[
  {
    "path": ".gitignore",
    "content": "unity-ray-marching/[Ll]ibrary/\nunity-ray-marching/[Dd]ebug/\nunity-ray-marching/[Tt]emp/\nunity-ray-marching/[Oo]bj/\nunity-ray-marching/[Bb]uild/\nunity-ray-marching/[Bb]uilds/\nunity-ray-marching/.vs/\nbin/\n\n# Autogenerated VS/MD/Consulo solution and project files\nExportedObj/\n.consulo/\n*.csproj\n*.unityproj\n*.sln\n*.suo\n*.tmp\n*.user\n*.userprefs\n*.pidb\n*.booproj\n*.svd\n*.pdb\n\n# Unity3D generated meta files\n*.pidb.meta\n\n# Unity3D Generated File On Crash Reports\nsysinfo.txt\n\n# Builds\n*.unitypackage\n"
  },
  {
    "path": "LICENSE",
    "content": "MIT License\n\nCopyright (c) 2021 Ming-Lun \"Allen\" Chou\n\nPermission is hereby granted, free of charge, to any person obtaining a copy\nof this software and associated documentation files (the \"Software\"), to deal\nin the Software without restriction, including without limitation the rights\nto use, copy, modify, merge, publish, distribute, sublicense, and/or sell\ncopies of the Software, and to permit persons to whom the Software is\nfurnished to do so, subject to the following conditions:\n\nThe above copyright notice and this permission notice shall be included in all\ncopies or substantial portions of the Software.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\nLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\nOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\nSOFTWARE.\n"
  },
  {
    "path": "README.md",
    "content": "## Unity Ray Marching - My Sandbox for Learning Ray Marching\nby **Ming-Lun \"Allen\" Chou** / [AllenChou.net](http://AllenChou.net) / [@TheAllenChou](http://twitter.com/TheAllenChou) / [Patreon](https://www.patreon.com/TheAllenChou)\n\nThis project has been forked into [MudBun](http://longbunnylabs.com/mudbun/), a volumetric VFX tool for Unity inspired by [Clayxels](https://andrea-intg.itch.io/clayxels).\n\n![](/img/smooth-sphere-union.gif) ![](/img/interactive-game-objects.gif) ![](/img/heat-maps.gif)\n\n## Features\n  * Smooth Boolean operations: union, subtraction, intersection.\n  * Heat maps: number of ray steps & number of SDF evaluations.\n  * Final rendered image entirely generated using compute shader.\n\n## Optimization Techniques\n  * Bounding volume hierarchy (BVH) using dynamic AABB trees.\n  * AABB query & ray query against AABB trees on GPU.\n\n## References & Resources\n  * [How Ray Marching & Signed Distance Fields (SDF) Work](http://www.michaelwalczyk.com/blog/2017/5/25/ray-marching)\n  * [Smooth SDF Unions](http://www.iquilezles.org/www/articles/smin/smin.htm)\n  * [SDF Normals](http://www.iquilezles.org/www/articles/normalsSDF/normalsSDF.htm)\n  * [Shadertoy](http://shadertoy.com)\n  * [Dynamic Bounding Volume Hierarchies (GDC 2019)](https://box2d.org/files/ErinCatto_DynamicBVH_GDC2019.pdf)\n  * [Box2D](https://github.com/erincatto/box2d)\n"
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  {
    "path": "unity-ray-marching/Assets/Script/Ray Marching/AabbTree.cs",
    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n  \n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n*/\n/******************************************************************************/\n\nusing System.Collections.Generic;\nusing System.Runtime.InteropServices;\n\nusing UnityEngine;\n\n#if UNITY_EDITOR\nusing UnityEditor;\n#endif\n\n[StructLayout(LayoutKind.Sequential, Pack = 0)]\npublic struct Aabb\n{\n  public static readonly int Stride = 8 * sizeof(float);\n\n  public Vector3 Min;\n  public float Padding0;\n  public Vector3 Max;\n  public float Padding1;\n\n  public static Aabb Union(Aabb a, Aabb b)\n  {\n    return \n      new Aabb\n      (\n        new Vector3\n        (\n          Mathf.Min(a.Min.x, b.Min.x), \n          Mathf.Min(a.Min.y, b.Min.y), \n          Mathf.Min(a.Min.z, b.Min.z)\n        ), \n        new Vector3\n        (\n          Mathf.Max(a.Max.x, b.Max.x), \n          Mathf.Max(a.Max.y, b.Max.y), \n          Mathf.Max(a.Max.z, b.Max.z)\n        )\n      );\n  }\n\n  public static bool Intersects(Aabb a, Aabb b)\n  {\n    return \n         a.Min.x <= b.Max.x && a.Max.x >= b.Min.x \n      && a.Min.y <= b.Max.y && a.Max.y >= b.Min.y \n      && a.Min.z <= b.Max.z && a.Max.z >= b.Min.z;\n  }\n\n  private static Aabb s_empty = new Aabb(float.MaxValue * Vector3.one, float.MinValue * Vector3.one);\n  public static Aabb Empty { get { return s_empty; } }\n\n  public float HalfArea { get { Vector3 e = Max - Min; return e.x * e.y + e.y * e.z + e.z * e.x; } }\n\n  public Vector3 Center { get { return 0.5f * (Min + Max); } }\n  public Vector3 Extents { get { return Max - Min; } }\n  public Vector3 HalfExtents { get { return 0.5f * (Max - Min); } }\n\n  public Aabb(Vector3 min, Vector3 max)\n  {\n    Min = min;\n    Max = max;\n    Padding0 = Padding1 = 0.0f;\n  }\n\n  public void Include(Vector3 p)\n  {\n    Min.x = Mathf.Min(Min.x, p.x);\n    Min.y = Mathf.Min(Min.y, p.y);\n    Min.z = Mathf.Min(Min.z, p.z);\n\n    Max.x = Mathf.Max(Max.x, p.x);\n    Max.y = Mathf.Max(Max.y, p.y);\n    Max.z = Mathf.Max(Max.z, p.z);\n  }\n\n  public void Expand(float r)\n  {\n    Min.x -= r;\n    Min.y -= r;\n    Min.z -= r;\n\n    Max.x += r;\n    Max.y += r;\n    Max.z += r;\n  }\n\n  public void Expand(Vector3 r)\n  {\n    Min.x -= r.x;\n    Min.y -= r.y;\n    Min.z -= r.z;\n\n    Max.x += r.x;\n    Max.y += r.y;\n    Max.z += r.z;\n  }\n\n  public bool Contains(Aabb rhs)\n  {\n    return \n         Min.x <= rhs.Min.x \n      && Min.y <= rhs.Min.y \n      && Min.z <= rhs.Min.z \n      && Max.x >= rhs.Max.x \n      && Max.y >= rhs.Max.y \n      && Max.z >= rhs.Max.z;\n  }\n\n  // Real-time Collision Detection, p179.\n  public float RayCast(Vector3 from, Vector3 to, float maxFraction = 1.0f)\n  {\n    float tMin = float.MinValue;\n    float tMax = float.MaxValue;\n\n    Vector3 d = to - from;\n    Vector3 absD = VectorUtil.Abs(d);\n\n    for (int i = 0; i < 3; ++i)\n    {\n      float dComp = VectorUtil.GetComopnent(d, i);\n      float absDComp = VectorUtil.GetComopnent(absD, i);\n      float fromComp = VectorUtil.GetComopnent(from, i);\n      float minComp = VectorUtil.GetComopnent(Min, i);\n      float maxComp = VectorUtil.GetComopnent(Max, i);\n\n      if (absDComp < float.Epsilon)\n      {\n        // parallel?\n        if (fromComp < minComp || maxComp < fromComp)\n          return float.MinValue;\n      }\n      else\n      {\n        float invD = 1.0f / dComp;\n        float t1 = (minComp - fromComp) * invD;\n        float t2 = (maxComp - fromComp) * invD;\n\n        if (t1 > t2)\n        {\n          float temp = t1;\n          t1 = t2;\n          t2 = temp;\n        }\n\n        tMin = Mathf.Max(tMin, t1);\n        tMax = Mathf.Min(tMax, t2);\n\n        if (tMin > tMax)\n          return float.MinValue;\n      }\n    }\n\n    // does the ray start inside the box?\n    // does the ray intersect beyond the max fraction?\n    if (tMin < 0.0f || maxFraction < tMin)\n      return float.MinValue;\n\n    // intersection detected\n    return tMin;\n  }\n}\n\n// https://box2d.org/files/ErinCatto_DynamicBVH_GDC2019.pdf\n// https://github.com/erincatto/box2d/blob/master/src/collision/b2_dynamic_tree.cpp\npublic class AabbTree<T> where T : class\n{\n  public static readonly int Null = -1;\n  public static readonly float FatBoundsRadius = 0.25f;\n\n  public delegate bool QueryCallbcak(T userData);\n  public delegate float RayCastCallback(Vector3 from, Vector3 to, T userData);\n\n  public struct Node\n  {\n    public Aabb Bounds; // fat AABB\n\n    public int Parent;\n    public int NextFree;\n    public int ChildA;\n    public int ChildB;\n    public int Height; // leaf = 0, free = -1\n\n    public T UserData;\n    public bool Moved;\n\n    public bool IsLeaf { get { return ChildA == Null; } }\n    public bool IsFree { get { return Height < 0; } }\n  }\n\n  [StructLayout(LayoutKind.Sequential, Pack = 0)]\n  public struct NodePod\n  {\n    public static readonly int Stride = Aabb.Stride + 4 * sizeof(int);\n\n    public Aabb Bounds;\n\n    public int Parent;\n    public int ChildA;\n    public int ChildB;\n    public int UserDataIndex;\n  }\n\n  private Node[] m_nodes;\n  private NodePod[] m_pods;\n  private int m_numNodes;\n  private int m_freeList;\n  private int m_root;\n  private Stack<int> m_stack;\n\n  public AabbTree()\n  {\n    m_nodes = new Node[16];\n    m_pods = new NodePod[16];\n    m_numNodes = 0;\n    m_freeList = Null;\n    m_root = Null;\n    m_stack = new Stack<int>(256);\n\n    // build a linked list for the free list\n    for (int i = 0; i < m_nodes.Length - 1; ++i)\n    {\n      m_nodes[i].NextFree = i + 1;\n      m_nodes[i].Height = -1;\n    }\n    m_nodes[m_nodes.Length - 1].NextFree = Null;\n    m_nodes[m_nodes.Length - 1].Height = -1;\n    m_freeList = 0;\n  }\n\n  public int Capacity { get { return m_nodes.Length; } }\n  public int Root { get { return m_root; } }\n\n  public int Fill(ComputeBuffer buffer, float aabbTightenRadius = 0.0f)\n  {\n    if (m_root == Null)\n      return Null;\n\n    if (m_pods.Length != m_nodes.Length)\n      m_pods = new NodePod[m_nodes.Length];\n\n    for (int i = 0; i < m_nodes.Length; ++i)\n    {\n      if (m_nodes[i].IsFree)\n        continue;\n\n      Aabb tightBounds = m_nodes[i].Bounds;\n      tightBounds.Expand(-aabbTightenRadius);\n\n      m_pods[i].Bounds = tightBounds;\n      m_pods[i].Parent = m_nodes[i].Parent;\n      m_pods[i].ChildA = m_nodes[i].ChildA;\n      m_pods[i].ChildB = m_nodes[i].ChildB;\n      \n      var shape = m_nodes[i].UserData as RayMarchedShape;\n      if (shape != null)\n      {\n        m_pods[i].UserDataIndex = shape.ShapeIndex;\n      }\n    }\n\n    buffer.SetData(m_pods);\n\n    return m_root;\n  }\n\n  private int AllocateNode()\n  {\n    // no more free nodes?