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authoryum <yum.food.vr@gmail.com>2025-06-02 23:10:32 -0700
committeryum <yum.food.vr@gmail.com>2025-06-02 23:10:32 -0700
commite3a6302979fc0813f6a0cfe2463a30a79929607d (patch)
treed612286e854590139fc9e8a0cb5f0aac417569fc /custom30.cginc
parented7bb9bbfad50edb88d16005618f2487434d61c4 (diff)
Begin work on `custom30` world
Add vertex colors
Diffstat (limited to 'custom30.cginc')
-rw-r--r--custom30.cginc157
1 files changed, 157 insertions, 0 deletions
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