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299cf8ff32
Author | SHA1 | Date | |
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299cf8ff32 | |||
a1030ca528 | |||
86a3bad992 | |||
eadf1193f6 | |||
a2fb224be5 | |||
e5f8d6b6b3 | |||
b9159d9e7c |
11 changed files with 715 additions and 74 deletions
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@ -1,61 +1,290 @@
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|||
struct appdata
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||||
{
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||||
#ifndef LIBGARBAGE_INCLUDED
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#define LIBGARBAGE_INCLUDED
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#include "UnityCG.cginc"
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/*
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## defines with no defaults
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# default is object space
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USE_WORLD_SPACE
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# renders missed rays as transparent
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DISCARD_ON_MISS
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||||
# use if the shape of the scene is significnatly different from the shape of the material space
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# will use SCENE_FN only for the final step, and DISTANCE_FN for raymarching
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# DISTANCE_FN must return a float
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SEPARATE_MATERIAL_AND_DIST_FUNCTIONS
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# don't write depth (will have the depth defined by the original mesh)
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DISABLE_DEPTH
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# meant for frontface culled meshes, makes depth no further than the mesh edges
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LIMIT_DEPTH_TO_MESH
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START_RAYS_IN_BOX // TODO: implement
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START_RAYS_IN_SPHERE // TODO: implement
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*/
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// scene sdf that includes material data
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#ifndef SCENE_FN
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#define SCENE_FN default_material_sdf
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#endif
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#ifdef SEPARATE_MATERIAL_AND_DIST_FUNCTIONS
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// scene sdf with only distance
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#ifndef DISTANCE_FN
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#define DISTANCE_FN default_distance_sdf
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#endif
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#else
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#define DISTANCE_FN material_fn_as_dist
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#endif
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// calculates a color from a Ray
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#ifndef LIGHT_FN
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#define LIGHT_FN default_lighting
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#endif
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// set to less than one if there are artifacts in distorted sdfs
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#ifndef STEP_MULTIPLIER
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#define STEP_MULTIPLIER 1
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#endif
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||||
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||||
// max ray steps, from last bounce (reset on each reflection)
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#ifndef MAX_STEPS
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#define MAX_STEPS 128
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#endif
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||||
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||||
// max ray length, from last bounce (length is reset on each reflection)
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#ifndef MAX_DIST
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#define MAX_DIST 128
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#endif
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// the largest surface distance that is counted as a hit
