cvr-props/Assets/raymarched/nut.shader

158 lines
4.2 KiB
GLSL

Shader "CrispyPin/Nut"
{
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 2
#define SCENE_FN main
#define LIGHT_FN lighting
// #define SEPARATE_MATERIAL_AND_DIST_FUNCTIONS
// #define SCENE_FN separate_mat
// #define DISTANCE_FN separate_dist
// #define STEP_MULTIPLIER 0.1
#define SCENE_SCALE 0.8
// #define DISABLE_DEPTH
// #define DISCARD_ON_MISS
#define LIMIT_DEPTH_TO_MESH
// #define USE_WORLD_SPACE
#include "lib/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(float3 p) {
return lerp(0.15,
checkers(p - 1, 0.10, 0.18, .2),
smoothstep(16, 0, length(p))
);
}
SurfacePoint mRoundedHex(float3 p, float girth, float height) {
SurfacePoint d;
d = qRound(mHexPrism(p, girth, height), 0.01);
float rounding = 3;
d = qIntersect(d, mSphere(p - float3(0, -rounding + height, 0), rounding), 0.01);
d = qIntersect(d, mSphere(p + float3(0, -rounding + height, 0), rounding), 0.01);
return d;
}
SurfacePoint main(float3 p) {
float girth = 0.3;
float height = 0.1;
float inner_radius = 0.18;
float thread = 0.013;
// float thread = 0.01 + sin(_Time.x * 8) * 0.01 + 0.01;
SurfacePoint d;
float3 rp = rotY(p, _Time.y);
rp = rotX(rp, _Time.x);
// nut
d = mRoundedHex(rp, girth, height);
d = qSub(d, mInfCylinder(rp, float3(0, 0, inner_radius)), 0.02);
d = qSub(d, mHelix(rp - float3(0, -1, 0), inner_radius, thread, thread/2), 0.003);
// bolt
SurfacePoint bolt_thread = mInfCylinder(rp, float3(0, 0, inner_radius + 0.3));
bolt_thread = qSub(bolt_thread, mInfCylinder(rp, float3(0, 0, inner_radius)), 0.02);
bolt_thread = qSub(bolt_thread, mHelix(rp - float3(0, -1, 0), inner_radius, thread, thread/2), 0.03);
// d = qUnion(d, bolt_thread);
float h = sin(_Time.y) * 0.15 + 0.2;
float3 bp = rotY(rp, sin(_Time.y) * UNITY_PI * 4);
bp.y -= h;
SurfacePoint bolt = qSub(mCylinder(bp, inner_radius+thread*2, 0.2), bolt_thread);
bolt = qUnion(bolt, mRoundedHex(bp - float3(0, 0.13, 0), girth, height));
bolt = qUnion(bolt, mCylinder(bp - float3(0, -0.17, 0), inner_radius , 0.1), 0.05);
Material metal1 = mat(float3(0.5, 0.3, 0.1), 1);
Material metal2 = mat(float3(0.3, 0.3, 0.5), 1);
d.mat = metal1;
bolt.mat = metal2;
// cube
// float3 cp = rotX(bp - float3(0, -0.32, 0), _Time.w * 5);
// bolt = qUnion(bolt, mBox(cp, 0.1, mat(float3(0,1,1))),.1);
d = qUnion(d, bolt);
// floor
// d = qUnion(d, mPlaneY(p, -0.5, mat(floor_col, 0)), 0.01);
// d = qIntersect(d, mPlaneY(-p, 0.6, mat(floor_col, 0)), 0.01);
d = qUnion(d, mBox(p - float3(0, -0.6, 0), float3(6, 0.05, 6), mat(floor(p), 0)));
// d = qUnion(d, mSphere(p - float3(0, -0.5, 1), 0.4));
return d;
}
float3 lighting(Ray ray) {
float3 sun_dir = normalize(float3(4, 2, 1));
if (ray.missed) {
if (ray.dir.y >= 0) {
return lRenderSky(ray.dir, sun_dir);
}
else {
float3 cam = ray.start;
cam.y += 0.6 - 0.0275;
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 = 1;
col = floor(surface_pos);
return col * (lSky(float3(0,1,0)) + lSun(float3(0,1,0), sun_dir));
}
}
float3 col = 0;
col =
// ray.mat.col *
lSun(ray.normal, sun_dir);
col *= lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50);
col +=
// ray.mat.col *
lSky(ray.normal);
// float3(0.5, 0.8, 0.9);
// col = ray.mat.col;
return col*ray.mat.col;
}
ENDCG
}
}
}