cvr-props/Assets/raymarched/spinny.shader
2023-09-22 21:24:21 +02:00

88 lines
2.3 KiB
GLSL

Shader "CrispyPin/LibGarbageSpinny"
{
Properties
{
[Header(Raymarcher Properties)]
_MaxSteps ("Max steps", Integer) = 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
}
}
}