cvr-props/Assets/raymarched/lib/libgarbage_example.shader

72 lines
1.8 KiB
GLSL

Shader "CrispyPin/LibGarbageExample"
{
Properties
{
[Header(Raymarcher Properties)]
_MaxSteps ("Max steps", Int) = 128
_MaxDist ("Max distance", Float) = 128
_SurfDist ("Surface distance threshold", Range(0.00001, 0.05)) = 0.001
}
SubShader
{
Tags { "RenderType"="Opaque" }
Cull Front
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
int _MaxSteps;
#define MAX_STEPS _MaxSteps
float _MaxDist;
#define MAX_DIST _MaxDist
float _SurfDist;
#define SURF_DIST _SurfDist
#define REFLECTIONS 1
#define DISTANCE_FN main_dist
#define MATERIAL_FN main_mat
#define LIGHT_FN lighting
// #define DISABLE_DEPTH
// #define DISCARD_ON_MISS
// #define USE_WORLD_SPACE
#define SCENE_SCALE 0.05
#include "libgarbage.cginc"
float main_dist(float3 p) {
float d = sdPlaneY(p, 0);
d = qIntersect(d, sdSphere(p, 9), 0.5);
d = qUnion(d, sdSphere(p - float3(0, 2, 0), 2));
d = qUnion(d, sdTorus(rotX(p, _Time * 40 + UNITY_PI / 2), 5, 0.5), 0.5);
d = qUnion(d, sdTorus(rotZ(p, _Time * 40 + UNITY_PI / 2), 5, 0.5), 0.5);
d = qUnion(d, sdTorus(rotX(p, _Time * 40), 5, 0.5), 0.5);
d = qUnion(d, sdTorus(rotZ(p, _Time * 40), 5, 0.5), 0.5);
// small spheres
float3 p2 = abs(rotY(p, -20 * _Time)) - float3(1.5, sin(_Time.y * 5) + 1, 1.5);
d = qUnion(d, sdSphere(p2, 0.7), 0.2);
return d;
}
SurfacePoint main_mat(float3 p) {
float3 p2 = repXYZ(p, 2);
return mSphere(p2, 0.5, mat(clamp(abs(p), 0, 1), 0.1));
}
float3 lighting(Ray ray) {
float3 sun_dir = normalize(float3(1, 0.5, 0));
if (ray.missed)
return float3(0.15, 0.25, 0.3);
float3 col = 0;
col = ray.mat.col * clamp(dot(ray.normal, sun_dir),0.01,1);
return col;
}
ENDCG
}
}
}