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A test version of Raymarching.cginc@uRaymarching
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inline float DistanceFunction(float3 wpos, RaymarchInfo ray) | |
{ | |
float3 scenePos = ray.startPos + (ray.sceneDepth - ray.totalLength) * ray.rayDir; | |
float d1 = Sphere(wpos - scenePos, 0.01); | |
float d2 = Sphere(wpos - unity_ObjectToWorld._m03_m13_m23, 0.5); | |
return SmoothMin(d1, d2, 1.0); | |
} |
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#ifndef RAYMARCHING_CGINC | |
#define RAYMARCHING_CGINC | |
#include "UnityCG.cginc" | |
#include "./Camera.cginc" | |
#include "./Utils.cginc" | |
#ifdef USE_RAYMARCH_INFO_IN_DISTANCE_FUNCTION | |
#define DISTANCE_FUNCTION_ARGS_DECL float3 pos, RaymarchInfo ray | |
#define DISTANCE_FUNCTION_ARGS_PASS(pos) pos, ray | |
#else | |
#define DISTANCE_FUNCTION_ARGS_DECL float3 pos | |
#define DISTANCE_FUNCTION_ARGS_PASS(pos) pos | |
#endif | |
#ifndef DISTANCE_FUNCTION | |
inline float _DefaultDistanceFunction(DISTANCE_FUNCTION_ARGS_DECL) | |
{ | |
return Box(pos, 1.0); | |
} | |
#define DISTANCE_FUNCTION _DefaultDistanceFunction | |
#endif | |
inline float _DistanceFunction(RaymarchInfo ray) | |
{ | |
#ifdef WORLD_SPACE | |
return DISTANCE_FUNCTION(DISTANCE_FUNCTION_ARGS_PASS(ray.endPos)); | |
#else | |
#ifdef OBJECT_SCALE | |
return DISTANCE_FUNCTION(DISTANCE_FUNCTION_ARGS_PASS(ToLocal(ray.endPos))); | |
#else | |
return DISTANCE_FUNCTION(DISTANCE_FUNCTION_ARGS_PASS(ToLocal(ray.endPos) * GetScale())); | |
#endif | |
#endif | |
} | |
inline float3 GetDistanceFunctionNormal(RaymarchInfo ray) | |
{ | |
const float d = 0.0001; | |
float3 pos = ray.endPos; | |
float d0 = _DistanceFunction(ray); | |
ray.endPos = pos + float3( d, 0.0, 0.0); | |
float dx = _DistanceFunction(ray); | |
ray.endPos = pos + float3(0.0, d, 0.0); | |
float dy = _DistanceFunction(ray); | |
ray.endPos = pos + float3(0.0, 0.0, d); | |
float dz = _DistanceFunction(ray); | |
return normalize(float3(dx - d0, dy - d0, dz - d0)); | |
} | |
inline bool _ShouldRaymarchFinish(RaymarchInfo ray) | |
{ | |
if (ray.lastDistance < ray.minDistance || ray.totalLength > ray.maxDistance) return true; | |
#if defined(OBJECT_SHAPE_CUBE) && !defined(FULL_SCREEN) | |
if (!IsInnerObject(ray.endPos)) return true; | |
#endif | |
return false; | |
} | |
inline void InitRaymarchFullScreen(out RaymarchInfo ray, float4 projPos) | |
{ | |
UNITY_INITIALIZE_OUTPUT(RaymarchInfo, ray); | |
ray.projPos = projPos; | |
ray.rayDir = GetCameraDirection(projPos); | |
#if defined(USING_STEREO_MATRICES) | |
float3 cameraPos = unity_StereoWorldSpaceCameraPos[unity_StereoEyeIndex]; | |
cameraPos += float3(1., 0, 0) * unity_StereoEyeIndex; | |
#else | |
float3 cameraPos = _WorldSpaceCameraPos; | |
#endif | |
ray.startPos = cameraPos + GetCameraNearClip() * ray.rayDir; | |
ray.maxDistance = GetCameraFarClip(); | |
} | |
inline void InitRaymarchObject(out RaymarchInfo ray, float4 projPos, float3 worldPos, float3 worldNormal) | |
{ | |
UNITY_INITIALIZE_OUTPUT(RaymarchInfo, ray); | |
ray.projPos = projPos; | |
ray.rayDir = normalize(worldPos - GetCameraPosition()); | |
ray.startPos = worldPos; | |
ray.polyNormal = worldNormal; | |
