diff options
| -rw-r--r-- | 2ner.shader | 1 | ||||
| -rw-r--r-- | custom30.cginc | 255 | ||||
| -rw-r--r-- | globals.cginc | 1 | ||||
| -rw-r--r-- | math.cginc | 19 | ||||
| -rw-r--r-- | yum_brdf.cginc | 2 |
5 files changed, 114 insertions, 164 deletions
diff --git a/2ner.shader b/2ner.shader index 3ef8f74..bc55bbb 100644 --- a/2ner.shader +++ b/2ner.shader @@ -109,6 +109,7 @@ Shader "yum_food/2ner" [ThryToggle(_CUSTOM30)]_Custom30_Enabled("Enable", Float) = 0 _Custom30_ro_Offset("ro offset", Float) = 0.0 + _Custom30_Omega("Omega", Range(1,2)) = 1.2 //ifex _Custom30_BasicCube_Enabled==0 [HideInInspector] m_start_Custom30_BasicCube("Basic cube", Float) = 0 diff --git a/custom30.cginc b/custom30.cginc index 75522f1..7a28dd8 100644 --- a/custom30.cginc +++ b/custom30.cginc @@ -6,6 +6,7 @@ #include "pema99.cginc" #include "quilez.cginc" #include "interpolators.cginc" +#include "texture_utils.cginc" #if defined(_CUSTOM30) @@ -14,8 +15,6 @@ #else #define CUSTOM30_MAX_STEPS 30 #endif -#define SQRT_2 1.414213562 -#define RCP_SQRT_2 0.707106781 struct Custom30Output { float3 objPos; @@ -23,12 +22,15 @@ struct Custom30Output { float depth; }; -float3 GetFragToOrigin(v2f i, float3x3 tangentToWorld) { - // Vector from fragment to origin (tangent space) - float3 vec_tan = (i.color * 2.0f - 1.0f) / i.color.a; - float3 vec_world = mul(tangentToWorld, vec_tan); - float3 vec_obj = mul((float3x3)unity_WorldToObject, vec_world); - return vec_obj; +float3 GetFragToOrigin(v2f i) { + return (i.color * 2.0f - 1.0f) / i.color.a; +} + +float4 GetRotation(v2f i, float2 uv_channels) { + float4 quat; + quat.xy = get_uv_by_channel(i, uv_channels.x); + quat.zw = get_uv_by_channel(i, uv_channels.y); + return quat; } float cut_with_box(float3 p, float d, float3 box_size) { @@ -37,15 +39,13 @@ float cut_with_box(float3 p, float d, float3 box_size) { float2 pp_yz = p.yz; // Rotate by 45 degrees - float c = RCP_SQRT_2; - float s = RCP_SQRT_2; - pp_xy = float2(c * p.x - s * p.y, s * p.x + c * p.y); + pp_xy = rot45(pp_xy); 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); + pp_xz = rot45(pp_xz); 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); + pp_yz = rot45(pp_yz); d = max(d, distance_from_box(float3(pp_yz, p.x), box_size)); return d; @@ -116,18 +116,14 @@ float BasicCube_map(float3 p) { d = cut_with_box(p, d, 1.3); #endif - // High rate of change = small size on screen = fade out grip. - float scale = length(fwidth(p)); - #if defined(_CUSTOM30_BASICCUBE_HEX_GRIP) - float hex_grip_scale = scale * 10; [branch] - if (hex_grip_scale < 1) { + { float period = 0.1; float hex_sc = period * 0.2; float count = 13; - float zoff = core_dim - (hex_sc * 0.2) - hex_grip_scale * hex_sc; + float zoff = core_dim - (hex_sc * 0.2); float3 pp = abs(p); pp = pp.z > pp.x && pp.z > pp.y ? pp.xyz : pp; @@ -141,14 +137,12 @@ float BasicCube_map(float3 p) { #endif #if defined(_CUSTOM30_BASICCUBE_HEX_BOLTS) - float hex_bolt_scale = scale * 1; - [branch] - if (hex_bolt_scale < 1) { + { float period = 0.83; float hex_sc = period * 0.1; float count = 3; - float zoff = core_dim - hex_sc * hex_bolt_scale; + float zoff = core_dim; float3 pp = abs(p); pp = pp.z > pp.x && pp.z > pp.y ? pp.xyz : pp; @@ -162,7 +156,8 @@ float BasicCube_map(float3 