├── ProjectSettings ├── boot.config ├── NetworkManager.asset ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── PresetManager.asset ├── EditorBuildSettings.asset ├── XRSettings.asset ├── VersionControlSettings.asset ├── TimeManager.asset ├── VFXManager.asset ├── AudioManager.asset ├── URPProjectSettings.asset ├── ShaderGraphSettings.asset ├── TagManager.asset ├── UnityConnectSettings.asset ├── DynamicsManager.asset ├── EditorSettings.asset ├── PackageManagerSettings.asset ├── MemorySettings.asset ├── NavMeshAreas.asset └── Physics2DSettings.asset ├── Assets ├── uRaymarching │ ├── Runtime │ │ ├── uRaymarching.Runtime.asmdef │ │ ├── Shaders │ │ │ ├── Include │ │ │ │ ├── Legacy │ │ │ │ │ ├── GetPathFromScript.shader │ │ │ │ │ ├── Math.cginc.meta │ │ │ │ │ ├── Utils.cginc.meta │ │ │ │ │ ├── Camera.cginc.meta │ │ │ │ │ ├── Common.cginc.meta │ │ │ │ │ ├── Fractals.cginc.meta │ │ │ │ │ ├── Primitives.cginc.meta │ │ │ │ │ ├── Structs.cginc.meta │ │ │ │ │ ├── DeferredDirect.cginc.meta │ │ │ │ │ ├── Raymarching.cginc.meta │ │ │ │ │ ├── ShadowCaster.cginc.meta │ │ │ │ │ ├── DeferredStandard.cginc.meta │ │ │ │ │ ├── ForwardAddStandard.cginc.meta │ │ │ │ │ ├── ForwardBaseStandard.cginc.meta │ │ │ │ │ ├── ForwardBaseUnlit.cginc.meta │ │ │ │ │ ├── GetPathFromScript.shader.meta │ │ │ │ │ ├── Common.cginc │ │ │ │ │ ├── Structs.cginc │ │ │ │ │ ├── Fractals.cginc │ │ │ │ │ ├── DeferredDirect.cginc │ │ │ │ │ ├── Camera.cginc │ │ │ │ │ ├── Primitives.cginc │ │ │ │ │ ├── Utils.cginc │ │ │ │ │ ├── Math.cginc │ │ │ │ │ └── ForwardBaseUnlit.cginc │ │ │ │ ├── UniversalRP │ │ │ │ │ ├── GetPathFromScript.shader │ │ │ │ │ ├── Camera.hlsl.meta │ │ │ │ │ ├── Math.hlsl.meta │ │ │ │ │ ├── Structs.hlsl.meta │ │ │ │ │ ├── Utils.hlsl.meta │ │ │ │ │ ├── DeferredLit.hlsl.meta │ │ │ │ │ ├── DepthNormals.hlsl.meta │ │ │ │ │ ├── DepthOnly.hlsl.meta │ │ │ │ │ ├── ForwardLit.hlsl.meta │ │ │ │ │ ├── ForwardUnlit.hlsl.meta │ │ │ │ │ ├── Fractals.hlsl.meta │ │ │ │ │ ├── Primitives.hlsl.meta │ │ │ │ │ ├── Raymarching.hlsl.meta │ │ │ │ │ ├── ShadowCaster.hlsl.meta │ │ │ │ │ ├── GetPathFromScript.shader.meta │ │ │ │ │ ├── Structs.hlsl │ │ │ │ │ ├── Fractals.hlsl │ │ │ │ │ ├── Camera.hlsl │ │ │ │ │ ├── Primitives.hlsl │ │ │ │ │ ├── DepthNormals.hlsl │ │ │ │ │ ├── DepthOnly.hlsl │ │ │ │ │ ├── ForwardUnlit.hlsl │ │ │ │ │ ├── Math.hlsl │ │ │ │ │ └── Utils.hlsl │ │ │ │ ├── Legacy.meta │ │ │ │ └── UniversalRP.meta │ │ │ ├── Fallback.meta │ │ │ ├── Include.meta │ │ │ └── Fallback │ │ │ │ ├── StandardSurfaceShader.shader.meta │ │ │ │ └── StandardSurfaceShader.shader │ │ ├── Scripts.meta │ │ ├── uRaymarching.Runtime.asmdef.meta │ │ ├── Shaders.meta │ │ └── Scripts │ │ │ ├── RaymarchingRenderer.cs.meta │ │ │ └── RaymarchingRenderer.cs │ ├── Examples │ │ ├── Common │ │ │ ├── Textures │ │ │ │ ├── Grid.psd │ │ │ │ └── Grid.psd.meta │ │ │ ├── Scripts │ │ │ │ ├── Editor.meta │ │ │ │ ├── DebugCamera.cs.meta │ │ │ │ ├── Editor │ │ │ │ │ ├── GeneratorAssetImportProcessor.cs.meta │ │ │ │ │ └── GeneratorAssetImportProcessor.cs │ │ │ │ ├── MoveAndRotateObject.cs.meta │ │ │ │ ├── MoveAndRotateObject.cs │ │ │ │ └── DebugCamera.cs │ │ │ ├── Scripts.meta │ │ │ └── Textures.meta │ │ ├── UniversalRP │ │ │ ├── Common │ │ │ │ ├── Decal_Albedo.png │ │ │ │ ├── Decal_Normal.png │ │ │ │ ├── BuiltinLit.mat.meta │ │ │ │ ├── Decal.mat.meta │ │ │ │ ├── UniversalRP.asset.meta │ │ │ │ ├── URP_ForwardRenderer.asset.meta │ │ │ │ ├── Global Volume Profile.asset.meta │ │ │ │ ├── URP_DeferredRenderer.asset.meta │ │ │ │ ├── UniversalRenderPipelineGlobalSettings.asset.meta │ │ │ │ ├── Global Volume Profile.asset │ │ │ │ ├── UniversalRenderPipelineGlobalSettings.asset │ │ │ │ └── UniversalRP.asset │ │ │ ├── Sphere Box Morph │ │ │ │ ├── Sphere Box Morph │ │ │ │ │ ├── LightingData.asset │ │ │ │ │ ├── ReflectionProbe-0.exr │ │ │ │ │ ├── ReflectionProbe-1.exr │ │ │ │ │ ├── LightingData.asset.meta │ │ │ │ │ ├── ReflectionProbe-0.exr.meta │ │ │ │ │ └── ReflectionProbe-1.exr.meta │ │ │ │ ├── Sphere Box Morph.unity.meta │ │ │ │ ├── Sphere Box Morph.meta │ │ │ │ ├── UniversalRP_SphereBoxMorph_Lit.asset.meta │ │ │ │ ├── UniversalRP_SphereBoxMorph_Lit.mat.meta │ │ │ │ ├── UniversalRP_SphereBoxMorph_Unlit.mat.meta │ │ │ │ ├── UniversalRP_SphereBoxMorph_Unlit.asset.meta │ │ │ │ ├── UniversalRP_SphereBoxMorph_Lit.shader.meta │ │ │ │ ├── UniversalRP_SphereBoxMorph_Unlit.shader.meta │ │ │ │ ├── UniversalRP_SphereBoxMorph_Unlit.mat │ │ │ │ ├── UniversalRP_SphereBoxMorph_Lit.mat │ │ │ │ ├── UniversalRP_SphereBoxMorph_Lit.asset │ │ │ │ └── UniversalRP_SphereBoxMorph_Unlit.asset │ │ │ ├── Common.meta │ │ │ ├── Hex Floor.meta │ │ │ ├── Sphere Box Morph.meta │ │ │ └── Hex Floor │ │ │ │ ├── Hex Floor.unity.meta │ │ │ │ ├── UniversalRP_HexFloor.asset.meta │ │ │ │ ├── UniversalRP_HexFloor.mat.meta │ │ │ │ ├── Hex FloorSettings.lighting.meta │ │ │ │ ├── UniversalRP_HexFloor.shader.meta │ │ │ │ ├── UniversalRP_HexFloor.mat │ │ │ │ └── Hex FloorSettings.lighting │ │ ├── Forward │ │ │ ├── Lighting │ │ │ │ ├── Lighting │ │ │ │ │ ├── LightingData.asset │ │ │ │ │ ├── ReflectionProbe-0.exr │ │ │ │ │ ├── ReflectionProbe-1.exr │ │ │ │ │ ├── Lightmap-0_comp_dir.png │ │ │ │ │ ├── Lightmap-0_comp_light.exr │ │ │ │ │ ├── LightingData.asset.meta │ │ │ │ │ ├── Lightmap-0_comp_dir.png.meta │ │ │ │ │ ├── Lightmap-0_comp_light.exr.meta │ │ │ │ │ ├── ReflectionProbe-0.exr.meta │ │ │ │ │ └── ReflectionProbe-1.exr.meta │ │ │ │ ├── Lighting.unity.meta │ │ │ │ ├── Lighting.meta │ │ │ │ ├── Red.mat.meta │ │ │ │ ├── Green.mat.meta │ │ │ │ ├── Forward_Sphere.asset.meta │ │ │ │ ├── Forward_Sphere.mat.meta │ │ │ │ ├── Forward_Sphere.shader.meta │ │ │ │ ├── Forward_Sphere.mat │ │ │ │ ├── Forward_Sphere.asset │ │ │ │ ├── Red.mat │ │ │ │ └── Green.mat │ │ │ ├── Sphere Box Morph │ │ │ │ ├── Sphere Box Morph │ │ │ │ │ ├── LightingData.asset │ │ │ │ │ ├── ReflectionProbe-0.exr │ │ │ │ │ ├── ReflectionProbe-1.exr │ │ │ │ │ ├── LightingData.asset.meta │ │ │ │ │ ├── ReflectionProbe-0.exr.meta │ │ │ │ │ └── ReflectionProbe-1.exr.meta │ │ │ │ ├── Sphere Box Morph.unity.meta │ │ │ │ ├── Sphere Box Morph.meta │ │ │ │ ├── Sphere Box Morph_Profiles.meta │ │ │ │ ├── SphereBoxMorphForwardUnlit.asset.meta │ │ │ │ ├── SphereBoxMorphForwardStandard.asset.meta │ │ │ │ ├── SphereBoxMorphForwardStandard.mat.meta │ │ │ │ ├── SphereBoxMorphForwardUnlit.mat.meta │ │ │ │ ├── SphereBoxMorphForwardStandardTrasnparent.asset.meta │ │ │ │ ├── SphereBoxMorphForwardStandardTransparent.mat.meta │ │ │ │ ├── Sphere Box Morph_Profiles │ │ │ │ │ ├── GameObject Profile.asset.meta │ │ │ │ │ └── GameObject Profile.asset │ │ │ │ ├── SphereBoxMorphForwardUnlit.shader.meta │ │ │ │ ├── SphereBoxMorphForwardStandard.shader.meta │ │ │ │ ├── SphereBoxMorphForwardStandardTransparent.shader.meta │ │ │ │ ├── SphereBoxMorphForwardUnlit.mat │ │ │ │ ├── SphereBoxMorphForwardStandardTransparent.mat │ │ │ │ └── SphereBoxMorphForwardStandard.mat │ │ │ ├── Mod World │ │ │ │ ├── Mod World.unity.meta │ │ │ │ ├── Forward_ModWorld.mat.meta │ │ │ │ ├── Forward_ModWorld.asset.meta │ │ │ │ ├── Forward_ModWorld.shader.meta │ │ │ │ ├── Forward_ModWorld.mat │ │ │ │ ├── Forward_ModWorld.shader │ │ │ │ └── Forward_ModWorld.asset │ │ │ ├── Hex Floor.meta │ │ │ ├── Lighting.meta │ │ │ ├── Mod World.meta │ │ │ ├── Mod World for VR.meta │ │ │ ├── Sphere Box Morph.meta │ │ │ ├── Mod World for VR │ │ │ │ ├── Mod World for VR.unity.meta │ │ │ │ ├── Forward_ModWorld_for_VR.mat.meta │ │ │ │ ├── Forward_ModWorld_for_VR.asset.meta │ │ │ │ ├── Forward_ModWorld_for_VR.shader.meta │ │ │ │ ├── Forward_ModWorld_for_VR.mat │ │ │ │ └── Forward_ModWorld_for_VR.asset │ │ │ └── Hex Floor │ │ │ │ ├── Hex Floor.unity.meta │ │ │ │ ├── Forward_HexFloor.asset.meta │ │ │ │ ├── Forward_HexFloor.mat.meta │ │ │ │ ├── Forward_HexFloor.shader.meta │ │ │ │ └── Forward_HexFloor.mat │ │ ├── Common.meta │ │ ├── Deferred.meta │ │ ├── Forward.meta │ │ ├── UniversalRP.meta │ │ └── Deferred │ │ │ ├── Hex Floor.meta │ │ │ ├── Mod World.meta │ │ │ ├── Sphere Box Morph.meta │ │ │ ├── Hex Floor │ │ │ ├── Hex Floor.unity.meta │ │ │ ├── Deferred_HexFloor.asset.meta │ │ │ ├── Deferred_HexFloor.mat.meta │ │ │ ├── Deffered_HexFloor.shader.meta │ │ │ └── Deferred_HexFloor.mat │ │ │ ├── Mod World │ │ │ ├── Mod World.unity.meta │ │ │ ├── Deferred_ModWorld.asset.meta │ │ │ ├── Deferred_ModWorld.mat.meta │ │ │ ├── Deffered_ModWorld.shader.meta │ │ │ ├── Deferred_ModWorld.mat │ │ │ ├── Deferred_ModWorld.asset │ │ │ └── Deffered_ModWorld.shader │ │ │ └── Sphere Box Morph │ │ │ ├── Sphere Box Morph.unity.meta │ │ │ ├── Deferred_SphereBoxMorph.asset.meta │ │ │ ├── Deferred_SphereBoxMorph.mat.meta │ │ │ ├── Deffered_SphereBoxMorph.shader.meta │ │ │ ├── Deferred_SphereBoxMorph.mat │ │ │ └── Deffered_SphereBoxMorph.shader │ ├── Editor │ │ ├── Resources │ │ │ ├── uRaymarching │ │ │ │ ├── Icons │ │ │ │ │ ├── uRaymarching Icon.png │ │ │ │ │ └── uRaymarching Icon.png.meta │ │ │ │ ├── Icons.meta │ │ │ │ ├── Constants │ │ │ │ │ ├── uRaymarching_Default_Constants_Legacy.asset.meta │ │ │ │ │ ├── uRaymarching_Default_Constants_UniversalRP.asset.meta │ │ │ │ │ ├── uRaymarching_Default_Constants_Legacy.asset │ │ │ │ │ └── uRaymarching_Default_Constants_UniversalRP.asset │ │ │ │ └── Constants.meta │ │ │ ├── ShaderTemplates │ │ │ │ ├── uRaymarching │ │ │ │ │ ├── UniversalRP │ │ │ │ │ │ ├── Lit.txt.meta │ │ │ │ │ │ └── Unlit.txt.meta │ │ │ │ │ ├── Deferred.meta │ │ │ │ │ ├── Forward.meta │ │ │ │ │ ├── UniversalRP.meta │ │ │ │ │ ├── Forward │ │ │ │ │ │ ├── Unlit.txt.meta │ │ │ │ │ │ └── Standard.txt.meta │ │ │ │ │ └── Deferred │ │ │ │ │ │ ├── Standard.txt.meta │ │ │ │ │ │ └── Direct GBuffer.txt.meta │ │ │ │ └── uRaymarching.meta │ │ │ ├── uRaymarching.meta │ │ │ └── ShaderTemplates.meta │ │ ├── uRaymarching.Editor.asmdef.meta │ │ ├── Resources.meta │ │ ├── Scripts.meta │ │ ├── Scripts │ │ │ ├── Utils.cs.meta │ │ │ ├── Constants.cs.meta │ │ │ ├── Utils.cs │ │ │ └── Constants.cs │ │ └── uRaymarching.Editor.asmdef │ ├── package.json.meta │ ├── Runtime.meta │ ├── Editor.meta │ ├── Examples.meta │ └── package.json └── uRaymarching.meta ├── .github └── workflows │ └── main.yml ├── LICENSE.md ├── .gitignore ├── Packages └── manifest.json └── Documents └── UniversalRP.md /ProjectSettings/boot.config: -------------------------------------------------------------------------------- 1 | -------------------------------------------------------------------------------- /Assets/uRaymarching/Runtime/uRaymarching.Runtime.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "uRaymarching.Runtime" 3 | } 4 | -------------------------------------------------------------------------------- /ProjectSettings/NetworkManager.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/hecomi/uRaymarching/HEAD/ProjectSettings/NetworkManager.asset 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-------------------------------------------------------------------------------- /Assets/uRaymarching/Examples/UniversalRP/Hex Floor/UniversalRP_HexFloor.