├── .gitattributes ├── .gitignore ├── Assets ├── Fluid.meta └── Fluid │ ├── Fluid.shader │ ├── Fluid.shader.meta │ ├── Fluid.unity │ ├── Fluid.unity.meta │ ├── Metaballs.shader │ ├── Metaballs.shader.meta │ ├── RaymarchManager.cs │ ├── RaymarchManager.cs.meta │ ├── kiara_1_dawn_4k.hdr │ └── kiara_1_dawn_4k.hdr.meta ├── Graphics_Settings.png ├── LICENSE ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset ├── Quality_Settings.png ├── README.md ├── Screenshot.png └── Tier_Settings.png /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto 3 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Mm]emoryCaptures/ 12 | 13 | # Never ignore Asset meta data 14 | !/[Aa]ssets/**/*.meta 15 | 16 | # Uncomment this line if you wish to ignore the asset store tools plugin 17 | # /[Aa]ssets/AssetStoreTools* 18 | 19 | # Autogenerated Jetbrains Rider plugin 20 | [Aa]ssets/Plugins/Editor/JetBrains* 21 | 22 | # Visual Studio cache directory 23 | .vs/ 24 | 25 | # Gradle cache directory 26 | .gradle/ 27 | 28 | # Autogenerated VS/MD/Consulo solution and project files 29 | ExportedObj/ 30 | .consulo/ 31 | *.csproj 32 | *.unityproj 33 | *.sln 34 | *.suo 35 | *.tmp 36 | *.user 37 | *.userprefs 38 | *.pidb 39 | *.booproj 40 | *.svd 41 | *.pdb 42 | *.mdb 43 | *.opendb 44 | *.VC.db 45 | 46 | # Unity3D generated meta files 47 | *.pidb.meta 48 | *.pdb.meta 49 | *.mdb.meta 50 | 51 | # Unity3D generated file on crash reports 52 | sysinfo.txt 53 | 54 | # Builds 55 | *.apk 56 | *.unitypackage 57 | 58 | # Crashlytics generated file 59 | crashlytics-build.properties 60 | 61 | -------------------------------------------------------------------------------- /Assets/Fluid.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4855185595dc59f42aae76a1bd8e3528 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Fluid/Fluid.shader: -------------------------------------------------------------------------------- 1 | // ref: https://www.shadertoy.com/view/lljSDW 2 | Shader "Unlit/Fluid" 3 | { 4 | Properties 5 | { 6 | _MainTex ("Texture", 2D) = "white" {} 7 | iChannel0("CubeTex", CUBE) = "white" {} 8 | } 9 | SubShader 10 | { 11 | // No culling or depth 12 | Cull Off ZWrite Off ZTest Always 13 | 14 | Pass 15 | { 16 | CGPROGRAM 17 | #pragma vertex vert 18 | #pragma fragment frag 19 | // make fog work 20 | #pragma multi_compile_fog 21 | 22 | #include "UnityCG.cginc" 23 | static const int STEPS = 128; 24 | static const float INTERSECTION_PRECISION = 0.001; 25 | 26 | uniform sampler2D _CameraDepthTexture; 27 | // These are are set by our script (see RaymarchGeneric.cs) 28 | uniform sampler2D _MainTex; 29 | uniform float4 _MainTex_TexelSize; 30 | 31 | uniform float4x4 _CameraInvViewMatrix; 32 | uniform float4x4 _FrustumCornersES; 33 | uniform float4 _CameraWS; 34 | 35 | uniform float3 _LightDir; 36 | uniform float4x4 _MatTorus_InvModel; 37 | 38 | uniform float _DrawDistance; 39 | 40 | // cubemap 41 | samplerCUBE iChannel0; 42 | 43 | struct appdata 44 | { 45 | float4 vertex : POSITION; 46 | float2 uv : TEXCOORD0; 47 | }; 48 | 49 | struct v2f 50 | { 51 | float4 pos : SV_POSITION; 52 | float2 uv : TEXCOORD0; 53 | float3 ray : TEXCOORD1; 54 | }; 55 | 56 | //float4 _MainTex_ST; perhaps unnecessary 57 | 58 | v2f vert (appdata v) 59 | { 60 | v2f o; 61 | 62 | // Index passed via custom blit function in RaymarchGeneric.cs 63 | half index = v.vertex.z; 64 | v.vertex.z = 0.1; 65 | 66 | o.pos = UnityObjectToClipPos(v.vertex); 67 | o.uv = v.uv.xy; 68 | 69 | #if UNITY_UV_STARTS_AT_TOP 70 | if (_MainTex_TexelSize.y < 0) 71 | o.uv.y = 1 - o.uv.y; 72 | #endif 73 | 74 | // Get the eyespace view ray (normalized) 75 | o.ray = _FrustumCornersES[(int)index].xyz; 76 | // Dividing by z "normalizes" it in the z axis 77 | // Therefore multiplying the ray by some number i gives the viewspace position 78 | // of the point on the ray with [viewspace z]=i 79 | o.ray /= abs(o.ray.z); 80 | 81 | // Transform the ray from eyespace to worldspace 82 | o.ray = mul(_CameraInvViewMatrix, o.ray); 83 | 84 | return o; 85 | } 86 | 87 | float udRoundBox(float3 p, float3 b, float r) 88 | { 89 | float undulate = 6. * cos(_Time.y * 0.2); 90 | //float radius = r + .185 * (sin(p.x * undulate) + sin(p.y * undulate + 2.5*_Time.y)); 91 | float radius = r + .085 * (sin(p.x * undulate) + sin(p.y * undulate + 2.5*_Time.y)); 92 | return length(max(abs(p) - b, 0.0)) - r * radius; 93 | } 94 | 95 | float sdSphere(float3 p, float s) 96 | { 97 | return length(p) - s; 98 | } 99 | 100 | // union 101 | float2 opU(float2 d1, float2 d2) 102 | { 103 | return d1.x < d2.x ? d1 : d2; 104 | } 105 | 106 | float smin(float a, float b, float k) 107 | { 108 | float res = exp(-k * a) + exp(-k * b); 109 | return -log(res) / k; 110 | } 111 | 112 | // iq's noise func 113 | float hash(float n) { return frac(sin(n)*753.5453123); } 114 | float noise(in float3 x) 115 | { 116 | float3 p = floor(x); 117 | float3 f = frac(x); 118 | f = f * f*(3.0 - 2.0*f); 119 | 120 | float n = p.x + p.y*157.0 + 113.0*p.z; 121 | return lerp(lerp(lerp(hash(n + 0.0), hash(n + 1.0), f.x), 122 | lerp(hash(n + 157.0), hash(n + 158.0), f.x), f.y), 123 | lerp(lerp(hash(n + 113.0), hash(n + 114.0), f.x), 124 | lerp(hash(n + 270.0), hash(n + 271.0), f.x), f.y), f.z); 125 | } 126 | 127 | // This is the distance field function. The distance field represents the closest distance to the surface 128 | // of any object we put in the scene. If the given point (point p) is inside of an object, we return a 129 | // negative answer. 130 | // return.x: result of distance field 131 | // return.y: material data for closest object 132 | float2 map(float3 p) { 133 | // Apply inverse model matrix to point when sampling torus 134 | // This allows for more complex transformations/animation on the torus 135 | 136 | // get torus world position 137 | float3 torus_p = mul(_MatTorus_InvModel, float4(p, 1)).xyz; 138 | 139 | float2 blobA = float2(udRoundBox(p - float3(0.0, 0.0, 0.0), float3(0.0, 0.0, 0.0), .5), 0.5); 140 | float2 blob = float2(udRoundBox(torus_p - float3(0.0, 0.0, 0.0), float3(0.0, 0.0, 0.0), .5), 0.5); 141 | 142 | return blobA;// opU(blob, blobA);// d;// ret; 143 | } 144 | 145 | // outside 146 | float2 map_(float3 pos) { 147 | //pos = mul(_MatTorus_InvModel, float4(pos, 1)).xyz; 148 | //float2 d2 = float2(pos.y + 2.0, 2.0); plane 149 | float size = 1.;// fmod(_Time.y*0.125, 3) + 0.25; // 1.75 initially 150 | //float t1 = sdSphere(pos, size) + noise(pos * 1.0 + _Time.y * 0.75); 151 | float t1 = sdSphere(pos, size) + noise(pos * 0.3 + _Time.y * .35); 152 | 153 | //t1 = smin(t1, sdSphere(pos + float3(1.8, 2.0, 0.0), 0.2), 2.0); 154 | //t1 = smin(t1, sdSphere(pos + float3(-1.8, 2.0, -1.0), 0.2), 2.0); 155 | 156 | return float2(t1, 1.0); 157 | } 158 | 159 | // inside 160 | float2 map2(float3 pos) { 161 | //pos = mul(_MatTorus_InvModel, float4(pos, 1)).xyz; 162 | //float sphere = distSphere(pos, 1.0) + noise(pos * 1.2 + float3(-0.3) + iTime*0.2); 163 | float size = fmod(_Time.y*0.0625, 1.5); // 1.75 initially 164 | float sphere = sdSphere(pos, size); 165 | 166 | //sphere = smin(sphere, sdSphere(pos + float3(-0.4, 0.0, -1.0), 0.304), 15.0); 167 | //sphere = smin(sphere, sdSphere(pos + float3(-0.5, -0.75, 0.0), 0.305), 50.0); 168 | //sphere = smin(sphere, sdSphere(pos + float3(0.5, 0.7, 0.5), 0.31), 15.0); 169 | 170 | return float2(sphere, 1.0); 171 | } 172 | 173 | float3 calcNormal(in float3 pos) 174 | { 175 | const float2 eps = float2(0.001, 0.0); 176 | // The idea here is to find the "gradient" of the distance field at pos 177 | // Remember, the distance field is not boolean - even if you are inside an object 178 | // the number is negative, so this calculation still works. 179 | // Essentially you are approximating the derivative of the distance field at this point. 180 | float3 nor = float3( 181 | map(pos + eps.xyy).x - map(pos - eps.xyy).x, 182 | map(pos + eps.yxy).x - map(pos - eps.yxy).x, 183 | map(pos + eps.yyx).x - map(pos - eps.yyx).x); 184 | return normalize(nor); 185 | } 186 | 187 | float3 calcNormal2(in float3 pos) { 188 | 189 | float3 eps = float3(0.001, 0.0, 0.0); 190 | float3 nor = float3( 191 | map2(pos + eps.xyy).x - map2(pos - eps.xyy).x, 192 | map2(pos + eps.yxy).x - map2(pos - eps.yxy).x, 193 | map2(pos + eps.yyx).x - map2(pos - eps.yyx).x); 194 | return normalize(nor); 195 | } 196 | 197 | float3 setInsideCol(float3 ro, float3 rd, inout float3 colour, float3 p) { 198 | float3 normal = calcNormal2(p); 199 | float ndotl = abs(dot(-rd, normal)); 200 | float rim = pow(1.0 - ndotl, 3.0); 201 | colour = lerp(refract(normal, rd, 0.5)*0.5 + float3(0.5, 0.5, 0.5), colour, rim); 202 | float4 pReflect = float4(reflect(rd, normal), 0); 203 | colour += texCUBElod(iChannel0, pReflect).xyz * 0.05; 204 | return colour; 205 | } 206 | 207 | void marchForInsideCol(float3 ro, float3 rd, inout float3 colour) { 208 | float t, d = 0.; 209 | for (int i = 0; i < STEPS; ++i) 210 | { 211 | float3 currPos = ro + rd * t; 212 | d = map2(currPos).x; 213 | if (d < INTERSECTION_PRECISION) 214 | { 215 | setInsideCol(ro, rd, colour, currPos); 216 | break; 217 | } 218 | t += d; 219 | } 220 | } 221 | 222 | // Custom function setting colours 223 | float3 setColour(float3 ro, float3 rd, inout float3 colour, float3 currPos) { 224 | float3 normal = calcNormal(currPos); 225 | 226 | // ink-like noise 227 | float3 normal_distorted = calcNormal(currPos + noise(currPos*1.5 + float3(0.0, 0.0, sin(_Time.y*0.75)))); 228 | float ndotl_distorted = abs(dot(-rd, normal_distorted)); 229 | float rim_distorted = pow(1.0 - ndotl_distorted, 6.0); 230 | 231 | float4 pRefract = float4(refract(rd, normal, .95), 0); 232 | float4 pReflect = float4(reflect(rd, normal), 0); 233 | colour = texCUBElod(iChannel0, pRefract).xyz; 234 | colour += texCUBElod(iChannel0, pReflect).xyz * 0.15; 235 | colour *= 0.87; 236 | colour = lerp(colour, normal*0.5 + float3(0.5, 0.5, 0.5), rim_distorted + 0.1); 237 | 238 | 239 | // inside 240 | //marchForInsideCol(currPos, refract(rd, normal, 0.85), colour); 241 | return colour; 242 | } 243 | 244 | // Raymarch along given ray 245 | // ro: ray origin 246 | // rd: ray direction 247 | // s: unity depth buffer 248 | fixed4 raymarch(float3 ro, float3 rd, float s) { 249 | fixed4 ret = fixed4(0, 0, 0, 0); 250 | float3 colour = texCUBE(iChannel0, rd).xyz; 251 | //const int maxstep = 128;// 64; 252 | float t = 0; // current distance traveled along ray 253 | for (int i = 0; i < STEPS; ++i) { 254 | // If we run past the depth buffer, or if we exceed the max draw distance, 255 | // stop and return nothing (transparent pixel). 