Shader "CrispyPin/FleshCube2" { Properties {} SubShader { Tags { "RenderType"="Opaque" } Cull Front LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #define MAX_STEPS 100 #define MAX_DIST 128 #define SURF_DIST 0.025 #define SCENE_FN main #define SCENE_SCALE 0.04 #define REFLECTIONS 2 #define DISCARD_ON_MISS #include "lib/libgarbage.cginc" SurfacePoint main(float3 p) { Material mRed = mat(.95, 0.1, 0.1, 0.4); Material mEdge = mat(.7, 0.2, 0.1, 0.4); SurfacePoint d; float3 bias = -pow(sin(_Time*60 + p.y*0.1), 8) * .5 + 1.3; d = mGyroid(p, .5, bias, 0.2, mEdge); float3 gp = p + sin(_Time + p*0.1); d.dist -= sdGyroid(gp, 1.63, .5, .2) * .3; d.dist += sdGyroid(gp, 3.327, 0, .2) * .1; d.dist += sdGyroid(gp, 7.351, .5, .2) * .1; d.dist -= sdGyroid(gp, 17.351, .5, .2) * .05; d.dist -= sdGyroid(gp, 23.521, .2, .2) * .05; d = qUnion(d, mSphere(p, 6 + bias*3, mRed), 5); d = qIntersect(d, mBox(p, 25, mRed), 0.8); return d; } ENDCG } } }