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 41d9747774fbb4899a6a51bdb11ce746 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/uRaymarching/Runtime/Shaders/Include/Legacy/Common.cginc: -------------------------------------------------------------------------------- 1 | #ifndef COMMON_CGINC 2 | #define COMMON_CGINC 3 | 4 | #include "UnityCG.cginc" 5 | #include "UnityPBSLighting.cginc" 6 | #include "./Structs.cginc" 7 | #include "./Utils.cginc" 8 | #include "./Camera.cginc" 9 | #include "./Math.cginc" 10 | #include 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-------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | m_Volume: 1 7 | Rolloff Scale: 1 8 | Doppler Factor: 1 9 | Default Speaker Mode: 2 10 | m_SampleRate: 0 11 | m_DSPBufferSize: 1024 12 | m_VirtualVoiceCount: 512 13 | m_RealVoiceCount: 32 14 | m_SpatializerPlugin: 15 | m_AmbisonicDecoderPlugin: 16 | m_DisableAudio: 0 17 | m_VirtualizeEffects: 1 18 | -------------------------------------------------------------------------------- /ProjectSettings/URPProjectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &1 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 61 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: 247994e1f5a72c2419c26a37e9334c01, type: 3} 13 | m_Name: 14 | m_EditorClassIdentifier: 15 | m_LastMaterialVersion: 5 16 | -------------------------------------------------------------------------------- /Assets/uRaymarching/Examples/UniversalRP/Common/Global Volume Profile.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: d7fd9488000d3734a9e00ee676215985, type: 3} 13 | m_Name: Global Volume Profile 14 | m_EditorClassIdentifier: 15 | components: [] 16 | -------------------------------------------------------------------------------- /ProjectSettings/ShaderGraphSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &1 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 61 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: de02f9e1d18f588468e474319d09a723, type: 3} 13 | m_Name: 14 | m_EditorClassIdentifier: 15 | customInterpolatorErrorThreshold: 32 16 | customInterpolatorWarningThreshold: 16 17 | -------------------------------------------------------------------------------- /Assets/uRaymarching/Runtime/Shaders/Include/UniversalRP/Structs.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef URAYMARCHING_STRUCTS_HLSL 2 | #define URAYMARCHING_STRUCTS_HLSL 3 | 4 | struct RaymarchInfo 5 | { 6 | // Input 7 | float3 startPos; 8 | float3 rayDir; 9 | float3 polyPos; 10 | float3 polyNormal; 11 | float4 projPos; 12 | float minDistance; 13 | float maxDistance; 14 | int maxLoop; 15 | 16 | // Output 17 | int loop; 18 | float3 endPos; 19 | float lastDistance; 20 | float totalLength; 21 | float depth; 22 | float3 normal; 23 | }; 24 | 25 | #endif -------------------------------------------------------------------------------- /Assets/uRaymarching/Editor/Scripts/Utils.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | using System.IO; 4 | 5 | namespace Raymarching 6 | { 7 | 8 | public static class Utils 9 | { 10 | public static string GetShaderDirPath(string shaderName) 11 | { 12 | var shader = Shader.Find(shaderName); 13 | var shaderPath = AssetDatabase.GetAssetPath(shader); 14 | try 15 | { 16 | return Path.GetDirectoryName(shaderPath); 17 | } 18 | catch (System.Exception) 19 | { 20 | return ""; 21 | } 22 | } 23 | } 24 | 25 | } 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guid: ec859caf47b8f42cbaaa67f7785030e1, type: 3} 13 | m_Name: uRaymarching_Default_Constants_Legacy 14 | m_EditorClassIdentifier: 15 | values: 16 | - name: RaymarchingShaderDirectory 17 | value: Assets/uRaymarching/Shaders/Include/Legacy 18 | shaderName: Hidden/Raymarching/Legacy/GetPathFromScript 19 | -------------------------------------------------------------------------------- /Assets/uRaymarching/Editor/Resources/uRaymarching/Constants/uRaymarching_Default_Constants_UniversalRP.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: ec859caf47b8f42cbaaa67f7785030e1, type: 3} 13 | m_Name: uRaymarching_Default_Constants_UniversalRP 14 | m_EditorClassIdentifier: 15 | values: 16 | - name: RaymarchingShaderDirectory 17 | value: Assets/uRaymarching/Shaders/Include/UniversalRP 18 | shaderName: Hidden/Raymarching/UniversalRP/GetPathFromScript 19 | -------------------------------------------------------------------------------- /Assets/uRaymarching/Runtime/Shaders/Include/Legacy/Structs.cginc: -------------------------------------------------------------------------------- 1 | #ifndef STRUCTS_CGINC 2 | #define STRUCTS_CGINC 3 | 4 | struct GBufferOut 5 | { 6 | half4 diffuse : SV_Target0; // rgb: diffuse, a: occlusion 7 | half4 specular : SV_Target1; // rgb: specular, a: smoothness 8 | half4 normal : SV_Target2; // rgb: normal, a: unused 9 | half4 emission : SV_Target3; // rgb: emission, a: unused 10 | #ifdef USE_RAYMARCHING_DEPTH 11 | float depth : SV_Depth; 12 | #endif 13 | }; 14 | 15 | struct RaymarchInfo 16 | { 17 | // Input 18 | float3 startPos; 19 | float3 rayDir; 20 | float3 polyNormal; 21 | float4 projPos; 22 | float minDistance; 23 | float maxDistance; 24 | int maxLoop; 25 | 26 | // Output 27 | int loop; 28 | float3 endPos; 29 | float lastDistance; 30 | float totalLength; 31 | float depth; 32 | float3 normal; 33 | }; 34 | 35 | #endif 36 | -------------------------------------------------------------------------------- /Assets/uRaymarching/Examples/Common/Scripts/MoveAndRotateObject.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace uRaymarching 4 | { 5 | 6 | public class MoveAndRotateObject : MonoBehaviour 7 | { 8 | [SerializeField] float speed = 180; 9 | [SerializeField] Vector3 scale = Vector3.one; 10 | private float angle_ = 0f; 11 | private Vector3 axis_; 12 | private Vector3 center_; 13 | 14 | void Start() 15 | { 16 | axis_ = Random.insideUnitSphere; 17 | center_ = transform.position; 18 | } 19 | 20 | void Update() 21 | { 22 | angle_ += speed * Time.deltaTime; 23 | transform.rotation = Quaternion.AngleAxis(angle_, axis_); 24 | transform.position = center_ + new Vector3( 25 | scale.x * Mathf.Sin(Time.time * Mathf.PI * 0.5f), 26 | scale.y * Mathf.Cos(Time.time * Mathf.PI * 0.2f), 27 | scale.z * Mathf.Cos(Time.time * Mathf.PI * 0.3f)); 28 | } 29 | } 30 | 31 | } -------------------------------------------------------------------------------- /Assets/uRaymarching/Examples/Common/Scripts/Editor/GeneratorAssetImportProcessor.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | 3 | namespace uRaymarching 4 | { 5 | 6 | public class GeneratorAssetImportProcessor : AssetPostprocessor 7 | { 8 | const string ext = ".asset"; 9 | const string dir = "uRaymarching"; 10 | 11 | static void OnPostprocessAllAssets( 12 | string[] importedAssets, 13 | string[] deletedAssets, 14 | string[] movedAssets, 15 | string[] movedFromAssetPaths) 16 | { 17 | foreach (string str in importedAssets) { 18 | if (!str.EndsWith(ext) || !str.Contains(dir)) continue; 19 | 20 | var generator = AssetDatabase.LoadAssetAtPath(str); 21 | if (!generator) continue; 22 | 23 | var editor = Editor.CreateEditor(generator) as uShaderTemplate.GeneratorEditor; 24 | editor.Reconvert(); 25 | } 26 | } 27 | } 28 | 29 | } 30 | -------------------------------------------------------------------------------- /Assets/uRaymarching/Runtime/Shaders/Include/Legacy/Fractals.cginc: -------------------------------------------------------------------------------- 1 | #ifndef FRACTALS_CGINC 2 | #define FRACTALS_CGINC 3 | 4 | #include "./Utils.cginc" 5 | 6 | inline float RecursiveTetrahedron(float3 p, int loop) 7 | { 8 | p = repeat(p / 2, 3.0); 9 | 10 | const float3 a1 = float3( 1.0, 1.0, 1.0); 11 | const float3 a2 = float3(-1.0, -1.0, 1.0); 12 | const float3 a3 = float3( 1.0, -1.0, -1.0); 13 | const float3 a4 = float3(-1.0, 1.0, -1.0); 14 | 15 | const float scale = 2.0; 16 | float d; 17 | for (int n = 0; n < loop; ++n) { 18 | float3 c = a1; 19 | float minDist = length(p - a1); 20 | d = length(p - a2); if (d < minDist) { c = a2; minDist = d; } 21 | d = length(p - a3); if (d < minDist) { c = a3; minDist = d; } 22 | d = length(p - a4); if (d < minDist) { c = a4; minDist = d; } 23 | p = scale * p - c * (scale - 1.0); 24 | } 25 | 26 | return length(p) * pow(scale, float(-n)); 27 | } 28 | 29 | #endif 30 | -------------------------------------------------------------------------------- /Assets/uRaymarching/Examples/Forward/Lighting/Forward_Sphere.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_CorrespondingSourceObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Forward_Sphere 10 | m_Shader: {fileID: 4800000, guid: 00455a7e49d41954795618b9f10b9a0b, type: 3} 11 | m_ShaderKeywords: _ZWRITE_ON 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: [] 21 | m_Floats: 22 | - _Cull: 2 23 | - _Glossiness: 0.5 24 | - _Loop: 30 25 | - _Metallic: 0.5 26 | - _MinDistance: 0.01 27 | - _ShadowExtraBias: 0 28 | - _ShadowLoop: 30 29 | - _ShadowMinDistance: 0.01 30 | - _ZWrite: 1 31 | m_Colors: 32 | - _Color: {r: 1, g: 1, b: 1, a: 1} 33 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 1 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate 14 | m_Enabled: 0 15 | m_CaptureEditorExceptions: 1 16 | UnityPurchasingSettings: 17 | m_Enabled: 0 18 | m_TestMode: 0 19 | UnityAnalyticsSettings: 20 | m_Enabled: 0 21 | m_InitializeOnStartup: 1 22 | m_TestMode: 0 23 | m_TestEventUrl: 24 | m_TestConfigUrl: 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /Assets/uRaymarching/Runtime/Shaders/Include/UniversalRP/Fractals.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef URAYMARCHING_FRACTALS_HLSL 2 | #define URAYMARCHING_FRACTALS_HLSL 3 | 4 | #include "./Utils.hlsl" 5 | 6 | inline float RecursiveTetrahedron(float3 p, int loop) 7 | { 8 | p = repeat(p / 2, 3.0); 9 | 10 | const float3 a1 = float3( 1.0, 1.0, 1.0); 11 | const float3 a2 = float3(-1.0, -1.0, 1.0); 12 | const float3 a3 = float3( 1.0, -1.0, -1.0); 13 | const float3 a4 = float3(-1.0, 1.0, -1.0); 14 | 15 | const float scale = 2.0; 16 | float d; 17 | for (int n = 0; n < loop; ++n) { 18 | float3 c = a1; 19 | float minDist = length(p - a1); 20 | d = length(p - a2); if (d < minDist) { c = a2; minDist = d; } 21 | d = length(p - a3); if (d < minDist) { c = a3; minDist = d; } 22 | d = length(p - a4); if (d < minDist) { c = a4; minDist = d; } 23 | p = scale * p - c * (scale - 1.0); 24 | } 25 | 26 | return length(p) * pow(scale, float(-n)); 27 | } 28 | 29 | #endif 30 | -------------------------------------------------------------------------------- /Assets/uRaymarching/Editor/Scripts/Constants.