├── Assets ├── RayMarching.cs ├── RayMarching.cs.meta ├── RayMarching.shader ├── RayMarching.shader.meta ├── SampleScene.unity ├── SampleScene.unity.meta ├── SceneViewFilter.cs └── SceneViewFilter.cs.meta ├── LICENSE ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset └── README.md /Assets/RayMarching.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | [ExecuteInEditMode] 5 | [RequireComponent(typeof(Camera))] 6 | [AddComponentMenu("Effects/Raymarch (Generic)")] 7 | public class RayMarching : SceneViewFilter { 8 | 9 | [Range(0.0f, 1.0f)] 10 | public float param; 11 | 12 | public GameObject object1; 13 | public GameObject object2; 14 | 15 | [SerializeField] 16 | private Shader rayMarchingShader; 17 | 18 | private int frame = 0; 19 | 20 | public Material rayMarchingMaterial 21 | { 22 | get 23 | { 24 | if (!_rayMarchingMaterial && rayMarchingShader) 25 | { 26 | _rayMarchingMaterial = new Material(rayMarchingShader); 27 | _rayMarchingMaterial.hideFlags = HideFlags.HideAndDontSave; 28 | } 29 | return _rayMarchingMaterial; 30 | } 31 | } 32 | private Material _rayMarchingMaterial; 33 | 34 | public Camera CurrentCamera 35 | { 36 | get 37 | { 38 | if (!_CurrentCamera) _CurrentCamera = GetComponent(); 39 | return _CurrentCamera; 40 | } 41 | } 42 | private Camera _CurrentCamera; 43 | 44 | private Matrix4x4 GetFrustumCorners(Camera cam) 45 | { 46 | float camFov = cam.fieldOfView; 47 | float camAspect = cam.aspect; 48 | Matrix4x4 frustumCorners = Matrix4x4.identity; 49 | float fovWHalf = camFov * 0.5f; 50 | float tan_fov = Mathf.Tan(fovWHalf * Mathf.Deg2Rad); 51 | Vector3 toRight = Vector3.right * tan_fov * camAspect; 52 | Vector3 toTop = Vector3.up * tan_fov; 53 | Vector3 topLeft = (-Vector3.forward - toRight + toTop); 54 | Vector3 topRight = (-Vector3.forward + toRight + toTop); 55 | Vector3 bottomRight = (-Vector3.forward + toRight - toTop); 56 | Vector3 bottomLeft = (-Vector3.forward - toRight - toTop); 57 | frustumCorners.SetRow(0, topLeft); 58 | frustumCorners.SetRow(1, topRight); 59 | frustumCorners.SetRow(2, bottomRight); 60 | frustumCorners.SetRow(3, bottomLeft); 61 | return frustumCorners; 62 | } 63 | 64 | static void CustomGraphicsBlit(RenderTexture source, RenderTexture dest, Material fxMaterial, int passNr) 65 | { 66 | RenderTexture.active = dest; 67 | fxMaterial.SetTexture("_MainTex", source); 68 | GL.PushMatrix(); 69 | GL.LoadOrtho(); 70 | fxMaterial.SetPass(passNr); 71 | GL.Begin(GL.QUADS); 72 | GL.MultiTexCoord2(0, 0.0f, 0.0f); 73 | GL.Vertex3(0.0f, 0.0f, 3.0f); // BL 74 | GL.MultiTexCoord2(0, 1.0f, 0.0f); 75 | GL.Vertex3(1.0f, 0.0f, 2.0f); // BR 76 | GL.MultiTexCoord2(0, 1.0f, 1.0f); 77 | GL.Vertex3(1.0f, 1.0f, 1.0f); // TR 78 | GL.MultiTexCoord2(0, 0.0f, 1.0f); 79 | GL.Vertex3(0.0f, 1.0f, 0.0f); // TL 80 | GL.End(); 81 | GL.PopMatrix(); 82 | } 83 | 84 | [ImageEffectOpaque] 85 | void OnRenderImage(RenderTexture source, RenderTexture destination) 86 | { 87 | rayMarchingMaterial.SetMatrix("_FrustumCornersES", GetFrustumCorners(CurrentCamera)); 88 | rayMarchingMaterial.SetMatrix("_CameraInvViewMatrix", CurrentCamera.cameraToWorldMatrix); 89 | rayMarchingMaterial.SetVector("_CameraWS", CurrentCamera.transform.position); 90 | rayMarchingMaterial.SetFloat("_Param", param); 91 | rayMarchingMaterial.SetVector("_Object1", object1.transform.position); 92 | rayMarchingMaterial.SetVector("_Object2", object2.transform.position); 93 | CustomGraphicsBlit(source, destination, rayMarchingMaterial, 0); 94 | } 95 | 96 | } -------------------------------------------------------------------------------- /Assets/RayMarching.