256 | // this way raymarched objects and traditional meshes can coexist. 257 | if (t >= s || t > _DrawDistance) { 258 | ret = fixed4(0, 0, 0, 0); 259 | break; 260 | } 261 | 262 | float3 p = ro + rd * t; // World space position of sample 263 | float2 d = map(p); // Sample of distance field (see map()) 264 | 265 | // If the sample <= 0, we have hit something (see map()). 266 | if (d.x < 0.001) { 267 | float3 n = calcNormal(p); 268 | float light = dot(-_LightDir.xyz, n); 269 | // just pick grey 270 | //ret = fixed4(float3(0.5, 0.5, 0.5) * light, 1); 271 | // render color 272 | 273 | ret = fixed4(setColour(ro, rd, colour, p), 1.0); 274 | break; 275 | } 276 | 277 | // If the sample > 0, we haven't hit anything yet so we should march forward 278 | // We step forward by distance d, because d is the minimum distance possible to intersect 279 | // an object (see map()). 280 | t += d.x; 281 | } 282 | 283 | return ret; 284 | } 285 | 286 | fixed4 frag (v2f i) : SV_Target 287 | { 288 | // ray direction 289 | float3 rd = normalize(i.ray.xyz); 290 | // ray origin (camera position) 291 | float3 ro = _CameraWS; 292 | 293 | float2 duv = i.uv; 294 | #if UNITY_UV_STARTS_AT_TOP 295 | if (_MainTex_TexelSize.y < 0) 296 | duv.y = 1 - duv.y; 297 | #endif 298 | 299 | // Convert from depth buffer (eye space) to true distance from camera 300 | // This is done by multiplying the eyespace depth by the length of the "z-normalized" 301 | // ray (see vert()). 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-------------------------------------------------------------------------------- /Assets/Fluid/Fluid.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 79827c494ef93cd49b3201f7620b154d 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Fluid/Metaballs.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/Metaballs" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | SubShader 8 | { 9 | // No culling or depth 10 | Cull Off ZWrite Off ZTest Always 11 | 12 | Pass 13 | { 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | // make fog work 18 | #pragma multi_compile_fog 19 | 20 | #include "UnityCG.cginc" 21 | static const int STEPS = 128; 22 | static const float INTERSECTION_PRECISION = 0.001; 23 | 24 | uniform sampler2D _CameraDepthTexture; 25 | // These are are set by our script (see RaymarchGeneric.cs) 26 | uniform sampler2D _MainTex; 27 | uniform float4 _MainTex_TexelSize; 28 | 29 | uniform float4x4 _CameraInvViewMatrix; 30 | uniform float4x4 _FrustumCornersES; 31 | uniform float4 _CameraWS; 32 | 33 | uniform float3 _LightDir; 34 | uniform float4x4 _ObjMatrix_InvModel; 35 | 36 | uniform float _DrawDistance; 37 | 38 | 39 | struct appdata 40 | { 41 | float4 vertex : POSITION; 42 | float2 uv : TEXCOORD0; 43 | }; 44 | 45 | struct v2f 46 | { 47 | float4 pos : SV_POSITION; 48 | float2 uv : TEXCOORD0; 49 | float3 ray : TEXCOORD1; 50 | }; 51 | 52 | //float4 _MainTex_ST; perhaps unnecessary 53 | 54 | v2f vert (appdata v) 55 | { 56 | v2f o; 57 | 58 | // Index passed via custom blit function in RaymarchGeneric.cs 59 | half index = v.vertex.z; 60 | v.vertex.z = 0.1; 61 | 62 | o.pos = UnityObjectToClipPos(v.vertex); 63 | o.uv = v.uv.xy; 64 | 65 | #if UNITY_UV_STARTS_AT_TOP 