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#ifndef SURF_DIST
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#define SURF_DIST 0.001
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#endif
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||||
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#ifndef REFLECTIONS
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||||
#define REFLECTIONS 0
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#endif
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||||
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||||
#ifndef SCENE_SCALE
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||||
#define SCENE_SCALE 1
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#endif
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||||
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||||
// TODO: implement
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#ifndef AMBIENT_OCCLUSION_STEPS
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#define AMBIENT_OCCLUSION_STEPS 4
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#endif
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||||
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||||
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||||
struct AppData {
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||||
float4 vertex : POSITION;
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||||
UNITY_VERTEX_INPUT_INSTANCE_ID
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||||
};
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||||
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||||
struct v2f
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||||
{
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||||
struct V2F {
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||||
float4 vertex : SV_POSITION;
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||||
float3 vCamPos : TEXCOORD1;
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||||
float3 vHitPos : TEXCOORD2;
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||||
float3 cam_pos : TEXCOORD0;
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||||
float3 hit_pos : TEXCOORD1;
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||||
UNITY_VERTEX_OUTPUT_STEREO
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||||
};
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||||
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||||
struct fragOut
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||||
{
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||||
fixed4 col : SV_Target;
|
||||
// float depth : SV_Depth;
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||||
struct FragOut {
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||||
fixed3 col : SV_Target;
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||||
#ifndef DISABLE_DEPTH
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||||
float depth : SV_Depth;
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||||
#endif
|
||||
};
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||||
|
||||
v2f vert (appdata v)
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||||
{
|
||||
v2f o;
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||||
struct Material {
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||||
float3 col;
|
||||
float gloss;
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||||
};
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||||
#define DEFAULT_MAT {float3(1, 1, 1), 0}
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||||
Material mat(float3 col = float3(1, 1,1 ), float gloss = 0) {
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||||
Material m;
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||||
m.col = col;
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||||
m.gloss = gloss;
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||||
return m;
|
||||
}
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||||
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||||
struct SurfacePoint {
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||||
float dist;
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||||
Material mat;
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||||
};
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||||
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||||
//used for lighting a point
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||||
struct Ray {
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||||
float dist;
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||||
int steps;
