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raymarching_repetition.shader
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//usage: like other examples...
Shader "Raymarching repetition"
{
Subshader
{
Pass
{
CGPROGRAM
#pragma vertex vertex_shader
#pragma fragment pixel_shader
#pragma target 3.0
struct custom_type
{
float4 screen_vertex : SV_POSITION;
float3 world_vertex : TEXCOORD1;
};
float sphere (float3 p,float3 c,float r)
{
return length (p-c)-r;
}
float3 repetition (float3 p)
{
float3 a = float3(fmod(p.x,3.0)-1.5, p.y, fmod(p.z,10.0)-5.0);
float3 b = float3(-fmod(p.x,3.0)-1.5, p.y, -fmod(p.z,10.0)-5.0);
return max(a,b);
}
float map(float3 p)
{
float3 q = repetition(p);
return sphere(q,float3(0,0,0),1.0);
}
float3 set_normal (float3 p)
{
float3 x = float3 (0.01,0.00,0.00);
float3 y = float3 (0.00,0.01,0.00);
float3 z = float3 (0.00,0.00,0.01);
return normalize(float3(map(p+x)-map(p-x),map(p+y)-map(p-y),map(p+z)-map(p-z)));
}
float4 lighting (float3 p)
{
float3 AmbientLight = UNITY_LIGHTMODEL_AMBIENT;
float3 LightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 LightColor = float3(1,1,1);
float3 NormalDirection = set_normal(p);
return float4(max(dot(LightDirection, NormalDirection),0.0)*LightColor+AmbientLight,1.0);
}
float4 raymarch (float3 ro, float3 rd)
{
for (int i=0; i<128; i++)
{
float t = map(ro);
if (t < 0.01) return lighting(ro);
ro+=t*rd;
}
return 0;
}
custom_type vertex_shader (float4 vertex : POSITION)
{
custom_type vs;
vs.screen_vertex = mul (UNITY_MATRIX_MVP, vertex);
vs.world_vertex = mul (_Object2World, vertex);
return vs;
}
float4 pixel_shader (custom_type ps ) : SV_TARGET
{
float3 worldPosition = ps.world_vertex;
float3 viewDirection = normalize(ps.world_vertex-_WorldSpaceCameraPos.xyz);
return raymarch (worldPosition,viewDirection);
}
ENDCG
}
}
}