p) { } float3 BasicCube_normal(float3 p) { - float epsilon = 5E-3; + float3 fw = fwidth(p); + float epsilon = length(fw) * 0.5f; float center_d = BasicCube_map(p); float3 n = float3( BasicCube_map(p + float3(epsilon, 0, 0)) - center_d, @@ -172,30 +167,36 @@ float3 BasicCube_normal(float3 p) { } Custom30Output BasicCube(v2f i, float4x4 tangentToWorld) { - float4x4 worldToTangent = transpose(tangentToWorld); - float4x4 objectToTangent = mul(worldToTangent, unity_ObjectToWorld); - float4x4 tangentToObject = transpose(objectToTangent); - - // Vector from fragment to origin in tangent space. - float3 frag_to_origin = (i.color * 2.0f - 1.0f) / i.color.a; + float3 obj_space_camera_pos = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1.0)); + float3 frag_to_origin = GetFragToOrigin(i); - float3 tanSpaceCameraPos = mul(worldToTangent, - float4(_WorldSpaceCameraPos, 1.0)); + float2 uv_channels = float2(1, 2); + float4 quat = GetRotation(i, uv_channels); + float4 iquat = float4(-quat.xyz, quat.w); float3 ro = -frag_to_origin; - float3 rd = normalize( - mul(worldToTangent, float4(i.worldPos, 1.0)).xyz - tanSpaceCameraPos); + float3 rd = normalize(i.objPos - obj_space_camera_pos); + rd = rotate_vector(rd, iquat); - ro -= rd * _Custom30_ro_Offset; +#if defined(_CUSTOM30_BASICCUBE_HEX_BOLTS) + float3 n = rotate_vector(normalize(mul(unity_WorldToObject, i.normal)), iquat); + // Get projected length of rd on normal. + float rd_proj_len = dot(rd, n); + // Move ray enough to give us `ro_Offset` gap. + ro += rd * _Custom30_ro_Offset / rd_proj_len; +#endif + float epsilon = 5e-3f; float d; float d_acc = 0; - float epsilon = 1E-3; // 1.73... = sqrt(3) // our cube has an edge length of 2, so mult by 2 float max_d = 1.73205081f * 2.0f; + + uint ii = 0; + [loop] - for (uint ii = 0; ii < CUSTOM30_MAX_STEPS; ++ii) { + for (; ii < CUSTOM30_MAX_STEPS; ++ii) { float3 p = ro + rd * d_acc; d = BasicCube_map(p); d_acc += d; @@ -203,20 +204,22 @@ Custom30Output BasicCube(v2f i, float4x4 tangentToWorld) { if (d_acc > max_d) break; } + float3 localHit = ro + rd * d_acc; + Custom30Output o; #if !defined(_DEPTH_PREPASS) clip(epsilon - d); #endif - float3 objPos = ro + rd * d_acc; - // Transform from SDF space back to object space - float3 frag_to_origin_obj = mul(tangentToObject, float4(frag_to_origin, 1.0)); - float3 objSpacePos = objPos + (i.objPos + frag_to_origin_obj); - o.objPos = objSpacePos; - float4 clipPos = UnityObjectToClipPos(objSpacePos); + float3 objHit = rotate_vector(localHit, quat); + float3 objCenterOffset = rotate_vector(frag_to_origin, quat); + + o.objPos = objHit + (i.objPos + objCenterOffset); + float4 clipPos = UnityObjectToClipPos(o.objPos); o.depth = clipPos.z / clipPos.w; - float3 sdfNormal = BasicCube_normal(objPos); - o.normal = mul(tangentToWorld, sdfNormal); + float3 sdfNormal = BasicCube_normal(localHit); + float3 objNormal = rotate_vector(sdfNormal, quat); + o.normal = UnityObjectToWorldNormal(objNormal); return o; } @@ -233,7 +236,8 @@ float BasicWedge_map(float3 p) { } float3 BasicWedge_normal(float3 p) { - float epsilon = 1E-3; + float3 fw = fwidth(p); + float epsilon = max((fw.x+fw.y+fw.z) * 0.5f, 5e-3f); float center_d = BasicWedge_map(p); float3 n = float3( BasicWedge_map(p + float3(epsilon, 0, 0)) - center_d, @@ -243,30 +247,35 @@ float3 BasicWedge_normal(float3 p) { } Custom30Output BasicWedge(v2f i, float4x4 tangentToWorld) { - float4x4 worldToTangent = transpose(tangentToWorld); - float4x4 objectToTangent = mul(worldToTangent, unity_ObjectToWorld); - float4x4 tangentToObject = transpose(objectToTangent); + float3 obj_space_camera_pos = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1.0)); + float3 frag_to_origin = GetFragToOrigin(i); - // Vector from fragment to origin in tangent space. - float3 frag_to_origin = (i.color * 2.0f - 1.0f) / i.color.a; + float2 uv_channels = float2(1, 2); + float4 quat = GetRotation(i, uv_channels); + float4 iquat = float4(-quat.xyz, quat.w); - float3 tanSpaceCameraPos = mul(worldToTangent, - float4(_WorldSpaceCameraPos, 1.0)); + float3 frag_to_origin_obj = rotate_vector(frag_to_origin, iquat); + float3 origin = i.objPos + frag_to_origin_obj; + float3 objSpaceCameraPos = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1.0)); + float distance_from_camera_obj = length(objSpaceCameraPos - origin); float3 ro = -frag_to_origin; - float3 rd = normalize( - mul(worldToTangent, float4(i.worldPos, 1.0)).xyz - tanSpaceCameraPos); + float3 rd = normalize(i.objPos - obj_space_camera_pos); + rd = rotate_vector(rd, iquat); ro -= rd * _Custom30_ro_Offset; float d; float d_acc = 0; - float epsilon = 5E-3; + float epsilon = 5e-3f; // 1.73... = sqrt(3) // our cube has an edge length of 2, so mult by 2 float max_d = 1.73205081f * 2.0f; + + uint ii = 0; + [loop] - for (uint ii = 0; ii < CUSTOM30_MAX_STEPS; ++ii) { + for (; ii < CUSTOM30_MAX_STEPS; ++ii) { float3 p = ro + rd * d_acc; d = BasicWedge_map(p); d_acc += d; @@ -278,16 +287,17 @@ Custom30Output BasicWedge(v2f i, float4x4 tangentToWorld) { #if !defined(_DEPTH_PREPASS) clip(epsilon - d); #endif - float3 objPos = ro + rd * d_acc; - // Transform from SDF space back to object space - float3 frag_to_origin_obj = mul(tangentToObject, float4(frag_to_origin, 1.0)); - float3 objSpacePos = objPos + (i.objPos + frag_to_origin_obj); - o.objPos = objSpacePos; - float4 clipPos = UnityObjectToClipPos(objSpacePos); + float3 localHit = ro + rd * d_acc; + float3 objHit = rotate_vector(localHit, quat); + float3 objCenterOffset = rotate_vector(frag_to_origin, quat); + + o.objPos = objHit + (i.objPos + objCenterOffset); + float4 clipPos = UnityObjectToClipPos(o.objPos); o.depth = clipPos.z / clipPos.w; - float3 sdfNormal = BasicWedge_normal(objPos); - o.normal = mul(tangentToWorld, sdfNormal); + float3 sdfNormal = BasicWedge_normal(localHit); + float3 objNormal = rotate_vector(sdfNormal, quat); + o.normal = UnityObjectToWorldNormal(objNormal); return o; } @@ -295,12 +305,7 @@ Custom30Output BasicWedge(v2f i, float4x4 tangentToWorld) { #if defined(_CUSTOM30_BASICPLATFORM) float BasicPlatform_map(float3 p) { - #if defined(_CUSTOM30_BASICPLATFORM_Y_ALIGNED) - p.xy = p.yx; - #endif - #if defined(_CUSTOM30_BASICPLATFORM_VERTICAL) - p.xz = p.zx; - #endif + p = abs(p.zyx); float3 platform_size = _Custom30_BasicPlatform_Size; float box_d = distance_from_box_frame(p, platform_size, _Custom30_BasicPlatform_Frame_D); @@ -332,7 +337,8 @@ float BasicPlatform_map(float3 p) { } float3 BasicPlatform_normal(float3 