diff --git a/Assets/raymarched/lib/libgarbage.cginc b/Assets/raymarched/lib/libgarbage.cginc index 22167e1..23b114e 100644 --- a/Assets/raymarched/lib/libgarbage.cginc +++ b/Assets/raymarched/lib/libgarbage.cginc @@ -26,11 +26,6 @@ START_RAYS_IN_BOX // TODO: implement START_RAYS_IN_SPHERE // TODO: implement */ -// sky used as background unless DISCARD_ON_MISS is set, and used in reflections -// TODO: implement -#ifndef SKY_FN -#define SKY_FN default_sky -#endif // scene sdf that includes material data #ifndef SCENE_FN @@ -108,7 +103,6 @@ struct Material { float3 col; float gloss; }; - #define DEFAULT_MAT {float3(1, 1, 1), 0} Material mat(float3 col = float3(1, 1,1 ), float gloss = 0) { Material m; @@ -116,9 +110,6 @@ Material mat(float3 col = float3(1, 1,1 ), float gloss = 0) { m.gloss = gloss; return m; } -Material mat(float r, float g, float b) { - return mat(float3(r, g, b)); -} struct SurfacePoint { float dist; @@ -168,14 +159,15 @@ FragOut frag (V2F i) { float ray_len = 0; float3 ray_dir = normalize(i.hit_pos - i.cam_pos); - float3 ray_origin = i.cam_pos / SCENE_SCALE; + float3 ray_origin = i.cam_pos; + ray_origin /= SCENE_SCALE; + SurfacePoint point_data; Ray ray; float3 col; float color_used = 0;// what amount of the final color has been calculated float prev_gloss = 0; float3 first_hit; - bool inside_shape; int ray_num = 0; for (; ray_num < REFLECTIONS + 1;) { @@ -183,7 +175,10 @@ FragOut frag (V2F i) { if (ray_num == 0) { // before any bounces col = LIGHT_FN(ray); first_hit = ray.hit_pos; - inside_shape = ray.steps == 0; + if (ray.steps == 0) { + // discard; + // TODO: sky fn + } } else { float col_amount = color_used + ((1 - prev_gloss) * (1 - color_used)); col = lerp(LIGHT_FN(ray), col, col_amount); @@ -195,7 +190,7 @@ FragOut frag (V2F i) { } prev_gloss = ray.mat.gloss; ray_dir = reflect(ray_dir, ray.normal); - ray_origin = ray.hit_pos + ray_dir * SURF_DIST * 2; + ray_origin = ray.hit_pos + ray_dir * 0.01; } #ifdef DISCARD_ON_MISS @@ -203,7 +198,7 @@ FragOut frag (V2F i) { #endif FragOut o; - o.col = clamp(col, 0, 1); + o.col = col; #ifndef DISABLE_DEPTH float3 depth_point = first_hit * SCENE_SCALE; @@ -211,14 +206,10 @@ FragOut frag (V2F i) { depth_point = i.hit_pos; #ifdef LIMIT_DEPTH_TO_MESH - if (length(i.cam_pos - first_hit * SCENE_SCALE) > length(i.cam_pos - i.hit_pos)) + if (length(ray.start - ray.hit_pos) > length(i.cam_pos - i.hit_pos)) depth_point = i.hit_pos; #endif - if (inside_shape) { - depth_point = i.cam_pos + normalize(i.hit_pos - i.cam_pos) * 0.01; - } - #ifdef USE_WORLD_SPACE float4 clip_pos = mul(UNITY_MATRIX_VP, float4(depth_point, 1)); #else @@ -274,10 +265,6 @@ Ray cast_ray(float3 start, float3 dir, float start_len) { return ray; } -float3 default_sky(float3 dir) { - return lRenderSky(dir, normalize(float3(2, 1, 0))); -} - float default_distance_sdf(float3 p) { return sdSphere(p, 0.5); } @@ -299,4 +286,5 @@ float3 default_lighting(Ray ray) { return col; } + #endif // LIBGARBAGE_INCLUDED diff --git a/Assets/raymarched/lib/libgarbage_lighting.cginc b/Assets/raymarched/lib/libgarbage_lighting.cginc index 024ffd3..09328e5 100644 --- a/Assets/raymarched/lib/libgarbage_lighting.cginc +++ b/Assets/raymarched/lib/libgarbage_lighting.cginc @@ -18,11 +18,11 @@ float3 lRenderSky(float3 ray_dir, float3 sun_dir) { } //calculate sky light -float3 lSky(float3 normal, float3 sky_col = float3(0.1, 0.16, 0.18)) { +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(1, 0.78, 0.43)) { +float lSun(float3 normal, float3 sun_dir, float3 sun_col = float3(7, 5.5, 3)) { return sun_col * max(dot(normal, sun_dir), 0); } diff --git a/Assets/raymarched/lib/libgarbage_shapes.cginc b/Assets/raymarched/lib/libgarbage_shapes.cginc index f341934..506180e 100644 --- a/Assets/raymarched/lib/libgarbage_shapes.cginc +++ b/Assets/raymarched/lib/libgarbage_shapes.cginc @@ -49,47 +49,5 @@ float sdPlaneY(float3 p, float height) { } _MAT_VARIANT1(mPlaneY, sdPlaneY, float, height) -float sdHexPrism(float3 p, float width, float height) { - const float3 k = float3(-0.8660254, 0.5, 0.57735); - p = abs(p); - p.xz -= 2.0 * min(dot(k.xy, p.xz), 0) * k.xy; - float2 d = float2(length(p.xz - float2(clamp(p.x,-k.z * width, k.z * width), width)) * sign(p.z - width), p.y - height); - return min(max(d.x, d.y), 0) + length(max(d, 0)); -} -_MAT_VARIANT2(mHexPrism, sdHexPrism, float, width, float, height) - -float sdInfCylinder(float3 p, float3 c) { - return length(p.xz - c.xy) - c.z; -} -_MAT_VARIANT1(mInfCylinder, sdInfCylinder, float3, c) - -float sdCylinder(float3 p, float r, float h) { - float2 d = abs(float2(length(p.xz), p.y)) - float2(r, h); - return min(max(d.x, d.y), 0) + length(max(d, 0)); -} -_MAT_VARIANT2(mCylinder, sdCylinder, float, r, float, h) - -float sdHelix(float3 p, float r1, float r2, float incline) { - float x2 = length(p.xz) - r1; // vertical plane - float angle = atan2(p.z, p.x); // angle around y axis - float y = angle * incline - p.y; - y = fmod(y, UNITY_PI * incline * 2) + UNITY_PI * incline; - return length(float2(x2, y)) - r2; -} -_MAT_VARIANT3(mHelix, sdHelix, float, r1, float, r2, float, incline) - -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; -} -_MAT_VARIANT3(mLine, sdLine, float3, a, float3, b, float3, r) -SurfacePoint mDummy(float d, Material mat = DEFAULT_MAT) { - SurfacePoint o; - o.dist = d; - o.mat = mat; - return o; -}