diff options
| author | yum <yum.food.vr@gmail.com> | 2025-06-02 23:10:32 -0700 |
|---|---|---|
| committer | yum <yum.food.vr@gmail.com> | 2025-06-02 23:10:32 -0700 |
| commit | e3a6302979fc0813f6a0cfe2463a30a79929607d (patch) | |
| tree | d612286e854590139fc9e8a0cb5f0aac417569fc | |
| parent | ed7bb9bbfad50edb88d16005618f2487434d61c4 (diff) | |
Begin work on `custom30` world
Add vertex colors
| -rw-r--r-- | 2ner.cginc | 20 | ||||
| -rw-r--r-- | 2ner.shader | 19 | ||||
| -rw-r--r-- | custom30.cginc | 157 | ||||
| -rw-r--r-- | features.cginc | 6 | ||||
| -rw-r--r-- | interpolators.cginc | 20 | ||||
| -rw-r--r-- | quilez.cginc | 11 | ||||
| -rw-r--r-- | tessellation.cginc | 1 |
7 files changed, 216 insertions, 18 deletions
@@ -4,6 +4,7 @@ #include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
+#include "custom30.cginc"
#include "eyes.cginc"
#include "face_me.cginc"
#include "false_color_visualization.cginc"
@@ -159,11 +160,14 @@ v2f vert(appdata v) { #if defined(SHADOW_CASTER_PASS)
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o);
#endif
+
+ // Vertex color
+ o.color = v.color;
return o;
}
float4 frag(v2f i, uint facing : SV_IsFrontFace
-#if defined(_HARNACK_TRACING) || defined(_SHATTER_WAVE) || defined(_VERTEX_DOMAIN_WARPING)
+#if defined(_HARNACK_TRACING) || defined(_SHATTER_WAVE) || defined(_VERTEX_DOMAIN_WARPING) || defined(_CUSTOM30)
, out float depth : SV_DepthLessEqual
#endif
) : SV_Target {
@@ -213,6 +217,20 @@ float4 frag(v2f i, uint facing : SV_IsFrontFace i.uv01.xy = eye_effect_00.uv;
#endif
+#if defined(_CUSTOM30_BASICCUBE)
+ Custom30Output basic_cube_output = BasicCube(i);
+ i.pos = UnityObjectToClipPos(basic_cube_output.objPos);
+ i.normal = basic_cube_output.normal;
+ depth = basic_cube_output.depth;
+#endif
+
+#if defined(_CUSTOM30_BASICWEDGE)
+ Custom30Output basic_wedge_output = BasicWedge(i);
+ i.pos = UnityObjectToClipPos(basic_wedge_output.objPos);
+ i.normal = basic_wedge_output.normal;
+ depth = basic_wedge_output.depth;
+#endif
+
YumPbr pbr = GetYumPbr(i);
#if defined(_HARNACK_TRACING)
diff --git a/2ner.shader b/2ner.shader index bb45042..8e75585 100644 --- a/2ner.shader +++ b/2ner.shader @@ -104,6 +104,25 @@ Shader "yum_food/2ner" [HideInInspector] m_end_Outlines("Outlines", Float) = 0 //endex + //ifex _Custom30_Enabled==0 + [HideInInspector] m_start_Custom30("Custom 30", Float) = 0 + [ThryToggle(_CUSTOM30)]_Custom30_Enabled("Enable", Float) = 0 + + //ifex _Custom30_BasicCube_Enabled==0 + [HideInInspector] m_start_Custom30_BasicCube("Basic cube", Float) = 0 + [ThryToggle(_CUSTOM30_BASICCUBE)]_Custom30_BasicCube_Enabled("Enable", Float) = 0 + [HideInInspector] m_end_Custom30_BasicCube("Basic cube", Float) = 0 + //endex + + //ifex _Custom30_BasicWedge_Enabled==0 + [HideInInspector] m_start_Custom30_BasicWedge("Basic wedge", Float) = 0 + [ThryToggle(_CUSTOM30_BASICWEDGE)]_Custom30_BasicWedge_Enabled("Enable", Float) = 0 + [HideInInspector] m_end_Custom30_BasicWedge("Basic wedge", Float) = 0 + //endex + + [HideInInspector] m_end_Custom30("Custom 30", Float) = 0 + //endex + [HideInInspector] m_start_Matcaps("Matcaps", Float) = 0 //ifex _Matcap0_Enabled==0 [HideInInspector] m_start_Matcap0("Matcap 0", Float) = 0 diff --git a/custom30.cginc b/custom30.cginc new file mode 100644 index 0000000..38fe2c2 --- /dev/null +++ b/custom30.cginc @@ -0,0 +1,157 @@ +#ifndef __CUSTOM30_INC +#define __CUSTOM30_INC + +#include "globals.cginc" +#include "quilez.cginc" +#include "interpolators.cginc" + +#if defined(_CUSTOM30) + +#define CUSTOM30_MAX_STEPS 30 + +struct Custom30Output { + float3 objPos; + float3 normal; + float depth; +}; + +float3 GetFragToOrigin(v2f i) { + // Vector from fragment to origin + return float3(-1, 1, 1) * (i.color * 2.0f - 1.0f) / i.color.a; +} + +float cut_with_box(float3 p, float d, float3 box_size) { + float2 pp_xy = p.xy; + float2 pp_xz = p.xz; + float2 pp_yz = p.yz; + + // Rotate by 45 degrees + float c = 0.70710678; + float s = 0.70710678; + pp_xy = float2(c * p.x - s * p.y, s * p.x + c * p.y); + d = max(d, distance_from_box(float3(pp_xy, p.z), box_size)); + + pp_xz = float2(c * p.x - s * p.z, s * p.x + c * p.z); + d = max(d, distance_from_box(float3(pp_xz, p.y), box_size)); + + pp_yz = float2(c * p.y - s * p.z, s * p.y + c * p.z); + d = max(d, distance_from_box(float3(pp_yz, p.x), box_size)); + + return d; +} + +#if defined(_CUSTOM30_BASICCUBE) +float BasicCube_map(float3 p) { + float box_d = distance_from_box_frame(p, .995, .15); + float core_d = distance_from_box(p, 0.95); + float d = min(box_d, core_d); + + d = cut_with_box(p, d, 1.3); + + return d; +} + +float3 BasicCube_normal(float3 p) { + float epsilon = 1E-3; + float center_d = BasicCube_map(p); + float3 n = float3( + BasicCube_map(p + float3(epsilon, 0, 0)) - center_d, + BasicCube_map(p + float3(0, epsilon, 0)) - center_d, + BasicCube_map(p + float3(0, 0, epsilon)) - center_d); + return normalize(n); +} + +Custom30Output BasicCube(v2f i) { + float3 objSpaceCameraPos = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1.0)); + + float3 frag_to_origin = GetFragToOrigin(i); + + float3 ro = -frag_to_origin; + float3 rd = normalize(i.objPos - objSpaceCameraPos); + + float d; + float d_acc = 0; + float epsilon = 5E-3; + // 1.73... = sqrt(3) + // our cube has an edge length of 2, so mult by 2 + float max_d = 1.73205081f * 2.0f; + [loop] + for (uint ii = 0; ii < CUSTOM30_MAX_STEPS; ++ii) { + float3 p = ro + rd * d_acc; + d = BasicCube_map(p); + d_acc += d; + if (d < epsilon) break; + if (d_acc > max_d) break; + } + + Custom30Output o; + clip(epsilon - d); + float3 objPos = ro + rd * d_acc; + o.objPos = objPos; + // Transform from SDF space back to object space + float3 objSpacePos = objPos + (i.objPos + frag_to_origin); + float4 clipPos = UnityObjectToClipPos(objSpacePos); + o.depth = clipPos.z / clipPos.w; + o.normal = BasicCube_normal(objPos); + return o; +} +#endif + +#if defined(_CUSTOM30_BASICWEDGE) +float BasicWedge_map(float3 p) { + float box_d = distance_from_box(p, float3(1, 1, 1)); + float cut_plane_d = distance_from_plane(p - float3(0, 0, 0), -normalize(float3(1, 0, 1)), 0); + + float d = op_sub(box_d, cut_plane_d); + //d = cut_with_box(p, d, 1.3); + return d; +} + +float3 BasicWedge_normal(float3 p) { + float epsilon = 1E-3; + float center_d = BasicWedge_map(p); + float3 n = float3( + BasicWedge_map(p + float3(epsilon, 0, 0)) - center_d, + BasicWedge_map(p + float3(0, epsilon, 0)) - center_d, + BasicWedge_map(p + float3(0, 0, epsilon)) - center_d); + return normalize(n); +} + +Custom30Output BasicWedge(v2f i) { + float3 objSpaceCameraPos = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1.0)); + + float3 frag_to_origin = GetFragToOrigin(i); + + float3 ro = -frag_to_origin; + float3 rd = normalize(i.objPos - objSpaceCameraPos); + + float d; + float d_acc = 0; + float epsilon = 5E-3; + // 1.73... = sqrt(3) + // our cube has