Shader "CrispyPin/Distortion" { 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 0.5 #define SCENE_SCALE 0.2 #define LIMIT_DEPTH_TO_MESH #include "lib/libgarbage.cginc" float3 distort(float3 p) { p = rotY(p, sin(length(p.xz) * 0.2) * 0.2); p.x += smoothstep(0, 0.5, fmod(_Time.x, 1)) * 2; p.z += smoothstep(0.5, 1, fmod(_Time.x, 1)) * 2; return p; } 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) { // oscillating warp // p = rotY(p, length(p.xz)*0.03*sin(_Time.y) + _Time.y*0.1); // constant movement with warped grid // p = rotY(p, sin(length(p.xz) * 0.2) * 0.2); // p.x += fmod(_Time.y, 4); // // p.x += smoothstep(0, 0.5, fmod(_Time.y, 1)) * 2; // p.z += smoothstep(0.5, 1, fmod(_Time.y, 1)) * 2; return lerp(0.08, checkers(p - 1, 0.06, 0.12, 2), smoothstep(64, 0, length(p)) ); } SurfacePoint main(float3 p) { float3 twistp = rotY(p, sin(length(p.xz) * 0.2) * 0.2); p = distort(p); Material floor = mat(floor_col(p)); p.y += 2.5; Material black = mat(0.05); SurfacePoint d; // d = mSphere(p - float3(0, -1, 0), 0.1); d = mPlaneY(p, 0, floor); d = qIntersect(d, mSphere(p, 20, d.mat)); float3 rp = repXZ(p, 2, 2); float h = sin(twistp.x - rp.x) + 2 + sin((twistp.z - rp.z)* 0.17); d = qUnion(d, mBox(rp - float3(0, h*0.5, 0), float3(0.5, h, 0.5), black)); 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(distort(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 } } }