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Raymarching 4 | { 5 | 6 | [CreateAssetMenu( 7 | menuName = "Shader/uRaymarching/Constants", 8 | order = uShaderTemplate.Common.Setting.menuOrder + 1)] 9 | public class Constants : uShaderTemplate.Constants 10 | { 11 | const string ShaderDir = "RaymarchingShaderDirectory"; 12 | 13 | [SerializeField] 14 | string shaderName = "Hidden/Raymarching/UniversalRP/GetPathFromScript"; 15 | 16 | void Awake() 17 | { 18 | values = new uShaderTemplate.Constant[] { 19 | new uShaderTemplate.Constant() { 20 | name = ShaderDir, 21 | value = Utils.GetShaderDirPath(shaderName) 22 | } 23 | }; 24 | } 25 | 26 | public override void OnBeforeConvert() 27 | { 28 | for (int i = 0; i < values.Length; ++i) 29 | { 30 | if (values[i].name != ShaderDir) continue; 31 | 32 | var constant = values[i]; 33 | constant.value = Utils.GetShaderDirPath(shaderName); 34 | values[i] = constant; 35 | } 36 | } 37 | } 38 | 39 | } -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- 1 | name: Create UPM branches and run NPM publish 2 | 3 | on: 4 | push: 5 | tags: 6 | - v* 7 | 8 | jobs: 9 | update: 10 | runs-on: ubuntu-latest 11 | steps: 12 | - name: Checkout 13 | uses: actions/checkout@v2 14 | with: 15 | fetch-depth: 0 16 | 17 | - name: Get tag name 18 | id: tag 19 | run: echo ::set-output name=name::${GITHUB_REF#refs/tags/v} 20 | 21 | - name: Create UPM Branch 22 | uses: hecomi/create-upm-branch-action@main 23 | with: 24 | git-tag: ${{ steps.tag.outputs.name }} 25 | pkg-root-dir-path: Assets/uRaymarching 26 | samples-dir: Examples 27 | main-branch: master 28 | root-files: README.md LICENSE.md CHANGELOG.md Third_Party_Notices.md 29 | 30 | - name: Setup node 31 | uses: actions/setup-node@v2 32 | with: 33 | registry-url: 'https://registry.npmjs.org' 34 | 35 | - name: NPM publish 36 | run: npm publish --access public 37 | env: 38 | NODE_AUTH_TOKEN: ${{secrets.NPM_TOKEN}} 39 | -------------------------------------------------------------------------------- /LICENSE.md: -------------------------------------------------------------------------------- 1 | The MIT License (MIT) 2 | 3 | Copyright (c) 2016 hecomi 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy of 6 | this software and associated documentation files (the "Software"), to deal in 7 | the Software without restriction, including without limitation the rights to 8 | use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of 9 | the Software, and to permit persons to whom the Software is furnished to do so, 10 | 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, FITNESS 17 | FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR 18 | COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER 19 | IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 20 | CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 21 | -------------------------------------------------------------------------------- /Assets/uRaymarching/Examples/Forward/Mod World/Forward_ModWorld.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_CorrespondingSourceObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Forward_ModWorld 10 | m_Shader: {fileID: 4800000, guid: 9c35d03ac80f47441990027f25f3ae80, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | 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directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | 13 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Recordings can get excessive in size 18 | /[Rr]ecordings/ 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Autogenerated Jetbrains Rider plugin 24 | /[Aa]ssets/Plugins/Editor/JetBrains* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | 29 | # Gradle cache directory 30 | .gradle/ 31 | 32 | # Autogenerated VS/MD/Consulo solution and project files 33 | ExportedObj/ 34 | .consulo/ 35 | *.csproj 36 | *.unityproj 37 | *.sln 38 | *.suo 39 | *.tmp 40 | *.user 41 | *.userprefs 42 | *.pidb 43 | *.booproj 44 | *.svd 45 | *.pdb 46 | *.mdb 47 | *.opendb 48 | *.VC.db 49 | 50 | # Unity3D generated meta files 51 | *.pidb.meta 52 | *.pdb.meta 53 | *.mdb.meta 54 | 55 | # Unity3D generated file on crash reports 56 | sysinfo.txt 57 | 58 | # Builds 59 | *.apk 60 | *.aab 61 | *.unitypackage 62 | *.app 63 | 64 | # Crashlytics generated file 65 | crashlytics-build.properties 66 | 67 | # Packed Addressables 68 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* 69 | 70 | # Temporary auto-generated Android Assets 71 | /[Aa]ssets/[Ss]treamingAssets/aa.meta 72 | /[Aa]ssets/[Ss]treamingAssets/aa/* 73 | 74 | # For This Project 75 | Assets/3rd\ Parties/ 76 | Wiki 77 | shadertoolsconfig.json 78 | .vsconfig 79 | .vscode 80 | .DS_Store 81 | mono_crash* 82 | -------------------------------------------------------------------------------- /Assets/uRaymarching/Runtime/Shaders/Include/Legacy/DeferredDirect.cginc: -------------------------------------------------------------------------------- 1 | #ifndef VERT_FRAG_DEFERRED_OBJECT_DIRECT_H 2 | #define VERT_FRAG_DEFERRED_OBJECT_DIRECT_H 3 | 4 | #include "UnityCG.cginc" 5 | #include "./Structs.cginc" 6 | #include "./Raymarching.cginc" 7 | #include "./Utils.cginc" 8 | 9 | int _Loop; 10 | float _MinDistance; 11 | float4 _Diffuse; 12 | float4 _Specular; 13 | float4 _Emission; 14 | 15 | struct appdata 16 | { 17 | float4 vertex : POSITION; 18 | float3 normal : NORMAL; 19 | }; 20 | 21 | struct v2f 22 | { 23 | float4 vertex : SV_POSITION; 24 | #ifdef FULL_SCREEN 25 | float4 projPos : TEXCOORD0; 26 | #else 27 | float4 worldPos : TEXCOORD0; 28 | float3 worldNormal : TEXCOORD1; 29 | #endif 30 | }; 31 | 32 | v2f Vert(appdata i) 33 | { 34 | v2f o; 35 | #ifdef FULL_SCREEN 36 | o.vertex = i.vertex; 37 | o.projPos = ComputeNonStereoScreenPos(o.pos); 38 | COMPUTE_EYEDEPTH(o.projPos.z); 39 | #else 40 | o.vertex = UnityObjectToClipPos(i.vertex); 41 | o.worldPos = mul(unity_ObjectToWorld, i.vertex); 42 | o.worldNormal = UnityObjectToWorldNormal(i.normal); 43 | #endif 44 | return o; 45 | } 46 | 47 | GBufferOut Frag(v2f i, GBufferOut o) 48 | { 49 | RaymarchInfo ray; 50 | INITIALIZE_RAYMARCH_INFO(ray, i, _Loop, _MinDistance); 51 | Raymarch(ray); 52 | 53 | o.diffuse = _Diffuse; 54 | o.specular = _Specular; 55 | o.emission = _Emission; 56 | o.normal = float4(ray.normal, 1.0); 57 | #ifdef USE_RAYMARCHING_DEPTH 58 | o.depth = ray.depth; 59 | #endif 60 | 61 | #ifdef POST_EFFECT 62 | POST_EFFECT(ray, o); 63 | #endif 64 | 65 | #ifndef UNITY_HDR_ON 66 | o.emission.rgb = exp2(-o.emission.rgb); 67 | #endif 68 | 69 | return o; 70 | } 71 | 72 | #endif 73 | -------------------------------------------------------------------------------- /Assets/uRaymarching/Examples/Forward/Sphere Box Morph/Sphere Box Morph_Profiles/GameObject Profile.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 10 | m_EditorHideFlags: 0 11 | m_Script: {fileID: 11500000, guid: 8e6292b2c06870d4495f009f912b9600, type: 3} 12 | m_Name: GameObject Profile 13 | m_EditorClassIdentifier: 14 | settings: 15 | - {fileID: 114774511080909690} 16 | --- !u!114 &114774511080909690 17 | MonoBehaviour: 18 | m_ObjectHideFlags: 3 19 | m_CorrespondingSourceObject: {fileID: 0} 20 | m_PrefabInternal: {fileID: 0} 21 | m_GameObject: {fileID: 0} 22 | m_Enabled: 1 23 | m_EditorHideFlags: 0 24 | m_Script: {fileID: 11500000, guid: c1cb7e9e120078f43bce4f0b1be547a7, type: 3} 25 | m_Name: AmbientOcclusion 26 | m_EditorClassIdentifier: 27 | active: 1 28 | enabled: 29 | overrideState: 1 30 | value: 1 31 | mode: 32 | overrideState: 1 33 | value: 1 34 | intensity: 35 | overrideState: 1 36 | value: 1.06 37 | color: 38 | overrideState: 1 39 | value: {r: 0, g: 0, b: 0, a: 1} 40 | ambientOnly: 41 | overrideState: 0 42 | value: 1 43 | noiseFilterTolerance: 44 | overrideState: 0 45 | value: 0 46 | blurTolerance: 47 | overrideState: 0 48 | value: -4.6 49 | upsampleTolerance: 50 | overrideState: 0 51 | value: -12 52 | thicknessModifier: 53 | overrideState: 1 54 | value: 1.35 55 | directLightingStrength: 56 | overrideState: 0 57 | value: 0 58 | radius: 59 | overrideState: 0 60 | value: 0.25 61 | quality: 62 | overrideState: 0 63 | value: 2 64 | -------------------------------------------------------------------------------- /Assets/uRaymarching/Runtime/Shaders/Include/Legacy/Camera.cginc: -------------------------------------------------------------------------------- 1 | #ifndef CAMERA_CGINC 2 | #define CAMERA_CGINC 3 | 4 | inline float3 GetCameraPosition() { return UNITY_MATRIX_I_V._m03_m13_m23; } 5 | inline float3 GetCameraForward() { return -UNITY_MATRIX_V[2].xyz; } 6 | inline float3 GetCameraUp() { return UNITY_MATRIX_V[1].xyz; } 7 | inline float3 GetCameraRight() { return UNITY_MATRIX_V[0].xyz; } 8 | inline float GetCameraFocalLength() { return abs(UNITY_MATRIX_P[1][1]); } 9 | inline float GetCameraNearClip() { return _ProjectionParams.y; } 10 | inline float GetCameraFarClip() { return _ProjectionParams.z; } 11 | inline bool IsCameraPerspective() { return any(UNITY_MATRIX_P[3].xyz); } 12 | inline bool IsCameraOrtho() { return !IsCameraPerspective(); } 13 | 14 | inline float3 _GetCameraDirection(float2 sp) 15 | { 16 | float3 camDir = GetCameraForward(); 17 | float3 camUp = GetCameraUp(); 18 | float3 camSide = GetCameraRight(); 19 | float focalLen = GetCameraFocalLength(); 20 | return normalize((camSide * sp.x) + (camUp * sp.y) + (camDir * focalLen)); 21 | } 22 | 23 | inline float3 GetCameraDirection(float4 projPos) 24 | { 25 | projPos.xy /= projPos.w; 26 | projPos.xy = (projPos.xy - 0.5) * 2.0; 27 | projPos.x *= _ScreenParams.x / _ScreenParams.y; 28 | return _GetCameraDirection(projPos.xy); 29 | } 30 | 31 | inline float GetDistanceFromCameraToNearClipPlane(float4 projPos) 32 | { 33 | projPos.xy /= projPos.w; 34 | projPos.xy = (projPos.xy - 0.5) * 2.0; 35 | projPos.x *= _ScreenParams.x / _ScreenParams.y; 36 | float3 norm = normalize(float3(projPos.xy, GetCameraFocalLength())); 37 | return GetCameraNearClip() / norm.z; 38 | } 39 | 40 | #endif 41 | -------------------------------------------------------------------------------- /Assets/uRaymarching/Runtime/Shaders/Include/UniversalRP/Camera.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef URAYMARCHING_CAMERA_HLSL 2 | #define URAYMARCHING_CAMERA_HLSL 3 | 4 | inline float3 GetCameraPosition() { return UNITY_MATRIX_I_V._m03_m13_m23; } 5 | inline float3 GetCameraForward() { return -UNITY_MATRIX_V[2].xyz; } 6 | inline float3 GetCameraUp() { return UNITY_MATRIX_V[1].xyz; } 7 | inline float3 GetCameraRight() { return UNITY_MATRIX_V[0].xyz; } 8 | inline float GetCameraFocalLength() { return abs(UNITY_MATRIX_P[1][1]); } 9 | inline float GetCameraNearClip() { return _ProjectionParams.y; } 10 | inline float GetCameraFarClip() { return _ProjectionParams.z; } 11 | inline bool IsCameraPerspective() { return any(UNITY_MATRIX_P[3].xyz); } 12 | inline bool IsCameraOrtho() { return !IsCameraPerspective(); } 13 | 14 | inline float3 _GetCameraDirection(float2 sp) 15 | { 16 | float3 camDir = GetCameraForward(); 17 | float3 camUp = GetCameraUp(); 18 | float3 camSide = GetCameraRight(); 19 | float focalLen = GetCameraFocalLength(); 20 | return normalize((camSide * sp.x) + (camUp * sp.y) + (camDir * focalLen)); 21 | } 22 | 23 | inline float3 GetCameraDirection(float4 projPos) 24 | { 25 | projPos.xy /= projPos.w; 26 | projPos.xy = (projPos.xy - 0.5) * 2.0; 27 | projPos.x *= _ScreenParams.x / _ScreenParams.y; 28 | return _GetCameraDirection(projPos.xy); 29 | } 30 | 31 | inline float GetDistanceFromCameraToNearClipPlane(float4 projPos) 32 | { 33 | projPos.xy /= projPos.w; 34 | projPos.xy = (projPos.xy - 0.5) * 2.0; 35 | projPos.x *= _ScreenParams.x / _ScreenParams.y; 36 | float3 norm = normalize(float3(projPos.xy, GetCameraFocalLength())); 37 | return GetCameraNearClip() / norm.z; 38 | } 39 | 40 | #endif 41 | -------------------------------------------------------------------------------- /Assets/uRaymarching/Runtime/Shaders/Include/Legacy/Primitives.cginc: -------------------------------------------------------------------------------- 1 | #ifndef PRIMITIVES_CGINC 2 | #define PRIMITIVES_CGINC 