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-rw-r--r--2ner.shader1
-rw-r--r--custom30.cginc255
-rw-r--r--globals.cginc1
-rw-r--r--math.cginc19
-rw-r--r--yum_brdf.cginc2
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)
diff --git a/math.cginc b/math.cginc
index f4e8f3a..c1e71fb 100644
--- a/math.cginc
+++ b/math.cginc
@@ -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;
}