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||||
Material mat;
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||||
float3 start;
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||||
float3 dir;
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||||
float3 hit_pos;
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||||
float3 normal;
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||||
bool missed;
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float min_dist; // smallest distance encountered along the path (only useful for misses; shadow calculations)
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||||
};
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||||
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||||
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float DISTANCE_FN(float3 p);
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||||
SurfacePoint SCENE_FN(float3 p);
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||||
float3 LIGHT_FN(Ray ray);
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||||
Ray cast_ray(float3 p, float3 d, float startDist = 0);
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||||
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||||
#include "libgarbage_shapes.cginc"
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||||
#include "libgarbage_operations.cginc"
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||||
#include "libgarbage_lighting.cginc"
|
||||
|
||||
V2F vert (AppData v) {
|
||||
V2F o;
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||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_OUTPUT(V2F, o);
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||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
#ifdef USE_WORLD_SPACE
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||||
o.vCamPos = _WorldSpaceCameraPos;
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||||
o.vHitPos = mul(unity_ObjectToWorld, v.vertex);
|
||||
o.cam_pos = _WorldSpaceCameraPos;
|
||||
o.hit_pos = mul(unity_ObjectToWorld, v.vertex);
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||||
#else
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o.vCamPos = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1));
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||||
o.vHitPos = v.vertex;
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||||
o.cam_pos = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1));
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o.hit_pos = v.vertex;
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#endif
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return o;
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||||
}
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||||
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||||
fragOut frag (v2f i)
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||||
{
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||||
fragOut o;
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||||
o.col = 1;
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||||
o.col.r = 0;
|
||||
FragOut frag (V2F i) {
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||||
float ray_len = 0;
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||||
float3 ray_dir = normalize(i.hit_pos - i.cam_pos);
|
||||
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float3 ray_origin = i.cam_pos;
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||||
ray_origin /= SCENE_SCALE;
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||||
SurfacePoint point_data;
|
||||
Ray ray;
|
||||
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||||
float3 col;
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||||
float color_used = 0;// what amount of the final color has been calculated
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||||
float prev_gloss = 0;
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||||
float3 first_hit;
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||||
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||||
int ray_num = 0;
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||||
for (; ray_num < REFLECTIONS + 1;) {
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ray = cast_ray(ray_origin, ray_dir);
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||||
if (ray_num == 0) { // before any bounces
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col = LIGHT_FN(ray);
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||||
first_hit = ray.hit_pos;
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||||
if (ray.steps == 0) {
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||||
// discard;