3 | 4 | inline float Sphere(float3 pos, float radius) 5 | { 6 | return length(pos) - radius; 7 | } 8 | 9 | inline float RoundBox(float3 pos, float3 size, float round) 10 | { 11 | float3 d = abs(pos) - size; 12 | return length(max(abs(pos) - size, 0.0)) - round 13 | + min(max(d.x, max(d.y, d.z)), 0.0); 14 | } 15 | 16 | inline float Box(float3 pos, float3 size) 17 | { 18 | float3 d = abs(pos) - size; 19 | return length(max(abs(pos) - size, 0.0)) 20 | + min(max(d.x, max(d.y, d.z)), 0.0); 21 | } 22 | 23 | inline float Torus(float3 pos, float2 radius) 24 | { 25 | float2 r = float2(length(pos.xy) - radius.x, pos.z); 26 | return length(r) - radius.y; 27 | } 28 | 29 | inline float Plane(float3 pos, float3 dir) 30 | { 31 | return dot(pos, dir); 32 | } 33 | 34 | inline float Cylinder(float3 pos, float2 r) 35 | { 36 | float2 d = abs(float2(length(pos.xy), pos.z)) - r; 37 | return min(max(d.x, d.y), 0.0) + length(max(d, 0.0)) - 0.1; 38 | } 39 | 40 | inline float HexagonalPrismX(float3 pos, float2 h) 41 | { 42 | float3 p = abs(pos); 43 | return max( 44 | p.x - h.y, 45 | max( 46 | (p.z * 0.866025 + p.y * 0.5), 47 | p.y 48 | ) - h.x 49 | ); 50 | } 51 | 52 | inline float HexagonalPrismY(float3 pos, float2 h) 53 | { 54 | float3 p = abs(pos); 55 | return max( 56 | p.y - h.y, 57 | max( 58 | (p.z * 0.866025 + p.x * 0.5), 59 | p.x 60 | ) - h.x 61 | ); 62 | } 63 | 64 | inline float HexagonalPrismZ(float3 pos, float2 h) 65 | { 66 | float3 p = abs(pos); 67 | return max( 68 | p.z - h.y, 69 | max( 70 | (p.x * 0.866025 + p.y * 0.5), 71 | p.y 72 | ) - h.x 73 | ); 74 | } 75 | 76 | #endif 77 | -------------------------------------------------------------------------------- /Assets/uRaymarching/Runtime/Shaders/Include/UniversalRP/Primitives.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef URAYMARCHING_PRIMITIVES_HLSL 2 | #define URAYMARCHING_PRIMITIVES_HLSL 3 | 4 | inline float Sphere(float3 pos, float radius) 5 | { 6 | return length(pos) - radius; 7 | } 8 | 9 | inline float RoundBox(float3 pos, float3 size, float round) 10 | { 11 | float3 d = abs(pos) - size; 12 | return length(max(abs(pos) - size, 0.0)) - round 13 | + min(max(d.x, max(d.y, d.z)), 0.0); 14 | } 15 | 16 | inline float Box(float3 pos, float3 size) 17 | { 18 | float3 d = abs(pos) - size; 19 | return length(max(abs(pos) - size, 0.0)) 20 | + min(max(d.x, max(d.y, d.z)), 0.0); 21 | } 22 | 23 | inline float Torus(float3 pos, float2 radius) 24 | { 25 | float2 r = float2(length(pos.xy) - radius.x, pos.z); 26 | return length(r) - radius.y; 27 | } 28 | 29 | inline float Plane(float3 pos, float3 dir) 30 | { 31 | return dot(pos, dir); 32 | } 33 | 34 | inline float Cylinder(float3 pos, float2 r) 35 | { 36 | float2 d = abs(float2(length(pos.xy), pos.z)) - r; 37 | return min(max(d.x, d.y), 0.0) + length(max(d, 0.0)) - 0.1; 38 | } 39 | 40 | inline float HexagonalPrismX(float3 pos, float2 h) 41 | { 42 | float3 p = abs(pos); 43 | return max( 44 | p.x - h.y, 45 | max( 46 | (p.z * 0.866025 + p.y * 0.5), 47 | p.y 48 | ) - h.x 49 | ); 50 | } 51 | 52 | inline float HexagonalPrismY(float3 pos, float2 h) 53 | { 54 | float3 p = abs(pos); 55 | return max( 56 | p.y - h.y, 57 | max( 58 | (p.z * 0.866025 + p.x * 0.5), 59 | p.x 60 | ) - h.x 61 | ); 62 | } 63 | 64 | inline float HexagonalPrismZ(float3 pos, float2 h) 65 | { 66 | float3 p = abs(pos); 67 | return max( 68 | p.z - h.y, 69 | max( 70 | (p.x * 0.866025 + p.y * 0.5), 71 | p.y 72 | ) - h.x 73 | ); 74 | } 75 | 76 | #endif 77 | -------------------------------------------------------------------------------- /Assets/uRaymarching/Runtime/Shaders/Include/UniversalRP/DepthNormals.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef URAYMARCHING_DEPTH_NORMALS_HLSL 2 | #define URAYMARCHING_DEPTH_NORMALS_HLSL 3 | 4 | #include "./Primitives.hlsl" 5 | #include "./Raymarching.hlsl" 6 | 7 | int _Loop; 8 | float _MinDistance; 9 | float4 _Color; 10 | 11 | struct Attributes 12 | { 13 | float4 positionOS : POSITION; 14 | float3 normalOS : NORMAL; 15 | UNITY_VERTEX_INPUT_INSTANCE_ID 16 | }; 17 | 18 | struct Varyings 19 | { 20 | float4 positionCS : SV_POSITION; 21 | float4 positionSS : TEXCOORD0; 22 | float3 normalWS : TEXCOORD1; 23 | float3 positionWS : TEXCOORD2; 24 | UNITY_VERTEX_INPUT_INSTANCE_ID 25 | UNITY_VERTEX_OUTPUT_STEREO 26 | }; 27 | 28 | struct FragOutput 29 | { 30 | float4 normal : SV_Target; 31 | float depth : SV_Depth; 32 | }; 33 | 34 | Varyings Vert(Attributes input) 35 | { 36 | Varyings output = (Varyings)0; 37 | 38 | UNITY_SETUP_INSTANCE_ID(input); 39 | UNITY_TRANSFER_INSTANCE_ID(input, output); 40 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); 41 | 42 | VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); 43 | output.positionCS = vertexInput.positionCS; 44 | 45 | output.positionWS = TransformObjectToWorld(input.positionOS.xyz); 46 | output.normalWS = TransformObjectToWorldNormal(input.normalOS); 47 | 48 | output.positionSS = ComputeNonStereoScreenPos(output.positionCS); 49 | output.positionSS.z = -TransformWorldToView(output.positionWS).z; 50 | 51 | return output; 52 | } 53 | 54 | FragOutput Frag(Varyings input) 55 | { 56 | UNITY_SETUP_INSTANCE_ID(input); 57 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); 58 | 59 | RaymarchInfo ray; 60 | INITIALIZE_RAYMARCH_INFO(ray, input, _Loop, _MinDistance); 61 | Raymarch(ray); 62 | 63 | float3 normal = NormalizeNormalPerPixel(DecodeNormalWS(ray.normal)); 64 | FragOutput o; 65 | o.normal = float4(normal, 0.0); 66 | o.depth = ray.depth; 67 | return o; 68 | } 69 | 70 | #endif -------------------------------------------------------------------------------- /Assets/uRaymarching/Examples/UniversalRP/Hex Floor/Hex FloorSettings.lighting: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!850595691 &4890085278179872738 4 | LightingSettings: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_Name: Hex FloorSettings 10 | serializedVersion: 3 11 | m_GIWorkflowMode: 0 12 | m_EnableBakedLightmaps: 1 13 | m_EnableRealtimeLightmaps: 1 14 | m_RealtimeEnvironmentLighting: 1 15 | m_BounceScale: 1 16 | m_AlbedoBoost: 1 17 | m_IndirectOutputScale: 1 18 | m_UsingShadowmask: 0 19 | m_BakeBackend: 0 20 | m_LightmapMaxSize: 1024 21 | m_BakeResolution: 40 22 | m_Padding: 2 23 | 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positionOS : POSITION; 16 | float3 normalOS : NORMAL; 17 | UNITY_VERTEX_INPUT_INSTANCE_ID 18 | }; 19 | 20 | struct Varyings 21 | { 22 | float4 positionCS : SV_POSITION; 23 | float4 positionSS : TEXCOORD0; 24 | float3 normalWS : TEXCOORD1; 25 | float3 positionWS : TEXCOORD2; 26 | UNITY_VERTEX_INPUT_INSTANCE_ID 27 | UNITY_VERTEX_OUTPUT_STEREO 28 | }; 29 | 30 | struct FragOutput 31 | { 32 | float4 color : SV_Target; 33 | float depth : SV_Depth; 34 | }; 35 | 36 | Varyings Vert(Attributes input) 37 | { 38 | Varyings output = (Varyings)0; 39 | 40 | UNITY_SETUP_INSTANCE_ID(input); 41 | UNITY_TRANSFER_INSTANCE_ID(input, output); 42 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); 43 | 44 | VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); 45 | output.positionCS = vertexInput.positionCS; 46 | 47 | output.positionWS = TransformObjectToWorld(input.positionOS.xyz); 48 | output.normalWS = TransformObjectToWorldNormal(input.normalOS); 49 | 50 | output.positionSS = ComputeNonStereoScreenPos(output.positionCS); 51 | output.positionSS.z = -TransformWorldToView(output.positionWS).z; 52 | 53 | return output; 54 | } 55 | 56 | FragOutput Frag(Varyings input) 57 | { 58 | UNITY_SETUP_INSTANCE_ID(input); 59 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); 60 | 61 | RaymarchInfo ray; 62 | INITIALIZE_RAYMARCH_INFO(ray, input, _Loop, _MinDistance); 63 | Raymarch(ray); 64 | 65 | FragOutput o; 66 | o.color = 0; 67 | o.depth = ray.depth; 68 | return o; 69 | } 70 | 71 | #endif -------------------------------------------------------------------------------- /ProjectSettings/Physics2DSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!19 &1 4 | Physics2DSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 3 7 | m_Gravity: {x: 0, y: -9.81} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_VelocityIterations: 8 10 | m_PositionIterations: 3 11 | m_VelocityThreshold: 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-------------------------------------------------------------------------------- 1 | #ifndef UTILS_CGINC 2 | #define UTILS_CGINC 3 | 4 | inline float3 GetScale() 5 | { 6 | return float3( 7 | length(float3(unity_ObjectToWorld[0].x, unity_ObjectToWorld[1].x, unity_ObjectToWorld[2].x)), 8 | length(float3(unity_ObjectToWorld[0].y, unity_ObjectToWorld[1].y, unity_ObjectToWorld[2].y)), 9 | length(float3(unity_ObjectToWorld[0].z, unity_ObjectToWorld[1].z, unity_ObjectToWorld[2].z))); 10 | } 11 | 12 | inline float3 ToLocal(float3 pos) 13 | { 14 | return mul(unity_WorldToObject, float4(pos, 1.0)).xyz; 15 | } 16 | 17 | inline float3 ToWorld(float3 pos) 18 | { 19 | return mul(unity_ObjectToWorld, float4(pos, 1.0)).xyz; 20 | } 21 | 22 | inline float EncodeDepth(float4 pos) 23 | { 24 | float z = pos.z / pos.w; 25 | #if defined(SHADER_API_GLCORE) || \ 26 | defined(SHADER_API_OPENGL) || \ 27 | defined(SHADER_API_GLES) || \ 28 | defined(SHADER_API_GLES3) 29 | return z * 0.5 + 0.5; 30 | #else 31 | return z; 32 | #endif 33 | } 34 | 35 | inline float EncodeDepth(float3 pos) 36 | { 37 | float4 vpPos = mul(UNITY_MATRIX_VP, float4(pos, 1.0)); 38 | return EncodeDepth(vpPos); 39 | } 40 | 41 | inline float3 EncodeNormal(float3 normal) 42 | { 43 | return normal * 0.5 + 0.5; 44 | } 45 | 46 | inline float3 DecodeNormal(float3 normal) 47 | { 48 | return 2.0 * normal - 1.0; 49 | } 50 | 51 | inline bool IsInnerCube(float3 pos, float3 scale) 52 | { 53 | return all(max(scale * 0.5 - abs(pos), 0.0)); 54 | } 55 | 56 | inline bool IsInnerSphere(float3 pos, float3 scale) 57 | { 58 | return length(pos) < length(scale) * 0.28867513459 * 0.1; 59 | } 60 | 61 | inline bool __IsInnerObject(float3 pos, float3 scale) 62 | { 63 | #ifdef OBJECT_SHAPE_CUBE 64 | return IsInnerCube(pos, scale); 65 | #else 66 | return true; 67 | #endif 68 | } 69 | 70 | inline bool _IsInnerObject(float3 pos, float3 scale) 71 | { 72 | #ifdef OBJECT_SCALE 73 | return __IsInnerObject(pos, scale); 74 | #else 75 | return __IsInnerObject(pos * scale, scale); 76 | #endif 77 | } 78 | 79 | inline bool IsInnerObject(float3 pos) 80 | { 81 | #ifdef OBJECT_SCALE 82 | return _IsInnerObject(ToLocal(pos), 1.0); 83 | #else 84 | return _IsInnerObject(ToLocal(pos), GetScale()); 85 | #endif 86 | } 87 | 88 | #ifndef UNITY_POSITION 89 | #define UNITY_POSITION(pos) float4 pos : SV_POSITION 90 | #endif 91 | 92 | #endif 93 | -------------------------------------------------------------------------------- /Assets/uRaymarching/Examples/Forward/Sphere Box Morph/Sphere Box Morph/ReflectionProbe-0.exr.