66 | if (_MainTex_TexelSize.y < 0) 67 | o.uv.y = 1 - o.uv.y; 68 | #endif 69 | 70 | // Get the eyespace view ray (normalized) 71 | o.ray = _FrustumCornersES[(int)index].xyz; 72 | // Dividing by z "normalizes" it in the z axis 73 | // Therefore multiplying the ray by some number i gives the viewspace position 74 | // of the point on the ray with [viewspace z]=i 75 | o.ray /= abs(o.ray.z); 76 | 77 | // Transform the ray from eyespace to worldspace 78 | o.ray = mul(_CameraInvViewMatrix, o.ray); 79 | 80 | return o; 81 | } 82 | 83 | // metaballs 84 | float sphere(float3 pos) 85 | { 86 | return length(pos) - .3; 87 | } 88 | 89 | float blob5(float d1, float d2, float d3, float d4, float d5) 90 | { 91 | float k = 2.0; 92 | return -log(exp(-k * d1) + exp(-k * d2) + exp(-k * d3) + exp(-k * d4) + exp(-k * d5)) / k; 93 | } 94 | 95 | float scene(float3 pos, float Time) 96 | { 97 | float t = Time; 98 | 99 | float ec = .9; 100 | float s1 = sphere(pos - ec * float3(cos(t*1.1), cos(t*1.3), cos(t*1.7))); 101 | float s2 = sphere(pos + ec * float3(cos(t*0.7), cos(t*1.9), cos(t*2.))); 102 | float s3 = sphere(pos + ec * float3(cos(t*0.3), cos(t*1.2), sin(t*1.1))); 103 | float s4 = sphere(pos + ec * float3(sin(t*1.3), sin(t*1.7), sin(t*0.7))); 104 | float s5 = sphere(pos + ec * float3(sin(t*2.3), sin(t*1.9), sin(t*.9))); 105 | 106 | return blob5(s1, s2, s3, s4, s5); 107 | } 108 | 109 | // This is the distance field function. The distance field represents the closest distance to the surface 110 | // of any object we put in the scene. If the given point (point p) is inside of an object, we return a 111 | // negative answer. 112 | // return.x: result of distance field 113 | // return.y: material data for closest object 114 | float map(float3 p) { 115 | // Apply inverse model matrix via C# 116 | float3 dynamic_p = mul(_ObjMatrix_InvModel, float4(p, 1)).xyz; 117 | 118 | return scene(dynamic_p, _Time.y); 119 | } 120 | 121 | float3 calcNormal(in float3 pos) 122 | { 123 | const float2 eps = float2(0.001, 0.0); 124 | // The idea here is to find the "gradient" of the distance field at pos 125 | // Remember, the distance field is not boolean - even if you are inside an object 126 | // the number is negative, so this calculation still works. 127 | // Essentially you are approximating the derivative of the distance field at this point. 128 | float3 nor = float3( 129 | map(pos + eps.xyy) - map(pos - eps.xyy), 130 | map(pos + eps.yxy) - map(pos - eps.yxy), 131 | map(pos + eps.yyx) - map(pos - eps.yyx)); 132 | return normalize(nor); 133 | } 134 | 135 | // Custom function setting colours 136 | float3 setColour(float3 ro, float3 rd, inout float3 colour, float3 currPos) { 137 | float3 normal = calcNormal(currPos); 138 | float ndotl = abs(dot(-rd, normal)); 139 | float rim = pow(1.0 - ndotl, 1.0); 140 | colour = float3(1.0, 1.0, 1.0); 141 | colour = lerp(colour, -normal*0.5 + float3(0.5, 0., 0.5), rim + 0.1); 142 | return colour; 143 | } 144 | 145 | // Raymarch along given ray 146 | // ro: ray origin 147 | // rd: ray direction 148 | // s: unity depth buffer 149 | fixed4 raymarch(float3 ro, float3 rd, float s) { 150 | fixed4 ret = fixed4(0, 0, 0, 0); 151 | float3 colour = float3(0, 0, 0); 152 | //const int maxstep = 128;// 64; 153 | float t = 0; // current distance traveled along ray 154 | for (int i = 0; i < STEPS; ++i) { 155 | // If we run past the depth buffer, or if we exceed the max draw distance, 156 | // stop and return nothing (transparent pixel). 