153 lines
3.7 KiB
GLSL
153 lines
3.7 KiB
GLSL
Shader "CrispyPin/LibGarbageExample"
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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) = 128
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_MaxDist ("Max distance", Float) = 128
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_SurfDist ("Surface distance threshold", Range(0.0001, 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 Front
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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int _MaxSteps;
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float _MaxDist;
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float _SurfDist;
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#define MAX_STEPS _MaxSteps
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#define MAX_DIST _MaxDist
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#define SURF_DIST _SurfDist
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#define REFLECTIONS 1
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#define LIGHT_FN lighting
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#define SCENE_FN main
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// #define SEPARATE_MATERIAL_AND_DIST_FUNCTIONS
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// #define SCENE_FN separate_mat
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// #define DISTANCE_FN separate_dist
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// #define DISABLE_DEPTH
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// #define DISCARD_ON_MISS
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// #define USE_WORLD_SPACE
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// #define STEP_MULTIPLIER 0.8
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#define SCENE_SCALE 0.17
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#define LIMIT_DEPTH_TO_MESH
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#include "libgarbage.cginc"
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float3 checkers(float3 p, float3 a, float3 b, float2 size) {
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float2 q = p.xz / size;
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q = int2(abs(q) + 0.5);
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int s = ((q.x + q.y) % 2);
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return s * a + (1 - s) * b;
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}
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float3 floor_col(float3 p) {
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p = rotY(p, sin(length(p.xz) * 0.2) * 0.2);
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float atime = fmod(_Time.y * 0.3, 1);
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p.x += smoothstep(0, 0.5, atime) * 2;
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p.z += smoothstep(0.5, 1, atime) * 2;
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return lerp(0.08,
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checkers(p - 1, 0.06, 0.12, 2),
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smoothstep(64, 0, length(p))
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);
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}
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SurfacePoint main(float3 p) {
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Material floor = mat(floor_col(p));
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p.y += 2.5;
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// Material green = mat(float3(0.05, 0.8, 0.2));
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Material mat1 = mat(1, 0.3, 0.1);
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// Material mat1 = mat(0.05);
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Material helix_glossy = mat(float3(1, 0.2, 0.05), 0.5);
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SurfacePoint d;
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d = mSphere(p - float3(-2, 1, -2), 0.5, mat1);
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d = qUnion(d, mTorus(p - float3(0, 1, -2), 0.4, 0.1, mat1));
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d = qUnion(d, mLine(p, float3(1.5, 1.5, -2), float3(2.5, 0.5, -2), 0.2, mat1));
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d = qUnion(d, mBox(p - float3(-2, 1, 0), float3(0.5, 0.5, 0.8), mat1));
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d = qUnion(d, mHexPrism(p - float3(0, 1, 0), 0.5, 0.2, mat1));
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d = qUnion(d,
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qIntersect(
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mHelix(rotY(p - float3(2, -1, 0), _Time.y), 0.5, 0.2, 0.13, helix_glossy),
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mBox(p - float3(2, 1, 0), 1.8, mat1),
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0.05
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)
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);
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d = qUnion(d, mCylinder(p - float3(-2, 1, 2), 0.4, 0.5, mat1));
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d = qRound(d, 0.05 * sin(_Time.y));
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float a = (sin(_Time.y)/2 + 0.5) * UNITY_PI;
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d = qUnion(d, mCappedTorus(p - float3(0, 1, 2), float2(sin(a), cos(a)), 0.4, 0.1, mat1));
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d = qUnion(d,
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mFromDist(
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qIntersect(
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qRound(sdBox(p - float3(2, 1, 2), 1), 0.005),
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sdGyroid(p, 12, sin(_Time.y) * UNITY_PI * 0.5, 0.2),
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0.01
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),
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helix_glossy
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)
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);
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// d.mat = mat1;
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d = qUnion(d,
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qIntersect(
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mPlaneY(p, 0, floor),
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mSphere(p, 7, floor)
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) // limit floor size for better performance
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);
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return d;
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}
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float3 lighting(Ray ray) {
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float3 sun_dir = normalize(float3(2, 1, -1));
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if (ray.missed) {
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if (ray.dir.y >= 0) {
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return lRenderSky(ray.dir, sun_dir);
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} else {
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float3 cam = ray.start;
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cam.y += 2.5;
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float3 dir = ray.dir;
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float3 surface_pos = float3(
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cam.x - cam.y / (dir.y / dir.x),
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0,
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cam.z - cam.y / (dir.y / dir.z)
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);
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float col = floor_col(surface_pos);
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return col * (lSky(float3(0,1,0)) + lSun(float3(0,1,0), sun_dir));
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}
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}
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float3 col = lSun(ray.normal, sun_dir);
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col *= lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50);
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col += lSky(ray.normal);
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// col = clamp(col, 0, 1);
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// col = smoothstep(0,1,col);
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// col = pow(col, 1.3);
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return ray.mat.col * col ;
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// return col*0.2;
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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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