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 166080bddfd0344a986664ec35a45c83 3 | TextureImporter: 4 | fileIDToRecycleName: 5 | 8900000: generatedCubemap 6 | externalObjects: {} 7 | serializedVersion: 7 8 | mipmaps: 9 | mipMapMode: 0 10 | enableMipMap: 1 11 | sRGBTexture: 1 12 | linearTexture: 0 13 | fadeOut: 0 14 | borderMipMap: 0 15 | 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6d3352b6ae4084951af12fd43c66de7a 3 | TextureImporter: 4 | fileIDToRecycleName: 5 | 8900000: generatedCubemap 6 | externalObjects: {} 7 | serializedVersion: 7 8 | mipmaps: 9 | mipMapMode: 0 10 | enableMipMap: 1 11 | sRGBTexture: 1 12 | linearTexture: 0 13 | fadeOut: 0 14 | borderMipMap: 0 15 | mipMapsPreserveCoverage: 0 16 | alphaTestReferenceValue: 0.5 17 | mipMapFadeDistanceStart: 1 18 | mipMapFadeDistanceEnd: 3 19 | bumpmap: 20 | convertToNormalMap: 0 21 | externalNormalMap: 0 22 | heightScale: 0.25 23 | normalMapFilter: 0 24 | isReadable: 0 25 | streamingMipmaps: 0 26 | streamingMipmapsPriority: 0 27 | grayScaleToAlpha: 0 28 | generateCubemap: 6 29 | cubemapConvolution: 1 30 | seamlessCubemap: 1 31 | textureFormat: 1 32 | maxTextureSize: 2048 33 | textureSettings: 34 | serializedVersion: 2 35 | filterMode: 2 36 | aniso: 0 37 | mipBias: 0 38 | wrapU: 1 39 | wrapV: 1 40 | wrapW: 1 41 | nPOTScale: 1 42 | lightmap: 0 43 | compressionQuality: 50 44 | spriteMode: 0 45 | spriteExtrude: 1 46 | spriteMeshType: 1 47 | alignment: 0 48 | spritePivot: {x: 0.5, y: 0.5} 49 | spritePixelsToUnits: 100 50 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 51 | spriteGenerateFallbackPhysicsShape: 1 52 | alphaUsage: 1 53 | alphaIsTransparency: 0 54 | spriteTessellationDetail: -1 55 | textureType: 0 56 | textureShape: 2 57 | singleChannelComponent: 0 58 | maxTextureSizeSet: 0 59 | compressionQualitySet: 0 60 | textureFormatSet: 0 61 | platformSettings: 62 | - serializedVersion: 2 63 | buildTarget: DefaultTexturePlatform 64 | maxTextureSize: 2048 65 | resizeAlgorithm: 0 66 | textureFormat: -1 67 | textureCompression: 1 68 | compressionQuality: 100 69 | crunchedCompression: 0 70 | allowsAlphaSplitting: 0 71 | overridden: 0 72 | androidETC2FallbackOverride: 0 73 | spriteSheet: 74 | serializedVersion: 2 75 | sprites: [] 76 | outline: [] 77 | physicsShape: [] 78 | bones: [] 79 | spriteID: 80 | vertices: [] 81 | indices: 82 | edges: [] 83 | weights: [] 84 | spritePackingTag: 85 | pSDRemoveMatte: 0 86 | pSDShowRemoveMatteOption: 0 87 | userData: 88 | assetBundleName: 89 | assetBundleVariant: 90 | -------------------------------------------------------------------------------- /Assets/uRaymarching/Runtime/Shaders/Include/UniversalRP/ForwardUnlit.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef URAYMARCHING_FORWARD_UNLIT_HLSL 2 | #define URAYMARCHING_FORWARD_UNLIT_HLSL 3 | 4 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" 5 | #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl" 6 | #include "./Primitives.hlsl" 7 | #include "./Raymarching.hlsl" 8 | 9 | int _Loop; 10 | float _MinDistance; 11 | float4 _Color; 12 | 13 | struct Attributes 14 | { 15 | float4 positionOS : POSITION; 16 | float3 normalOS : NORMAL; 17 | UNITY_VERTEX_INPUT_INSTANCE_ID 18 | }; 19 | 20 | struct Varyings 21 | { 22 | float4 positionCS : SV_POSITION; 23 | float4 positionSS : TEXCOORD0; 24 | float3 normalWS : TEXCOORD1; 25 | float3 positionWS : TEXCOORD2; 26 | float fogCoord : TEXCOORD3; 27 | UNITY_VERTEX_INPUT_INSTANCE_ID 28 | UNITY_VERTEX_OUTPUT_STEREO 29 | }; 30 | 31 | struct FragOutput 32 | { 33 | float4 color : SV_Target; 34 | float depth : SV_Depth; 35 | }; 36 | 37 | Varyings Vert(Attributes input) 38 | { 39 | Varyings output = (Varyings)0; 40 | 41 | UNITY_SETUP_INSTANCE_ID(input); 42 | UNITY_TRANSFER_INSTANCE_ID(input, output); 43 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); 44 | 45 | VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); 46 | output.positionCS = vertexInput.positionCS; 47 | output.positionWS = vertexInput.positionWS; 48 | output.normalWS = TransformObjectToWorldNormal(input.normalOS); 49 | output.positionSS = ComputeNonStereoScreenPos(output.positionCS); 50 | output.positionSS.z = -TransformWorldToView(output.positionWS).z; 51 | output.fogCoord = ComputeFogFactor(output.positionCS.z); 52 | 53 | return output; 54 | } 55 | 56 | FragOutput Frag(Varyings input) 57 | { 58 | UNITY_SETUP_INSTANCE_ID(input); 59 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); 60 | 61 | RaymarchInfo ray; 62 | INITIALIZE_RAYMARCH_INFO(ray, input, _Loop, _MinDistance); 63 | Raymarch(ray); 64 | 65 | FragOutput o; 66 | 67 | o.color = _Color; 68 | o.depth = ray.depth; 69 | 70 | AlphaDiscard(o.color.a, _Cutoff); 71 | 72 | #ifdef _ALPHAPREMULTIPLY_ON 73 | o.color.rgb *= o.color.a; 74 | #endif 75 | 76 | #ifdef POST_EFFECT 77 | POST_EFFECT(ray, o.color); 78 | #endif 79 | 80 | o.color.rgb = MixFog(o.color.rgb, input.fogCoord); 81 | 82 | return o; 83 | } 84 | 85 | #endif -------------------------------------------------------------------------------- /Documents/UniversalRP.md: -------------------------------------------------------------------------------- 1 | uRaymarching - UniversalRP 2 | ========================== 3 | 4 | Requirements 5 | ------------ 6 | - Unity 2019.3.0f3 or later 7 | 8 | 9 | Conditions 10 | ---------- 11 | - `Shadow Caster` 12 | - Create `ShadowCaster` pass. 13 | - Please check if you want a shadow of a raymarching object. 14 | - `World Space` 15 | - The given `pos` in a distance function becomes world-space one. 16 | - If not, `pos` becomes an object-space one. 17 | - `Object Scale` 18 | - If checked, `pos` in a distance function is scaled by the object scale. 19 | - `Check If Inside Object` 20 | - Check if the camera position is inside the object, and then if so, emit ray from the near clip plane. 21 | - Please set the `Culling` in *Material Properties* as `Cull Off`. 22 | - `Ray Stops At Depth Texture` 23 | - The occlusion with the other objects is calculated using the `CameraDepthTexture`. 24 | - Please check this with the setting of a transparent object. 25 | - Set `Render Type` as `Transparent`. 26 | - Set `Render Queue` as `Transparent` or greater. 27 | - Uncheck `ZWrite` in *Material Properties*. 28 | - And please check URP is generating `CameraDepthTexture` or not in `Depth Prepass` stage from *Frame Debug* window. 29 | - If you don't use *Cascaded Shadow*, the texture may not be created. 30 | - `Ray Starts From Depth Texture` 31 | - The ray starts from depth texture to avoid the same calculation done in both `DepthOnly` and `ForwardLit` passes. 32 | - Please check URP is generating `CameraDepthTexture` or not. 33 | 34 | Variables 35 | --------- 36 | - Render Type 37 | - `RenderType` tag value like `Opaque`, `Transparent`, and `TransparentCutout`. 38 | - Render Queue 39 | - `Queue` tag value like `Geometry`, `AlphaTest`, and `Transparent`. 40 | - LOD 41 | - `LOD` setting in a shader. 42 | - Object Shape 43 | - Clip the raymarching area inside cube or not (see below). 44 | - CUBE 45 | - 46 | - NONE 47 | - 48 | 49 | 50 | Post Effect 51 | ----------- 52 | 53 | `PostEffectOutput` is the following type in each template. 54 | 55 | - UniversalRP > Lit 56 | - Same lighting as the built-in `Universal Render Pipelin/Lit` shader. 57 | - UniversalRP > Unlit 58 | - No lighting, and same as the built-in `Universal Render Pipelin/Unlit` shader. 59 | 60 | -------------------------------------------------------------------------------- /Assets/uRaymarching/Examples/UniversalRP/Common/UniversalRP.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: bf2edee5c58d82540a51f03df9d42094, type: 3} 13 | m_Name: UniversalRP 14 | m_EditorClassIdentifier: 15 | k_AssetVersion: 9 16 | k_AssetPreviousVersion: 9 17 | m_RendererType: 1 18 | m_RendererData: 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-------------------------------------------------------------------------------- /Assets/uRaymarching/Runtime/Shaders/Include/UniversalRP/Math.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef URAYMARCHING_MATH_HLSL 2 | #define URAYMARCHING_MATH_HLSL 3 | 4 | float Rand(float2 seed) 5 | { 6 | return frac(sin(dot(seed, float2(12.9898, 78.233))) * 43758.5453); 7 | } 8 | 9 | inline float Mod(float a, float b) 10 | { 11 | return frac(abs(a / b)) * abs(b); 12 | } 13 | 14 | inline float2 Mod(float2 a, float2 b) 15 | { 16 | return frac(abs(a / b)) * abs(b); 17 | } 18 | 19 | inline float3 Mod(float3 a, float3 b) 20 | { 21 | return frac(abs(a / b)) * abs(b); 22 | } 23 | 24 | inline float SmoothMin(float d1, float d2, float k) 25 | { 26 | float h = exp(-k * d1) + exp(-k * d2); 27 | return -log(h) / k; 28 | } 29 | 30 | inline float Repeat(float pos, float span) 31 | { 32 | return Mod(pos, span) - span * 0.5; 33 | } 34 | 35 | inline float2 Repeat(float2 pos, float2 span) 36 | { 37 | return Mod(pos, span) - span * 0.5; 38 | } 39 | 40 | inline float3 Repeat(float3 pos, float3 span) 41 | { 42 | return Mod(pos, span) - span * 0.5; 43 | } 44 | 45 | inline float3 Rotate(float3 p, float angle, float3 axis) 46 | { 47 | float3 a = normalize(axis); 48 | float s = sin(angle); 49 | float c = cos(angle); 50 | float r = 1.0 - c; 51 | float3x3 m = float3x3( 52 | a.x * a.x * r + c, 53 | a.y * a.x * r + a.z * s, 54 | a.z * a.x * r - a.y * s, 55 | a.x * a.y * r - a.z * s, 56 | a.y * a.y * r + c, 57 | a.z * a.y * r + a.x * s, 58 | a.x * a.z * r + a.y * s, 59 | a.y * a.z * r - a.x * s, 60 | a.z * a.z * r + c 61 | ); 62 | return mul(m, p); 63 | } 64 | 65 | inline float3 TwistY(float3 p, float power) 66 | { 67 | float s = sin(power * p.y); 68 | float c = cos(power * p.y); 69 | float3x3 m = float3x3( 70 | c, 0.0, -s, 71 | 0.0, 1.0, 0.0, 72 | s, 0.0, c 73 | ); 74 | return mul(m, p); 75 | } 76 | 77 | inline float3 TwistX(float3 p, float power) 78 | { 79 | float s = sin(power * p.y); 80 | float c = cos(power * p.y); 81 | float3x3 m = float3x3( 82 | 1.0, 0.0, 0.0, 83 | 0.0, c, s, 84 | 0.0, -s, c 85 | ); 86 | return mul(m, p); 87 | } 88 | 89 | inline float3 TwistZ(float3 p, float power) 90 | { 91 | float s = sin(power * p.y); 92 | float c = cos(power * p.y); 93 | float3x3 m = float3x3( 94 | c, s, 0.0, 95 | -s, c, 0.0, 96 | 0.0, 0.0, 1.0 97 | ); 98 | return mul(m, p); 99 | } 100 | 101 | #endif 102 | -------------------------------------------------------------------------------- /Assets/uRaymarching/Runtime/Shaders/Include/Legacy/Math.cginc: -------------------------------------------------------------------------------- 1 | #ifndef MATH_CGINC 2 | #define MATH_CGINC 3 | 4 | #define PI 3.14159265358979 5 | 6 | float Rand(float2 seed) 7 | { 8 | return frac(sin(dot(seed, float2(12.9898, 78.233))) * 43758.5453); 9 | } 10 | 11 | inline float Mod(float a, float b) 12 | { 13 | return frac(abs(a / b)) * abs(b); 14 | } 15 | 16 | inline float2 Mod(float2 a, float2 b) 17 | { 18 | return frac(abs(a / b)) * abs(b); 19 | } 20 | 21 | inline float3 Mod(float3 a, float3 b) 22 | { 23 | return frac(abs(a / b)) * abs(b); 24 | } 25 | 26 | inline float SmoothMin(float d1, float d2, float k) 27 | { 28 | float h = exp(-k * d1) + exp(-k * d2); 29 | return -log(h) / k; 30 | } 31 | 32 | inline float Repeat(float pos, float span) 33 | { 34 | return Mod(pos, span) - span * 0.5; 35 | } 36 | 37 | inline float2 Repeat(float2 pos, float2 span) 38 | { 39 | return Mod(pos, span) - span * 0.5; 40 | } 41 | 42 | inline float3 Repeat(float3 pos, float3 span) 43 | { 44 | return Mod(pos, span) - span * 0.5; 45 | } 46 | 47 | inline float3 Rotate(float3 p, float angle, float3 axis) 48 | { 49 | float3 a = normalize(axis); 50 | float s = sin(angle); 51 | float c = cos(angle); 52 | float r = 1.0 - c; 53 | float3x3 m = float3x3( 54 | a.x * a.x * r + c, 55 | a.y * a.x * r + a.z * s, 56 | a.z * a.x * r - a.y * s, 57 | a.x * a.y * r - a.z * s, 58 | a.y * a.y * r + c, 59 | a.z * a.y * r + a.x * s, 60 | a.x * a.z * r + a.y * s, 61 | a.y * a.z * r - a.x * s, 62 | a.z * a.z * r + c 63 | ); 64 | return mul(m, p); 65 | } 66 | 67 | inline float3 TwistY(float3 p, float power) 68 | { 69 | float s = sin(power * p.y); 70 | float c = cos(power * p.y); 71 | float3x3 m = float3x3( 72 | c, 0.0, -s, 73 | 0.0, 1.0, 0.0, 74 | s, 0.0, c 75 | ); 76 | return mul(m, p); 77 | } 78 | 79 | inline float3 TwistX(float3 p, float power) 80 | { 81 | float s = sin(power * p.y); 82 | float c = cos(power * p.y); 83 | float3x3 m = float3x3( 84 | 1.0, 0.0, 0.0, 85 | 0.0, c, s, 86 | 0.0, -s, c 87 | ); 88 | return mul(m, p); 89 | } 90 | 91 | inline float3 TwistZ(float3 p, float power) 92 | { 93 | float s = sin(power * p.y); 94 | float c = cos(power * p.y); 95 | float3x3 m = float3x3( 96 | c, s, 0.0, 97 | -s, c, 0.0, 98 | 0.0, 0.0, 1.0 99 | ); 100 | return mul(m, p); 101 | } 102 | 103 | #endif 104 | 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| bones: [] 85 | spriteID: 86 | internalID: 0 87 | vertices: [] 88 | indices: 89 | edges: [] 90 | weights: [] 91 | secondaryTextures: [] 92 | nameFileIdTable: {} 93 | spritePackingTag: 94 | pSDRemoveMatte: 0 95 | pSDShowRemoveMatteOption: 0 96 | userData: 97 | assetBundleName: 98 | assetBundleVariant: 99 | -------------------------------------------------------------------------------- /Assets/uRaymarching/Examples/Common/Scripts/DebugCamera.