diff options
Diffstat (limited to 'custom30.cginc')
| -rw-r--r-- | custom30.cginc | 104 |
1 files changed, 99 insertions, 5 deletions
diff --git a/custom30.cginc b/custom30.cginc index 38fe2c2..bbc8fce 100644 --- a/custom30.cginc +++ b/custom30.cginc @@ -8,6 +8,8 @@ #if defined(_CUSTOM30) #define CUSTOM30_MAX_STEPS 30 +#define SQRT_2 1.414213562 +#define RCP_SQRT_2 0.707106781 struct Custom30Output { float3 objPos; @@ -26,8 +28,8 @@ float cut_with_box(float3 p, float d, float3 box_size) { float2 pp_yz = p.yz; // Rotate by 45 degrees - float c = 0.70710678; - float s = 0.70710678; + 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); d = max(d, distance_from_box(float3(pp_xy, p.z), box_size)); @@ -46,7 +48,9 @@ float BasicCube_map(float3 p) { float core_d = distance_from_box(p, 0.95); float d = min(box_d, core_d); +#if defined(_CUSTOM30_BASICCUBE_CHAMFER) d = cut_with_box(p, d, 1.3); +#endif return d; } @@ -85,14 +89,19 @@ Custom30Output BasicCube(v2f i) { } Custom30Output o; +#if !defined(_DEPTH_PREPASS) clip(epsilon - d); +#endif 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); + + float3 sdfNormal = BasicCube_normal(objPos) * float3(-1, 1, 1); + o.normal = UnityObjectToWorldNormal(sdfNormal); + return o; } #endif @@ -103,7 +112,6 @@ float BasicWedge_map(float3 p) { 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; } @@ -141,14 +149,100 @@ Custom30Output BasicWedge(v2f i) { } 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; + + float3 sdfNormal = BasicWedge_normal(objPos) * float3(-1, 1, 1); + o.normal = UnityObjectToWorldNormal(sdfNormal); + + return o; +} +#endif + +#if defined(_CUSTOM30_BASICPLATFORM) +float BasicPlatform_map(float3 p) { + #if defined(_CUSTOM30_BASICPLATFORM_Y_ALIGNED) + p.xy = p.yx; + #endif + + float3 platform_size = float3(1.0, 0.4, 0.2); + float box_d = distance_from_box_frame(p, platform_size, .08); + float core_d = distance_from_box(p, platform_size - 0.05); + float d = min(box_d, core_d); + +#if defined(_CUSTOM30_BASICPLATFORM_CHAMFER) + { + float3 pp = p; + pp.xy = float2(RCP_SQRT_2 * p.x - RCP_SQRT_2 * p.y, RCP_SQRT_2 * p.x + RCP_SQRT_2 * p.y); + d = max(d, distance_from_box(pp, 0.9)); + } + { + float3 pp = p; + pp.xz = float2(RCP_SQRT_2 * p.x - RCP_SQRT_2 * p.z, RCP_SQRT_2 * p.x + RCP_SQRT_2 * p.z); + d = max(d, distance_from_box(pp, 0.78)); + } + { + float3 pp = p; + pp.yz = float2(RCP_SQRT_2 * p.y - RCP_SQRT_2 * p.z, RCP_SQRT_2 * p.y + RCP_SQRT_2 * p.z); + float c = 0.36; + d = max(d, distance_from_box(pp, float3(1.0, c, c))); + } +#endif + + return d; +} + +float3 BasicPlatform_normal(float3 p) { + float epsilon = 1E-3; + float center_d = BasicPlatform_map(p); + float3 n = float3( + BasicPlatform_map(p + float3(epsilon, 0, 0)) - center_d, + BasicPlatform_map(p + float3(0, epsilon, 0)) - center_d, + BasicPlatform_map(p + float3(0, 0, epsilon)) - center_d); + return normalize(n); +} + +Custom30Output BasicPlatform(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; + // Max distance for platform bounding sphere + float max_d = length(float3(1.0, 0.4, 0.2)) * 2.0f; + [loop] + for (uint ii = 0; ii < CUSTOM30_MAX_STEPS; ++ii) { + float3 p = ro + rd * d_acc; + d = BasicPlatform_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; 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); + + float3 sdfNormal = BasicPlatform_normal(objPos) * float3(-1, 1, 1); + o.normal = UnityObjectToWorldNormal(sdfNormal); + return o; } #endif |
