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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) - 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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 - } - } -} diff --git a/Assets/raymarched/lib/libgarbage_example.shader.meta b/Assets/raymarched/lib/libgarbage_example.shader.meta deleted file mode 100644 index c8902e7..0000000 --- a/Assets/raymarched/lib/libgarbage_example.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 7d4f97b3ee7613d9ba63c8ab411721a1 -ShaderImporter: - 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_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 - } - } -} diff --git a/Assets/test/Demo4.shader.meta b/Assets/test/Demo4.shader.meta deleted file mode 100644 index 9f8b6a5..0000000 --- a/Assets/test/Demo4.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: d83b23d955f9dc5739d0827cd507a63e -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/test/FleshCube.mat b/Assets/test/FleshCube.mat deleted file mode 100644 index 5a20c9f..0000000 --- a/Assets/test/FleshCube.mat +++ /dev/null @@ -1,81 +0,0 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!21 &2100000 -Material: - 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externalObjects: {} - mainObjectFileID: 2100000 - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/test/FleshCube.shader b/Assets/test/FleshCube.shader deleted file mode 100644 index 65c2f1c..0000000 --- a/Assets/test/FleshCube.shader +++ /dev/null @@ -1,100 +0,0 @@ -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 - } - } -} diff --git a/Assets/test/FleshCube.shader.meta b/Assets/test/FleshCube.shader.meta deleted file mode 100644 index 2e91cf8..0000000 --- a/Assets/test/FleshCube.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 26b714026d4c6e2dc8fefdbcf28344fd -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/test/RayMarchLib.cginc b/Assets/test/RayMarchLib.cginc deleted file mode 100644 index b6a37af..0000000 --- a/Assets/test/RayMarchLib.cginc +++ /dev/null @@ -1,1044 +0,0 @@ -//double include guard -#ifndef RAY_MARCH_LIB_INCLUDED -#define RAY_MARCH_LIB_INCLUDED - -#include "UnityCG.cginc" - -// Multi compile stuff - -#define V_X float3(1, 0, 0) -#define V_Y float3(0, 1, 0) -#define V_Z float3(0, 0, 1) -#define V_XZ float3(1, 0, 1) -#define V_XY float3(1, 1, 0) -#define V_YZ float3(0, 1, 1) - -//ambient occlusion quality -#ifndef AO_STEPS -#define AO_STEPS 5 -#endif - -//normals for lighting -#ifndef NORMAL_DELTA -#define NORMAL_DELTA 0.001 -#endif -//normals for reflection angles -#ifndef REFL_NORMAL_DELTA -#define REFL_NORMAL_DELTA 0.001 -#endif - -#ifndef MAX_REFLECTIONS -#define MAX_REFLECTIONS 2 -#endif - -#ifdef USE_DYNAMIC_QUALITY//quality settings as unity material properties -int _MaxSteps = 100; -float _MaxDist = 100; -float _SurfDist = 0.00001; -#else//pre compile quality settings -#ifndef MAX_STEPS -#define MAX_STEPS 256 -//256 -#endif -#ifndef MAX_DIST -#define MAX_DIST 128 -#endif -#ifndef SURF_DIST -#define SURF_DIST 0.0001 -//#define SURF_DIST 0.00001 -#endif -#endif - - -#define col(r, g, b) fixed4(r, g, b, 1) - -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; -}; - -typedef