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace uRaymarching 4 | { 5 | 6 | public class DebugCamera : MonoBehaviour 7 | { 8 | [SerializeField] float speedXY = 1f; 9 | [SerializeField] float speedXZ = 5f; 10 | [SerializeField] float speedForward = 10f; 11 | [SerializeField] float angleSpeed = 10f; 12 | 13 | private Vector3 preMousePosition_; 14 | private Vector3 targetEuler_; 15 | private Vector3 targetPos_; 16 | 17 | void Start() 18 | { 19 | preMousePosition_ = Input.mousePosition; 20 | targetPos_ = transform.position; 21 | targetEuler_ = transform.rotation.eulerAngles; 22 | } 23 | 24 | void Update() 25 | { 26 | UpdateXY(); 27 | UpdateXZ(); 28 | UpdateForward(); 29 | UpdateRotation(); 30 | UpdateMousePosition(); 31 | UpdateTransform(); 32 | } 33 | 34 | void UpdateXY() 35 | { 36 | if (Input.GetMouseButton(2) && !Input.GetMouseButtonDown(2)) { 37 | var dPos = Input.mousePosition - preMousePosition_; 38 | var velocity = ((-transform.up) * dPos.y + (-transform.right) * dPos.x) * speedXY; 39 | targetPos_ += velocity * Time.deltaTime; 40 | } 41 | } 42 | 43 | void UpdateXZ() 44 | { 45 | var x = Input.GetAxisRaw("Horizontal"); 46 | var z = Input.GetAxisRaw("Vertical"); 47 | 48 | var velocity = Quaternion.AngleAxis(targetEuler_.y, Vector3.up) * (new Vector3(x, 0f, z)) * speedXZ; 49 | targetPos_ += velocity * Time.deltaTime; 50 | } 51 | 52 | void UpdateForward() 53 | { 54 | var x = Input.mouseScrollDelta.x; 55 | var z = Input.mouseScrollDelta.y; 56 | 57 | var velocity = (transform.forward * z + transform.right * x) * speedForward; 58 | targetPos_ += velocity * Time.deltaTime; 59 | } 60 | 61 | void UpdateRotation() 62 | { 63 | if ((Input.GetMouseButton(0) && !Input.GetMouseButtonDown(0)) || 64 | (Input.GetMouseButton(1) && !Input.GetMouseButtonDown(1))) { 65 | var dPos = Input.mousePosition - preMousePosition_; 66 | targetEuler_ += new Vector3(-dPos.y, dPos.x, 0f) * Time.deltaTime * angleSpeed; 67 | targetEuler_.x = Mathf.Clamp(targetEuler_.x, -90f, 90f); 68 | } 69 | } 70 | 71 | void UpdateMousePosition() 72 | { 73 | preMousePosition_ = Input.mousePosition; 74 | } 75 | 76 | void UpdateTransform() 77 | { 78 | transform.position = Vector3.Lerp(transform.position, targetPos_, 0.5f); 79 | transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(targetEuler_), 0.5f); 80 | } 81 | } 82 | 83 | } 84 | -------------------------------------------------------------------------------- /Assets/uRaymarching/Runtime/Scripts/RaymarchingRenderer.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Rendering; 3 | #if UNITY_EDITOR 4 | using UnityEditor; 5 | #endif 6 | using System.Collections.Generic; 7 | 8 | [ExecuteInEditMode] 9 | public class RaymarchingRenderer : MonoBehaviour 10 | { 11 | Dictionary cameras_ = new Dictionary(); 12 | Mesh quad_; 13 | 14 | [SerializeField] Material material = null; 15 | [SerializeField] CameraEvent pass = CameraEvent.AfterGBuffer; 16 | CameraEvent pass_; 17 | 18 | Mesh CreateQuad() 19 | { 20 | var mesh = new Mesh(); 21 | mesh.vertices = new Vector3[4] { 22 | new Vector3( 1f, 1f, 0f), 23 | new Vector3(-1f, 1f, 0f), 24 | new Vector3(-1f, -1f, 0f), 25 | new Vector3( 1f, -1f, 0f), 26 | }; 27 | mesh.triangles = new int[6] { 0, 1, 2, 2, 3, 0 }; 28 | mesh.RecalculateNormals(); 29 | mesh.RecalculateBounds(); 30 | return mesh; 31 | } 32 | 33 | [ContextMenu("CleanUp")] 34 | void CleanUp() 35 | { 36 | foreach (var pair in cameras_) { 37 | var camera = pair.Key; 38 | var buffer = pair.Value; 39 | if (camera) { 40 | camera.RemoveCommandBuffer(pass_, buffer); 41 | } 42 | } 43 | cameras_.Clear(); 44 | } 45 | 46 | void OnEnable() 47 | { 48 | CleanUp(); 49 | pass_ = pass; 50 | } 51 | 52 | void OnDisable() 53 | { 54 | CleanUp(); 55 | } 56 | 57 | void Update() 58 | { 59 | if (!gameObject.activeInHierarchy || !enabled || !material) { 60 | CleanUp(); 61 | return; 62 | } 63 | 64 | if (pass != pass_) { 65 | CleanUp(); 66 | pass_ = pass; 67 | } 68 | 69 | foreach (var camera in Camera.allCameras) { 70 | UpdateCommandBuffer(camera); 71 | } 72 | 73 | #if UNITY_EDITOR 74 | foreach (SceneView view in SceneView.sceneViews) { 75 | if (view != null) { 76 | UpdateCommandBuffer(view.camera); 77 | } 78 | } 79 | #endif 80 | } 81 | 82 | void UpdateCommandBuffer(Camera camera) 83 | { 84 | if (!camera || cameras_.ContainsKey(camera)) return; 85 | 86 | if (!quad_) quad_ = CreateQuad(); 87 | 88 | var buffer = new CommandBuffer(); 89 | buffer.name = "Raymarching"; 90 | buffer.DrawMesh(quad_, Matrix4x4.identity, material, 0, 0); 91 | camera.AddCommandBuffer(pass, buffer); 92 | cameras_.Add(camera, buffer); 93 | } 94 | } 95 | -------------------------------------------------------------------------------- /Assets/uRaymarching/Examples/UniversalRP/Sphere Box Morph/UniversalRP_SphereBoxMorph_Lit.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: 3acd6fe57257048db802c1c4c2b75248, type: 3} 13 | m_Name: UniversalRP_SphereBoxMorph_Lit 14 | m_EditorClassIdentifier: 15 | shaderName: UniversalRP_SphereBoxMorph_Lit 16 | shaderReference: {fileID: 4800000, guid: c05803c4ba37842bebdebfc4688a7579, type: 3} 17 | shaderTemplate: uRaymarching/UniversalRP/Lit 18 | variables: 19 | - key: Name 20 | value: UniversalRP_SphereBoxMorph_Lit 21 | - key: ObjectShape 22 | value: CUBE 23 | - key: RaymarchingShaderDirectory 24 | value: Assets/uRaymarching/Runtime/Shaders/Include/UniversalRP 25 | - key: RenderType 26 | value: Opaque 27 | - key: RenderQueue 28 | value: Geometry 29 | - key: LOD 30 | value: 300 31 | conditions: 32 | - key: ShadowCaster 33 | value: 1 34 | - key: FullScreen 35 | value: 0 36 | - key: WorldSpace 37 | value: 0 38 | - key: FollowObjectScale 39 | value: 0 40 | - key: CameraInsideObject 41 | value: 0 42 | - key: UseRaymarchingDepth 43 | value: 1 44 | - key: FallbackToDiffuse 45 | value: 1 46 | - key: UseCameraDepthTextureForDepthTest 47 | value: 0 48 | - key: UseCameraDepthTextureForStartPos 49 | value: 0 50 | - key: DepthTestWithDepthTexture 51 | value: 0 52 | - key: StartFromDepthTexture 53 | value: 0 54 | - key: RayStopsAtDepthTexture 55 | value: 0 56 | - key: RayStartsFromDepthTexture 57 | value: 0 58 | - key: ObjectScale 59 | value: 0 60 | - key: CheckIfInsideObject 61 | value: 1 62 | blocks: 63 | - key: Properties 64 | value: // _Color2("Color2", Color) = (1.0, 1.0, 1.0, 1.0) 65 | folded: 1 66 | - key: DistanceFunction 67 | value: "inline float DistanceFunction(float3 pos)\n{\n float t = _Time.x;\n 68 | float a = 6 * PI * t;\n float s = pow(sin(a), 2.0);\n float d1 = Sphere(pos, 69 | 0.75);\n float d2 = RoundBox(\n Repeat(pos, 0.2),\n 0.1 - 70 | 0.1 * s,\n 0.1 / length(pos * 2.0));\n return lerp(d1, d2, s);\n}\t" 71 | folded: 1 72 | - key: PostEffect 73 | value: 'inline void PostEffect(RaymarchInfo ray, inout PostEffectOutput o) 74 | 75 | { 76 | 77 | }' 78 | folded: 1 79 | constants: {fileID: 11400000, guid: 3fc7bca6894034dec9dc046eade7d602, type: 2} 80 | basicFolded: 1 81 | conditionsFolded: 1 82 | variablesFolded: 1 83 | materialsFolded: 1 84 | constantsFolded: 0 85 | -------------------------------------------------------------------------------- /Assets/uRaymarching/Runtime/Shaders/Include/Legacy/ForwardBaseUnlit.cginc: -------------------------------------------------------------------------------- 1 | #ifndef VERT_FRAG_FORWARD_OBJECT_SIMPLE_H 2 | #define VERT_FRAG_FORWARD_OBJECT_SIMPLE_H 3 | 4 | #include "UnityCG.cginc" 5 | #include "Lighting.cginc" 6 | #include "UnityPBSLighting.cginc" 7 | #include "AutoLight.cginc" 8 | 9 | #include "./Structs.cginc" 10 | #include "./Raymarching.cginc" 11 | #include "./Utils.cginc" 12 | 13 | int _Loop; 14 | float _MinDistance; 15 | fixed4 _Color; 16 | 17 | #ifdef FULL_SCREEN 18 | 19 | struct Vert2Frag 20 | { 21 | float4 pos : POSITION; 22 | float4 projPos : TEXCOORD0; 23 | UNITY_SHADOW_COORDS(1) 24 | UNITY_FOG_COORDS(2) 25 | UNITY_VERTEX_INPUT_INSTANCE_ID 26 | UNITY_VERTEX_OUTPUT_STEREO 27 | }; 28 | 29 | #else 30 | 31 | struct Vert2Frag 32 | { 33 | float4 pos : POSITION; 34 | float4 projPos : TEXCOORD0; 35 | float3 worldNormal : TEXCOORD1; 36 | float3 worldPos : TEXCOORD2; 37 | UNITY_SHADOW_COORDS(3) 38 | UNITY_FOG_COORDS(4) 39 | UNITY_VERTEX_INPUT_INSTANCE_ID 40 | UNITY_VERTEX_OUTPUT_STEREO 41 | }; 42 | 43 | #endif 44 | 45 | struct FragOutput 46 | { 47 | float4 color : SV_Target; 48 | #ifdef USE_RAYMARCHING_DEPTH 49 | float depth : SV_Depth; 50 | #endif 51 | }; 52 | 53 | Vert2Frag Vert(appdata_full v) 54 | { 55 | Vert2Frag o; 56 | UNITY_INITIALIZE_OUTPUT(Vert2Frag, o); 57 | 58 | UNITY_SETUP_INSTANCE_ID(v); 59 | UNITY_TRANSFER_INSTANCE_ID(v, o); 60 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); 61 | 62 | #ifdef FULL_SCREEN 63 | o.pos = v.vertex; 64 | #else 65 | o.pos = UnityObjectToClipPos(v.vertex); 66 | o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; 67 | o.worldNormal = UnityObjectToWorldNormal(v.normal); 68 | #endif 69 | o.projPos = ComputeNonStereoScreenPos(o.pos); 70 | COMPUTE_EYEDEPTH(o.projPos.z); 71 | 72 | UNITY_TRANSFER_SHADOW(o, v.texcoord1.xy); 73 | UNITY_TRANSFER_FOG(o, o.pos); 74 | return o; 75 | } 76 | 77 | FragOutput Frag(Vert2Frag i) 78 | { 79 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); 80 | UNITY_SETUP_INSTANCE_ID(i); 81 | 82 | RaymarchInfo ray; 83 | INITIALIZE_RAYMARCH_INFO(ray, i, _Loop, _MinDistance); 84 | Raymarch(ray); 85 | 86 | FragOutput o; 87 | UNITY_INITIALIZE_OUTPUT(FragOutput, o); 88 | o.color = _Color; 89 | #ifdef USE_RAYMARCHING_DEPTH 90 | o.depth = ray.depth; 91 | #endif 92 | 93 | #ifdef POST_EFFECT 94 | POST_EFFECT(ray, o.color); 95 | #endif 96 | 97 | #if (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)) 98 | i.fogCoord.x = mul(UNITY_MATRIX_VP, float4(ray.endPos, 1.0)).z; 99 | #endif 100 | UNITY_APPLY_FOG(i.fogCoord, o.color); 101 | 102 | return o; 103 | } 104 | 105 | #endif 106 | -------------------------------------------------------------------------------- /Assets/uRaymarching/Runtime/Shaders/Include/UniversalRP/Utils.