#ifndef RAY_MARCH_LIB_INCLUDED #define RAY_MARCH_LIB_INCLUDED /* define IS_SECONDARY_SHAPE to only render the second shape */ #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; 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(pa - ba * 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; } 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); } float GetDist(float3 p) { #ifdef IS_SECONDARY_SHAPE return SecondShape(p); #else #ifdef BASE_PASS return FirstShape(p); #else float first = FirstShape(p); float3 second_pos = mul(unity_WorldToObject, _WorldSpaceLightPos0); float second = SecondShape(p - second_pos); return smin(first, second, 0.15f); #endif #endif } //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) { #ifndef IS_SECONDARY_SHAPE #ifndef BASE_PASS if (length(_LightColor0 - float4(0,0,1,0)) > 0.01f ){ discard; } #endif #endif 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); col.rgb = lerp(0, float3(0,1,1), pow(1 - dot(-rd, n), 3)); // 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; } #endif