92 lines
2.3 KiB
GLSL
92 lines
2.3 KiB
GLSL
Shader "CrispyPin/LibGarbageSpinny"
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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 SCENE_SCALE 0.05
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#include "lib/libgarbage.cginc"
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SurfacePoint main(float3 p) {
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Material grass = mat(float3(0.05, 0.5, 0.1), 0.3);
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Material dirt = mat(float3(0.5, 0.2, 0.05), 0);
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Material metal = mat(1, 1);
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Material blue = mat(float3(0.5, 0.6, 1), 0);
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SurfacePoint d = mPlaneY(p, 0, grass);
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d = qIntersect(d, mSphere(p, 9, dirt), 0.5);
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d = qUnion(d, mSphere(p - float3(0, 2, 0), 2, metal));
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d = qUnion(d, mTorus(rotX(p, _Time * 40 + UNITY_PI / 2), 5, 0.5, blue), 0.5);
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d = qUnion(d, mTorus(rotZ(p, _Time * 40 + UNITY_PI / 2), 5, 0.5, blue), 0.5);
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d = qUnion(d, mTorus(rotX(p, _Time * 40), 5, 0.5, blue), 0.5);
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d = qUnion(d, mTorus(rotZ(p, _Time * 40), 5, 0.5, blue), 0.5);
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// small spheres
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float3 p2 = abs(rotY(p, -20 * _Time)) - float3(1.5, sin(_Time.y * 5) + 1, 1.5);
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d = qUnion(d, mSphere(p2, 0.7, metal), 0.2);
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return d;
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}
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// SurfacePoint separate_mat(float3 p) {
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// Material blue = mat(float3(0.05, 0.1, 0.2), 0);
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// SurfacePoint d = mSphere(p, 1, blue);
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// return d;
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// }
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// float separate_dist(float3 p) {
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// return main(p).dist;
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// }
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float3 lighting(Ray ray) {
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if (ray.missed)
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return lRenderSky(ray.dir, normalize(float3(4,2,1)));
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float3 sun_dir = normalize(float3(4, 2, 1));
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float3 col = 0;
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col = //ray.mat.col *
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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 +=
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// ray.mat.col *
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lSky(ray.normal);
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return col * ray.mat.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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