\n    if (m_freeList == Null)\n    {\n      // expand capacity\n      var oldNodes = m_nodes;\n      m_nodes = new Node[oldNodes.Length * 2];\n      oldNodes.CopyTo(m_nodes, 0);\n\n      // set up free list\n      for (int i = m_numNodes; i < m_nodes.Length - 1; ++i)\n      {\n        m_nodes[i].NextFree = i + 1;\n        m_nodes[i].Height = -1;\n      }\n      m_nodes[m_nodes.Length - 1].NextFree = Null;\n      m_nodes[m_nodes.Length - 1].Height = -1;\n      m_freeList = m_numNodes;\n    }\n\n    // take a node from the free list\n    int node = m_freeList;\n    m_freeList = m_nodes[node].NextFree;\n    m_nodes[node].Parent = Null;\n    m_nodes[node].ChildA = Null;\n    m_nodes[node].ChildB = Null;\n    m_nodes[node].Height = 0;\n    m_nodes[node].NextFree = -1;\n    m_nodes[node].UserData = null;\n    m_nodes[node].Moved = false;\n    ++m_numNodes;\n    return node;\n  }\n\n  private void FreeNode(int node)\n  {\n    m_nodes[node].NextFree = m_freeList;\n    m_nodes[node].Height = -1;\n    m_freeList = node;\n    --m_numNodes;\n  }\n\n  public int CreateProxy(Aabb bounds, T userData)\n  {\n    int proxy = AllocateNode();\n\n    // make fat\n    m_nodes[proxy].Bounds = bounds;\n    m_nodes[proxy].Bounds.Expand(FatBoundsRadius); // make fat\n    m_nodes[proxy].Height = 0;\n    m_nodes[proxy].UserData = userData;\n    m_nodes[proxy].Moved = true;\n\n    InsertLeaf(proxy);\n\n    return proxy;\n  }\n\n  public void DestroyProxy(int proxy)\n  {\n    RemoveLeaf(proxy);\n    FreeNode(proxy);\n  }\n\n  public void UpdateProxy(int proxy, Aabb bounds)\n  {\n    if (m_nodes[proxy].Bounds.Contains(bounds))\n      return;\n\n    RemoveLeaf(proxy);\n\n    m_nodes[proxy].Bounds = bounds;\n    m_nodes[proxy].Bounds.Expand(FatBoundsRadius); // make fat\n\n    InsertLeaf(proxy);\n\n    m_nodes[proxy].Moved = true;\n  }\n\n  public Aabb GetBounds(int proxy)\n  {\n    return m_nodes[proxy].Bounds;\n  }\n\n  public bool Query(Aabb bounds, QueryCallbcak callback = null)\n  {\n    m_stack.Clear();\n    m_stack.Push(m_root);\n\n    bool touchedAnyBounds = false;\n    while (m_stack.Count > 0)\n    {\n      int index = m_stack.Pop();\n      if (index == Null)\n        continue;\n\n      Aabb tightBounds = m_nodes[index].Bounds;\n      tightBounds.Expand(-FatBoundsRadius);\n      if (!Aabb.Intersects(bounds, tightBounds))\n        continue;\n\n      if (m_nodes[index].IsLeaf)\n      {\n        touchedAnyBounds = true;\n\n        bool proceed = \n          callback != null \n            ? callback(m_nodes[index].UserData) \n            : true;\n\n        if (!proceed)\n          return true;\n      }\n      else\n      {\n        m_stack.Push(m_nodes[index].ChildA);\n        m_stack.Push(m_nodes[index].ChildB);\n      }\n    }\n\n    return touchedAnyBounds;\n  }\n\n  public bool RayCast(Vector3 from, Vector3 to, RayCastCallback callback = null)\n  {\n    Vector3 r = to - from;\n    r.Normalize();\n\n    float maxFraction = 1.0f;\n\n    // v is perpendicular to the segment.\n    Vector3 v = VectorUtil.FindOrthogonal(r).normalized;\n    Vector3 absV = VectorUtil.Abs(v);\n\n    // build a bounding box for the segment.\n    Aabb rayBounds = Aabb.Empty;\n    rayBounds.Include(from);\n    rayBounds.Include(to);\n\n    m_stack.Clear();\n    m_stack.Push(m_root);\n\n    bool hitAnyBounds = false;\n    while (m_stack.Count > 0)\n    {\n      int index = m_stack.Pop();\n      if (index == Null)\n        continue;\n\n      if (!Aabb.Intersects(m_nodes[index].Bounds, rayBounds))\n        continue;\n\n      // Separating axis for segment (Gino, p80).\n      // |dot(v, a - c)| > dot(|v|, h)\n      Vector3 c = m_nodes[index].Bounds.Center;\n      Vector3 h = m_nodes[index].Bounds.HalfExtents;\n      float separation = Mathf.Abs(Vector3.Dot(v, from - c)) - Vector3.Dot(absV, h);\n      if (separation > 0.0f)\n        continue;\n\n      if (m_nodes[index].IsLeaf)\n      {\n        Aabb tightBounds = m_nodes[index].Bounds;\n        tightBounds.Expand(-FatBoundsRadius);\n        float t = tightBounds.RayCast(from, to, maxFraction);\n        if (t < 0.0f)\n          continue;\n\n        hitAnyBounds = true;\n\n        float newMaxFraction = \n          callback != null \n            ? callback(from, to, m_nodes[index].UserData) \n            : maxFraction;\n\n        if (newMaxFraction >= 0.0f)\n        {\n          // Update segment bounding box.\n          maxFraction = newMaxFraction;\n          Vector3 newTo = from + maxFraction * (to - from);\n          rayBounds.Min = VectorUtil.Min(from, newTo);\n          rayBounds.Max = VectorUtil.Max(from, newTo);\n        }\n      }\n      else\n      {\n        m_stack.Push(m_nodes[index].ChildA);\n        m_stack.Push(m_nodes[index].ChildB);\n      }\n    }\n\n    return hitAnyBounds;\n  }\n\n  private void InsertLeaf(int leaf)\n  {\n    if (m_root == Null)\n    {\n      m_root = leaf;\n      m_nodes[m_root].Parent = Null;\n      return;\n    }\n\n    // find best sibling\n    Aabb leafBounds = m_nodes[leaf].Bounds;\n    int index = m_root;\n    while (!m_nodes[index].IsLeaf)\n    {\n      int childA = m_nodes[index].ChildA;\n      int childB = m_nodes[index].ChildB;\n\n      float area = m_nodes[index].Bounds.HalfArea;\n\n      Aabb combinedBounds = Aabb.Union(m_nodes[index].Bounds, leafBounds);\n      float combinedArea = combinedBounds.HalfArea;\n\n      // cost of creating a new parent for this node and the new leaf\n      float cost = 2.0f * combinedArea;\n\n      // minimum cost of pushing the leaf further down the tree\n      float inheritanceCost = 2.0f * (combinedArea - area);\n\n      // cost of descending into child A\n      float costA;\n      if (m_nodes[childA].IsLeaf)\n      {\n        Aabb bounds;\n        bounds = Aabb.Union(leafBounds, m_nodes[childA].Bounds);\n        costA = bounds.HalfArea + inheritanceCost;\n      }\n      else\n      {\n        Aabb bounds;\n        bounds = Aabb.Union(leafBounds, m_nodes[childA].Bounds);\n        float oldArea = m_nodes[childA].Bounds.HalfArea;\n        float newArea = bounds.HalfArea;\n        costA = (newArea - oldArea) + inheritanceCost;\n      }\n\n      // cost of descending into child B\n      float costB;\n      if (m_nodes[childB].IsLeaf)\n      {\n        Aabb bounds;\n        bounds = Aabb.Union(leafBounds, m_nodes[childB].Bounds);\n        costB = bounds.HalfArea + inheritanceCost;\n      }\n      else\n      {\n        Aabb bounds;\n        bounds = Aabb.Union(leafBounds, m_nodes[childB].Bounds);\n        float oldArea = m_nodes[childB].Bounds.HalfArea;\n        float newArea = bounds.HalfArea;\n        costB = (newArea - oldArea) + inheritanceCost;\n      }\n\n      // descend according to the minimum cost\n      if (cost < costA && cost < costB)\n        break;\n\n      //descend\n      index = (costA < costB) ? childA : childB;\n    }\n\n    int sibling = index;\n\n    // create a new parent\n    int oldParent = m_nodes[sibling].Parent;\n    int newParent = AllocateNode();\n    m_nodes[newParent].Parent = oldParent;\n    m_nodes[newParent].Bounds = Aabb.Union(leafBounds, m_nodes[sibling].Bounds);\n    m_nodes[newParent].Height = m_nodes[sibling].Height + 1;\n\n    if (oldParent != Null)\n    {\n      // sibling was not the root\n      if (m_nodes[oldParent].ChildA == sibling)\n      {\n        m_nodes[oldParent].ChildA = newParent;\n      }\n      else\n      {\n        m_nodes[oldParent].ChildB = newParent;\n      }\n\n      m_nodes[newParent].ChildA = sibling;\n      m_nodes[newParent].ChildB = leaf;\n      m_nodes[sibling].Parent = newParent;\n      m_nodes[leaf].Parent = newParent;\n    }\n    else\n    {\n      // sibling was the root\n      m_nodes[newParent].ChildA = sibling;\n      m_nodes[newParent].ChildB = leaf;\n      m_nodes[sibling].Parent = newParent;\n      m_nodes[leaf].Parent = newParent;\n      m_root = newParent;\n    }\n\n    // walk back up to re-balance heights\n    index = m_nodes[leaf].Parent;\n    while (index != Null)\n    {\n      index = Balance(index);\n\n      int childA = m_nodes[index].ChildA;\n      int childB = m_nodes[index].ChildB;\n      m_nodes[index].Height = 1 + Mathf.Max(m_nodes[childA].Height, m_nodes[childB].Height);\n      m_nodes[index].Bounds = Aabb.Union(m_nodes[childA].Bounds, m_nodes[childB].Bounds);\n\n      index = m_nodes[index].Parent;\n    }\n  }\n\n  private void RemoveLeaf(int leaf)\n  {\n    if (leaf == m_root)\n    {\n      m_root = Null;\n      return;\n    }\n\n    int parent = m_nodes[leaf].Parent;\n    int grandParent = m_nodes[parent].Parent;\n    int sibling = \n      m_nodes[parent].ChildA == leaf \n        ? m_nodes[parent].ChildB \n        : m_nodes[parent].ChildA;\n\n    if (grandParent != Null)\n    {\n      // destroy parent and connect sibling to grand parent\n      if (m_nodes[grandParent].ChildA == parent)\n      {\n        m_nodes[grandParent].ChildA = sibling;\n      }\n      else\n      {\n        m_nodes[grandParent].ChildB = sibling;\n      }\n      m_nodes[sibling].Parent = grandParent;\n      FreeNode(parent);\n\n      // adjust ancestor bounds\n      int index = grandParent;\n      while (index != Null)\n      {\n        index = Balance(index);\n\n        int childA = m_nodes[index].ChildA;\n        int childB = m_nodes[index].ChildB;\n\n        m_nodes[index].Bounds = Aabb.Union(m_nodes[childA].Bounds, m_nodes[childB].Bounds);\n        m_nodes[index].Height = 1 + Mathf.Max(m_nodes[childA].Height, m_nodes[childB].Height);\n\n        index = m_nodes[index].Parent;\n      }\n    }\n    else\n    {\n      m_root = sibling;\n      m_nodes[sibling].Parent = Null;\n      FreeNode(parent);\n    }\n  }\n\n  private int Balance(int a)\n  {\n    if (m_nodes[a].IsLeaf || m_nodes[a].Height < 2)\n    {\n      return a;\n    }\n\n    int b = m_nodes[a].ChildA;\n    int c = m_nodes[a].ChildB;\n\n    int balance = m_nodes[c].Height - m_nodes[b].Height;\n\n    // rotate C up\n    if (balance > 1)\n    {\n      int f = m_nodes[c].ChildA;\n      int g = m_nodes[c].ChildB;\n\n      // swap A and C\n      m_nodes[c].ChildA = a;\n      m_nodes[c].Parent = m_nodes[a].Parent;\n      m_nodes[a].Parent = c;\n\n      // A's old parent should point to C\n      if (m_nodes[c].Parent != Null)\n      {\n        if (m_nodes[m_nodes[c].Parent].ChildA == a)\n        {\n          m_nodes[m_nodes[c].Parent].ChildA = c;\n        }\n        else\n        {\n          m_nodes[m_nodes[c].Parent].ChildB = c;\n        }\n      }\n      else\n      {\n        m_root = c;\n      }\n\n      // rotate\n      if (m_nodes[f].Height > m_nodes[g].Height)\n      {\n        m_nodes[c].ChildB = f;\n        m_nodes[a].ChildB = g;\n        m_nodes[g].Parent = a;\n        m_nodes[a].Bounds = Aabb.Union(m_nodes[b].Bounds, m_nodes[g].Bounds);\n        m_nodes[c].Bounds = Aabb.Union(m_nodes[a].Bounds, m_nodes[f].Bounds);\n\n        m_nodes[a].Height = 1 + Mathf.Max(m_nodes[b].Height, m_nodes[g].Height);\n        m_nodes[c].Height = 1 + Mathf.Max(m_nodes[a].Height, m_nodes[f].Height);\n      }\n      else\n      {\n        m_nodes[c].ChildB = g;\n        m_nodes[a].ChildB = f;\n        m_nodes[f].Parent = a;\n        m_nodes[a].Bounds = Aabb.Union(m_nodes[b].Bounds, m_nodes[f].Bounds);\n        m_nodes[c].Bounds = Aabb.Union(m_nodes[a].Bounds, m_nodes[g].Bounds);\n\n        m_nodes[a].Height = 1 + Mathf.Max(m_nodes[b].Height, m_nodes[f].Height);\n        m_nodes[c].Height = 1 + Mathf.Max(m_nodes[a].Height, m_nodes[g].Height);\n      }\n\n      return c;\n    }\n\n    // rotate B up\n    if (balance < -1)\n    {\n      int d = m_nodes[b].ChildA;\n      int e = m_nodes[b].ChildB;\n\n      // swap A and B\n      m_nodes[b].ChildA = a;\n      m_nodes[b].Parent = m_nodes[a].Parent;\n      m_nodes[a].Parent = b;\n\n      // A's old parent should point to B\n      if (m_nodes[b].Parent != Null)\n      {\n        if (m_nodes[m_nodes[b].Parent].ChildA == a)\n        {\n          m_nodes[m_nodes[b].Parent].ChildA = b;\n        }\n        else\n        {\n          m_nodes[m_nodes[b].Parent].ChildB = b;\n        }\n      }\n      else\n      {\n        m_root = b;\n      }\n\n      // rotate\n      if (m_nodes[d].Height > m_nodes[e].Height)\n      {\n        m_nodes[b].ChildB = d;\n        m_nodes[a].ChildA = e;\n        m_nodes[e].Parent = a;\n        m_nodes[a].Bounds = Aabb.Union(m_nodes[c].Bounds, m_nodes[e].Bounds);\n        m_nodes[b].Bounds = Aabb.Union(m_nodes[a].Bounds, m_nodes[d].Bounds);\n\n        m_nodes[a].Height = 1 + Mathf.Max(m_nodes[c].Height, m_nodes[e].Height);\n        m_nodes[b].Height = 1 + Mathf.Max(m_nodes[a].Height, m_nodes[d].Height);\n      }\n      else\n      {\n        m_nodes[b].ChildB = e;\n        m_nodes[a].ChildA = d;\n        m_nodes[d].Parent = a;\n        m_nodes[a].Bounds = Aabb.Union(m_nodes[c].Bounds, m_nodes[d].Bounds);\n        m_nodes[b].Bounds = Aabb.Union(m_nodes[a].Bounds, m_nodes[e].Bounds);\n\n        m_nodes[a].Height = 1 + Mathf.Max(m_nodes[c].Height, m_nodes[d].Height);\n        m_nodes[b].Height = 1 + Mathf.Max(m_nodes[a].Height, m_nodes[e].Height);\n      }\n\n      return b;\n    }\n\n    return a;\n  }\n\n  public void DrwaGizmos(int isolateDepth = -1)\n  {\n    // TODO height is inverted depth\n\n    #if UNITY_EDITOR\n    if (m_root == Null)\n      return;\n\n    Color prevColor = Handles.color;\n\n    int isolateHeight = m_nodes[m_root].Height - isolateDepth;\n\n    var aNodeVisited = new bool[m_nodes.Length];\n    for (int i = 0; i < aNodeVisited.Length; ++i)\n      aNodeVisited[i] = false;\n\n    for (int i = 0; i < m_nodes.Length; ++i)\n    {\n      if (m_nodes[i].IsFree)\n        continue;\n\n      if (aNodeVisited[i])\n        continue;\n\n      Aabb bounds = m_nodes[i].Bounds;\n\n      if (isolateDepth >= 0)\n      {\n        if (m_nodes[i].Height != isolateHeight)\n          continue;\n        \n        Gizmos.color = \n          m_nodes[i].Height == isolateHeight - 1 \n            ? Color.gray \n            : Color.white;\n\n        Handles.color = Color.gray;\n        DebugDrawNode(m_nodes[i].Parent, false, true, false);\n        DebugDrawLink(i, m_nodes[i].Parent);\n        DebugDrawNode(m_nodes[i].ChildA, true, true, false);\n        DebugDrawLink(i, m_nodes[i].ChildA);\n        DebugDrawNode(m_nodes[i].ChildB, true, true, false);\n        DebugDrawLink(i, m_nodes[i].ChildB);\n        if (m_nodes[i].ChildA != Null)\n          aNodeVisited[m_nodes[i].ChildA] = true;\n        if (m_nodes[i].ChildB != Null)\n          aNodeVisited[m_nodes[i].ChildB] = true;\n\n        Handles.color = Color.white;\n        DebugDrawNode(i, true, true, false);\n        aNodeVisited[i] = true;\n\n        continue;\n      }\n      \n      Handles.color = Color.white;\n      DebugDrawLink(i, m_nodes[i].Parent);\n      DebugDrawNode(i, true, true, true);\n      aNodeVisited[i] = true;\n    }\n\n    Gizmos.color = prevColor;\n    #endif\n  }\n\n  #if UNITY_EDITOR\n  private void DebugDrawLink(int from, int to)\n  {\n    if (from == Null || to == Null)\n      return;\n\n    Aabb fromBounds = m_nodes[from].Bounds;\n    Aabb toBounds = m_nodes[to].Bounds;\n\n    Handles.DrawLine(fromBounds.Center, toBounds.Center);\n  }\n\n  private void DebugDrawNode(int index, bool drawBounds, bool drawLabel, bool fullTreeMode)\n  {\n    if (index == Null)\n      return;\n\n    Aabb bounds = m_nodes[index].Bounds;\n\n    if (drawBounds)\n    {\n      if (m_nodes[index].IsLeaf || !fullTreeMode)\n      {\n        Handles.DrawWireCube(bounds.Center, bounds.Extents);\n\n        RayMarchedShape shape = m_nodes[index].UserData as RayMarchedShape;\n        if (shape != null)\n        {\n          Aabb tightBounds = shape.Bounds;\n\n          Color prevColor = Handles.color;\n          Handles.color = new Color(prevColor.r, prevColor.g, prevColor.b, 0.3f);\n\n          Handles.DrawWireCube(tightBounds.Center, tightBounds.Extents);\n\n          Handles.color = prevColor;\n        }\n      }\n    }\n\n    Handles.SphereHandleCap(0, bounds.Center, Quaternion.identity, 0.05f, EventType.Repaint);\n\n    if (drawLabel)\n    {\n      RayMarchedShape shape = m_nodes[index].UserData as RayMarchedShape;\n      Handles.Label\n      (\n        bounds.Center, \n            \"Node  : \" + index + (index == m_root ? \" (root)\" : \"\") + (m_nodes[index].IsLeaf ? \" (Leaf)\" : \"\") \n        + \"\\nParent: \" + m_nodes[index].Parent \n        + \"\\nChildA: \" + m_nodes[index].ChildA \n        + \"\\nChildB: \" + m_nodes[index].ChildB \n        + \"\\nHeight: \" + m_nodes[index].Height \n        + (shape != null ? \"\\nShape : \" + shape.ShapeIndex : \"\")\n      );\n    }\n  }\n  #endif\n}\n"
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    "path": "unity-ray-marching/Assets/Script/Ray Marching/AabbTree.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0a8a0dbeb130cbd4b8f67fca1fa2d462\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "unity-ray-marching/Assets/Script/Ray Marching/GameObjectRayMarcher.cs",
    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n  \n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n*/\n/******************************************************************************/\n\nusing System.Collections.Generic;\n\nusing UnityEngine;\n\n#if UNITY_EDITOR\nusing UnityEditor;\n#endif\n\n[RequireComponent(typeof(Camera))]\n[ExecuteInEditMode]\npublic class GameObjectRayMarcher : PostProcessingCompute\n{\n  private static readonly int TileSize = 8;\n\n  public enum HeatMapModeEnum\n  {\n    None, \n    StepCountPerThread, \n    StepCountPerTile, \n    ShapeCountPerThread, \n    ShapeCountPerTile, \n  }\n\n  [Header(\"Ray Marching\")]  \n  public float BlendDistance = 0.5f;\n  public Color BackgroundColor = new Color(0.0f, 0.07f, 0.15f);\n  public Color MissColor = new Color(1.0f, 0.0f, 0.0f);\n  [Range(1, 256)]\n  public int MaxRaySteps = 128;\n  public float RayHitThreshold = 0.005f;\n  public float MaxRayDistance = 1000.0f;\n\n  [Header(\"Bounding Volume Hierarchy\")]\n  [ConditionalField(Label = \"Use BVH\")]\n  public bool UseBoundingVolumes = true;\n  public bool DrawBoundingVolumes = false;\n  [ConditionalField(Label = \"  Isolate BVH Depth\", Min = -1, Max = 16)]\n  public int IsolateBoundingVolumeDepth = -1;\n  [ConditionalField(Label = \"Test BVH Bounds Query\")]\n  public bool TestBvhBoundsQuery = false;\n  [ConditionalField(Label = \"Test BVH Ray Cast\")]\n  public bool TestBvhRayCast = false;\n\n  [Header(\"Heat Map\")]\n  public HeatMapModeEnum HeatMapMode = HeatMapModeEnum.None;\n  [ConditionalField(\"HeatMapMode\", HeatMapModeEnum.StepCountPerThread, HeatMapModeEnum.StepCountPerTile, Min = 1, Max = 256)]\n  public int MaxStepCountBudget = 64;\n  [ConditionalField(\"HeatMapMode\", HeatMapModeEnum.ShapeCountPerThread, HeatMapModeEnum.ShapeCountPerTile, Min = 1, Max = 64)]\n  public int MaxShapeCountBudget = 16;\n  public Color HeatColorCool = new Color(0.0f, 1.0f, 0.0f);\n  public Color HeatColorMedium = new Color(1.0f, 1.0f, 0.0f);\n  public Color HeatColorHot = new Color(1.0f, 0.0f, 