p) { - float epsilon = 1E-3; + float3 fw = fwidth(p); + float epsilon = max((fw.x+fw.y+fw.z) * 0.5f, 5e-3f); float center_d = BasicPlatform_map(p); float3 n = float3( BasicPlatform_map(p + float3(epsilon, 0, 0)) - center_d, @@ -342,29 +348,29 @@ float3 BasicPlatform_normal(float3 p) { } Custom30Output BasicPlatform(v2f i, float4x4 tangentToWorld) { - float4x4 worldToTangent = transpose(tangentToWorld); - float4x4 objectToTangent = mul(worldToTangent, unity_ObjectToWorld); - float4x4 tangentToObject = transpose(objectToTangent); + float3 obj_space_camera_pos = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1.0)); + float3 frag_to_origin = GetFragToOrigin(i); - // Vector from fragment to origin in tangent space. - float3 frag_to_origin = (i.color * 2.0f - 1.0f) / i.color.a; - - float3 tanSpaceCameraPos = mul(worldToTangent, - float4(_WorldSpaceCameraPos, 1.0)); + float2 uv_channels = float2(1, 2); + float4 quat = GetRotation(i, uv_channels); + float4 iquat = float4(-quat.xyz, quat.w); float3 ro = -frag_to_origin; - float3 rd = normalize( - mul(worldToTangent, float4(i.worldPos, 1.0)).xyz - tanSpaceCameraPos); + float3 rd = normalize(i.objPos - obj_space_camera_pos); + rd = rotate_vector(rd, iquat); ro -= rd * _Custom30_ro_Offset; float d; float d_acc = 0; - float epsilon = 5E-3; + float epsilon = 5e-3; // Max distance for platform bounding sphere float max_d = length(float3(1.0, 0.4, 0.2)) * 2.0f; + + uint ii = 0; + [loop] - for (uint ii = 0; ii < CUSTOM30_MAX_STEPS; ++ii) { + for (; ii < CUSTOM30_MAX_STEPS; ++ii) { float3 p = ro + rd * d_acc; d = BasicPlatform_map(p); d_acc += d; @@ -376,81 +382,18 @@ Custom30Output BasicPlatform(v2f i, float4x4 tangentToWorld) { #if !defined(_DEPTH_PREPASS) clip(epsilon - d); #endif - float3 objPos = ro + rd * d_acc; - // Transform from SDF space back to object space - float3 frag_to_origin_obj = mul(tangentToObject, float4(frag_to_origin, 1.0)); - float3 objSpacePos = objPos + (i.objPos + frag_to_origin_obj); - o.objPos = objSpacePos; - float4 clipPos = UnityObjectToClipPos(objSpacePos); - o.depth = clipPos.z / clipPos.w; - - float3 sdfNormal = BasicPlatform_normal(objPos); - o.normal = mul(tangentToWorld, sdfNormal); - - return o; -} -#endif - -#if defined(_CUSTOM30_RAINBOW) -float Rainbow_map(float3 p) { - return length(p) - 2; -} + float3 localHit = ro + rd * d_acc; + float3 objHit = rotate_vector(localHit, quat); + float3 objCenterOffset = rotate_vector(frag_to_origin, quat); -float3 Rainbow_normal(float3 p) { - float epsilon = 1E-3; - float center_d = Rainbow_map(p); - float3 n = float3( - Rainbow_map(p + float3(epsilon, 0, 0)) - center_d, - Rainbow_map(p + float3(0, epsilon, 0)) - center_d, - Rainbow_map(p + float3(0, 0, epsilon)) - center_d); - return normalize(n); -} - -Custom30Output Rainbow(v2f i, float4x4 tangentToWorld) { - float4x4 worldToTangent = transpose(tangentToWorld); - float4x4 objectToTangent = mul(worldToTangent, unity_ObjectToWorld); - float4x4 tangentToObject = transpose(objectToTangent); - - // Vector from fragment to origin in tangent space. - float3 frag_to_origin = (i.color * 2.0f - 1.0f) / i.color.a; - - float3 tanSpaceCameraPos = mul(worldToTangent, - float4(_WorldSpaceCameraPos, 1.0)); - - float3 ro = -frag_to_origin; - float3 