157 | // this way raymarched objects and traditional meshes can coexist. 158 | if (t >= s || t > _DrawDistance) { 159 | ret = fixed4(0, 0, 0, 0); 160 | break; 161 | } 162 | 163 | float3 p = ro + rd * t; // World space position of sample 164 | float d = map(p); // Sample of distance field (see map()) 165 | 166 | // If the sample <= 0, we have hit something (see map()). 167 | if (d.x < 0.001) { 168 | float3 n = calcNormal(p); 169 | //float light = dot(-_LightDir.xyz, n); 170 | // just pick grey 171 | //ret = fixed4(float3(0.8, 0.8, 0.8) * light, 1); 172 | ret = fixed4(setColour(ro, rd, colour, p), 1.0); 173 | break; 174 | } 175 | 176 | // If the sample > 0, we haven't hit anything yet so we should march forward 177 | // We step forward by distance d, because d is the minimum distance possible to intersect 178 | // an object (see map()). 179 | t += d; 180 | } 181 | 182 | return ret; 183 | } 184 | 185 | fixed4 frag (v2f i) : SV_Target 186 | { 187 | // ray direction 188 | float3 rd = normalize(i.ray.xyz); 189 | // ray origin (camera position) 190 | float3 ro = _CameraWS; 191 | 192 | float2 duv = i.uv; 193 | #if UNITY_UV_STARTS_AT_TOP 194 | if (_MainTex_TexelSize.y < 0) 195 | duv.y = 1 - duv.y; 196 | #endif 197 | 198 | // Convert from depth buffer (eye space) to true distance from camera 199 | // This is done by multiplying the eyespace depth by the length of the "z-normalized" 200 | // ray (see vert()). Think of similar triangles: the view-space z-distance between a point 201 | // and the camera is proportional to the absolute distance. 202 | float depth = LinearEyeDepth(tex2D(_CameraDepthTexture, duv).r); 203 | depth *= length(i.ray); 204 | 205 | fixed3 col = tex2D(_MainTex,i.uv); 206 | 207 | #if defined (DEBUG_PERFORMANCE) 208 | fixed4 add = raymarch_perftest(ro, rd, depth); 209 | #else 210 | fixed4 add = raymarch(ro, rd, depth); 211 | #endif 212 | 213 | // Returns final color using alpha blending 214 | return fixed4(col*(1.0 - add.w) + add.xyz * add.w,1.0); 215 | } 216 | ENDCG 217 | } 218 | } 219 | } 220 | -------------------------------------------------------------------------------- /Assets/Fluid/Metaballs.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d041e1eba6ed0ab4c930b14d336d148b 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: 6 | - _MainTex: {instanceID: 0} 7 | - iChannel0: {fileID: 8900000, guid: 575573f9d518e8341952e46fcdfdd3b9, type: 3} 8 | nonModifiableTextures: [] 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Fluid/RaymarchManager.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class RaymarchManager : MonoBehaviour 6 | { 7 | public Transform SunLight; 8 | 9 | [SerializeField] 10 | private Shader _EffectShader; 11 | [SerializeField] 12 | private float _RaymarchDrawDistance = 10; 13 | 14 | public Material EffectMaterial 15 | { 16 | get 17 | { 18 | if (!_EffectMaterial && _EffectShader) 19 | { 20 | _EffectMaterial = new Material(_EffectShader); 21 | _EffectMaterial.hideFlags = HideFlags.HideAndDontSave; 22 | } 23 | 24 | return _EffectMaterial; 25 | } 26 | } 27 | private Material _EffectMaterial; 28 | 29 | public Camera CurrentCamera 30 | { 31 | get 32 | { 33 | if (!