struct material -{ - fixed4 col; - fixed fRough; -} material_t; - -#define DEFMAT {fixed4(.2,.2,.2,1), 1} - -#define M_RED {fixed4(0.2, 0.001, 0.001, 1), 1} -#define M_ORANGE {fixed4(0.2, 0.1, 0.001, 1), 1} -#define M_YELLOW {fixed4(0.2, 0.2, 0.001, 1), 1} -#define M_GREEN {fixed4(0.001, 0.2, 0.001, 1), 1} -#define M_BLUE {fixed4(0.001, 0.001, 0.2, 1), 1} -#define M_LIGHT_BLUE{fixed4(0.001, 0.05, 0.2, 1), 1} -#define M_MAGENTA {fixed4(0.2, 0.001, 0.2, 1), 1} -#define M_PURPLE {fixed4(0.05, 0.001, 0.2, 1), 1} -#define M_WHITE {fixed4(0.5, 0.5, 0.5, 1), 1} -#define M_MIRROR {fixed4(0.1, 0.1, 0.1, 1), 0} - -inline material mat(float r, float g, float b, float fRough = 1) -{ - material m = {fixed4(r, g, b, 1), fRough}; - return m; -} - -inline material mat(float3 rgb, float fRough = 1) -{ - material m = {fixed4(rgb, 1), fRough}; - return m; -} - -//used for lighting a point -struct rayData -{ - float dist; - int iSteps; - material mat; - float3 vRayStart; - float3 vRayDir; - float3 vHit; - fixed3 vNorm; - bool bMissed; - float minDist; - float distToMinDist; -}; - -//returned from distance functions, including main scene -struct sdfData -{ - float dist; - material mat; -}; - - -sdfData scene(float3 p); -fixed4 lightPoint(rayData r); -fixed4 rayMarch(float3 p, float3 d); -rayData castRay(float3 p, float3 d, float startDist = 0); - - -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; -} - - -#ifdef USE_REFLECTIONS -#define CALC_NORM -fragOut frag (v2f i) -{ - - float fRayLen = 0;//since last bounce - - #ifdef CONSTRAIN_TO_MESH - float3 vLastBounce = i.vHitPos; - fRayLen += length(i.vHitPos - i.vCamPos); - #else - float3 vLastBounce = i.vCamPos; - #endif - float3 vRayDir = normalize(i.vHitPos - i.vCamPos);//current direction - sdfData point_data; - rayData ray; - - fixed4 col; - float colUsed = 0;// what amount of the final colour has been calculated - float prevRough = 0; - - float3 vFirstHit; - - for (int i = 0; i < MAX_REFLECTIONS+1; i++) - { - ray = castRay(vLastBounce, vRayDir); - if (i == 0) - {//before any bounces - col = lightPoint(ray); - vFirstHit = ray.vHit; - } - else - { - float colAmt = colUsed + (prevRough * (1-colUsed)); - col = lerp(lightPoint(ray), col, colAmt); - colUsed = colAmt; - } - if (ray.bMissed || ray.mat.fRough > 0.99) - { - break; - } - prevRough = ray.mat.fRough; - vRayDir = reflect(vRayDir, ray.vNorm); - vLastBounce = ray.vHit + vRayDir * 0.01; - } - #ifdef DISCARD_ON_MISS - if (ray.bMissed && i == 0) discard; - #endif - fragOut o; - o.col = col; - - #ifdef USE_WORLD_SPACE - float4 vClipPos = mul(UNITY_MATRIX_VP, float4(vFirstHit, 1)); - #else - float4 vClipPos = mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorld, float4(vFirstHit, 1))); - #endif - - o.depth = vClipPos.z / vClipPos.w; - #if !defined(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 - return o; -} -#else -fragOut frag (v2f i) -{ - float3 vRayDir = normalize(i.vHitPos - i.vCamPos); - #ifdef CONSTRAIN_TO_MESH - //rayData ray = castRay(i.vHitPos, vRayDir, length(i.vHitPos-i.vCamPos)); - rayData ray = castRay(i.vCamPos, vRayDir, length(i.vHitPos-i.vCamPos)); - //rayData ray = castRay(i.vCamPos, vRayDir, 1); - //rayData ray = castRay(i.vCamPos, vRayDir, 0); - - #else - rayData ray = castRay(i.vCamPos, vRayDir); - #endif - #ifdef DISCARD_ON_MISS - if (ray.bMissed) discard; - #endif - fragOut o; - o.col = lightPoint(ray); - - // writing to depth buffer costs about 1-2 frames at 4k - #ifdef USE_WORLD_SPACE - float4 vClipPos = mul(UNITY_MATRIX_VP, float4(ray.vHit, 1)); - #else - float4 vClipPos = mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorld, float4(ray.vHit, 1))); - #endif - - o.depth = (vClipPos.z / vClipPos.w + 1.0) * 0.5; - return o; -} -#endif - -//gets normal of a point -inline float3 getNormFull(float3 vPos, float fEpsilon = 0.001) -{ - //if epsilon is smaller than 0.001, there are often artifacts - const float2 e = float2(fEpsilon, 0); - float3 n = scene(vPos).dist - float3( - scene(vPos - e.xyy).dist, - scene(vPos - e.yxy).dist, - scene(vPos - e.yyx).dist); - return normalize(n); -} -//gets normal, provided you have the distance for pos (1 less call to scene()) -inline float3 getNorm(float3 vPos, float fPointDist, float fEpsilon = 0.001) -{ - ////if epilon is smaller than 0.001, there are often artifacts - const float2 e = float2(fEpsilon, 0); - float3 n = fPointDist - float3( - scene(vPos - e.xyy).dist, - scene(vPos - e.yxy).dist, - scene(vPos - e.yyx).dist); - return normalize(n); -} - -//marches a ray through the scene once -rayData castRay(float3 vRayStart, float3 vRayDir, float startDist) -{ - float fRayLen = startDist;//startDist;// total distance marched / distance from camera - - float3 vPos; - sdfData sdf_data; - - rayData ray; - ray.vRayDir = vRayDir; - ray.vRayStart = vRayStart; - ray.minDist = 30000.0;// budget "infinity" - ray.distToMinDist = 0; - - #ifdef USE_DYNAMIC_QUALITY - for (int i = 0; i < _MaxSteps; i++) - #else - for (int i = 0; i < MAX_STEPS; i++) - #endif - { - vPos = vRayStart + fRayLen * vRayDir; - sdf_data = scene(vPos); - - #ifdef USE_DYNAMIC_QUALITY - if (abs(sdf_data.dist) < _SurfDist) break; - #else - if (abs(sdf_data.dist) < SURF_DIST) break; - #endif - - fRayLen += sdf_data.dist;// move forward - - if (ray.minDist>sdf_data.dist) - { - ray.minDist = sdf_data.dist; - ray.distToMinDist = fRayLen; - } - - #ifdef USE_DYNAMIC_QUALITY - if (fRayLen > _MaxDist) {ray.bMissed = true; break;}//flag this as transparent/sky - #else - if (fRayLen > MAX_DIST) {ray.bMissed = true; break;}//flag this as transparent/sky - #endif - } - - ray.dist = fRayLen; - ray.iSteps = i; - ray.mat = sdf_data.mat; - ray.vHit = vPos; - #ifdef CALC_NORM - ray.vNorm = getNorm(vPos, sdf_data.dist); - #endif - return ray; -} - - -////////////////////////////////////////////////////////////////////// -// -// Lighting -// -////////////////////////////////////////////////////////////////////// - - -//generates a skybox, use when ray didn't hit anything (ray_data.bMissed) -inline fixed4 sky(float3 vRayDir) -{ - float4 cRenderedSun = max(0, pow(dot(vRayDir, normalize(float3(8,4,2))) + 0.4, 10)-28) * float4(.8,.4,0,1); - return fixed4(0.7, 0.75, 0.8, 1) - abs(vRayDir.y) * 0.5 + cRenderedSun; -} - -//calculate sun light based on normal -fixed4 lightSun(float3 vNorm, float3 vSunDir = float3(8, 4, 2), fixed4 cSunCol = fixed4(7.0, 5.5, 3.0, 1)) -{ - float fSunLight = max(dot(vNorm, vSunDir), 0); - return fSunLight * cSunCol; -} - -//calculate shadow from sun -float lightShadow(float3 vPos, float3 vSunDir, float fSharpness = 8) -{ - float fShadow = 1; - #ifdef USE_DYNAMIC_QUALITY - for (float fRayLen = 0.001; fRayLen < _MaxDist/2.0;) - #else - for (float fRayLen = 0.001; fRayLen < MAX_DIST/2.0;) - #endif - { - float dist = scene(vPos + vSunDir * fRayLen).dist; - - #ifdef USE_DYNAMIC_QUALITY - if (dist < _SurfDist) return 0; - #else - if (dist < SURF_DIST) return 0; - #endif - - fShadow = min(fShadow, fSharpness * dist/fRayLen); - fRayLen += dist; - } - return fShadow; -} - -//calculate sky light -inline fixed4 lightSky(float3 vNorm, fixed4 cSkyCol = fixed4(0.5, 0.8, 0.9, 1)) -{ - return cSkyCol * (0.5 + 0.5 * vNorm.y); -} - -//bad ambient occlusion (screen space) based on steps -float lightSSAO(rayData ray_data, float fDarkenFactor = 2) -{ - #ifdef USE_DYNAMIC_QUALITY - return pow(1 - float(ray_data.iSteps) / _MaxSteps, fDarkenFactor); - #else - return pow(1 - float(ray_data.iSteps) / MAX_STEPS, fDarkenFactor); - #endif -} - -//ambient occlusion -float lightAO(float3 vPos, float3 vNorm, float fEpsilon = 0.05) -{ - float ao = 0; - for (int i = 0; i < AO_STEPS; i++) - { - float fOffset = i * fEpsilon; - float fDist = scene(vPos + vNorm * fOffset).dist; - ao += 1/pow(2, i) * (fOffset - fDist); - } - ao = 1 - AO_STEPS * ao; - return ao; -} - -inline fixed4 lightFog(fixed4 col, fixed4 cFog, float fDist, float fStart=16, float fFull=32) -{ - if (fDist < 0) return cFog; - return lerp(col, cFog, smoothstep(fStart, fFull, fDist)); -} - -//a light pass for debugging -fixed4 lightOnly(float3 vPos, float3 vNorm, float3 vSunDir) -{ - float fLight = lightSun(vNorm, vSunDir, 1); - float fAO = lightAO(vPos, vNorm); - float fShadow = lightShadow(vPos, vSunDir); - return fLight * fAO * fShadow; -} - - -////////////////////////////////////////////////////////////////////// -// -// Interpolation and Math -// -////////////////////////////////////////////////////////////////////// - - -//soft min of a and b with smoothing factor k -inline 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 -inline 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; -} - -//interpolate between the colours of 2 SDFs -inline material mixMat(sdfData sdfA, sdfData sdfB) -{ - material m; - float fac = clamp(sdfA.dist/(sdfA.dist + sdfB.dist), 0, 1); - m.col = lerp(sdfA.mat.col, sdfB.mat.col, fac); - m.fRough = lerp(sdfA.mat.fRough, sdfB.mat.fRough, fac); - return m; -} - -//interpolate between the colours of 2 SDFs -inline material mixMat(material a, material b, float fac) -{ - material m; - m.col = lerp(a.col, b.col, fac); - m.fRough = lerp(a.fRough, b.fRough, fac); - return m; -} - -// from: https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h -// modified to be more "optimized" (WAY worse approximations) -static const float fsl_PI = 3.1415926535897932384626433f; -static const float fsl_PI_half = fsl_PI/2; -inline float acosFast4(float inX) -{ - return 1.57-inX; - float x1 = abs(inX); - //float x2 = x1 * x1; - //float x3 = x2 * x1; - float s; - - s = -0.2121144f * x1 + 1.5707288f; - //s = 0.0742610f * x2 + s; - //s = -0.0187293f * x3 + s; - s = sqrt(1.0f - x1) * s; - - // acos function mirroring - // check per platform if compiles to a selector - no branch neeeded - return s; - //return inX >= 0.0f ? s : fsl_PI - s; -} - -// polynomial degree 2 -// Tune for positive input [0, infinity] and provide output [0, PI/2] -inline float ATanPos(float x) -{ - const float C1 = 1.01991; - const float C2 = -0.218891; - float t0 = (x < 1.0f) ? x : 1.0f / x; - float t1 = (C2 * t0 + C1) * t0; // p(x) - return t1;//return (x < 1.0f) ? t1: fsl_PI_half - t1; // undo range reduction -} -// Common function, ATanPos is implemented below -// input [-infinity, infinity] and output [-PI/2, PI/2] -inline float ATan(float x) -{ - float t0 = ATanPos(abs(x)); - return t0;//(x < 0.0f) ? -t0: t0; // undo range reduction -} - -inline float atanFast4(float inX) -{ - //return atan(inX); - return ATan(inX); - float x = inX; - return x*(-0.1784f * abs(x) - 0.0663f * x * x + 1.0301f); -} - -// https://en.wikipedia.org/wiki/Atan2#Definition_and_computation -inline float atanFast4_2(float y, float x) -{ - //return sign(x)*sign(x)*atanFast4(y/x)+((1-sign(x))/2)*(1-sign(y)-sign(y)*sign(y))*fsl_PI; - return atanFast4(y/x)+(1-sign(x))*(sign(y))*fsl_PI/2; - -} - - - - - - -////////////////////////////////////////////////////////////////////// -// -// SDF operations -// -////////////////////////////////////////////////////////////////////// - - -//union of SDF A and B -sdfData sdfAdd(float3 p, sdfData sA, sdfData sB) -{ - sdfData sC; - sC.dist = min(sA.dist, sB.dist); - sC.mat = mixMat(sA, sB); - return sC; -} - -//union of SDF A and B, with smoothing -sdfData sdfAdd(float3 p, sdfData sA, sdfData sB, float fSmooth) -{ - sdfData sC; - sC.dist = smin(sA.dist, sB.dist, fSmooth); - sC.mat = mixMat(sA, sB); - return sC; -} - -//remove the SDF B from A (colour is from A) -sdfData sdfSub(float3 p, sdfData sA, sdfData sB) -{ - sdfData sC; - sC.dist = max(sA.dist, -sB.dist); - sC.mat = sA.mat; - return sC; -} - -//remove the SDF B from A (colour is from A), with smoothing -sdfData sdfSub(float3 p, sdfData sA, sdfData sB, float fSmooth) -{ - sdfData sC; - sC.dist = smax(sA.dist, -sB.dist, fSmooth); - sC.mat = sA.mat; - return sC; -} - -//intersection of SDF A and B -sdfData sdfInter(float3 p, sdfData sA, sdfData sB) -{ - sdfData sC; - sC.dist = max(sA.dist, sB.dist); - sC.mat = mixMat(sA, sB); - return sC; -} - -//intersection of SDF A and B, with smoothing -sdfData sdfInter(float3 p, sdfData sA, sdfData sB, float fSmooth) -{ - sdfData sC; - sC.dist = smax(sA.dist, sB.dist, fSmooth); - sC.mat = mixMat(sA, sB); - return sC; -} - -//round edges of an SDF -sdfData sdfRound(float3 p, sdfData sdfIn, float fRadius) -{ - sdfData sdfOut = sdfIn; - sdfOut.dist -= fRadius; - return sdfOut; -} - - - -////////////////////////////////////////////////////////////////////// -// -// SDF shapes -// -////////////////////////////////////////////////////////////////////// - - -//create sphere -sdfData sdfSphere(float3 p, float fRadius, material mat = DEFMAT) -{ - sdfData sdf; - sdf.dist = length(p) - fRadius; - sdf.mat = mat; - return sdf; -} - -//create plane pointing to positive Y -sdfData sdfPlane(float3 p, float fHeight, material mat = DEFMAT) -{ - sdfData sdf; - sdf.dist = p.y - fHeight; - sdf.mat = mat; - return sdf; -} - -//create plane with normal -sdfData sdfPlane(float3 p, float3 vNorm, float fHeight, material mat = DEFMAT) -{ - sdfData sdf; - sdf.dist = dot(p, normalize(vNorm)) - fHeight; - sdf.mat = mat; - return sdf; -} - -//create cuboid -sdfData sdfBox(float3 p, float3 vDim, material mat = DEFMAT) -{ - sdfData sdf; - float3 q = abs(p) - vDim/2.0; - sdf.dist = length(max(q, 0)) + min(max(q.x, max(q.y, q.z)), 0); - sdf.mat = mat; - return sdf; -} - -//create cuboid -sdfData sdfBox(float3 p, float3 vDim, float fRound, material mat = DEFMAT) -{ - sdfData sdf; - float3 q = abs(p) - vDim/2.0; - sdf.dist = length(max(q, 0)) + min(max(q.x, max(q.y, q.z)), 0) - fRound; - sdf.mat = mat; - return sdf; -} - -//create line segment -sdfData sdfLine(float3 p, float3 vStart, float3 vEnd, float fRadius, material mat = DEFMAT) -{ - sdfData sdf; - float h = min(1, max(0, dot(p-vStart, vEnd-vStart) / dot(vEnd-vStart, vEnd-vStart))); - sdf.dist = length(p-vStart-(vEnd-vStart)*h)-fRadius; - sdf.mat = mat; - return sdf; -} - -//create cylinder -sdfData sdfCylinder(float3 p, float fRadius, float fHeight, material mat = DEFMAT) -{ - sdfData sdf; - sdf.dist = max(abs(p.y) - fHeight/2.0, length(p.xz) - fRadius); - sdf.mat = mat; - return sdf; -} - -//create cylinder -sdfData sdfCylinder(float3 p, float fRadius, float fHeight, float fRound, material mat = DEFMAT) -{ - sdfData sdf; - sdf.dist = max(abs(p.y) - fHeight/2.0, length(p.xz) - fRadius) - fRound; - sdf.mat = mat; - return sdf; -} - -//create torus -sdfData sdfTorus(float3 p, float fRadius, float fThickness, material mat = DEFMAT) -{ - sdfData sdf; - float2 q = float2(length(p.xz) - fRadius, p.y); - sdf.dist = length(q) - fThickness; - sdf.mat = mat; - return sdf; -} - -//triangular prism (BOUND) -sdfData sdfTriPrism(float3 p, float fSide, float fDepth, material mat = DEFMAT) -{ - float3 q = abs(p); - sdfData sdf; - sdf.dist = max(q.z - fDepth, max(q.x * 0.866025 + p.y * 0.5, -p.y) - fSide * 0.5); - sdf.mat = mat; - return sdf; -} - - -////////////////////////////////////////////////////////////////////// -// -// Fractals, complex shapes and scenes (frac prefix) -// -////////////////////////////////////////////////////////////////////// - -//TODO: -// complex :julia, -// simple sierpinsky, menger - -// Mandelbolb - OPTIMIZED AF, still a fractal but visually diffrent. -sdfData fracMandelbolb(float3 p, material mat = DEFMAT) -{ - // http://blog.hvidtfeldts.net/index.php/2011/09/distance-estimated-3d-fractals-v-the-mandelbulb-different-de-approximations/ - float3 pos; - pos.x = p.x; - pos.y = p.y; - pos.z = p.z; - - float dr = 1.0; - float r = 0; - - const int iterations = 4; - - const float maxRThreshold = 2;//2; - - const float Power = 16; - for (int i = 0; i < iterations; i++) - { - r = length(p); - if (r>maxRThreshold) break; - - // xyz -> polar - //float theta = acos( p.z / r ); - float theta = acosFast4( p.z / r ); - //float phi = atan2( p.y, p.x ); - float phi = atanFast4_2( p.y, p.x ); - dr = pow( r, Power-1.0)*Power*dr + 1.0; - - // transform point - float zr = pow( r, Power ); - theta = theta * Power; - phi = phi * Power; - - // polar -> xyz - p = zr*float3(sin(theta)*cos(phi), sin(phi)*sin(theta), cos(theta)); - p += pos; - } - - sdfData sdf; - sdf.mat = mat; - sdf.dist = 0.5*log(r)*r/dr; - return sdf; -} - -// Mandelbulb -sdfData fracMandelbulb(float3 p, material mat = DEFMAT) -{ - // http://blog.hvidtfeldts.net/index.php/2011/09/distance-estimated-3d-fractals-v-the-mandelbulb-different-de-approximations/ - float3 pos; - pos.x = p.x; - pos.y = p.y; - pos.z = p.z; - - float dr = 1.0; - float r = 0; - - // Lowest number of iterations without loosing a significant amount of detail - // Depends on maxRThreshold - //int iterations = 1; - //int iterations = 8; - const int iterations = 5; - - //float maxRThreshold = 2; - const float maxRThreshold = 2; - - // Z_(n+1) = Z(n)^? - // float Power = 8 + 6 * sin(_Time.x); - float Power = 8; - for (int i = 0; i < iterations; i++) - { - r = length(p); - if (r>maxRThreshold) break; - - // xyz -> polar - float theta = acos( p.z / r ); - float phi = atan2( p.y, p.x ); - dr = pow( r, Power-1.0)*Power*dr + 1.0; - - // transform point - float zr = pow( r, Power ); - theta = theta * Power; - phi = phi * Power; - - // polar -> xyz - p = zr*float3(sin(theta)*cos(phi), sin(phi)*sin(theta), cos(theta)); - p += pos; - - - } - - sdfData sdf; - sdf.mat = mat; - //sdf.mat.col.y = sin(p.x); - //sdf.dist = sdfSphere(pos, 10).dist; - //sdf.mat = mat; - sdf.dist = 0.5*log(r)*r/dr; - //sdf.mat = mat; - - return sdf; -} - -void sphereFold(inout float3 p, inout float dz, float minRadius, float fixedRadius); -void boxFold(inout float3 p, float dz, float foldingLimit); - -// Mandelbox -sdfData fracMandelbox(float3 p, float scaleFactor, material mat = DEFMAT) -{ - // http://blog.hvidtfeldts.net/index.php/2011/11/distance-estimated-3d-fractals-vi-the-mandelbox/ - - float3 offset = p; - float dr = 0; - - // Parameters - int iterations = 8;//20;//14; - //scaleFactor = -2 + (_SinTime.x*4+2); - float fixedRadius = 1.0; - float minRadius = 0.5; - /*float foldingLimit = 0.2 + _SinTime.x/4 + 0.25; - float minRadius = 0.07; - float fixedRadius = 0.2;*/ - - //float scaleFactor = -0.8; - - - /*float foldingLimit = _FoldingLimit; - float minRadius = _MinRadius; - float fixedRadius = _FixedRadius;*/ - - - for(int i=0; i 1.0) - p.x = 2.0 - p.x; - else if (p.x < -1.0) p.x = -2.0 - p.x; - if (p.y > 1.0) - p.y = 2.0 - p.y; - else if (p.y < -1.0) p.y = -2.0 - p.y; - if (p.z > 1.0) - p.z = 2.0 - p.z; - else if (p.z < -1.0) p.z = -2.0 - p.z; - - // radius squared - float r2 = dot(p,p); - - if (r2 < mR2) - { - p*=(fR2/mR2); - DEfactor*=(fR2/mR2); - } - else if (r2 < fR2) - { - p*=(fR2/r2); - DEfactor*=(fR2/r2); - } - p=p*scale+1; - DEfactor*=scale; - } - - sdfData sdf; - sdf.mat = mat; - sdf.dist = length(p)/abs(DEfactor); - return sdf; -} - -// Feather -sdfData fracFeather(float3 p, float cx = 2.0, float cy = 2.7, float cz = 1.4, material mat=DEFMAT) -{ - // https://fractalforums.org/index.php?action=gallery;sa=view;id=5732 - int iterations = 5; - //float cx = 2.0; - //float cy = 2.7; - //float cz = 1.4; - float cw = 0.1; - float dx = 1.5;// + _FoldingLimit-0.5; - - float lp,r2,s = 1; - - float icy = 1.0 / cy; - float3 p2,cy3 = float3(cy,cy,cy); - - for (int i=0; i