rd = normalize( - mul(worldToTangent, float4(i.worldPos, 1.0)).xyz - tanSpaceCameraPos); + o.objPos = objHit + (i.objPos + objCenterOffset); + float4 clipPos = UnityObjectToClipPos(o.objPos); + o.depth = clipPos.z / clipPos.w; - ro -= rd * _Custom30_ro_Offset; + float3 sdfNormal = BasicPlatform_normal(localHit); + float3 objNormal = rotate_vector(sdfNormal, quat); + o.normal = UnityObjectToWorldNormal(objNormal); - float d; - float d_acc = 0; - float epsilon = 1E-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 = Rainbow_map(p); - d_acc += d; - if (d < epsilon) break; - if (d_acc > max_d) break; - } - - Custom30Output o; -#if !defined(_DEPTH_PREPASS) - clip(epsilon - d); -#endif - float3 objPos = ro + rd * d_acc; - // Transform from SDF space back to object space - float3 frag_to_origin_obj = mul(tangentToObject, float4(frag_to_origin, 1.0)); - float3 objSpacePos = objPos + (i.objPos + frag_to_origin_obj); - o.objPos = objSpacePos; - float4 clipPos = UnityObjectToClipPos(objSpacePos); - o.depth = clipPos.z / clipPos.w; - - float3 sdfNormal = Rainbow_normal(objPos); - o.normal = mul(tangentToWorld, sdfNormal); - return o; } #endif diff --git a/globals.cginc b/globals.cginc index 1bb881a..d46b277 100644 --- a/globals.cginc +++ b/globals.cginc @@ -515,6 +515,7 @@ float _3D_SDF_Z_Speed; #if defined(_CUSTOM30)
float _Custom30_ro_Offset;
+float _Custom30_Omega;
#endif
#if defined(_CUSTOM30_BASICPLATFORM)
@@ -6,11 +6,13 @@ #define PI 3.14159265358979323846264
#define TAU (2 * PI)
#define HALF_PI (PI * 0.5)
-#define PHI 1.618033989
-#define SQRT_2_RCP 0.707106781
+#define PHI 1.618033989f
+#define SQRT_2 1.414213562f
+#define SQRT_2_RCP 0.707106781f
+#define RCP_SQRT_2 0.707106781f
#define TWO_OVER_THREE 0.6666666666666666f
#define SQRT_3_OVER_2 0.8660254037844386f
-#define EULERS_CONSTANT 2.718281828
+#define EULERS_CONSTANT 2.718281828f
float pow5(float x)
@@ -235,11 +237,11 @@ float4 qmul(float4 q1, float4 q2) }
// Vector rotation with a quaternion
-// http://mathworld.wolfram.com/Quaternion.html
-float3 rotate_vector(float3 v, float4 r)
+// https://blog.molecular-matters.com/2013/05/24/a-faster-quaternion-vector-multiplication/
+float3 rotate_vector(float3 v, float4 q)
{
- float4 r_c = r * float4(-1, -1, -1, 1);
- return qmul(r, qmul(float4(v, 0), r_c)).xyz;
+ float3 t = 2.0 * cross(q.xyz, v);
+ return v + q.w * t + cross(q.xyz, t);
}
float4 get_quaternion(float3 axis_normal, float theta) {
@@ -303,4 +305,7 @@ float2 hex_to_cart(float3 cart) { (cart[1] - cart[2]) * SQRT_3_OVER_2);
}
+// Rotate 45 degrees.
+float2 rot45(float2 v) { return float2(v.x - v.y, v.x + v.y) * RCP_SQRT_2; }
+
#endif // __MATH_INC
diff --git a/yum_brdf.cginc b/yum_brdf.cginc index fde2aae..858f22d 100644 --- a/yum_brdf.cginc +++ b/yum_brdf.cginc @@ -136,8 +136,8 @@ float4 YumBRDF(v2f i, const YumLighting light, YumPbr pbr) { const float3 E = specularDFG(dfg, f0);
const float3 energy_compensation = energyCompensation(dfg, f0);
+ float3 Fd = pbr.albedo * light.diffuse * (1.0 - E) * (1.0 - pbr.metallic) * pbr.ao * light.attenuation;
float3 Fr = E * light.specular * energy_compensation * pbr.ao;
- float3 Fd = pbr.albedo * light.diffuse * (1.0 - E) * (1.0 - pbr.metallic) * pbr.ao;
indirect_standard = Fr + Fd;
}
|