0.0f);\n  [Range(0.0f, 1.0f)]\n  public float HeatAlpha = 0.5f;\n\n  private struct ShaderConstants\n  {\n    public ICollection<int> Kernels;\n    public int MainKernel;\n    public int StepCountKernelPerThread;\n    public int StepCountKernelPerTile;\n    public int ShapeCountKernelPerThread;\n    public int ShapeCountKernelPerTile;\n\n    public int Src;\n    public int Dst;\n\n    public int CameraInverseProjection;\n    public int CameraToWorld;\n    public int CameraPosition;\n    public int ScreenSize;\n\n    public int SdfShapes;\n    public int NumSdfShapes;\n    public int TempBuffer;\n\n    public int BlendDistance;\n    public int RayMarchParams;\n\n    public int BackgroundColor;\n    public int MissColor;\n\n    public int UseAabbTree;\n    public int AabbTree;\n    public int AabbTreeRoot;\n\n    public int HeatMap;\n    public int HeatColorCool;\n    public int HeatColorMedium;\n    public int HeatColorHot;\n    public int HeatAlpha;\n\n    public int MaxCountBudget;\n  }\n\n  private ShaderConstants m_const;\n  private ComputeBuffer m_shapes;\n  private RenderTexture m_tempBuffer;\n  private ComputeBuffer m_aabbTree;\n  private RenderTexture m_heatMap;\n\n  protected override void OnValidate()\n  {\n    base.OnValidate();\n\n    BlendDistance = Mathf.Max(0.0f, BlendDistance);\n    RayHitThreshold = Mathf.Max(0.0f, RayHitThreshold);\n    MaxRayDistance = Mathf.Max(0.0f, MaxRayDistance);\n\n    IsolateBoundingVolumeDepth = Mathf.Max(-1, IsolateBoundingVolumeDepth);\n  }\n\n  protected override void Init(ComputeShader compute)\n  {\n    InitShaderConstants();\n  }\n\n  private void InitShaderConstants()\n  {\n    m_const.Kernels = \n      new int[]\n      {\n        m_const.MainKernel = Compute.FindKernel(\"Main\"), \n        m_const.StepCountKernelPerThread = Compute.FindKernel(\"StepCountPerThread\"), \n        m_const.StepCountKernelPerTile = Compute.FindKernel(\"StepCountPerTile\"), \n        m_const.ShapeCountKernelPerThread = Compute.FindKernel(\"ShapeCountPerThread\"), \n        m_const.ShapeCountKernelPerTile = Compute.FindKernel(\"ShapeCountPerTile\"), \n      };\n\n    m_const.Src = Shader.PropertyToID(\"src\");\n    m_const.Dst = Shader.PropertyToID(\"dst\");\n\n    m_const.CameraInverseProjection = Shader.PropertyToID(\"cameraInvProj\");\n    m_const.CameraToWorld = Shader.PropertyToID(\"cameraToWorld\");\n    m_const.CameraPosition = Shader.PropertyToID(\"cameraPos\");\n    m_const.ScreenSize = Shader.PropertyToID(\"screenSize\");\n\n    m_const.SdfShapes = Shader.PropertyToID(\"aSdfShape\");\n    m_const.NumSdfShapes = Shader.PropertyToID(\"numSdfShapes\");\n    m_const.TempBuffer = Shader.PropertyToID(\"tempBuffer\");\n\n    m_const.RayMarchParams = Shader.PropertyToID(\"rayMarchParams\");\n    m_const.BlendDistance = Shader.PropertyToID(\"blendDist\");\n\n    m_const.BackgroundColor = Shader.PropertyToID(\"backgroundColor\");\n    m_const.MissColor = Shader.PropertyToID(\"missColor\");\n\n    m_const.UseAabbTree = Shader.PropertyToID(\"useAabbTree\");\n    m_const.AabbTree = Shader.PropertyToID(\"aabbTree\");\n    m_const.AabbTreeRoot = Shader.PropertyToID(\"aabbTreeRoot\");\n\n    m_const.HeatMap = Shader.PropertyToID(\"heatMap\");\n    m_const.HeatColorCool = Shader.PropertyToID(\"heatColorCool\");\n    m_const.HeatColorMedium = Shader.PropertyToID(\"heatColorMedium\");\n    m_const.HeatColorHot = Shader.PropertyToID(\"heatColorHot\");\n    m_const.HeatAlpha = Shader.PropertyToID(\"heatAlpha\");\n\n    m_const.MaxCountBudget = Shader.PropertyToID(\"maxCountBudget\");\n  }\n\n  protected override void Dispose(ComputeShader compute)\n  {\n    if (m_shapes != null)\n    {\n      m_shapes.Dispose();\n      m_shapes = null;\n    }\n\n    if (m_heatMap != null)\n    {\n      DestroyImmediate(m_heatMap);\n      m_heatMap = null;\n    }\n  }\n\n  protected override void OnPreRenderImage(ComputeShader compute, RenderTexture src, RenderTexture dst)\n  {\n    // validate SDF shapes buffer\n    var sdfShapes = RayMarchedShape.GetShapes();\n    int numShapes = sdfShapes.Count;\n    if (m_shapes == null \n        || m_shapes.count != numShapes)\n    {\n      if (m_shapes != null)\n      {\n        m_shapes.Dispose();\n        m_shapes = null;\n      }\n\n      m_shapes = new ComputeBuffer(Mathf.Max(1, numShapes), SdfShape.Stride);\n    }\n\n    // validate SDF temp buffer\n    if (m_tempBuffer == null\n        || m_tempBuffer.width != src.width\n        || m_tempBuffer.height != src.height)\n    {\n      if (m_tempBuffer != null)\n      {\n        DestroyImmediate(m_tempBuffer);\n        m_tempBuffer = null;\n      }\n\n      m_tempBuffer = new RenderTexture(src.width, src.height, 0, RenderTextureFormat.ARGBFloat);\n      m_tempBuffer.enableRandomWrite = true;\n      m_tempBuffer.Create();\n    }\n\n    // validate AABB tree buffer\n    if (m_aabbTree == null \n        || m_aabbTree.count != RayMarchedShape.AabbTreeCapacity)\n    {\n      if (m_aabbTree != null)\n      {\n        m_aabbTree.Dispose();\n        m_aabbTree = null;\n      }\n\n      m_aabbTree = new ComputeBuffer(RayMarchedShape.AabbTreeCapacity, AabbTree<RayMarchedShape>.NodePod.Stride);\n    }\n\n    // validate heat map buffer\n    if (m_heatMap == null \n        || m_heatMap.width != src.width \n        || m_heatMap.height != src.height)\n    {\n      if (m_heatMap != null)\n      {\n        DestroyImmediate(m_heatMap);\n        m_heatMap = null;\n      }\n\n      m_heatMap = new RenderTexture(src.width, src.height, 0, RenderTextureFormat.RFloat);\n      m_heatMap.enableRandomWrite = true;\n      m_heatMap.Create();\n    }\n\n    // fill buffers\n    m_shapes.SetData(sdfShapes);\n    RayMarchedShape.FillAabbTree(m_aabbTree, AabbTree<RayMarchedShape>.FatBoundsRadius - BlendDistance);\n\n    if (m_const.Kernels == null)\n    {\n      InitShaderConstants();\n    }\n\n    foreach (int kernel in m_const.Kernels)\n    {\n      compute.SetTexture(kernel, m_const.Src, src);\n      compute.SetTexture(kernel, m_const.Dst, dst);\n\n      compute.SetBuffer(kernel, m_const.SdfShapes, m_shapes);\n      compute.SetTexture(kernel, m_const.TempBuffer, m_tempBuffer);\n\n      compute.SetBuffer(kernel, m_const.AabbTree, m_aabbTree);\n\n      compute.SetTexture(kernel, m_const.HeatMap, m_heatMap);\n    }\n\n    var camera = GetComponent<Camera>();\n    compute.SetMatrix(m_const.CameraInverseProjection, camera.projectionMatrix.inverse);\n    compute.SetMatrix(m_const.CameraToWorld, camera.cameraToWorldMatrix);\n    compute.SetVector(m_const.CameraPosition, camera.transform.position);\n    compute.SetInts(m_const.ScreenSize, new int[] { camera.pixelWidth, camera.pixelHeight });\n\n    compute.SetInt(m_const.NumSdfShapes, numShapes);\n\n    compute.SetVector(m_const.RayMarchParams, new Vector4(MaxRaySteps, RayHitThreshold, MaxRayDistance, Time.time));\n    compute.SetFloat(m_const.BlendDistance, BlendDistance);\n\n    compute.SetVector(m_const.BackgroundColor, new Vector4(BackgroundColor.r, BackgroundColor.g, BackgroundColor.b, BackgroundColor.a));\n    compute.SetVector(m_const.MissColor, new Vector4(MissColor.r, MissColor.g, MissColor.b, MissColor.a));\n\n    compute.SetBool(m_const.UseAabbTree, UseBoundingVolumes);\n    compute.SetInt(m_const.AabbTreeRoot, RayMarchedShape.AabbTreeRoot);\n\n    compute.SetVector(m_const.HeatColorCool, new Vector4(HeatColorCool.r, HeatColorCool.g, HeatColorCool.b, HeatColorCool.a));\n    compute.SetVector(m_const.HeatColorMedium, new Vector4(HeatColorMedium.r, HeatColorMedium.g, HeatColorMedium.b, HeatColorMedium.a));\n    compute.SetVector(m_const.HeatColorHot, new Vector4(HeatColorHot.r, HeatColorHot.g, HeatColorHot.b, HeatColorHot.a));\n    compute.SetFloat(m_const.HeatAlpha, HeatAlpha);\n  }\n\n  protected override void Dispatch(ComputeShader compute, RenderTexture src, RenderTexture dst)\n  {\n    var camera = GetComponent<Camera>();\n\n    int threadGroupSizeX = (camera.pixelWidth + TileSize - 1) / TileSize;\n    int threadGroupSizeY = (camera.pixelHeight + TileSize - 1) / TileSize;\n\n    compute.Dispatch(m_const.MainKernel, threadGroupSizeX, threadGroupSizeY, 1);\n\n    switch (HeatMapMode)\n    {\n      case HeatMapModeEnum.StepCountPerThread:\n        compute.SetInt(m_const.MaxCountBudget, MaxStepCountBudget);\n        compute.Dispatch(m_const.StepCountKernelPerThread, threadGroupSizeX, threadGroupSizeY, 1);\n        break;\n\n      case HeatMapModeEnum.StepCountPerTile:\n        compute.SetInt(m_const.MaxCountBudget, MaxStepCountBudget);\n        compute.Dispatch(m_const.StepCountKernelPerTile, threadGroupSizeX, threadGroupSizeY, 1);\n        break;\n\n      case HeatMapModeEnum.ShapeCountPerThread:\n        compute.SetInt(m_const.MaxCountBudget, MaxShapeCountBudget);\n        compute.Dispatch(m_const.ShapeCountKernelPerThread, threadGroupSizeX, threadGroupSizeY, 1);\n        break;\n\n      case HeatMapModeEnum.ShapeCountPerTile:\n        compute.SetInt(m_const.MaxCountBudget, MaxShapeCountBudget);\n        compute.Dispatch(m_const.ShapeCountKernelPerTile, threadGroupSizeX, threadGroupSizeY, 1);\n        break;\n    }\n  }\n\n  private void OnDrawGizmos()\n  {\n    #if UNITY_EDITOR\n\n    var camera = GetComponent<Camera>();\n\n    if (DrawBoundingVolumes)\n    {\n      RayMarchedShape.DrawBoundingVolumeHierarchyGizmos(IsolateBoundingVolumeDepth);\n    }\n\n    if (TestBvhBoundsQuery)\n    {\n      Color prevColor = Handles.color;\n\n      Aabb queryBounds = \n        new Aabb\n        (\n          camera.transform.position - 0.5f * Vector3.one, \n          camera.transform.position + 0.5f * Vector3.one\n        );\n\n      Handles.color = Color.yellow;\n      Handles.DrawWireCube(queryBounds.Center, queryBounds.Extents);\n\n      Handles.color = new Color(1.0f, 1.0f, 0.0f, 0.5f);\n      RayMarchedShape.Query\n      (\n        queryBounds, \n        (RayMarchedShape shape) =>\n        {\n          Handles.DrawWireCube(shape.Bounds.Center, shape.Bounds.Extents);\n          return true;\n        }\n      );\n\n      Handles.color = prevColor;\n    }\n\n    if (TestBvhRayCast)\n    {\n      Color prevColor = Handles.color;\n\n      Vector3 cameraFrom = camera.transform.position;\n      Vector3 cameraTo = cameraFrom + 10.0f * camera.transform.forward;\n\n      Handles.color = Color.yellow;\n      Handles.DrawLine(cameraFrom, cameraTo);\n\n      Handles.color = new Color(1.0f, 1.0f, 0.0f, 0.5f);\n      RayMarchedShape.RayCast\n      (\n        cameraFrom, \n        cameraTo, \n        (Vector3 from, Vector3 to, RayMarchedShape shape) => \n        {\n          Handles.DrawWireCube(shape.Bounds.Center, shape.Bounds.Extents);\n          return 1.0f;\n        }\n      );\n\n      Handles.color = prevColor;\n    }\n\n    #endif\n  }\n}\n"
