192 lines
5.6 KiB
GLSL
192 lines
5.6 KiB
GLSL
Shader "CrispyPin/Raymarch1"
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{
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Properties
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{
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[Header(Raymarcher Properties)]
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_MaxSteps ("Max steps", Int) = 256
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_MaxDist ("Max distance", Float) = 100
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_SurfDist ("Surface distance threshold", Range(0.00001, 0.05)) = 0.001
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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Cull Off
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LOD 100
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/* Pass{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float3 ro : TEXCOORD1;
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float3 hitPos : TEXCOORD2;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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//object space
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o.ro = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1));
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o.hitPos = v.vertex;
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//world space
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//o.ro = _WorldSpaceCameraPos;
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//o.hitPos = mul(unity_ObjectToWorld, v.vertex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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discard;
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return fixed4(0,0,0,0);
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}
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ENDCG
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} */
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Pass
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{
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Name "AddPass"
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Tags { "LightMode" = "ForwardAdd"}
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float3 ro : TEXCOORD1;
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float3 hitPos : TEXCOORD2;
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};
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int _MaxSteps;
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float _MaxDist;
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float _SurfDist;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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//object space
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o.ro = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1));
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o.hitPos = v.vertex;
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//world space
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//o.ro = _WorldSpaceCameraPos;
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//o.hitPos = mul(unity_ObjectToWorld, v.vertex);
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return o;
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}
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float smoothMin(float a, float b, float k)
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{
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return min(a, b) - pow(max(k - abs(a-b), 0), 3)/(6*k*k);
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}
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float sdSphere(float3 p, float3 o, float r) {
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return length(p - o) - r;
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}
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float sdBox(float3 p, float3 dim)
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{
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return length(float3(
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max(abs(p.x) - dim.x/2.0, 0),
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max(abs(p.y) - dim.y/2.0, 0),
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max(abs(p.z) - dim.z/2.0, 0)));
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}
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float3 repDomain(float3 p, float3 r)
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{
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return fmod(abs(p + r/2.0), r) - r/2.0;
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}
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float GetDist(float3 p)
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{
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/* float d = 0;
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float s = sin(100*_Time + p.x*10) * 0.02 + 0.028;
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float s2 = cos(105*_Time + p.x*10) * 0.02 + 0.028;
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//s += sin(p.x/10)*0.03;
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float3 rep = repDomain(p, float3(0.026, 0.15, 0.2));// fmod(abs(p + 0.05), 0.1)-0.05;
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d = sdBox(rep, float3(0.02, s2, s)) - 0.004;
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d = smoothMin(d, sdBox(rep, float3(0.01, s*1.0, s2*1.5)) - 0.004, 0.01);
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*/
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float d = sdSphere(p, 0, 0.1f);
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// float3 second = ObjSpaceLightDir(0);
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// float3 second = _WorldSpaceLightPos0;
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float3 second = mul(unity_WorldToObject, _WorldSpaceLightPos0);
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d = smoothMin(d, sdBox(p-second, 0.3f), 0.2);
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//d = smoothMin(d, sdSphere(p, float3(0,0,0), 5), .3);
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return d;
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}
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//marches a ray through the scene
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float Raymarch(float3 ro, float3 rd)
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{
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float rayLen = 0;// total distance marched / distance from origin
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float dist; // distance from the raymarched scene
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for ( int i = 0; i < _MaxSteps; i++)
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{
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//position = origin + distance * direction
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float3 p = ro + rayLen * rd;
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dist = GetDist(p);
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rayLen += dist;// move forward
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if (dist < _SurfDist || rayLen > _MaxDist) {
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break;
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}
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}
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return rayLen;
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}
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float3 GetNormal(float3 p)
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{
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float2 e = float2(0.001, 0);
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float3 n = GetDist(p) - float3(
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GetDist(p-e.xyy),
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GetDist(p-e.yxy),
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GetDist(p-e.yyx));
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return normalize(n);
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}
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fixed4 frag (v2f i) : SV_Target
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{
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float3 ro = i.ro;
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float3 rd = normalize(i.hitPos - ro);
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float d = Raymarch(ro, rd);
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fixed4 col = 1;
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if (d >= _MaxDist)
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{
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discard;
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}
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float3 p = ro + rd * d;
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float3 n = GetNormal(p);
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col.rgb = dot(n, normalize(float3(1,0.5,1)));
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col *= float4(d, 1, 1, 1);
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return col;
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}
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ENDCG
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}
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}
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}
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