Shader "CrispyPin/LibGarbageExample" { 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 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 STEP_MULTIPLIER 0.8 #define SCENE_SCALE 0.2 #define LIMIT_DEPTH_TO_MESH #include "libgarbage.cginc" float3 checkers(float3 p, float3 a, float3 b, float2 size) { float2 q = p.xz / size; q = int2(abs(q) + 0.5); int s = ((q.x + q.y) % 2); return s * a + (1 - s) * b; } float3 floor_col(float3 p) { return lerp(0.08, checkers(p - 1, 0.06, 0.12, 2), smoothstep(64, 0, length(p)) ); } SurfacePoint main(float3 p) { Material floor = mat(floor_col(p)); p.y += 2.5; // Material green = mat(float3(0.05, 0.8, 0.2)); Material mat1 = mat(1, 0.3, 0.1); // Material mat1 = mat(0.05); Material helix_glossy = mat(float3(1, 0.2, 0.05), 0.5); SurfacePoint d; d =/* qUnion(d, */ mSphere(p - float3(-2, 1, -2), 0.5, mat1)/* ) */; d = qUnion(d, mTorus(p - float3(0, 1, -2), 0.4, 0.1, mat1)); d = qUnion(d, mLine(p, float3(1.5, 1.5, -2), float3(2.5, 0.5, -2), 0.2, mat1)); d = qUnion(d, mBox(p - float3(-2, 1, 0), float3(0.5, 0.5, 0.8), mat1)); d = qUnion(d, mHexPrism(p - float3(0, 1, 0), 0.5, 0.2, mat1)); d = qUnion(d, qIntersect(mHelix(rotY(p - float3(2, -1, 0), _Time.y), 0.5, 0.2, 0.13, helix_glossy), mBox(p - float3(2, 1, 0), 1.8, mat1),0.05)); d = qUnion(d, mCylinder(p - float3(-2, 1, 2), 0.4, 0.5, mat1)); d = qRound(d, 0.05 * sin(_Time.y)); // d.mat = mat1; d = qUnion(d, mPlaneY(p, 0, floor)); d = qIntersect(d, mSphere(p, 7, d.mat)); // limit floor size for better performance return d; } float3 lighting(Ray ray) { float3 sun_dir = normalize(float3(2, 1, -1)); if (ray.missed) { if (ray.dir.y >= 0) { return lRenderSky(ray.dir, sun_dir); } else { float3 cam = ray.start; cam.y += 2.5; float3 dir = ray.dir; float3 surface_pos = float3( cam.x - cam.y / (dir.y / dir.x), 0, cam.z - cam.y / (dir.y / dir.z) ); float col = floor_col(surface_pos); return col * (lSky(float3(0,1,0)) + lSun(float3(0,1,0), sun_dir)); } } float3 col = lSun(ray.normal, sun_dir); col *= lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50); col += lSky(ray.normal); // col = clamp(col, 0, 1); // col = smoothstep(0,1,col); // col = pow(col, 1.3); return ray.mat.col * col ; // return col*0.2; } ENDCG } } }