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  {
    "path": "unity-ray-marching/Assets/Script/Ray Marching/RayMarchedShape.cs",
    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n  \n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n*/\n/******************************************************************************/\n\nusing System.Collections.Generic;\n\nusing UnityEngine;\n\n[ExecuteInEditMode]\npublic class RayMarchedShape : MonoBehaviour\n{\n  private static AabbTree<RayMarchedShape> s_tree = new AabbTree<RayMarchedShape>();\n  private static List<RayMarchedShape> s_shapeComponents = new List<RayMarchedShape>();\n  private static List<SdfShape> s_sdfShapes = new List<SdfShape>();\n  public static List<SdfShape> GetShapes()\n  {\n    if (s_sdfShapes.Capacity < s_shapeComponents.Count)\n    {\n      s_sdfShapes.Capacity = s_shapeComponents.Count;\n    }\n    s_sdfShapes.Clear();\n\n    foreach (var s in s_shapeComponents)\n    {\n      var sdfShape = s.Shape;\n      sdfShape.Operator = (int) s.Operator;\n      s_sdfShapes.Add(sdfShape);\n    }\n\n    return s_sdfShapes;\n  }\n\n  public static void Query(Aabb bounds, AabbTree<RayMarchedShape>.QueryCallbcak callback)\n  {\n    s_tree.Query(bounds, callback);\n  }\n\n  public static void RayCast(Vector3 from, Vector3 to, AabbTree<RayMarchedShape>.RayCastCallback callback)\n  {\n    s_tree.RayCast(from, to, callback);\n  }\n\n  public static int AabbTreeCapacity { get { return s_tree.Capacity; } }\n  public static int AabbTreeRoot { get { return s_tree.Root; } }\n  public static int FillAabbTree(ComputeBuffer buffer, float aabbTightenRadius = 0.0f)\n  {\n    SyncBounds();\n\n    int root = s_tree.Fill(buffer, aabbTightenRadius);\n    return root;\n  }\n\n  public static void SyncBounds()\n  {\n    foreach (var s in s_shapeComponents)\n    {\n      s_tree.UpdateProxy(s.m_iProxy, s.Bounds);\n    }\n  }\n\n  public static void DrawBoundingVolumeHierarchyGizmos(int isolateDepth = -1)\n  {\n    SyncBounds();\n    s_tree.DrwaGizmos(isolateDepth);\n  }\n\n  public enum OperatorEnum\n  {\n    Union, \n    Subtraction, \n    Intersection\n  }\n\n  public OperatorEnum Operator = OperatorEnum.Union;\n  private int m_shapeIndex = -1;\n  private int m_iProxy = AabbTree<RayMarchedShape>.Null;\n\n  public int ShapeIndex { get { return m_shapeIndex; } }\n\n  private void OnEnable()\n  {\n    m_shapeIndex = s_shapeComponents.Count;\n    s_shapeComponents.Add(this);\n\n    m_iProxy = s_tree.CreateProxy(Bounds, this);\n  }\n\n  private void OnDisable()\n  {\n    s_shapeComponents[m_shapeIndex] = s_shapeComponents[s_shapeComponents.Count - 1];\n    s_shapeComponents[m_shapeIndex].m_shapeIndex = m_shapeIndex;\n    s_shapeComponents.RemoveAt(s_shapeComponents.Count - 1);\n    m_shapeIndex = -1;\n\n    s_tree.DestroyProxy(m_iProxy);\n    m_iProxy = AabbTree<RayMarchedShape>.Null;\n  }\n\n  protected virtual void OnValidate() { }\n\n  protected virtual SdfShape Shape { get { return SdfShape.Dummy(); } }\n  public virtual Aabb Bounds { get { return Aabb.Empty; } }\n}\n\n"
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    "content": "fileFormatVersion: 2\nguid: b1e03a64795bff742a82a78ad0c2487f\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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  {
    "path": "unity-ray-marching/Assets/Script/Ray Marching/RayMarchedSphere.cs",
    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n  \n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n*/\n/******************************************************************************/\n\nusing UnityEngine;\n\n[ExecuteInEditMode]\npublic class RayMarchedSphere : RayMarchedShape\n{\n  public float Radius = 0.5f;\n\n  protected override SdfShape Shape\n  {\n    get\n    {\n      return SdfShape.Sphere(transform.position, Radius);\n    }\n  }\n\n  public override Aabb Bounds\n  {\n    get\n    {\n      return \n        new Aabb\n        (\n          transform.position - Radius * Vector3.one, \n          transform.position + Radius * Vector3.one\n        );\n    }\n  }\n\n  protected override void OnValidate()\n  {\n    base.OnValidate();\n\n    Radius = Mathf.Max(0.0f, Radius);\n  }\n}\n\n"
  },
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    "content": "fileFormatVersion: 2\nguid: b1916e7949e870644986a29ca93f913c\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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  {
    "path": "unity-ray-marching/Assets/Script/Ray Marching/SdfShape.cs",
    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n  \n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n*/\n/******************************************************************************/\n\nusing System.Runtime.InteropServices;\n\nusing UnityEngine;\n\n[StructLayout(LayoutKind.Sequential, Pack = 0)]\npublic struct SdfShape\n{\n  public static readonly int Stride = 4 * sizeof(int) + 12 * sizeof(float);\n\n  public enum TypeEnum\n  {\n    Sphere,\n    Box,\n    Capsule,\n    Cylinder,\n  }\n\n  public int Type;\n  public int Operator;\n  public int Padding1;\n  public int Padding2;\n\n  public Vector4 Data0;\n  public Vector4 Data1;\n  public Vector4 Data2;\n\n  private static void WarningSuppression()\n  {\n    SdfShape shape;\n    shape.Type = shape.Padding2 = 0;\n    shape.Padding2 = shape.Type = 0;\n  }\n\n  public static SdfShape Dummy()\n  {\n    SdfShape shape;\n    shape.Type = 0;\n    shape.Operator = 0;\n    shape.Padding1 = 0; \n    shape.Padding2 = 0;\n\n    shape.Data0 = Vector4.zero;\n    shape.Data1 = Vector4.zero;\n    shape.Data2 = Vector4.zero;\n\n    return shape;\n  }\n\n  public static SdfShape Sphere(Vector3 center, float radius)\n  {\n    SdfShape shape;\n    shape.Type = 0;\n    shape.Operator = shape.Padding1 = shape.Padding2 = 0;\n\n    shape.Data0 = new Vector4(center.x, center.y, center.z, radius);\n    shape.Data1 = Vector4.zero;\n    shape.Data2 = Vector4.zero;\n\n    return shape;\n  }\n\n  public static SdfShape Box(Vector3 center, Vector3 halfExtents, Quaternion rotation, float radius = 0.0f)\n  {\n    SdfShape shape;\n    shape.Type = 1;\n    shape.Operator = shape.Padding1 = shape.Padding2 = 0;\n\n    shape.Data0 = new Vector4(center.x, center.y, center.z, radius);\n    shape.Data1 = new Vector4(halfExtents.x, halfExtents.y, halfExtents.z);\n    shape.Data2 = new Vector4(rotation.x, rotation.y, rotation.z, rotation.w);\n\n    return shape;\n  }\n\n  public static SdfShape Capsule(Vector3 a, Vector3 b, float radius)\n  {\n    SdfShape shape;\n    shape.Type = 2;\n    shape.Operator = shape.Padding1 = shape.Padding2 = 0;\n\n    shape.Data0 = new Vector4(a.x, a.y, a.z, radius);\n    shape.Data1 = new Vector4(b.x, b.y, b.z);\n    shape.Data2 = Vector4.zero;\n\n    return shape;\n  }\n\n  public static SdfShape Cylinder(Vector3 a, Vector3 b, float radius)\n  {\n    SdfShape shape;\n    shape.Type = 3;\n    shape.Operator = shape.Padding1 = shape.Padding2 = 0;\n\n    shape.Data0 = new Vector4(a.x, a.y, a.z, radius);\n    shape.Data1 = new Vector4(b.x, b.y, b.z);\n    shape.Data2 = Vector4.zero;\n\n    return shape;\n  }\n}"
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  {
    "path": "unity-ray-marching/Assets/Script/Util/ConditionalFieldAttribute.cs",
    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n  \n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n\n  Modified from project \"MyBox\" by Andrew Rumak.\n   License : Copyright (C) 2018 Andrew Rumak.\n             Distributed under the MIT License. See LICENSE file.\n             https://github.com/Deadcows/MyBox\n*/\n/******************************************************************************/\n\nusing System;\nusing UnityEngine;\n\n[AttributeUsage(AttributeTargets.Field)]\npublic class ConditionalFieldAttribute : PropertyAttribute\n{\n  public bool ShowRange { get { return Min != Max; } }\n\n  public string PropertyToCheck;\n  public object CompareValue;\n  public object CompareValue2;\n  public object CompareValue3;\n  public object CompareValue4;\n  public object CompareValue5;\n  public object CompareValue6;\n  public string Label;\n  public string Tooltip;\n  public float Min;\n  public float Max;\n\n  public ConditionalFieldAttribute\n  (\n    string propertyToCheck = null, \n    object compareValue = null,  \n    object compareValue2 = null, \n    object compareValue3 = null, \n    object compareValue4 = null, \n    object compareValue5 = null, \n    object compareValue6 = null\n  )\n  {\n    PropertyToCheck = propertyToCheck;\n    CompareValue = compareValue;\n    CompareValue2 = compareValue2;\n    CompareValue3 = compareValue3;\n    CompareValue4 = compareValue4;\n    CompareValue5 = compareValue5;\n    CompareValue6 = compareValue6;\n    Label = \"\";\n    Tooltip = \"\";\n    Min = 0.0f;\n    Max = 0.0f;\n  }\n}\n"
