131 lines
3.1 KiB
GLSL
131 lines
3.1 KiB
GLSL
Shader "CrispyPin/Distortion"
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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 3
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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 0.5
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#define SCENE_SCALE 0.2
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#define LIMIT_DEPTH_TO_MESH
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#include "lib/libgarbage.cginc"
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float3 distort(float3 p) {
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p = rotY(p, sin(length(p.xz) * 0.2) * 0.2);
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p.x += smoothstep(0, 0.5, fmod(_Time.x, 1)) * 2;
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p.z += smoothstep(0.5, 1, fmod(_Time.x, 1)) * 2;
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return p;
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}
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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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// oscillating warp
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// p = rotY(p, length(p.xz)*0.03*sin(_Time.y) + _Time.y*0.1);
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// constant movement with warped grid
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// p = rotY(p, sin(length(p.xz) * 0.2) * 0.2);
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// p.x += fmod(_Time.y, 4);
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//
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// p.x += smoothstep(0, 0.5, fmod(_Time.y, 1)) * 2;
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// p.z += smoothstep(0.5, 1, fmod(_Time.y, 1)) * 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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float3 twistp = rotY(p, sin(length(p.xz) * 0.2) * 0.2);
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p = distort(p);
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Material floor = mat(floor_col(p));
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p.y += 2.5;
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Material black = mat(0.05);
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SurfacePoint d;
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// d = mSphere(p - float3(0, -1, 0), 0.1);
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d = mPlaneY(p, 0, floor);
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d = qIntersect(d, mSphere(p, 20, d.mat));
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float3 rp = repXZ(p, 2, 2);
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float h = sin(twistp.x - rp.x) + 2 + sin((twistp.z - rp.z)* 0.17);
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d = qUnion(d, mBox(rp - float3(0, h*0.5, 0), float3(0.5, h, 0.5), black));
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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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{
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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(distort(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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