ray.maxDistance = GetCameraFarClip(); | |
#ifdef CAMERA_INSIDE_OBJECT | |
float3 startPos = GetCameraPosition() + GetDistanceFromCameraToNearClipPlane(projPos) * ray.rayDir; | |
if (IsInnerObject(startPos)) { | |
ray.startPos = startPos; | |
ray.polyNormal = -ray.rayDir; | |
} | |
#endif | |
} | |
inline void InitRaymarchParams(inout RaymarchInfo ray, int maxLoop, float minDistance) | |
{ | |
ray.maxLoop = maxLoop; | |
ray.minDistance = minDistance; | |
} | |
#ifdef USE_CAMERA_DEPTH_TEXTURE | |
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); | |
inline void UseCameraDepthTextureForMaxDistance(inout RaymarchInfo ray, float4 projPos) | |
{ | |
float depth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(projPos))); | |
float dist = depth / dot(ray.rayDir, GetCameraForward()); | |
ray.maxDistance = dist; | |
} | |
#endif | |
#if defined(FULL_SCREEN) | |
#define INITIALIZE_RAYMARCH_INFO(ray, i, loop, minDistance) \ | |
InitRaymarchFullScreen(ray, i.projPos); \ | |
InitRaymarchParams(ray, loop, minDistance); | |
#elif defined(USE_CAMERA_DEPTH_TEXTURE) | |
#define INITIALIZE_RAYMARCH_INFO(ray, i, loop, minDistance) \ | |
InitRaymarchObject(ray, i.projPos, i.worldPos, i.worldNormal); \ | |
InitRaymarchParams(ray, loop, minDistance); \ | |
UseCameraDepthTextureForMaxDistance(ray, i.projPos); | |
#else | |
#define INITIALIZE_RAYMARCH_INFO(ray, i, loop, minDistance) \ | |
InitRaymarchObject(ray, i.projPos, i.worldPos, i.worldNormal); \ | |
InitRaymarchParams(ray, loop, minDistance); | |
#endif | |
#ifdef USE_DEPTH_TEXTURE_IN_DISTANCE_FUNCTION | |
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); | |
#endif | |
inline bool _Raymarch(inout RaymarchInfo ray) | |
{ | |
ray.endPos = ray.startPos; | |
ray.lastDistance = 0.0; | |
ray.totalLength = length(ray.startPos - GetCameraPosition()); | |
#ifdef USE_DEPTH_TEXTURE_IN_DISTANCE_FUNCTION | |
ray.sceneDepth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(ray.projPos))); | |
#endif | |
for (ray.loop = 0; ray.loop < ray.maxLoop; ++ray.loop) { | |
ray.lastDistance = _DistanceFunction(ray); | |
ray.totalLength += ray.lastDistance; | |
ray.endPos += ray.rayDir * ray.lastDistance; | |
if (_ShouldRaymarchFinish(ray)) break; | |
} | |
return ray.lastDistance < ray.minDistance;// && ray.totalLength < ray.maxDistance; | |
} | |
void Raymarch(inout RaymarchInfo ray) | |
{ | |
if (!_Raymarch(ray)) discard; | |
#ifdef FULL_SCREEN | |
float3 normal = GetDistanceFunctionNormal(ray); | |
ray.normal = EncodeNormal(normal); | |
ray.depth = EncodeDepth(ray.endPos); | |
return; | |
#endif | |
#ifdef CAMERA_INSIDE_OBJECT | |
if (IsInnerObject(GetCameraPosition()) && ray.totalLength < GetCameraNearClip()) { | |
ray.normal = EncodeNormal(-ray.rayDir); | |
ray.depth = EncodeDepth(ray.startPos); | |
return; | |
} | |
#endif | |
float initLength = length(ray.startPos - GetCameraPosition()); | |
if (ray.totalLength - initLength < ray.minDistance) { | |
ray.normal = EncodeNormal(ray.polyNormal); | |
ray.depth = EncodeDepth(ray.startPos) - 1e-6; | |
} else { | |
float3 normal = GetDistanceFunctionNormal(ray); | |
ray.normal = EncodeNormal(normal); | |
ray.depth = EncodeDepth(ray.endPos); | |
} | |
} | |
#endif |
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