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||||
// TODO: sky fn
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||||
}
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||||
} else {
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||||
float col_amount = color_used + ((1 - prev_gloss) * (1 - color_used));
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||||
col = lerp(LIGHT_FN(ray), col, col_amount);
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||||
color_used = col_amount;
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||||
}
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||||
ray_num++;
|
||||
if (ray.missed || ray.mat.gloss < 0.01) {
|
||||
break;
|
||||
}
|
||||
prev_gloss = ray.mat.gloss;
|
||||
ray_dir = reflect(ray_dir, ray.normal);
|
||||
ray_origin = ray.hit_pos + ray_dir * 0.01;
|
||||
}
|
||||
|
||||
#ifdef DISCARD_ON_MISS
|
||||
if (ray.missed && ray_num == 1) discard;
|
||||
#endif
|
||||
|
||||
FragOut o;
|
||||
o.col = col;
|
||||
|
||||
#ifndef DISABLE_DEPTH
|
||||
float3 depth_point = first_hit * SCENE_SCALE;
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||||
if (ray.missed && ray_num == 1)
|
||||
depth_point = i.hit_pos;
|
||||
|
||||
#ifdef LIMIT_DEPTH_TO_MESH
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||||
if (length(ray.start - ray.hit_pos) > length(i.cam_pos - i.hit_pos))
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||||
depth_point = i.hit_pos;
|
||||
#endif
|
||||
|
||||
#ifdef USE_WORLD_SPACE
|
||||
float4 clip_pos = mul(UNITY_MATRIX_VP, float4(depth_point, 1));
|
||||
#else
|
||||
float4 clip_pos = mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorld, float4(depth_point, 1)));
|
||||
#endif
|
||||
o.depth = clip_pos.z / clip_pos.w;
|
||||
#ifndef UNITY_REVERSED_Z // basically only OpenGL (unity editor on linux)
|
||||
o.depth = o.depth * 0.5 + 0.5; // remap -1 to 1 range to 0.0 to 1.0
|
||||
#endif
|
||||
#endif
|
||||
return o;
|
||||
}
|
||||
|
||||
// #define SOME_MAGIC(main_fn) float3 main1()\
|
||||
// main_fn \
|
||||
inline float3 get_normal(float3 pos, float surface_distance, float epsilon = 0.001) {
|
||||
// if epsilon is smaller than 0.001, there are often artifacts
|
||||
const float2 e = float2(epsilon, 0);
|
||||
float3 n = surface_distance - float3(
|
||||
DISTANCE_FN(pos - e.xyy),
|
||||
DISTANCE_FN(pos - e.yxy),
|
||||
DISTANCE_FN(pos - e.yyx));
|
||||
return normalize(n);
|
||||
}
|
||||
|
||||
#define SOME_MAGIC(PASS, function_definition) float3 main##PASS() function_definition
|
||||
Ray cast_ray(float3 start, float3 dir, float start_len) {
|
||||
float ray_len = start_len;
|
||||
|
||||
#define DO_MAGIC MAIN_FN(1)
|
||||
Ray ray;
|
||||
ray.dir = dir;
|
||||
ray.start = start;
|
||||
ray.min_dist = 100100100; // budget "infinity"
|
||||
ray.missed = true;
|
||||
|
||||
// #define SECOND_PASS 1
|
||||
// #define AA MAIN_FN
|
||||
// #define BB MAIN_FN
|
||||
for (int i = 0; i < MAX_STEPS; i++) {
|
||||
ray.hit_pos = start + ray_len * dir;
|
||||
ray.dist = DISTANCE_FN(ray.hit_pos);
|
||||
if (ray.dist < SURF_DIST) {
|
||||
ray.missed = false;
|
||||
break;
|
||||
}
|
||||
ray.min_dist = min(ray.min_dist, ray.dist);
|
||||
ray_len += ray.dist * STEP_MULTIPLIER;
|
||||
if (ray_len > MAX_DIST) break;
|
||||
}
|
||||
|
||||
ray.steps = i;
|
||||
if (ray.missed) {
|
||||
ray.normal = float3(0, 0, 0);
|
||||
ray.mat = mat();
|
||||
} else {
|
||||
ray.normal = get_normal(ray.hit_pos, ray.dist);
|
||||
ray.mat = SCENE_FN(ray.hit_pos).mat;
|
||||
}
|
||||
return ray;
|
||||
}
|
||||
|
||||
float default_distance_sdf(float3 p) {
|
||||
return sdSphere(p, 0.5);
|
||||
}
|
||||
|
||||
float material_fn_as_dist(float3 p) {
|
||||
return SCENE_FN(p).dist;
|
||||
}
|
||||
|
||||
SurfacePoint default_material_sdf(float3 p) {
|
||||
return mSphere(p, 0.5);
|
||||
}
|
||||
|
||||
float3 default_lighting(Ray ray) {
|
||||
float3 sun_dir = normalize(float3(1, 0.5, 0));
|
||||
if (ray.missed)
|
||||
return 0.1;
|
||||
float3 col = 0;
|
||||
col = ray.mat.col * dot(ray.normal, sun_dir);
|
||||
return col;
|
||||
}
|
||||
|
||||
|
||||
// float3 main2() \
|
||||
// main_fn
|
||||
|
||||
// \
|
||||
// float3 main2() \
|
||||
// main_fn\
|
||||
|
||||
|
||||
// #define SECOND_PASS \
|
||||
#endif // LIBGARBAGE_INCLUDED
|
||||
|
|
|
@ -1 +0,0 @@
|
|||
#define DO_MAGIC(p) MAIN_FN(p)
|
|
@ -2,17 +2,16 @@ 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
|
||||
_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 Off
|
||||
Cull Front
|
||||
LOD 100
|
||||
|
||||
Pass
|
||||
|
@ -21,22 +20,68 @@ Shader "CrispyPin/LibGarbageExample"
|
|||
#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 "libgarbage.cginc"
|
||||
|
||||
// #define MAIN_FN(PASS) float3 main##PASS ()\