  },
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  {
    "path": "unity-ray-marching/Assets/Script/Util/ConditionalFieldAttributeDrawer.cs",
    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n  \n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n\n  Modified from project \"MyBox\" by Andrew Rumak.\n  License : Copyright (C) 2018 Andrew Rumak.\n            Distributed under the MIT License. See LICENSE file.\n            https://github.com/Deadcows/MyBox\n*/\n/******************************************************************************/\n\n#if UNITY_EDITOR\n\nusing System;\nusing UnityEngine;\nusing UnityEditor;\n\n[CustomPropertyDrawer(typeof(ConditionalFieldAttribute))]\npublic class ConditionalFieldAttributeDrawer : PropertyDrawer\n{\n  public static string AsStringValue(SerializedProperty property)\n  {\n    switch (property.propertyType)\n    {\n      case SerializedPropertyType.String:\n        return property.stringValue;\n\n      case SerializedPropertyType.Character:\n      case SerializedPropertyType.Integer:\n        if (property.type == \"char\") return System.Convert.ToChar(property.intValue).ToString();\n        return property.intValue.ToString();\n\n      case SerializedPropertyType.ObjectReference:\n        return property.objectReferenceValue != null ? property.objectReferenceValue.ToString() : \"null\";\n\n      case SerializedPropertyType.Boolean:\n        return property.boolValue.ToString();\n\n      case SerializedPropertyType.Enum:\n        return property.enumNames[property.enumValueIndex];\n\n      default:\n        return string.Empty;\n    }\n  }\n\n  private ConditionalFieldAttribute Attribute\n  {\n    get\n    {\n      return _attribute ?? (_attribute = attribute as ConditionalFieldAttribute);\n    }\n  }\n\n  private string PropertyToCheck { get { return Attribute != null ? _attribute.PropertyToCheck : null; } }\n  private object CompareValue  { get { return Attribute != null ? _attribute.CompareValue  : null; } }\n  private object CompareValue2 { get { return Attribute != null ? _attribute.CompareValue2 : null; } }\n  private object CompareValue3 { get { return Attribute != null ? _attribute.CompareValue3 : null; } }\n  private object CompareValue4 { get { return Attribute != null ? _attribute.CompareValue4 : null; } }\n  private object CompareValue5 { get { return Attribute != null ? _attribute.CompareValue5 : null; } }\n  private object CompareValue6 { get { return Attribute != null ? _attribute.CompareValue6 : null; } }\n\n  private ConditionalFieldAttribute _attribute;\n\n  private bool ShouldShow(SerializedProperty property)\n  {\n    if (PropertyToCheck != null && !PropertyToCheck.Equals(\"\"))\n    {\n      var conditionProperty = FindPropertyRelative(property, PropertyToCheck);\n      if (conditionProperty != null)\n      {\n\n        var aCompVal = new object[]\n        {\n          CompareValue,\n          CompareValue2,\n          CompareValue3,\n          CompareValue4,\n          CompareValue5,\n          CompareValue6,\n        };\n\n        bool matched = false;\n        foreach (object compVal in aCompVal)\n        {\n          if (compVal == null)\n            continue;\n\n          bool isBoolMatch = conditionProperty.propertyType == SerializedPropertyType.Boolean && conditionProperty.boolValue;\n          string compareStringValue = compVal != null ? compVal.ToString().ToUpper() : \"NULL\";\n          if (isBoolMatch && compareStringValue == \"FALSE\") isBoolMatch = false;\n\n          string conditionPropertyStringValue = AsStringValue(conditionProperty).ToUpper();\n          bool objectMatch = compareStringValue == conditionPropertyStringValue;\n\n          if (!isBoolMatch && !objectMatch)\n            continue;\n\n          matched = true;\n          break;\n        }\n\n        if (!matched)\n        {\n          return false;\n        }\n      }\n    }\n\n    return true;\n  }\n\n  public override float GetPropertyHeight(SerializedProperty property, GUIContent label)\n  {\n    return \n      ShouldShow(property) \n        ? EditorGUI.GetPropertyHeight(property) \n        : 0.0f;\n  }\n\n  // TODO: Skip array fields\n  public override void OnGUI(Rect position, SerializedProperty property, GUIContent content)\n  {\n    if (!ShouldShow(property))\n      return;\n\n    if (!Attribute.Label.Equals(\"\"))\n      content.text = Attribute.Label;\n\n    if (!Attribute.Tooltip.Equals(\"\"))\n      content.tooltip = Attribute.Tooltip;\n\n    if (Attribute.ShowRange)\n    {\n      if (property.propertyType == SerializedPropertyType.Float)\n        EditorGUI.Slider(position, property, Attribute.Min, Attribute.Max, content);\n      else if (property.propertyType == SerializedPropertyType.Integer)\n        EditorGUI.IntSlider(position, property, Convert.ToInt32(Attribute.Min), Convert.ToInt32(Attribute.Max), content);\n      else\n        EditorGUI.LabelField(position, content.text, \"Use Range with float or int.\");\n    }\n    else\n    {\n      EditorGUI.PropertyField(position, property, content);\n    }\n  }\n\n  private SerializedProperty FindPropertyRelative(SerializedProperty property, string toGet)\n  {\n    if (property.depth == 0) return property.serializedObject.FindProperty(toGet);\n\n    var path = property.propertyPath.Replace(\".Array.data[\", \"[\");\n    var elements = path.Split('.');\n    SerializedProperty parent = null;\n\n    for (int i = 0; i < elements.Length - 1; i++)\n    {\n      var element = elements[i];\n      int index = -1;\n      if (element.Contains(\"[\"))\n      {\n        index = Convert.ToInt32(element.Substring(element.IndexOf(\"[\", StringComparison.Ordinal)).Replace(\"[\", \"\").Replace(\"]\", \"\"));\n        element = element.Substring(0, element.IndexOf(\"[\", StringComparison.Ordinal));\n      }\n\n      parent = i == 0 ?\n        property.serializedObject.FindProperty(element) :\n        parent.FindPropertyRelative(element);\n\n      if (index >= 0) parent = parent.GetArrayElementAtIndex(index);\n    }\n\n    return parent.FindPropertyRelative(toGet);\n  }\n}\n\n#endif\n"
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  {
    "path": "unity-ray-marching/Assets/Script/Util/MathUtil.cs",
    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n  \n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n*/\n/******************************************************************************/\n\nusing UnityEngine;\n\npublic class MathUtil\n{\n  public static readonly float Pi        = Mathf.PI;\n  public static readonly float TwoPi     = 2.0f * Mathf.PI;\n  public static readonly float HalfPi    = Mathf.PI / 2.0f;\n  public static readonly float ThirdPi   = Mathf.PI / 3.0f;\n  public static readonly float QuarterPi = Mathf.PI / 4.0f;\n  public static readonly float FifthPi   = Mathf.PI / 5.0f;\n  public static readonly float SixthPi   = Mathf.PI / 6.0f;\n\n  public static readonly float Sqrt2    = Mathf.Sqrt(2.0f);\n  public static readonly float Sqrt2Inv = 1.0f / Mathf.Sqrt(2.0f);\n  public static readonly float Sqrt3    = Mathf.Sqrt(3.0f);\n  public static readonly float Sqrt3Inv = 1.0f / Mathf.Sqrt(3.0f);\n\n\n  public static readonly float Epsilon = 1.0e-9f;\n  public static readonly float EpsilonComp = 1.0f - Epsilon;\n  public static readonly float Rad2Deg = 180.0f / Mathf.PI;\n  public static readonly float Deg2Rad = Mathf.PI / 180.0f;\n\n  public static float AsinSafe(float x)\n  {\n    return Mathf.Asin(Mathf.Clamp(x, -1.0f, 1.0f));\n  }\n\n  public static float AcosSafe(float x)\n  {\n    return Mathf.Acos(Mathf.Clamp(x, -1.0f, 1.0f));\n  }\n\n  public static float CatmullRom(float p0, float p1, float p2, float p3, float t)\n  {\n    float tt = t * t;\n    return\n      0.5f\n      * ((2.0f * p1)\n        + (-p0 + p2) * t\n        + (2.0f * p0 - 5.0f * p1 + 4.0f * p2 - p3) * tt\n        + (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * tt * t\n        );\n  }\n}\n"
  },
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    "path": "unity-ray-marching/Assets/Script/Util/MathUtil.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 2be06966b82829644aeea34af59922ab\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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  {
    "path": "unity-ray-marching/Assets/Script/Util/QuaternionUtil.cs",