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d536c0e6f25e584448a978e66adf6147 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/RayMarching.shader: -------------------------------------------------------------------------------- 1 | Shader "Shaders/RayMarching" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | 8 | SubShader 9 | { 10 | Cull Off ZWrite Off ZTest Always 11 | Pass 12 | { 13 | CGPROGRAM 14 | #pragma vertex vert 15 | #pragma fragment frag 16 | #include "UnityCG.cginc" 17 | 18 | struct appdata 19 | { 20 | float4 vertex : POSITION; 21 | float2 uv : TEXCOORD0; 22 | }; 23 | 24 | struct v2f 25 | { 26 | float4 pos : SV_POSITION; 27 | float2 uv : TEXCOORD0; 28 | float3 ray : TEXCOORD1; 29 | }; 30 | 31 | uniform float4x4 _FrustumCornersES; 32 | uniform sampler2D _MainTex; 33 | uniform float4 _MainTex_TexelSize; 34 | uniform float4x4 _CameraInvViewMatrix; 35 | uniform float3 _CameraWS; 36 | 37 | uniform float _Param; 38 | uniform float3 _Object1; 39 | uniform float3 _Object2; 40 | 41 | static const float MAX_DIST = 50; 42 | static const int ITERATIONS = 500; 43 | 44 | float smin(float a, float b, float k) 45 | { 46 | float h = clamp(0.5 + 0.5 * (b - a) / k, 0.0, 1.0); 47 | return lerp(b, a, h) - k * h * (1.0 - h); 48 | } 49 | 50 | float plane(float3 p) 51 | { 52 | return p.y; 53 | } 54 | 55 | float sphere(float4 s, float3 p) 56 | { 57 | return length(p - s.xyz) - s.w; 58 | } 59 | 60 | float cube(float4 s, float3 p) 61 | { 62 | float3 q = abs(p - s.xyz) - s.w; 63 | return length(max(q, 0)) + min(max(q.x, max(q.y, q.z)), 0); 64 | } 65 | 66 | float getDist(float3 p) 67 | { 68 | float dist1 = sphere(float4(_Object1, 1), p); 69 | float dist2 = cube(float4(_Object2, 0.75), p); 70 | float dist3 = plane(p); 71 | return smin(smin(dist1, dist2, 0.5), dist3, 0.5); 72 | } 73 | 74 | float3 getNormal(float3 p) 75 | { 76 | float d = getDist(p); 77 | float2 e = float2(0.001, 0); 78 | float3 n = d - float3(getDist(p - e.xyy), getDist(p - e.yxy), getDist(p - e.yyx)); 79 | return normalize(n); 80 | } 81 | 82 | float raymarchLight(float3 ro, float3 rd) 83 | { 84 | float dO = 0; 85 | float md = 1; 86 | for (int i = 0; i < 20; i++) 87 | { 88 | float3 p = ro + rd * dO; 89 | float dS = getDist(p); 90 | md = min(md, dS); 91 | dO += dS; 92 | if(dO > 50 || dS < 0.1) break; 93 | } 94 | return md; 95 | } 96 | 97 | float4 getLight(float3 p, float3 ro, int i, float3 lightPos) 98 | { 99 | float3 l = normalize(lightPos - p); 100 | float3 n = getNormal(p); 101 | float dif = clamp(dot(n, l) * 0.5 + 0.5, 0, 1); 102 | float d = raymarchLight(p + n * 0.1 * 10, l); 103 | d += 1; 104 | d = clamp(d, 0, 1); 105 | dif *= d; 106 | float4 col = float4(dif, dif, dif, 1); 107 | float occ = (float(i) / ITERATIONS * 2); 108 | occ = 1 - occ; 109 | occ *= occ; 110 | col.rgb *= occ; 111 | float fog = distance(p, ro); 112 | fog /= MAX_DIST; 113 | fog = clamp(fog, 0, 1); 114 | fog *= fog; 115 | col.rgb = col.rgb * (1 - fog) + 0.28 * fog; 116 | return col; 117 | } 118 | 119 | float4 raymarch(float3 ro, float3 rd) 120 | { 121 | float3 p = ro; 122 | for (int i = 0; i < ITERATIONS; i++) 123 | { 124 | float d = getDist(p); 125 | if(d > MAX_DIST) return 0; 126 | p += rd * d; 127 | if(d < 0.001) 128 | { 129 | return getLight(p, ro, i, float3(0, 50, 0)); 130 | } 131 | } 132 | return 0; 133 | } 134 | 135 | v2f vert (appdata v) 136 | { 137 | v2f o; 138 | half index = v.vertex.z; 139 | v.vertex.z = 0.1; 140 | o.pos = UnityObjectToClipPos(v.vertex); 141 | o.uv = v.uv.xy; 142 | #if UNITY_UV_STARTS_AT_TOP 143 | if (_MainTex_TexelSize.y < 0) o.uv.y = 1 - o.uv.y; 144 | #endif 145 | o.ray = _FrustumCornersES[(int)index].xyz; 146 | o.ray = mul(_CameraInvViewMatrix, o.ray); 147 | return o; 148 | } 149 | 150 | fixed4 frag (v2f i) : SV_Target 151 | { 152 | float3 rd = normalize(i.ray.xyz); 153 | float3 ro = _CameraWS; 154 | float4 c = raymarch(ro, rd); 155 | c = c * c.a + tex2D(_MainTex, i.uv) * (1 - c.a); 156 | fixed4 col = fixed4(c.r, c.g, c.b, 1); 157 | return col; 158 | } 159 | ENDCG 160 | } 161 | } 162 | } -------------------------------------------------------------------------------- /Assets/RayMarching.