|
||||
SurfacePoint main(float3 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);
|
||||
|
||||
#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
|
||||
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;
|
||||
}
|
||||
|
||||
// {return 0;}
|
||||
// MAIN_FN(1) {return 0;}
|
||||
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;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
|
63
Assets/raymarched/lib/libgarbage_lighting.cginc
Normal file
63
Assets/raymarched/lib/libgarbage_lighting.cginc
Normal file
|
@ -0,0 +1,63 @@
|
|||
|
||||
// --------------------------------
|
||||
// common lighting operations
|
||||
// --------------------------------
|
||||
|
||||
float3 lRenderSun(float3 ray_dir, float3 sun_dir) {
|
||||
float alignment = min(acos(dot(ray_dir, sun_dir)), 1);
|
||||
float sun_amount = smax(min(0.03 / alignment, 5) - 0.06, 0, 0.15);
|
||||
return sun_amount* float3(0.8, 0.4, 0.1);
|
||||
}
|
||||
|
||||
// a basic procedural sky
|
||||
float3 lRenderSky(float3 ray_dir, float3 sun_dir) {
|
||||
float3 rendered_sun = lRenderSun(ray_dir, sun_dir);
|
||||
// float3 rendered_sun = max(0, pow(dot(ray_dir, sun_dir) + 0.4, 10)-28) * float3(0.8, 0.4, 0);
|
||||
return float3(0.7, 0.75, 0.8) - abs(ray_dir.y) * 0.5 + rendered_sun;
|
||||
// return rendered_sun;
|
||||
}
|
||||
|
||||
//calculate sky light
|
||||
float3 lSky(float3 normal, float3 sky_col = float3(0.5, 0.8, 0.9)) {
|
||||
return sky_col * (0.5 + 0.5 * normal.y);
|
||||
}
|
||||
|
||||
float lSun(float3 normal, float3 sun_dir, float3 sun_col = float3(7, 5.5, 3)) {
|
||||
return sun_col * max(dot(normal, sun_dir), 0);
|
||||
}
|
||||
|
||||
// soft shadows
|
||||
float lShadow(float3 p, float3 sun_dir, float sharpness = 8) {
|
||||
float shadow = 1;
|
||||
for (float ray_len = 0.001; ray_len < MAX_DIST / 2.0;)
|
||||
{
|
||||
float dist = DISTANCE_FN(p + sun_dir * ray_len);
|
||||
if (dist < SURF_DIST) return 0;
|
||||
shadow = min(shadow, sharpness * dist / ray_len);
|
||||
ray_len += dist;
|
||||
}
|
||||
return shadow;
|
||||
}
|
||||
|
||||
// --------------------------------
|
||||
// misc
|
||||
// --------------------------------
|
||||
|
||||
float3 HSV(float h, float s, float v) {
|
||||
h *= 6;
|
||||
float c = s * v;
|
||||
float x = c * (1 - abs(fmod(h, 2) - 1));
|
||||
float m = v - c;
|
||||
c += m;
|
||||
x += m;
|
||||
|
||||
float3 colors[6] = {
|
||||
float3(c, x, m),
|
||||
float3(x, c, m),
|
||||
float3(m, c, x),
|
||||
float3(m, x, c),
|
||||
float3(x, m, c),
|
||||
float3(c, m, x)};
|
||||
|
||||
return colors[int(h)];
|
||||
}
|
|
@ -1,5 +1,5 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 26203816190e7e521a12959d895d68a3
|
||||
guid: ad884ac058b95a125963d424efaab135
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
141
Assets/raymarched/lib/libgarbage_operations.cginc
Normal file
141
Assets/raymarched/lib/libgarbage_operations.cginc
Normal file
|
@ -0,0 +1,141 @@
|
|||
// soft min of a and b with smoothing factor k
|
||||
float smin(float a, float b, float k) {
|
||||
float h = max(k - abs(a-b), 0) / k;
|
||||
return min(a, b) - h * h * h * k * (1 / 6.0);
|
||||
}
|
||||
|
||||
// soft max of a and b with smoothing factor k
|
||||
float smax(float a, float b, float k) {
|
||||
float h = max(k - abs(a - b), 0) / k;
|
||||
return max(a, b) + h * h * h * k * (1 / 6.0);
|
||||
}
|
||||
|
||||
Material mixMat(Material a, Material b, float fac) {
|
||||
Material m;
|
||||
m.col = lerp(a.col, b.col, fac);
|
||||
m.gloss = lerp(a.gloss, b.gloss, fac);
|
||||
return m;
|
||||
}
|
||||
|
||||
Material mixMat(SurfacePoint a, SurfacePoint b) {
|
||||
float fac = clamp(a.dist/(a.dist + b.dist), 0, 1);
|
||||
return mixMat(a.mat, b.mat, fac);
|
||||
}
|
||||
|
||||
// --------------------------------
|
||||
// base sdf operations
|
||||
// --------------------------------
|
||||
|
||||
float qUnion(float a, float b) {
|
||||
return min(a, b);
|
||||
}
|
||||
|
||||
float qUnion(float a, float b, float smooth) {
|
||||
return smin(a, b, smooth);
|
||||
}
|
||||
|
||||
SurfacePoint qUnion(SurfacePoint a, SurfacePoint b) {
|
||||
SurfacePoint o;
|
||||
o.dist = min(a.dist, b.dist);
|
||||
o.mat = mixMat(a, b);
|
||||
return o;
|
||||
}
|
||||
|
||||
SurfacePoint qUnion(SurfacePoint a, SurfacePoint b, float smooth) {
|
||||
SurfacePoint o;
|
||||
o.dist = smin(a.dist, b.dist, smooth);
|
||||
o.mat = mixMat(a, b);
|
||||
return o;
|
||||
}
|
||||
|
||||
float qSub(float a, float b) {
|
||||
return max(a, -b);
|
||||
}
|
||||
|
||||
float qSub(float a, float b, float smooth) {
|
||||
return smax(a, -b, smooth);
|
||||
}
|
||||
|
||||
SurfacePoint qSub(SurfacePoint a, SurfacePoint b) {
|
||||
SurfacePoint o;
|
||||