    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n  \n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n*/\n/******************************************************************************/\n\nusing UnityEngine;\n\npublic class QuaternionUtil\n{\n  // basic stuff\n  // ------------------------------------------------------------------------\n\n  public static float Magnitude(Quaternion q)\n  {\n    return Mathf.Sqrt(q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w);\n  }\n\n  public static float MagnitudeSqr(Quaternion q)\n  {\n    return q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w;\n  }\n\n  public static Quaternion Normalize(Quaternion q)\n  {\n    float magInv = 1.0f / Magnitude(q);\n    return new Quaternion(magInv * q.x, magInv * q.y, magInv * q.z, magInv * q.w);\n  }\n\n  public static Quaternion AngularVector(Vector3 v)\n  {\n    float len = v.magnitude;\n    if (len < MathUtil.Epsilon)\n      return Quaternion.identity;\n\n    v /= len;\n\n    float h = 0.5f * len;\n    float s = Mathf.Sin(h);\n    float c = Mathf.Cos(h);\n\n    return new Quaternion(s * v.x, s * v.y, s * v.z, c);\n  }\n\n  // axis must be normalized\n  public static Quaternion AxisAngle(Vector3 axis, float angle)\n  {\n    float h = 0.5f * angle;\n    float s = Mathf.Sin(h);\n    float c = Mathf.Cos(h);\n\n    return new Quaternion(s * axis.x, s * axis.y, s * axis.z, c);\n  }\n\n  public static Vector3 GetAxis(Quaternion q)\n  {\n    Vector3 v = new Vector3(q.x, q.y, q.z);\n    float len = v.magnitude;\n    if (len < MathUtil.Epsilon)\n      return Vector3.left;\n\n    return v / len;\n  }\n\n  public static float GetAngle(Quaternion q)\n  {\n    return 2.0f * Mathf.Acos(Mathf.Clamp(q.w, -1.0f, 1.0f));\n  }\n\n  public static Quaternion Pow(Quaternion q, float exp)\n  {\n    Vector3 axis = GetAxis(q);\n    float angle = GetAngle(q);\n    return AxisAngle(axis, angle * exp);\n  }\n\n  // v: derivative of q\n  public static Quaternion Integrate(Quaternion q, Quaternion v, float dt)\n  {\n    return Pow(v, dt) * q;\n  }\n\n  // omega: angular velocity (direction is axis, magnitude is angle)\n  // https://www.ashwinnarayan.com/post/how-to-integrate-quaternions/\n  // https://gafferongames.com/post/physics_in_3d/\n  public static Quaternion Integrate(Quaternion q, Vector3 omega, float dt)\n  {\n    omega *= 0.5f;\n    Quaternion p = (new Quaternion(omega.x, omega.y, omega.z, 0.0f)) * q;\n    return Normalize(new Quaternion(q.x + p.x * dt, q.y + p.y * dt, q.z + p.z * dt, q.w + p.w * dt));\n  }\n\n  public static Vector4 ToVector4(Quaternion q)\n  {\n    return new Vector4(q.x, q.y, q.z, q.w);\n  }\n\n  public static Quaternion FromVector4(Vector4 v, bool normalize = true)\n  {\n    if (normalize)\n    {\n      float magSqr = v.sqrMagnitude;\n      if (magSqr < MathUtil.Epsilon)\n        return Quaternion.identity;\n\n      v /= Mathf.Sqrt(magSqr);\n    }\n\n    return new Quaternion(v.x, v.y, v.z, v.w);\n  }\n\n  // ------------------------------------------------------------------------\n  // end: basic stuff\n\n\n  // swing-twist decomposition & interpolation\n  // ------------------------------------------------------------------------\n\n  public static void DecomposeSwingTwist\n  (\n    Quaternion q, \n    Vector3 twistAxis, \n    out Quaternion swing, \n    out Quaternion twist\n  )\n  {\n    Vector3 r = new Vector3(q.x, q.y, q.z); // (rotaiton axis) * cos(angle / 2)\n\n    // singularity: rotation by 180 degree\n    if (r.sqrMagnitude < MathUtil.Epsilon)\n    {\n      Vector3 rotatedTwistAxis = q * twistAxis;\n      Vector3 swingAxis = Vector3.Cross(twistAxis, rotatedTwistAxis);\n\n      if (swingAxis.sqrMagnitude > MathUtil.Epsilon)\n      {\n        float swingAngle = Vector3.Angle(twistAxis, rotatedTwistAxis);\n        swing = Quaternion.AngleAxis(swingAngle, swingAxis);\n      }\n      else\n      {\n        // more singularity: rotation axis parallel to twist axis\n        swing = Quaternion.identity; // no swing\n      }\n\n      // always twist 180 degree on singularity\n      twist = Quaternion.AngleAxis(180.0f, twistAxis);\n      return;\n    }\n\n    // formula & proof: \n    // http://www.euclideanspace.com/maths/geometry/rotations/for/decomposition/\n    Vector3 p = Vector3.Project(r, twistAxis);\n    twist = new Quaternion(p.x, p.y, p.z, q.w);\n    twist = Normalize(twist);\n    swing = q * Quaternion.Inverse(twist);\n  }\n\n  public enum SterpMode\n  {\n    // non-constant angular velocity, faster\n    // use if interpolating across small angles or constant angular velocity is not important\n    Nlerp,\n\n    // constant angular velocity, slower\n    // use if interpolating across large angles and constant angular velocity is important\n    Slerp, \n  };\n\n  // same swing & twist parameters\n  public static Quaternion Sterp\n  (\n    Quaternion a, \n    Quaternion b, \n    Vector3 twistAxis, \n    float t, \n    SterpMode mode = SterpMode.Slerp\n  )\n  {\n    Quaternion swing;\n    Quaternion twist;\n    return Sterp(a, b, twistAxis, t, out swing, out twist, mode);\n  }\n\n  // same swing & twist parameters with individual interpolated swing & twist outputs\n  public static Quaternion Sterp\n  (\n    Quaternion a, \n    Quaternion b, \n    Vector3 twistAxis, \n    float t, \n    out Quaternion swing, \n    out Quaternion twist, \n    SterpMode mode = SterpMode.Slerp\n  )\n  {\n    return Sterp(a, b, twistAxis, t, t, out swing, out twist, mode);\n  }\n\n  // different swing & twist parameters\n  public static Quaternion Sterp\n  (\n    Quaternion a, \n    Quaternion b, \n    Vector3 twistAxis, \n    float tSwing, \n    float tTwist, \n    SterpMode mode = SterpMode.Slerp\n  )\n  {\n    Quaternion swing;\n    Quaternion twist;\n    return Sterp(a, b, twistAxis, tSwing, tTwist, out swing, out twist, mode);\n  }\n\n  // master sterp function\n  public static Quaternion Sterp\n  (\n    Quaternion a, \n    Quaternion b, \n    Vector3 twistAxis, \n    float tSwing, \n    float tTwist, \n    out Quaternion swing, \n    out Quaternion twist, \n    SterpMode mode\n  )\n  {\n    Quaternion q = b * Quaternion.Inverse(a);\n    Quaternion swingFull;\n    Quaternion twistFull;\n    QuaternionUtil.DecomposeSwingTwist(q, twistAxis, out swingFull, out twistFull);\n\n    switch (mode)\n    {\n      default:\n      case SterpMode.Nlerp:\n        swing = Quaternion.Lerp(Quaternion.identity, swingFull, tSwing);\n        twist = Quaternion.Lerp(Quaternion.identity, twistFull, tTwist);\n        break;\n      case SterpMode.Slerp:\n        swing = Quaternion.Slerp(Quaternion.identity, swingFull, tSwing);\n        twist = Quaternion.Slerp(Quaternion.identity, twistFull, tTwist);\n        break;\n    }\n\n    return twist * swing;\n  }\n\n  // ------------------------------------------------------------------------\n  // end: swing-twist decomposition & interpolation\n}\n"
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    "path": "unity-ray-marching/Assets/Script/Util/VectorUtil.cs",
    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n  \n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n*/\n/******************************************************************************/\n\nusing UnityEngine;\n\npublic class VectorUtil\n{\n  public static Vector3 Rotate2D(Vector3 v, float deg)\n  {\n    Vector3 results = v;\n    float cos = Mathf.Cos(MathUtil.Deg2Rad * deg);\n    float sin = Mathf.Sin(MathUtil.Deg2Rad * deg);\n    results.x = cos * v.x - sin * v.y;\n    results.y = sin * v.x + cos * v.y;\n    return results;\n  }\n  \n  public static Vector3 NormalizeSafe(Vector3 v, Vector3 fallback)\n  {\n    return\n      v.sqrMagnitude > MathUtil.Epsilon\n      ? v.normalized\n      : fallback;\n  }\n\n  // Returns a vector orthogonal to given vector.\n  // If the given vector is a unit vector, the returned vector will also be a unit vector.\n  public static Vector3 FindOrthogonal(Vector3 v)\n  {\n    if (v.x >= MathUtil.Sqrt3Inv)\n      return new Vector3(v.y, -v.x, 0.0f);\n    else\n      return new Vector3(0.0f, v.z, -v.y);\n  }\n\n  // Yields two extra vectors that form an orthogonal basis with the given vector.\n  // If the given vector is a unit vector, the returned vectors will also be unit vectors.\n  public static void FormOrthogonalBasis(Vector3 v, out Vector3 a, out Vector3 b)\n  {\n    a = FindOrthogonal(v);\n    b = Vector3.Cross(a, v);\n  }\n\n  // Both vectors must be unit vectors.\n  public static Vector3 Slerp(Vector3 a, Vector3 b, float t)\n  {\n    float dot = Vector3.Dot(a, b);\n\n    if (dot > 0.99999f)\n    {\n      // singularity: two vectors point in the same direction\n      return Vector3.Lerp(a, b, t);\n    }\n    else if (dot < -0.99999f)\n    {\n      // singularity: two vectors point in the opposite direction\n      Vector3 axis = FindOrthogonal(a);\n      return Quaternion.AngleAxis(180.0f * t, axis) * a;\n    }\n\n    float rad = MathUtil.AcosSafe(dot);\n    return (Mathf.Sin((1.0f - t) * rad) * a + Mathf.Sin(t * rad) * b) / Mathf.Sin(rad);\n  }\n\n  public static Vector3 CatmullRom(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t)\n  {\n    float tt = t * t;\n    return\n      0.5f\n      * ((2.0f * p1)\n        + (-p0 + p2) * t\n        + (2.0f * p0 - 5.0f * p1 + 4.0f * p2 - p3) * tt\n        + (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * tt * t\n        );\n  }\n\n  public static Vector3 Abs(Vector3 v)\n  {\n    return new Vector3(Mathf.Abs(v.x), Mathf.Abs(v.y), Mathf.Abs(v.z));\n  }\n\n  public static Vector3 Min(Vector3 a, Vector3 b)\n  {\n    return new Vector3(Mathf.Min(a.x, b.x), Mathf.Min(a.y, b.y), Mathf.Min(a.z, b.z));\n  }\n\n  public static Vector3 Max(Vector3 a, Vector3 b)\n  {\n    return new Vector3(Mathf.Max(a.x, b.x), Mathf.Max(a.y, b.y), Mathf.Max(a.z, b.z));\n  }\n\n  public static float GetComopnent(Vector3 v, int i)\n  {\n    switch (i)\n    {\n      case 0: return v.x;\n      case 1: return v.y;\n      case 2: return v.z;\n    }\n\n    return float.MinValue;\n  }\n}\n"
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    "path": "unity-ray-marching/Assets/Shader/Math/CatmullRom.cginc",
