0.1+0.6);
float3 bias = -pow(sin(_Time*60 + p.y*0.1), 8)*.5+1.3;
o = gyroid(p, .5, bias, mRed);
//o = sdfTorus(p, 10 + pow(sin(_Time*50), 4)*5, bias+sin(100*_Time + .1*p.x)*0.5+.5, cRed);
float3 gp = p + sin(_Time + p*0.1);
o.dist -= gyroid(gp, 1.63, .5).dist * 0.3;
o.dist += gyroid(gp, 3.327, 0).dist * 0.1;
o.dist += gyroid(gp, 7.351, .5).dist * 0.1;
o.dist -= gyroid(gp, 17.351, .5).dist * 0.05;
o.dist -= gyroid(gp, 23.521, .2).dist * 0.05;
o = sdfAdd(p, o, sdfSphere(p, 6 + bias*3, mRed), 5);
// o = sdfInter(p, o, sdfSphere(p, 50, mat(0.04, 0.005, 0.035)), 1.1);
sdfData gyroid = o;
o = sdfAdd(p,
sdfInter(p, gyroid, sdfBox(p, 30, mRed)),
sdfSub(p, gyroid, sdfBox(p, 30, mRed))
);
// o = p, o, sdfBox(p, 20, mRed));
//sdfData bobby = sdfSphere(p, 51, col(0.5, 0.25, 0.001));
//bobby = sdfAdd(p, bobby, sdfSphere(p, 50.5, col(.5,.01,.01)));
//bobby = sdfSub(p, bobby, sdfSphere(p, 50));
//o = sdfAdd(p, o, bobby);
//o = sdfAdd(p, o, sdfPlane(p, -50));
return o;
}
fixed4 lightPoint(rayData ray)
{
float3 vSunDir = normalize(_SunPos);
float4 fogCol = col(0.2, .05, 0.001);
if (ray.bMissed)
{
// discard;
return fogCol;
}
fixed4 col = 0;
col += ray.mat.col * lightSun(ray.vNorm, vSunDir, col(5, 2, 0.1));
col += ray.mat.col * lightSky(ray.vNorm, 1);
col *= lightAO(ray.vHit, ray.vNorm, 0.05);
col = pow(col, 0.7);
col = lightFog(col, fogCol, ray.dist, 0.5, 16);
return col;
}
ENDCG
}
}
}

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