_CurrentCamera) 34 | _CurrentCamera = GetComponent(); 35 | return _CurrentCamera; 36 | } 37 | } 38 | private Camera _CurrentCamera; 39 | 40 | void OnDrawGizmos() 41 | { 42 | Gizmos.color = Color.green; 43 | 44 | Matrix4x4 corners = GetFrustumCorners(CurrentCamera); 45 | Vector3 pos = CurrentCamera.transform.position; 46 | 47 | for (int x = 0; x < 4; x++) 48 | { 49 | corners.SetRow(x, CurrentCamera.cameraToWorldMatrix * corners.GetRow(x)); 50 | Gizmos.DrawLine(pos, pos + (Vector3)(corners.GetRow(x))); 51 | } 52 | } 53 | 54 | [ImageEffectOpaque] 55 | void OnRenderImage(RenderTexture source, RenderTexture destination) 56 | { 57 | if (!EffectMaterial) 58 | { 59 | Graphics.Blit(source, destination); // do nothing 60 | return; 61 | } 62 | 63 | // Set any custom shader variables here. For example, you could do: 64 | // EffectMaterial.SetFloat("_MyVariable", 13.37f); 65 | // This would set the shader uniform _MyVariable to value 13.37 66 | 67 | EffectMaterial.SetVector("_LightDir", SunLight ? SunLight.forward : Vector3.down); 68 | 69 | // Construct a Model Matrix for the Torus 70 | /*Matrix4x4 ObjMatrix = Matrix4x4.TRS( 71 | //Vector3.right * Mathf.Sin(Time.time) * 5, 72 | Vector3.forward * 3, 73 | Quaternion.identity, 74 | Vector3.one); 75 | ObjMatrix *= Matrix4x4.TRS( 76 | Vector3.zero, 77 | Quaternion.Euler(new Vector3(0, 0, (Time.time * 20) % 360)), 78 | Vector3.one);*/ 79 | 80 | // Testing a custom model matrix 81 | Matrix4x4 ObjMatrix = Matrix4x4.TRS( 82 | Vector3.zero, 83 | Quaternion.Euler(new Vector3(0, 0, (Time.time * 30) % 360)), 84 | Vector3.one); 85 | 86 | // Send the torus matrix to our shader 87 | EffectMaterial.SetMatrix("_ObjMatrix_InvModel", ObjMatrix.inverse); 88 | 89 | EffectMaterial.SetFloat("_DrawDistance", _RaymarchDrawDistance); 90 | 91 | EffectMaterial.SetMatrix("_FrustumCornersES", GetFrustumCorners(CurrentCamera)); 92 | EffectMaterial.SetMatrix("_CameraInvViewMatrix", CurrentCamera.cameraToWorldMatrix); 93 | EffectMaterial.SetVector("_CameraWS", CurrentCamera.transform.position); 94 | 95 | CustomGraphicsBlit(source, destination, EffectMaterial, 0); 96 | } 97 | 98 | /// \brief Stores the normalized rays representing the camera frustum in a 4x4 matrix. Each row is a vector. 99 | /// 100 | /// The following rays are stored in each row (in eyespace, not worldspace): 101 | /// Top Left corner: row=0 102 | /// Top Right corner: row=1 103 | /// Bottom Right corner: row=2 104 | /// Bottom Left corner: row=3 105 | private Matrix4x4 GetFrustumCorners(Camera cam) 106 | { 107 | float camFov = cam.fieldOfView; 108 | float camAspect = cam.aspect; 109 | 110 | Matrix4x4 frustumCorners = Matrix4x4.identity; 111 | 112 | float fovWHalf = camFov * 0.5f; 113 | 114 | float tan_fov = Mathf.Tan(fovWHalf * Mathf.Deg2Rad); 115 | 116 | Vector3 toRight = Vector3.right * tan_fov * camAspect; 117 | Vector3 toTop = Vector3.up * tan_fov; 118 | 119 | Vector3 topLeft = (-Vector3.forward - toRight + toTop); 120 | Vector3 topRight = (-Vector3.forward + toRight + toTop); 121 | Vector3 bottomRight = (-Vector3.forward + toRight - toTop); 122 | Vector3 bottomLeft = (-Vector3.forward - toRight - toTop); 123 | 124 | frustumCorners.SetRow(0, topLeft); 125 | frustumCorners.SetRow(1, topRight); 126 | frustumCorners.SetRow(2, bottomRight); 127 | frustumCorners.SetRow(3, bottomLeft); 128 | 129 | return frustumCorners; 130 | } 131 | 132 | /// \brief Custom version of Graphics.Blit that encodes frustum corner indices into the input vertices. 