79 lines
2.4 KiB
GLSL
79 lines
2.4 KiB
GLSL
Shader "Demo/Spinny thing"
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{
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Properties
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{
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[Header(Lighting)]
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_SunPos ("Sun position", Vector) = (8, 4, 2)
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[Header(Raymarcher Properties)]
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_MaxSteps ("Max steps", Int) = 256
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_MaxDist ("Max distance", Float) = 256
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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 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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#define USE_DYNAMIC_QUALITY
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// #define USE_WORLD_SPACE
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#define USE_REFLECTIONS
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#define MAX_REFLECTIONS 3
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#define DISCARD_ON_MISS
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//#define CONSTRAIN_TO_MESH
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#include "RayMarchLib.cginc"
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float3 _SunPos;
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sdfData scene(float3 p)
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{
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sdfData o;
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const material mGrass = mat(0.001, 0.1, 0.001, 0.7);
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o = sdfPlane(p, 0, mGrass);
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material mDirt = mat(0.1, 0.04, 0.01, 1);
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o = sdfInter(p, o, sdfSphere(p, 9, mDirt), 0.5);
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const material mMetal = mat(0.1, 0);
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o = sdfAdd(p, o, sdfSphere(p - V_Y*2, 2, mMetal));
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material m = mat(0.05, 0.1, 0.2, 1);
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o = sdfAdd(p, o, sdfTorus(rotX(p, _Time* 40+UNITY_PI/2), 5, 0.5, m), 0.5);
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o = sdfAdd(p, o, sdfTorus(rotZ(p, _Time* 40+UNITY_PI/2), 5, 0.5, m), 0.5);
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o = sdfAdd(p, o, sdfTorus(rotX(p, _Time* 40), 5, 0.5, m), 0.5);
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o = sdfAdd(p, o, sdfTorus(rotZ(p, _Time* 40), 5, 0.5, m), 0.5);
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o = sdfAdd(p, o, sdfSphere(abs(rotY(p, -20 * _Time)) - float3(1.5, sin(_Time.y*5) +1,1.5), 0.7, mMetal), 0.2);
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return o;
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}
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fixed4 lightPoint(rayData ray)
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{
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float3 vSunDir = normalize(_SunPos);
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if (ray.bMissed)
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{
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return sky(ray.vRayDir);
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}
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fixed4 col = 0;
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col = ray.mat.col * lightSun(ray.vNorm, vSunDir);
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col *= lightShadow(ray.vHit + ray.vNorm * _SurfDist, vSunDir, 50);
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col += ray.mat.col * lightSky(ray.vNorm, 1);
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// col *= lightAO(ray.vHit, ray.vNorm);
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// col = pow(col, 0.5);
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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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