o.dist = max(a.dist, -b.dist);
|
||||
o.mat = a.mat;
|
||||
return o;
|
||||
}
|
||||
|
||||
SurfacePoint qSub(SurfacePoint a, SurfacePoint b, float smooth) {
|
||||
SurfacePoint o;
|
||||
o.dist = smax(a.dist, -b.dist, smooth);
|
||||
o.mat = a.mat;
|
||||
return o;
|
||||
}
|
||||
|
||||
float qIntersect(float a, float b) {
|
||||
return max(a, b);
|
||||
}
|
||||
|
||||
float qIntersect(float a, float b, float smooth) {
|
||||
return smax(a, b, smooth);
|
||||
}
|
||||
|
||||
SurfacePoint qIntersect(SurfacePoint a, SurfacePoint b) {
|
||||
SurfacePoint o;
|
||||
o.dist = max(a.dist, b.dist);
|
||||
o.mat = mixMat(a, b);
|
||||
return o;
|
||||
}
|
||||
|
||||
SurfacePoint qIntersect(SurfacePoint a, SurfacePoint b, float smooth) {
|
||||
SurfacePoint o;
|
||||
o.dist = smax(a.dist, b.dist, smooth);
|
||||
o.mat = mixMat(a, b);
|
||||
return o;
|
||||
}
|
||||
|
||||
float qRound(float a, float radius) {
|
||||
return a - radius;
|
||||
}
|
||||
|
||||
SurfacePoint qRound(SurfacePoint a, float radius) {
|
||||
a.dist -= radius;
|
||||
return a;
|
||||
}
|
||||
|
||||
// --------------------------------
|
||||
// spatial warping
|
||||
// --------------------------------
|
||||
|
||||
float3 rotX(float3 p, float a) {
|
||||
return mul(float3x3(1, 0, 0, 0, cos(a), -sin(a), 0, sin(a), cos(a)), p);
|
||||
}
|
||||
|
||||
float3 rotY(float3 p, float a) {
|
||||
return mul(float3x3(cos(a), 0, sin(a), 0, 1, 0, -sin(a), 0, cos(a)), p);
|
||||
}
|
||||
|
||||
float3 rotZ(float3 p, float a) {
|
||||
return mul(float3x3(cos(a), -sin(a), 0, sin(a), cos(a), 0, 0, 0, 1), p);
|
||||
}
|
||||
|
||||
// repeats space every r units, centered on the origin
|
||||
float3 repXYZ(float3 p, float3 r) {
|
||||
float3 o = p;
|
||||
o = fmod(abs(p + r/2.0), r) - r/2.0;
|
||||
o *= sign(o);
|
||||
return o;
|
||||
}
|
||||
|
||||
// repeats space every r units, centered on the origin, no sign
|
||||
float3 repXYZUnsigned(float3 p, float3 r) {
|
||||
return fmod(abs(p + r / 2.0), r) - r / 2.0;
|
||||
}
|
||||
|
||||
// repeats space
|
||||
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);
|
||||
o.z = fmod(abs(p.z) + z / 2.0, z) - z / 2.0;
|
||||
o.z *= sign(p.z);
|
||||
return o;
|
||||
}
|
9
Assets/raymarched/lib/libgarbage_operations.cginc.meta
Normal file
9
Assets/raymarched/lib/libgarbage_operations.cginc.meta
Normal file
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 6f298ca37830a108492fa68448a84676
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
53
Assets/raymarched/lib/libgarbage_shapes.cginc
Normal file
53
Assets/raymarched/lib/libgarbage_shapes.cginc
Normal file
|
@ -0,0 +1,53 @@
|
|||
|
||||
#define _MAT_VARIANT1(NEW_NAME, BASE_FN, TYPE_1, ARG_1) \
|
||||
SurfacePoint NEW_NAME(float3 p, TYPE_1 ARG_1, Material mat = DEFAULT_MAT) {\
|
||||
SurfacePoint o;\
|
||||
o.dist = BASE_FN(p, ARG_1);\
|
||||
o.mat = mat;\
|
||||
return o;\
|
||||
}
|
||||
|
||||
#define _MAT_VARIANT2(NEW_NAME, BASE_FN, TYPE_1, ARG_1, TYPE_2, ARG_2) \
|
||||
SurfacePoint NEW_NAME(float3 p, TYPE_1 ARG_1, TYPE_2 ARG_2, Material mat = DEFAULT_MAT) {\
|
||||
SurfacePoint o;\
|
||||
o.dist = BASE_FN(p, ARG_1, ARG_2);\
|
||||
o.mat = mat;\
|
||||
return o;\
|
||||
}
|
||||
|
||||
#define _MAT_VARIANT3(NEW_NAME, BASE_FN, TYPE_1, ARG_1, TYPE_2, ARG_2, TYPE_3, ARG_3) \
|
||||
SurfacePoint NEW_NAME(float3 p, TYPE_1 ARG_1, TYPE_2 ARG_2, TYPE_3 ARG_3, Material mat = DEFAULT_MAT) {\
|
||||
SurfacePoint o;\
|
||||
o.dist = BASE_FN(p, ARG_1, ARG_2, ARG_3);\
|
||||
o.mat = mat;\
|
||||
return o;\
|
||||
}
|
||||
|
||||
//
|
||||
// Most of these are taken from https://iquilezles.org/articles/distfunctions/
|
||||
// Thank you Inigo Quilez <3
|
||||
|
||||
float sdBox(float3 p, float3 size) {
|
||||
float3 q = abs(p) - size / 2.0;
|
||||
return length(max(q, 0)) + min(max(q.x, max(q.y, q.z)), 0);
|
||||
}
|
||||
_MAT_VARIANT1(mBox, sdBox, float3, size)
|
||||
|
||||
float sdSphere(float3 p, float radius) {
|
||||
return length(p) - radius;
|
||||
}
|
||||
_MAT_VARIANT1(mSphere, sdSphere, float, radius)
|
||||
|
||||
float sdTorus(float3 p, float radius, float thickness) {
|
||||
float2 q = float2(length(p.xz) - radius, p.y);
|
||||
return length(q) - thickness;
|
||||
}
|
||||
_MAT_VARIANT2(mTorus, sdTorus, float, radius, float, thickness)
|
||||
|
||||
float sdPlaneY(float3 p, float height) {
|
||||
return p.y - height;
|
||||
}
|
||||
_MAT_VARIANT1(mPlaneY, sdPlaneY, float, height)
|
||||
|
||||
|
||||
|
9
Assets/raymarched/lib/libgarbage_shapes.cginc.meta
Normal file
9
Assets/raymarched/lib/libgarbage_shapes.cginc.meta
Normal file
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 4d08637fa3f7e141190ffd1bdbca2c19
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in a new issue