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef URAYMARCHING_UTILS_HLSL 2 | #define URAYMARCHING_UTILS_HLSL 3 | 4 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" 5 | #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl" 6 | 7 | inline float3 GetScale() 8 | { 9 | return float3( 10 | length(float3(unity_ObjectToWorld[0].x, unity_ObjectToWorld[1].x, unity_ObjectToWorld[2].x)), 11 | length(float3(unity_ObjectToWorld[0].y, unity_ObjectToWorld[1].y, unity_ObjectToWorld[2].y)), 12 | length(float3(unity_ObjectToWorld[0].z, unity_ObjectToWorld[1].z, unity_ObjectToWorld[2].z))); 13 | } 14 | 15 | inline float3 ToLocal(float3 pos) 16 | { 17 | return mul(unity_WorldToObject, float4(pos, 1.0)).xyz; 18 | } 19 | 20 | inline float3 ToWorld(float3 pos) 21 | { 22 | return mul(unity_ObjectToWorld, float4(pos, 1.0)).xyz; 23 | } 24 | 25 | inline float EncodeDepthCS(float4 pos) 26 | { 27 | float z = pos.z / pos.w; 28 | #if defined(SHADER_API_GLCORE) || \ 29 | defined(SHADER_API_OPENGL) || \ 30 | defined(SHADER_API_GLES) || \ 31 | defined(SHADER_API_GLES3) 32 | return z * 0.5 + 0.5; 33 | #else 34 | return z; 35 | #endif 36 | } 37 | 38 | inline float EncodeDepthWS(float3 positionWS) 39 | { 40 | float4 positionCS = TransformWorldToHClip(positionWS); 41 | return EncodeDepthCS(positionCS); 42 | } 43 | 44 | inline float3 EncodeNormalWS(float3 normal) 45 | { 46 | return normal * 0.5 + 0.5; 47 | } 48 | 49 | inline float3 DecodeNormalWS(float3 normal) 50 | { 51 | return 2.0 * normal - 1.0; 52 | } 53 | 54 | inline float4 ComputeNonStereoScreenPos(float4 pos) 55 | { 56 | float4 o = pos * 0.5f; 57 | o.xy = float2(o.x, o.y * _ProjectionParams.x) + o.w; 58 | o.zw = pos.zw; 59 | return o; 60 | } 61 | 62 | inline bool IsInnerCube(float3 pos, float3 scale) 63 | { 64 | return all(max(scale * 0.5 - abs(pos), 0.0)); 65 | } 66 | 67 | inline bool IsInnerSphere(float3 pos, float3 scale) 68 | { 69 | return length(pos) < length(scale) * 0.28867513459 * 0.1; 70 | } 71 | 72 | inline bool __IsInnerObject(float3 pos, float3 scale) 73 | { 74 | #ifdef OBJECT_SHAPE_CUBE 75 | return IsInnerCube(pos, scale); 76 | #else 77 | return true; 78 | #endif 79 | } 80 | 81 | inline bool _IsInnerObject(float3 pos, float3 scale) 82 | { 83 | #ifdef OBJECT_SCALE 84 | return __IsInnerObject(pos, scale); 85 | #else 86 | return __IsInnerObject(pos * scale, scale); 87 | #endif 88 | } 89 | 90 | inline bool IsInnerObject(float3 pos) 91 | { 92 | #ifdef OBJECT_SCALE 93 | return _IsInnerObject(ToLocal(pos), 1.0); 94 | #else 95 | return _IsInnerObject(ToLocal(pos), GetScale()); 96 | #endif 97 | } 98 | 99 | #endif 100 | -------------------------------------------------------------------------------- /Assets/uRaymarching/Examples/Deferred/Mod World/Deferred_ModWorld.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: 3acd6fe57257048db802c1c4c2b75248, type: 3} 13 | m_Name: Deferred_ModWorld 14 | m_EditorClassIdentifier: 15 | shaderName: Deffered_ModWorld 16 | shaderReference: {fileID: 4800000, guid: 666122ecb6f049244b34a1740b3d67b4, type: 3} 17 | shaderTemplate: uRaymarching/Deferred/Standard 18 | variables: 19 | - key: Name 20 | value: Deffered_ModWorld 21 | - key: RaymarchingShaderDirectory 22 | value: Assets/uRaymarching/Shaders/Include/Legacy 23 | - key: Culling 24 | value: Back 25 | - key: ObjectShape 26 | value: NONE 27 | - key: RenderType 28 | value: Opaque 29 | - key: RenderQueue 30 | value: Geometry 31 | conditions: 32 | - key: ShadowCaster 33 | value: 0 34 | - key: UseObjectScale 35 | value: 0 36 | - key: DoNotOutputDepth 37 | value: 0 38 | - key: FallbackToStandardShader 39 | value: 0 40 | - key: FallbackToDiffuse 41 | value: 0 42 | - key: WorldSpace 43 | value: 1 44 | - key: FollowObjectScale 45 | value: 0 46 | - key: CameraInsideObject 47 | value: 1 48 | - key: SphericalHarmonicsPerPixel 49 | value: 1 50 | - key: UseRaymarchingDepth 51 | value: 1 52 | - key: FullScreen 53 | value: 1 54 | - key: Blend 55 | value: 0 56 | - key: UseCameraDepthTexture 57 | value: 1 58 | - key: ForwardAdd 59 | value: 1 60 | blocks: 61 | - key: Properties 62 | value: '[Header(Additional Parameters)] 63 | 64 | _Grid("Grid", 2D) = "" {}' 65 | folded: 1 66 | - key: DistanceFunction 67 | value: "inline float DistanceFunction(float3 pos)\n{\n float r = abs(sin(2 68 | * PI * _Time.y / 2.0));\n float d1 = RoundBox(Repeat(pos, float3(6, 6, 6)), 69 | 1 - r, r);\n float d2 = Sphere(pos, 3.0);\n float d3 = Plane(pos - float3(0, 70 | -3, 0), float3(0, 1, 0));\n return SmoothMin(SmoothMin(d1, d2, 1.0), d3, 71 | 1.0);\n}" 72 | folded: 1 73 | - key: PostEffect 74 | value: "sampler2D _Grid;\nfloat4 _Grid_ST;\n\ninline void PostEffect(RaymarchInfo 75 | ray, inout PostEffectOutput o)\n{\n o.Emission += tex2D(_Grid, ray.endPos.xy 76 | * _Grid_ST.xy + _Grid_ST.zw);\n float ao = 1.0 - 1.0 * ray.loop / ray.maxLoop;\n 77 | o.Occlusion *= ao;\n o.Emission *= ao;\n}" 78 | folded: 1 79 | constants: {fileID: 11400000, guid: b54b57bcc672e49638fe9b2da609c4df, type: 2} 80 | basicFolded: 1 81 | conditionsFolded: 1 82 | variablesFolded: 1 83 | materialsFolded: 1 84 | constantsFolded: 0 85 | -------------------------------------------------------------------------------- /Assets/uRaymarching/Examples/Forward/Mod World for VR/Forward_ModWorld_for_VR.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: 3acd6fe57257048db802c1c4c2b75248, type: 3} 13 | m_Name: Forward_ModWorld_for_VR 14 | m_EditorClassIdentifier: 15 | shaderName: Forward_ModWorld_for_VR 16 | shaderReference: {fileID: 4800000, guid: 8ab7d6ce3b99a104485ae8ceb8289e65, type: 3} 17 | shaderTemplate: uRaymarching/Forward/Standard 18 | variables: 19 | - key: Name 20 | value: Forward_ModWorld_for_VR 21 | - key: Culling 22 | value: Off 23 | - key: ObjectShape 24 | value: NONE 25 | - key: RaymarchingShaderDirectory 26 | value: Assets\uRaymarching\Runtime\Shaders\Include\Legacy 27 | - key: RenderType 28 | value: Opaque 29 | - key: RenderQueue 30 | value: Geometry 31 | conditions: 32 | - key: ShadowCaster 33 | value: 1 34 | - key: WorldSpace 35 | value: 1 36 | - key: FollowObjectScale 37 | value: 0 38 | - key: UseRaymarchingDepth 39 | value: 1 40 | - key: CameraInsideObject 41 | value: 1 42 | - key: FallbackToDiffuse 43 | value: 1 44 | - key: Blend 45 | value: 0 46 | - key: UseCameraDepthTexture 47 | value: 0 48 | - key: SphericalHarmonicsPerPixel 49 | value: 0 50 | - key: ForwardAdd 51 | value: 1 52 | - key: FallbackToStandardShader 53 | value: 0 54 | - key: FullScreen 55 | value: 0 56 | - key: DisableViewCulling 57 | value: 1 58 | - key: UseGrabPass 59 | value: 0 60 | blocks: 61 | - key: Properties 62 | value: '[Header(Additional Parameters)] 63 | 64 | _Grid("Grid", 2D) = "" {}' 65 | folded: 1 66 | - key: DistanceFunction 67 | value: "inline float DistanceFunction(float3 pos)\n{\n float r = abs(sin(2 68 | * PI * _Time.y / 2.0));\n float d1 = RoundBox(Repeat(pos, float3(6, 6, 6)), 69 | 1 - r, r);\n float d2 = Sphere(pos, 3.0);\n float d3 = Plane(pos - float3(0, 70 | -3, 0), float3(0, 1, 0));\n return SmoothMin(SmoothMin(d1, d2, 1.0), d3, 71 | 1.0);\n}" 72 | folded: 1 73 | - key: PostEffect 74 | value: "sampler2D _Grid;\nfloat4 _Grid_ST;\n\ninline void PostEffect(RaymarchInfo 75 | ray, inout PostEffectOutput o)\n{\n float ao = 1.0 - 1.0 * ray.loop / ray.maxLoop;\n 76 | o.Emission += tex2D(_Grid, ray.endPos.xy * _Grid_ST.xy + _Grid_ST.zw) * ao;\n 77 | o.Occlusion *= ao;\n}" 78 | folded: 1 79 | constants: {fileID: 11400000, guid: b54b57bcc672e49638fe9b2da609c4df, type: 2} 80 | basicFolded: 1 81 | conditionsFolded: 1 82 | variablesFolded: 1 83 | materialsFolded: 1 84 | constantsFolded: 1 85 | -------------------------------------------------------------------------------- /Assets/uRaymarching/Examples/UniversalRP/Sphere Box Morph/UniversalRP_SphereBoxMorph_Unlit.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: 3acd6fe57257048db802c1c4c2b75248, type: 3} 13 | m_Name: UniversalRP_SphereBoxMorph_Unlit 14 | m_EditorClassIdentifier: 15 | shaderName: UniversalRP_SphereBoxMorph_Unlit 16 | shaderReference: {fileID: 4800000, guid: 4fecff0e10b5e4afaa2a62be1a6010b7, type: 3} 17 | shaderTemplate: uRaymarching/UniversalRP/Unlit 18 | variables: 19 | - key: Name 20 | value: UniversalRP_SphereBoxMorph_Unlit 21 | - key: ObjectShape 22 | value: CUBE 23 | - key: RaymarchingShaderDirectory 24 | value: Assets/uRaymarching/Runtime/Shaders/Include/UniversalRP 25 | - key: RenderType 26 | value: Transparent 27 | - key: RenderQueue 28 | value: Transparent 29 | - key: LOD 30 | value: 100 31 | conditions: 32 | - key: ShadowCaster 33 | value: 0 34 | - key: FullScreen 35 | value: 0 36 | - key: WorldSpace 37 | value: 0 38 | - key: FollowObjectScale 39 | value: 0 40 | - key: CameraInsideObject 41 | value: 0 42 | - key: UseRaymarchingDepth 43 | value: 1 44 | - key: FallbackToDiffuse 45 | value: 1 46 | - key: UseCameraDepthTextureForDepthTest 47 | value: 0 48 | - key: UseCameraDepthTextureForStartPos 49 | value: 0 50 | - key: DepthTestWithDepthTexture 51 | value: 0 52 | - key: StartFromDepthTexture 53 | value: 0 54 | - key: RayStopsAtDepthTexture 55 | value: 1 56 | - key: RayStartsFromDepthTexture 57 | value: 1 58 | - key: ObjectScale 59 | value: 0 60 | - key: CheckIfInsideObject 61 | value: 0 62 | blocks: 63 | - key: Properties 64 | value: // _Color2("Color2", Color) = (1.0, 1.0, 1.0, 1.0) 65 | folded: 0 66 | - key: DistanceFunction 67 | value: "inline float DistanceFunction(float3 pos)\n{\n float t = _Time.x;\n 68 | float a = 6 * PI * t;\n float s = pow(sin(a), 2.0);\n float d1 = Sphere(pos, 69 | 0.75);\n float d2 = RoundBox(\n Repeat(pos, 0.2),\n 0.1 - 70 | 0.1 * s,\n 0.1 / length(pos * 2.0));\n return lerp(d1, d2, s);\n}" 71 | folded: 1 72 | - key: PostEffect 73 | value: "inline void PostEffect(RaymarchInfo ray, inout PostEffectOutput o)\n{\n 74 | float ao = 1.0 - pow(1.0 * ray.loop / ray.maxLoop, 2);\n o.rgb *= ao;\n 75 | o.a *= pow(ao, 3);\n}" 76 | folded: 0 77 | constants: {fileID: 11400000, guid: 3fc7bca6894034dec9dc046eade7d602, type: 2} 78 | basicFolded: 1 79 | conditionsFolded: 1 80 | variablesFolded: 1 81 | materialsFolded: 1 82 | constantsFolded: 0 83 | -------------------------------------------------------------------------------- /Assets/uRaymarching/Examples/Deferred/Mod World/Deffered_ModWorld.shader: -------------------------------------------------------------------------------- 1 | Shader "Raymarching/Deffered_ModWorld" 2 | { 3 | 4 | Properties 5 | { 6 | [Header(PBS)] 7 | _Color("Color", Color) = (1.0, 1.0, 1.0, 1.0) 8 | _Metallic("Metallic", Range(0.0, 1.0)) = 0.5 9 | _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5 10 | 11 | [Header(Pass)] 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 2 13 | 14 | [Header(Raymarching)] 15 | _Loop("Loop", Range(1, 100)) = 30 16 | _MinDistance("Minimum Distance", Range(0.001, 0.1)) = 0.01 17 | _DistanceMultiplier("Distance Multiplier", Range(0.001, 2.0)) = 