an edge length of 2, so mult by 2 + float max_d = 1.73205081f * 2.0f; + [loop] + for (uint ii = 0; ii < CUSTOM30_MAX_STEPS; ++ii) { + float3 p = ro + rd * d_acc; + d = BasicWedge_map(p); + d_acc += d; + if (d < epsilon) break; + if (d_acc > max_d) break; + } + + Custom30Output o; + clip(epsilon - d); + float3 objPos = ro + rd * d_acc; + o.objPos = objPos; + // Transform from SDF space back to object space + float3 objSpacePos = objPos + (i.objPos + frag_to_origin); + float4 clipPos = UnityObjectToClipPos(objSpacePos); + o.depth = clipPos.z / clipPos.w; + o.normal = BasicWedge_normal(objPos); + return o; +} +#endif + +#endif // _CUSTOM30 +#endif // __CUSTOM30_INC diff --git a/features.cginc b/features.cginc index e29471f..31ad8fd 100644 --- a/features.cginc +++ b/features.cginc @@ -291,5 +291,11 @@ #pragma shader_feature_local _SPHERIZE //endex +//ifex _Custom30_Enabled==0 +#pragma shader_feature_local _CUSTOM30 +#pragma shader_feature_local _CUSTOM30_BASICCUBE +#pragma shader_feature_local _CUSTOM30_BASICWEDGE +//endex + #endif // __FEATURES_INC diff --git a/interpolators.cginc b/interpolators.cginc index aaca5fb..3a776df 100644 --- a/interpolators.cginc +++ b/interpolators.cginc @@ -4,13 +4,14 @@ #include "AutoLight.cginc"
struct appdata {
- float4 vertex : POSITION;
- float2 uv0 : TEXCOORD0;
- float2 uv1 : TEXCOORD1;
- float2 uv2 : TEXCOORD2;
- float2 uv3 : TEXCOORD3;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
+ float4 vertex : POSITION;
+ float2 uv0 : TEXCOORD0;
+ float2 uv1 : TEXCOORD1;
+ float2 uv2 : TEXCOORD2;
+ float2 uv3 : TEXCOORD3;
+ float3 normal : NORMAL;
+ float4 tangent : TANGENT;
+ float4 color : COLOR; // vertex color
UNITY_VERTEX_INPUT_INSTANCE_ID
};
@@ -19,7 +20,7 @@ struct v2f { #if defined(_TESSELLATION)
float4 tpos : INTERNALTESSPOS;
#endif
- linear noperspective centroid float4 pos : SV_POSITION;
+ linear noperspective centroid float4 pos : SV_POSITION;
float4 uv01 : TEXCOORD0;
float4 uv23 : TEXCOORD1; // just one more uv slot bro please
float4 objPos : TEXCOORD2;
@@ -28,7 +29,8 @@ struct v2f { float3 tangent : TEXCOORD5;
float3 binormal : TEXCOORD6;
float4 eyeVec : TEXCOORD7; // eyeVec.xyz | fogCoord
- UNITY_LIGHTING_COORDS(8,9)
+ float4 color : TEXCOORD8;
+ UNITY_LIGHTING_COORDS(9,10)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
diff --git a/quilez.cginc b/quilez.cginc index c9ac477..8deb61a 100644 --- a/quilez.cginc +++ b/quilez.cginc @@ -86,7 +86,7 @@ float distance_from_box_frame(float3 p, float3 b, float e) length(max(float3(q.x,q.y,p.z),0.0))+min(max(q.x,max(q.y,p.z)),0.0));
}
-float distance_from_pyramid(float3 p, float h, bool invert)
+float distance_from_pyramid(float3 p, float h)
{
float m2 = h*h + 0.25;
@@ -155,20 +155,15 @@ float distance_from_ellipsoid(float3 p, float3 r) return k1*(k1-1.0)/k2;
}
-/*
-float sdHexPrism( vec3 p, vec2 h )
-{
-}
-*/
-
float3 op_rep(in float3 p, in float3 c)
{
return glsl_mod(p+0.5*c,c)-0.5*c;
}
+// compute d1 - d2
float op_sub(float d1, float d2)
{
- return max(-d1,d2);
+ return max(d1,-d2);
}
// End licensed section
diff --git a/tessellation.cginc b/tessellation.cginc index 3df57b1..526d2e3 100644 --- a/tessellation.cginc +++ b/tessellation.cginc @@ -109,6 +109,7 @@ v2f domain( o.binormal = DOMAIN_INTERP(binormal); o.uv01 = DOMAIN_INTERP(uv01); o.uv23 = DOMAIN_INTERP(uv23); + o.color = DOMAIN_INTERP(color); #if defined(_TESSELLATION) && defined(_SHATTER_WAVE) #if defined(OUTLINE_PASS) |