133 | /// 134 | /// In a shader you can expect the following frustum cornder index information to get passed to the z coordinate: 135 | /// Top Left vertex: z=0, u=0, v=0 136 | /// Top Right vertex: z=1, u=1, v=0 137 | /// Bottom Right vertex: z=2, u=1, v=1 138 | /// Bottom Left vertex: z=3, u=1, v=0 139 | /// 140 | /// \warning You may need to account for flipped UVs on DirectX machines due to differing UV semantics 141 | /// between OpenGL and DirectX. Use the shader define UNITY_UV_STARTS_AT_TOP to account for this. 142 | static void CustomGraphicsBlit(RenderTexture source, RenderTexture dest, Material fxMaterial, int passNr) 143 | { 144 | RenderTexture.active = dest; 145 | 146 | fxMaterial.SetTexture("_MainTex", source); 147 | 148 | GL.PushMatrix(); 149 | GL.LoadOrtho(); // Note: z value of vertices don't make a difference because we are using ortho projection 150 | 151 | fxMaterial.SetPass(passNr); 152 | 153 | GL.Begin(GL.QUADS); 154 | 155 | // Here, GL.MultitexCoord2(0, x, y) assigns the value (x, y) to the TEXCOORD0 slot in the shader. 156 | // GL.Vertex3(x,y,z) queues up a vertex at position (x, y, z) to be drawn. 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We make this dedication for the benefit 11 | of the public at large and to the detriment of our heirs and 12 | successors. We intend this dedication to be an overt act of 13 | relinquishment in perpetuity of all present and future rights to this 14 | software under copyright law. 15 | 16 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, 17 | EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 18 | MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 19 | IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR 20 | OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 21 | ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 22 | OTHER DEALINGS IN THE SOFTWARE. 23 | 24 | For more information, please refer to 25 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.collab-proxy": "1.2.16", 4 | "com.unity.ide.rider": "1.1.4", 5 | 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-------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /Quality_Settings.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/yumayanagisawa/Unity-Raymarching-Android/f28373994aa82bc9d6f3ed5cb54a7600212f4ffa/Quality_Settings.png -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity-Raymarching-Android 2 | Officially my first proper try at raymarching in Unity, based on [this project](https://github.com/Flafla2/Generic-Raymarch-Unity). 3 | It's really useful, but if you are into creative coding, you might want to render a different shape like a metaball rather than a torus. This repo then could be of interest. 4 | 5 | ![screenshot](Screenshot.png) 6 | ## Settings 7 | Check 'Cascaded Shadows' and include your custom raymarch shaders as in the screenshots below. Also change the default quality for Android builds. 8 | ![screenshot](Tier_Settings.png) 9 | ![screenshot](Graphics_Settings.png) 10 | ![screenshot](Quality_Settings.png) 11 | -------------------------------------------------------------------------------- /Screenshot.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/yumayanagisawa/Unity-Raymarching-Android/f28373994aa82bc9d6f3ed5cb54a7600212f4ffa/Screenshot.png -------------------------------------------------------------------------------- /Tier_Settings.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/yumayanagisawa/Unity-Raymarching-Android/f28373994aa82bc9d6f3ed5cb54a7600212f4ffa/Tier_Settings.png --------------------------------------------------------------------------------