1.0 18 | 19 | [PowerSlider(10.0)] _NormalDelta("NormalDelta", Range(0.00001, 0.1)) = 0.0001 20 | 21 | // @block Properties 22 | [Header(Additional Parameters)] 23 | _Grid("Grid", 2D) = "" {} 24 | // @endblock 25 | } 26 | 27 | SubShader 28 | { 29 | 30 | Tags 31 | { 32 | "RenderType" = "Opaque" 33 | "Queue" = "Geometry" 34 | "DisableBatching" = "True" 35 | } 36 | 37 | Cull [_Cull] 38 | 39 | CGINCLUDE 40 | 41 | #define FULL_SCREEN 42 | 43 | #define WORLD_SPACE 44 | 45 | #define OBJECT_SHAPE_NONE 46 | 47 | #define CAMERA_INSIDE_OBJECT 48 | 49 | #define USE_RAYMARCHING_DEPTH 50 | 51 | #define SPHERICAL_HARMONICS_PER_PIXEL 52 | 53 | #define DISTANCE_FUNCTION DistanceFunction 54 | #define POST_EFFECT PostEffect 55 | #define PostEffectOutput SurfaceOutputStandard 56 | 57 | #include "Assets/uRaymarching/Runtime/Shaders/Include/Legacy/Common.cginc" 58 | 59 | // @block DistanceFunction 60 | inline float DistanceFunction(float3 pos) 61 | { 62 | float r = abs(sin(2 * PI * _Time.y / 2.0)); 63 | float d1 = RoundBox(Repeat(pos, float3(6, 6, 6)), 1 - r, r); 64 | float d2 = Sphere(pos, 3.0); 65 | float d3 = Plane(pos - float3(0, -3, 0), float3(0, 1, 0)); 66 | return SmoothMin(SmoothMin(d1, d2, 1.0), d3, 1.0); 67 | } 68 | // @endblock 69 | 70 | // @block PostEffect 71 | sampler2D _Grid; 72 | float4 _Grid_ST; 73 | 74 | inline void PostEffect(RaymarchInfo ray, inout PostEffectOutput o) 75 | { 76 | o.Emission += tex2D(_Grid, ray.endPos.xy * _Grid_ST.xy + _Grid_ST.zw); 77 | float ao = 1.0 - 1.0 * ray.loop / ray.maxLoop; 78 | o.Occlusion *= ao; 79 | o.Emission *= ao; 80 | } 81 | // @endblock 82 | 83 | ENDCG 84 | 85 | Pass 86 | { 87 | Tags { "LightMode" = "Deferred" } 88 | 89 | Stencil 90 | { 91 | Comp Always 92 | Pass Replace 93 | Ref 128 94 | } 95 | 96 | CGPROGRAM 97 | #include "Assets/uRaymarching/Runtime/Shaders/Include/Legacy/DeferredStandard.cginc" 98 | #pragma target 3.0 99 | #pragma vertex Vert 100 | #pragma fragment Frag 101 | #pragma exclude_renderers nomrt 102 | #pragma multi_compile_prepassfinal 103 | #pragma multi_compile ___ UNITY_HDR_ON 104 | ENDCG 105 | } 106 | 107 | } 108 | 109 | Fallback Off 110 | 111 | CustomEditor "uShaderTemplate.MaterialEditor" 112 | 113 | } -------------------------------------------------------------------------------- /Assets/uRaymarching/Examples/Forward/Mod World/Forward_ModWorld.shader: -------------------------------------------------------------------------------- 1 | Shader "Raymarching/Forward_ModWorld" 2 | { 3 | 4 | Properties 5 | { 6 | [Header(Base)] 7 | _Color("Color", Color) = (1.0, 1.0, 1.0, 1.0) 8 | 9 | [Header(Pass)] 10 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 2 11 | 12 | [Toggle][KeyEnum(Off, On)] _ZWrite("ZWrite", Float) = 1 13 | 14 | [Header(Raymarching)] 15 | _Loop("Loop", Range(1, 100)) = 30 16 | _MinDistance("Minimum Distance", Range(0.001, 0.1)) = 0.01 17 | _DistanceMultiplier("Distance Multiplier", Range(0.001, 2.0)) = 1.0 18 | 19 | [PowerSlider(10.0)] _NormalDelta("NormalDelta", Range(0.00001, 0.1)) = 0.0001 20 | 21 | // @block Properties 22 | [Header(Additional Parameters)] 23 | _Grid("Grid", 2D) = "" {} 24 | // @endblock 25 | } 26 | 27 | SubShader 28 | { 29 | 30 | Tags 31 | { 32 | "RenderType" = "Opaque" 33 | "Queue" = "Geometry" 34 | "DisableBatching" = "True" 35 | } 36 | 37 | Cull [_Cull] 38 | 39 | CGINCLUDE 40 | 41 | #define FULL_SCREEN 42 | 43 | #define WORLD_SPACE 44 | 45 | #define OBJECT_SHAPE_NONE 46 | 47 | #define USE_RAYMARCHING_DEPTH 48 | 49 | #define DISTANCE_FUNCTION DistanceFunction 50 | #define POST_EFFECT PostEffect 51 | #define PostEffectOutput float4 52 | 53 | #include "Assets/uRaymarching/Runtime/Shaders/Include/Legacy/Common.cginc" 54 | 55 | // @block DistanceFunction 56 | inline float DistanceFunction(float3 pos) 57 | { 58 | float r = abs(sin(2 * PI * _Time.y / 2.0)); 59 | float d1 = RoundBox(Repeat(pos, float3(6, 6, 6)), 1 - r, r); 60 | float d2 = Sphere(pos, 3.0); 61 | float d3 = Plane(pos - float3(0, -3, 0), float3(0, 1, 0)); 62 | return SmoothMin(SmoothMin(d1, d2, 1.0), d3, 1.0); 63 | } 64 | // @endblock 65 | 66 | // @block PostEffect 67 | sampler2D _Grid; 68 | float4 _Grid_ST; 69 | 70 | inline void PostEffect(RaymarchInfo ray, inout PostEffectOutput o) 71 | { 72 | // PostEffectOutput = float4 73 | 74 | float3 lightDir = _WorldSpaceLightPos0; 75 | float light = (dot(ray.normal, lightDir) + 1.0) * 0.5; // half lambert 76 | float ao = 1.0 - 1.0 * ray.loop / ray.maxLoop; // ambient occlusion using raymarching loop count 77 | 78 | o.rgb = abs(1.0 - Mod(ray.endPos * 0.1 + _Time.y, 2.0)); 79 | o += tex2D(_Grid, ray.endPos.xy * _Grid_ST.xy + _Grid_ST.zw); 80 | o *= light * ao; 81 | } 82 | // @endblock 83 | 84 | ENDCG 85 | 86 | Pass 87 | { 88 | Tags { "LightMode" = "ForwardBase" } 89 | 90 | ZWrite [_ZWrite] 91 | 92 | CGPROGRAM 93 | #include "Assets/uRaymarching/Runtime/Shaders/Include/Legacy/ForwardBaseUnlit.cginc" 94 | #pragma target 3.0 95 | #pragma vertex Vert 96 | #pragma fragment Frag 97 | #pragma multi_compile_instancing 98 | #pragma multi_compile_fog 99 | #pragma multi_compile_fwdbase 100 | ENDCG 101 | } 102 | 103 | } 104 | 105 | Fallback Off 106 | 107 | CustomEditor "uShaderTemplate.MaterialEditor" 108 | 109 | } -------------------------------------------------------------------------------- /Assets/uRaymarching/Examples/Forward/Mod World/Forward_ModWorld.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: 3acd6fe57257048db802c1c4c2b75248, type: 3} 13 | m_Name: Forward_ModWorld 14 | m_EditorClassIdentifier: 15 | shaderName: Forward_ModWorld 16 | shaderReference: {fileID: 4800000, guid: 9c35d03ac80f47441990027f25f3ae80, type: 3} 17 | shaderTemplate: uRaymarching/Forward/Unlit 18 | variables: 19 | - key: Name 20 | value: Forward_ModWorld 21 | - key: Culling 22 | value: Off 23 | - key: ObjectShape 24 | value: NONE 25 | - key: RaymarchingShaderDirectory 26 | value: Assets\uRaymarching\Runtime\Shaders\Include\Legacy 27 | - key: RenderType 28 | value: Opaque 29 | - key: RenderQueue 30 | value: Geometry 31 | conditions: 32 | - key: ShadowCaster 33 | value: 0 34 | - key: WorldSpace 35 | value: 1 36 | - key: FollowObjectScale 37 | value: 0 38 | - key: UseRaymarchingDepth 39 | value: 1 40 | - key: CameraInsideObject 41 | value: 0 42 | - key: FallbackToDiffuse 43 | value: 1 44 | - key: Blend 45 | value: 0 46 | - key: UseCameraDepthTexture 47 | value: 0 48 | - key: SphericalHarmonicsPerPixel 49 | value: 0 50 | - key: ForwardAdd 51 | value: 0 52 | - key: FallbackToStandardShader 53 | value: 0 54 | - key: FullScreen 55 | value: 1 56 | - key: DisableViewCulling 57 | value: 0 58 | - key: UseGrabPass 59 | value: 0 60 | blocks: 61 | - key: Properties 62 | value: '[Header(Additional Parameters)] 63 | 64 | _Grid("Grid", 2D) = "" {}' 65 | folded: 1 66 | - key: DistanceFunction 67 | value: "inline float DistanceFunction(float3 pos)\n{\n float r = abs(sin(2 68 | * PI * _Time.y / 2.0));\n float d1 = RoundBox(Repeat(pos, float3(6, 6, 6)), 69 | 1 - r, r);\n float d2 = Sphere(pos, 3.0);\n float d3 = Plane(pos - float3(0, 70 | -3, 0), float3(0, 1, 0));\n return SmoothMin(SmoothMin(d1, d2, 1.0), d3, 71 | 1.0);\n}" 72 | folded: 1 73 | - key: PostEffect 74 | value: "sampler2D _Grid;\nfloat4 _Grid_ST;\n\ninline void PostEffect(RaymarchInfo 75 | ray, inout PostEffectOutput o)\n{\n // PostEffectOutput = float4\n\n 76 | float3 lightDir = _WorldSpaceLightPos0;\n float light = (dot(ray.normal, 77 | lightDir) + 1.0) * 0.5; // half lambert\n float ao = 1.0 - 1.0 * ray.loop 78 | / ray.maxLoop; // ambient occlusion using raymarching loop count\n\n o.rgb 79 | = abs(1.0 - Mod(ray.endPos * 0.1 + _Time.y, 2.0));\n o += tex2D(_Grid, ray.endPos.xy 80 | * _Grid_ST.xy + _Grid_ST.zw);\n o *= light * ao;\n}" 81 | folded: 1 82 | constants: {fileID: 11400000, guid: b54b57bcc672e49638fe9b2da609c4df, type: 2} 83 | basicFolded: 1 84 | conditionsFolded: 1 85 | variablesFolded: 1 86 | materialsFolded: 1 87 | constantsFolded: 1 88 | -------------------------------------------------------------------------------- /Assets/uRaymarching/Examples/Deferred/Sphere Box Morph/Deffered_SphereBoxMorph.shader: -------------------------------------------------------------------------------- 1 | Shader "Raymarching/Deffered_SphereBoxMorph" 2 | { 3 | 4 | Properties 5 | { 6 | [Header(PBS)] 7 | _Color("Color", Color) = (1.0, 1.0, 1.0, 1.0) 8 | _Metallic("Metallic", Range(0.0, 1.0)) = 0.5 9 | _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5 10 | 11 | [Header(Pass)] 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 2 13 | 14 | [Header(Raymarching)] 15 | _Loop("Loop", Range(1, 100)) = 30 16 | _MinDistance("Minimum Distance", Range(0.001, 0.1)) = 0.01 17 | _DistanceMultiplier("Distance Multiplier", Range(0.001, 2.0)) = 1.0 18 | _ShadowLoop("Shadow Loop", Range(1, 100)) = 10 19 | _ShadowMinDistance("Shadow Minimum Distance", Range(0.001, 0.1)) = 0.01 20 | _ShadowExtraBias("Shadow Extra Bias", Range(0.0, 0.1)) = 0.01 21 | [PowerSlider(10.0)] _NormalDelta("NormalDelta", Range(0.00001, 0.1)) = 0.0001 22 | 23 | // @block Properties 24 | // _Color("Color", Color) = (1.0, 1.0, 1.0, 1.0) 25 | // @endblock 26 | } 27 | 28 | SubShader 29 | { 30 | 31 | Tags 32 | { 33 | "RenderType" = "Opaque" 34 | "Queue" = "Geometry" 35 | "DisableBatching" = "True" 36 | } 37 | 38 | Cull [_Cull] 39 | 40 | CGINCLUDE 41 | 42 | #define OBJECT_SHAPE_CUBE 43 | 44 | #define USE_RAYMARCHING_DEPTH 45 | 46 | #define SPHERICAL_HARMONICS_PER_PIXEL 47 | 48 | #define DISTANCE_FUNCTION DistanceFunction 49 | #define POST_EFFECT PostEffect 50 | #define PostEffectOutput SurfaceOutputStandard 51 | 52 | #include "Assets/uRaymarching/Runtime/Shaders/Include/Legacy/Common.cginc" 53 | 54 | // @block DistanceFunction 55 | inline float DistanceFunction(float3 pos) 56 | { 57 | float t = _Time.x; 58 | float a = 6 * PI * t; 59 | float s = pow(sin(a), 2.0); 60 | float d1 = Sphere(pos, 0.75); 61 | float d2 = RoundBox( 62 | Repeat(pos, 0.2), 63 | 0.1 - 0.1 * s, 64 | 0.1 / length(pos * 2.0)); 65 | return lerp(d1, d2, s); 66 | } 67 | // @endblock 68 | 69 | // @block PostEffect 70 | inline void PostEffect(RaymarchInfo ray, inout PostEffectOutput o) 71 | { 72 | } 73 | // @endblock 74 | 75 | ENDCG 76 | 77 | Pass 78 | { 79 | Tags { "LightMode" = "Deferred" } 80 | 81 | Stencil 82 | { 83 | Comp Always 84 | Pass Replace 85 | Ref 128 86 | } 87 | 88 | CGPROGRAM 89 | #include "Assets/uRaymarching/Runtime/Shaders/Include/Legacy/DeferredStandard.cginc" 90 | #pragma target 3.0 91 | #pragma vertex Vert 92 | #pragma fragment Frag 93 | #pragma exclude_renderers nomrt 94 | #pragma multi_compile_prepassfinal 95 | #pragma multi_compile ___ UNITY_HDR_ON 96 | ENDCG 97 | } 98 | 99 | Pass 100 | { 101 | Tags { "LightMode" = "ShadowCaster" } 102 | 103 | CGPROGRAM 104 | #include "Assets/uRaymarching/Runtime/Shaders/Include/Legacy/ShadowCaster.cginc" 105 | #pragma target 3.0 106 | #pragma vertex Vert 107 | #pragma fragment Frag 108 | #pragma fragmentoption ARB_precision_hint_fastest 109 | #pragma multi_compile_shadowcaster 110 | ENDCG 111 | } 112 | 113 | } 114 | 115 | Fallback Off 116 | 117 | CustomEditor "uShaderTemplate.MaterialEditor" 118 | 119 | } --------------------------------------------------------------------------------