158 lines
4.5 KiB
GLSL
158 lines
4.5 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", Integer) = 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 2
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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 (1/6.0)
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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(0.42,
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checkers(p - 1, 0.35, 0.45, 1),
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smoothstep(64, 0, length(p))
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);
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}
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SurfacePoint minimal_floor(float3 p, float3 a, float3 b) {
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float3 pmin = min(a, b);
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float3 pmax = max(a, b);
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float3 center = (pmin + pmax) / 2;
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center.y = -0.05;
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float3 size = pmax - pmin;
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size.y = 0.1;
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SurfacePoint f = mBox(p - center, size, mat(floor_col(p)));
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// f = qUnion(f, mSphere(p - center, 0.3, mat(1,0,0)));
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// f = qUnion(f, mSphere(p - a, 0.3, mat(0,1,0)));
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// f = qUnion(f, mSphere(p - b, 0.3, mat(0,0,1)));
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return f;
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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 += 0.5 / SCENE_SCALE;
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SurfacePoint d;
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d = mSphere(p - float3(-2, 1, -2), 0.5);
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d = qUnion(d, mTorus(p - float3(0, 1, -2), 0.4, 0.1));
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// float3 line_a = float3(1.5, 1.5, -2);
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float3 line_a = float3(2 - cos(_Time.z)*0.5, 1.5, -2 - sin(_Time.z)*0.5);
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float3 line_b = float3(2 + cos(_Time.z)*0.3, 0.5, -2 + sin(_Time.z)*0.3);
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d = qUnion(d, mLine(p, line_a, line_b, 0.2));
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d = qUnion(d, mBox(p - float3(-2, 1, 0), float3(0.5, 0.5, 0.8)));
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d = qUnion(d, mHexPrism(p - float3(0, 1, 0), 0.5, 0.2));
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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),
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mBox(p - float3(2, 1.5, 0), 2),
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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));
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d = qRound(d, 0.05 * sin(_Time.y));
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float torus_angle = (sin(_Time.y)/2 + 0.5) * UNITY_PI;
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d = qUnion(d, mCappedTorus(p - float3(0, 1, 2), float2(sin(torus_angle), cos(torus_angle)), 0.4, 0.1));
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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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)
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);
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d.mat = mat(float3(0.35, 0.8, 1), 1);
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float3 p2 = p - float3(0, 2, sin(_Time.x * 5) * 3);
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d = qSub(d, mBox(p2, float3(5.6, 3.6, .25)), 0.02);
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d = qUnion(d, qRound(mBox(p2 - float3(0, -1.9, 0), float3(6, .2, .2), mat(0.8)), 0.01));
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d = qUnion(d, qRound(mBox(p2 - float3(0, 1.9, 0), float3(6, .2, .2), mat(0.8)), 0.01));
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d = qUnion(d, qRound(mBox(p2 - float3(2.9, 0, 0), float3(.2, 4, .2), mat(0.8)), 0.01));
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d = qUnion(d, qRound(mBox(p2 - float3(-2.9, 0, 0), float3(.2, 4, .2), mat(0.8)), 0.01));
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d = qUnion(d, minimal_floor(p, float3(-11.5, 0, -3.5), float3(3.5, 0, 7.5)));
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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 += 0.5 / SCENE_SCALE;
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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 light = lSun(ray.normal, sun_dir);
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light *= lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50);
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light += lSky(ray.normal);
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return light;
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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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