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fcddb3fefcf99d843a08627ffd9d8b8c 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2d22724213b451d42ad48a9a4cdfdc4d 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/SceneViewFilter.cs: -------------------------------------------------------------------------------- 1 | /* 2 | * SceneViewFilter 3 | * http://framebunker.com/blog/viewing-image-effects-in-the-scene-view/ 4 | */ 5 | 6 | using UnityEngine; 7 | #if UNITY_EDITOR 8 | using UnityEditor; 9 | #endif 10 | 11 | public class SceneViewFilter : MonoBehaviour { 12 | #if UNITY_EDITOR 13 | bool hasChanged = false; 14 | 15 | public virtual void OnValidate () 16 | { 17 | hasChanged = true; 18 | } 19 | 20 | static SceneViewFilter () 21 | { 22 | SceneView.duringSceneGui += CheckMe; 23 | } 24 | 25 | static void CheckMe (SceneView sv) 26 | { 27 | if (Event.current.type != EventType.Layout) 28 | return; 29 | if (!Camera.main) 30 | return; 31 | // Get a list of everything on the main camera that should be synced. 32 | SceneViewFilter[] cameraFilters = Camera.main.GetComponents (); 33 | SceneViewFilter[] sceneFilters = sv.camera.GetComponents (); 34 | 35 | // Let's see if the lists are different lengths or something like that. 36 | // If so, we simply destroy all scene filters and recreate from maincame 37 | if (cameraFilters.Length != sceneFilters.Length) 38 | { 39 | Recreate (sv); 40 | return; 41 | } 42 | for (int i = 0; i < cameraFilters.Length; i++) 43 | { 44 | if (cameraFilters[i].GetType() != sceneFilters[i].GetType()) 45 | { 46 | Recreate (sv); 47 | return; 48 | } 49 | } 50 | 51 | // Ok, WHICH filters, or their order hasn't changed. 52 | // Let's copy all settings for any filter that has changed. 53 | for (int i = 0; i < cameraFilters.Length; i++) 54 | if (cameraFilters[i].hasChanged || sceneFilters[i].enabled != cameraFilters[i].enabled) 55 | { 56 | EditorUtility.CopySerialized (cameraFilters[i], sceneFilters[i]); 57 | cameraFilters[i].hasChanged = false; 58 | } 59 | } 60 | 61 | static void Recreate (SceneView sv) 62 | { 63 | SceneViewFilter filter; 64 | while (filter = sv.camera.GetComponent ()) 65 | DestroyImmediate (filter); 66 | 67 | foreach (SceneViewFilter f in Camera.main.GetComponents ()) 68 | { 69 | SceneViewFilter newFilter = sv.camera.gameObject.AddComponent (f.GetType()) as SceneViewFilter; 70 | EditorUtility.CopySerialized (f, newFilter); 71 | } 72 | } 73 | #endif 74 | } -------------------------------------------------------------------------------- /Assets/SceneViewFilter.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e4cacf94e34dcfa4baf502c6a33ce0ff 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2020 Artem Yashin 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.collab-proxy": "1.2.16", 4 | "com.unity.ext.nunit": "1.0.0", 5 | "com.unity.ide.rider": "1.1.0", 6 | "com.unity.ide.vscode": "1.1.0", 7 | "com.unity.package-manager-ui": "2.2.0", 8 | "com.unity.test-framework": "1.0.13", 9 | "com.unity.textmeshpro": "2.0.1", 10 | "com.unity.timeline": "1.1.0", 11 | "com.unity.ugui": "1.0.0", 12 | "com.unity.modules.ai": "1.0.0", 13 | "com.unity.modules.androidjni": "1.0.0", 14 | "com.unity.modules.animation": "1.0.0", 15 | 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Скачиваем zip отсюда, распаковываем 5 | 2. Запускаем unity hub 6 | 3. В меню с проектами нажимаем ADD 7 | 4. Выбираем распакованную папку 8 | 5. Если при запуске пустая сцена, то кликаем по SampleScene в меню Project 9 | 6. Вверху окна редактирования есть кнопочка отключения сетки, если мешается 10 | 11 | Основной код с которым можно поиграться находится в RayMarching.shader с 31 по 133 строки, все остальное - вспомогательное, чтобы шейдеры правильно работали с камерой Unity 12 | --------------------------------------------------------------------------------