Shader "CrispyPin/LibGarbageSpinny" { Properties { [Header(Raymarcher Properties)] _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 Front LOD 100 Pass { CGPROGRAM #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 5 #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 "lib/libgarbage.cginc" SurfacePoint main(float3 p) { Material grass = mat(float3(0.26, 0.73, 0.35), 1); Material dirt = mat(float3(0.73, 0.48, 0.26), 0); Material metal = mat(1, 1); Material blue = mat(float3(0.73, 0.8, 1), 0); 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; } // 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) { float3 sun_dir = normalize(float3(4, 2, 1)); if (ray.missed) { return lRenderSky(ray.dir, sun_dir); } float3 light = lSun(ray.normal, sun_dir); light *= lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50); light += lSky(ray.normal); return light; } ENDCG } } }