    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n  \n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n*/\n/******************************************************************************/\n\n#ifndef RAY_MARCHING_CATMULL_ROM\n#define RAY_MARCHING_CATMULL_ROM\n\ninline float catmullRom(float p0, float p1, float p2, float p3, float t)\n{\n  float tt = t * t;\n  return\n    0.5f\n    * ((2.0f *  p1)\n      + (-p0 + p2) * t\n      + (2.0f *  p0 - 5.0f * p1 + 4.0f * p2 - p3) * tt\n      + (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * tt * t\n      );\n}\n\ninline float2 catmullRom(float2 p0, float2 p1, float2 p2, float2 p3, float t)\n{\n  float tt = t * t;\n  return\n    0.5f\n    * ((2.0f *  p1)\n      + (-p0 + p2) * t\n      + (2.0f *  p0 - 5.0f * p1 + 4.0f * p2 - p3) * tt\n      + (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * tt * t\n      );\n}\n\ninline float3 catmullRom(float3 p0, float3 p1, float3 p2, float3 p3, float t)\n{\n  float tt = t * t;\n  return \n    0.5f\n    * ((2.0f *  p1) \n        + (-p0 + p2) * t \n        + (2.0f *  p0 - 5.0f * p1 + 4.0f * p2 - p3) * tt \n        + (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * tt * t\n      );\n}\n\ninline float4 catmullRom(float4 p0, float4 p1, float4 p2, float4 p3, float t)\n{\n  float tt = t * t;\n  return\n    0.5f\n    * ((2.0f *  p1)\n      + (-p0 + p2) * t\n      + (2.0f *  p0 - 5.0f * p1 + 4.0f * p2 - p3) * tt\n      + (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * tt * t\n      );\n}\n\n#endif\n"
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    "path": "unity-ray-marching/Assets/Shader/Math/Color.cginc",
    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n  \n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n*/\n/******************************************************************************/\n\n#ifndef RAY_MARCHING_COLOR\n#define RAY_MARCHING_COLOR\n\nfloat3 hsv2rgb(float3 hsv)\n{\n  hsv.x = hsv.x - floor(hsv.x);\n  int h = ((int) (hsv.x * 6));\n  float f = hsv.x * 6.0 - h;\n  float p = hsv.z * (1.0 - hsv.y);\n  float q = hsv.z * (1.0 - f * hsv.y);\n  float t = hsv.z * (1.0 - (1.0 - f) * hsv.y);\n\n  switch (h)\n  {\n    default:\n    case 0: return float3(hsv.z, t, p);\n    case 1: return float3(q, hsv.z, p);\n    case 2: return float3(p, hsv.z, t);\n    case 3: return float3(p, q, hsv.z);\n    case 4: return float3(t, p, hsv.z);\n    case 5: return float3(hsv.z, p, q);\n  }\n}\n\n#endif\n"
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    "path": "unity-ray-marching/Assets/Shader/Math/Math.cginc",
    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n  \n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n*/\n/******************************************************************************/\n\n#ifndef RAY_MARCHING_MATH\n#define RAY_MARCHING_MATH\n\n#define kPi          (3.1415926535)\n#define kTwoPi       (6.2831853071)\n#define kHalfPi      (1.5707963267)\n#define kThirdPi     (1.0471975511)\n#define kQuarterPi   (0.7853981633)\n#define kFifthPi     (0.6283185307)\n#define kSixthPi     (0.5235987755)\n\n#define kSqrt2       (1.4142135623)\n#define kSqrt3       (1.7320508075)\n#define kSqrt2Inv    (0.7071067811)\n#define kSqrt3Inv    (0.5773502691)\n\n#define kEpsilon     (1e-16f)\n#define kEpsilonComp (1.0f - kEpsilon)\n\n#define kRad2Deg     (57.295779513)\n#define kDeg2Rad     (0.0174532925)\n\n#include \"Color.cginc\"\n#include \"Vector.cginc\"\n#include \"Quaternion.cginc\"\n\n#endif\n"
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    "path": "unity-ray-marching/Assets/Shader/Math/Quaternion.cginc",
    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n  \n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n*/\n/******************************************************************************/\n\n#ifndef RAY_MARCHING_QUATERNION\n#define RAY_MARCHING_QUATERNION\n\n#include \"Math.cginc\"\n#include \"Vector.cginc\"\n\n#define kQuatIdentity (float4(0.0f, 0.0f, 0.0f, 1.0f))\n\ninline float4 quat_conj(float4 q)\n{\n  return float4(-q.xyz, q.w);\n}\n\ninline float4 quat_inv(float4 q)\n{\n  return quat_conj(q);\n}\n\n// q must be unit quaternion\ninline float4 quat_pow(float4 q, float p)\n{\n  float r = length(q.xyz);\n  if (r < kEpsilon)\n    return kQuatIdentity;\n\n  float t = p * atan2(q.w, r);\n\n  return float4(sin(t) * q.xyz / r, cos(t));\n}\n\ninline float3 quat_rot(float4 q, float3 v)\n{\n  return\n    dot(q.xyz, v) * q.xyz\n    + q.w * q.w * v\n    + 2.0 * q.w * cross(q.xyz, v)\n    - cross(cross(q.xyz, v), q.xyz);\n}\n\ninline float4 quat_axis_angle(float3 v, float a)\n{\n  float h = 0.5 * a;\n  return float4(sin(h) * normalize(v), cos(h));\n}\n\ninline float4 quat_from_to(float3 from, float3 to)\n{\n  float3 c = cross(from, to);\n  float cc = dot(c, c);\n\n  if (cc < kEpsilon)\n    return kQuatIdentity;\n\n  float3 axis = c / sqrt(cc);\n  float angle = acos(clamp(dot(from, to), -1.0f, 1.0f));\n  return quat_axis_angle(axis, angle);\n}\n\ninline float3 quat_get_axis(float4 q)\n{\n  float d = dot(q.xyz, q.xyz);\n  return \n    d > kEpsilon \n    ? q.xyz / sqrt(d)\n    : float3(0.0f, 0.0f, 1.0f);\n}\n\ninline float3 quat_get_angle(float4 q)\n{\n  return 2.0f * acos(clamp(q.w, -1.0f, 1.0f));\n}\n\ninline float4 quat_mul(float4 q1, float4 q2)\n{\n  return \n    float4\n    (\n      q1.w * q2.xyz + q2.w * q1.xyz + cross(q1.xyz, q2.xyz), \n      q1.w * q2.w - dot(q1.xyz, q2.xyz)\n    );\n}\n\ninline float4 quat_mat(float3x3 m)\n{\n  float tr = m._m00 + m._m11 + m._m22;\n  if (tr > 0.0f) {\n    float s = sqrt(tr + 1.0f) * 2.0f;\n    float sInv = 1.0f / s;\n    return\n      float4\n      (\n        (m._m21 - m._m12) * sInv, \n        (m._m02 - m._m20) * sInv, \n        (m._m10 - m._m01) * sInv, \n        0.25 * s\n      );\n  }\n  else if ((m._m00 > m._m11) && (m._m00 > m._m22))\n  {\n    float s = sqrt(1.0f + m._m00 - m._m11 - m._m22) * 2.0f;\n    float sInv = 1.0f / s;\n    return\n      float4\n      (\n        0.25f * s, \n        (m._m01 + m._m10) * sInv, \n        (m._m02 + m._m20) * sInv, \n        (m._m21 - m._m12) * sInv\n      );\n  }\n  else if (m._m11 > m._m22)\n  {\n    float s = sqrt(1.0f + m._m11 - m._m00 - m._m22) * 2.0f;\n    float sInv = 1.0f / s;\n    return\n      float4\n      (\n        (m._m01 + m._m10) * sInv, \n        0.25 * s, \n        (m._m12 + m._m21) * sInv, \n        (m._m02 - m._m20) * sInv\n      );\n  }\n  else {\n    float s = sqrt(1.0f + m._m22 - m._m00 - m._m11) * 2.0f;\n    float sInv = 1.0f / s;\n    return\n      float4\n      (\n        (m._m02 + m._m20) * sInv, \n        (m._m12 + m._m21) * sInv, \n        0.25 * s, \n        (m._m10 - m._m01) * sInv\n      );\n  }\n}\n\ninline float4 quat_look_at(float3 dir, float3 up)\n{\n  return quat_mat(mat_look_at(dir, up));\n}\n\n// order: ZXY\ninline float4 quat_euler(float3 rot)\n{\n  return\n    quat_mul\n    (\n      quat_mul\n      (\n        quat_axis_angle(kUnitY, rot.x),\n        quat_axis_angle(kUnitX, rot.y)\n      ),\n      quat_axis_angle(kUnitZ, rot.z)\n    );\n}\n\ninline float4 slerp(float4 a, float4 b, float t)\n{\n  float d = dot(normalize(a), normalize(b));\n  if (d > kEpsilonComp)\n  {\n    return lerp(a, b, t);\n  }\n\n  float r = acos(clamp(d, -1.0f, 1.0f));\n  return (sin((1.0 - t) * r) * a + sin(t * r) * b) / sin(r);\n}\n\ninline float4 nlerp(float4 a, float b, float t)\n{\n  return normalize(lerp(a, b, t));\n}\n\n#endif\n"
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    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n  \n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n*/\n/******************************************************************************/\n\n#ifndef RAY_MARCHING_VECTOR\n#define RAY_MARCHING_VECTOR\n\n#include \"Math.cginc\"\n\n#define kUnitX (float3(1.0f, 0.0f, 0.0f))\n#define kUnitY (float3(0.0f, 1.0f, 0.0f))\n#define kUnitZ (float3(0.0f, 0.0f, 1.0f))\n\ninline float3 normalize_safe(float3 v, float3 fallback)\n{\n  float vv = dot(v, v);\n  return vv > kEpsilon ? v / sqrt(vv) : fallback;\n}\n\ninline float3 normalize_safe(float3 v)\n{\n  return normalize_safe(v, kUnitZ);\n}\n\ninline float3 project_vec(float3 v, float3 onto)\n{\n  onto = normalize(onto);\n  return dot(v, onto) * onto;\n}\n\ninline float3 project_plane(float3 v, float3 n)\n{\n  return v - project_vec(v, n);\n}\n\ninline float3 limit_length(float3 v, float maxLen)\n{\n  return min(maxLen, length(v)) * normalize_safe(v, 0.0f);\n}\n\ninline float3 find_ortho(float3 v)\n{\n  if (v.x >= kSqrt3Inv)\n    return float3(v.y, -v.x, 0.0);\n  else\n    return float3(0.0, v.z, -v.y);\n}\n\ninline float3 slerp(float3 a, float3 b, float t)\n{\n  float d = dot(normalize(a), normalize(b));\n  if (d > kEpsilonComp)\n  {\n    return lerp(a, b, t);\n  }\n\n  float r = acos(clamp(d, -1.0f, 1.0f));\n  return (sin((1.0 - t) * r) * a + sin(t * r) * b) / sin(r);\n}\n\ninline float3 nlerp(float3 a, float b, float t)\n{\n  return normalize(lerp(a, b, t));\n}\n\ninline float3x3 mat_basis(float3 xAxis, float3 yAxis, float3 zAxis)\n{\n  return transpose(float3x3(xAxis, yAxis, zAxis));\n}\n\ninline float3x3 mat_look_at(float3 dir, float3 up)\n{\n  float3 zAxis = normalize_safe(dir, kUnitZ);\n  float3 xAxis = normalize_safe(cross(up, zAxis), kUnitX);\n  float3 yAxis = cross(zAxis, xAxis);\n  return mat_basis(xAxis, yAxis, zAxis);\n}\n\n#endif\n"
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    "path": "unity-ray-marching/Assets/Shader/Noise/ClassicNoise2D.cginc",
    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n\n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n\n  Based on project \"webgl-noise\" by Ashima Arts.\n  Description : Array and textureless GLSL 2D simplex noise function.\n      Author  : Ian McEwan, Ashima Arts.\n  Maintainer  : ijm\n      Lastmod : 20110822 (ijm)\n      License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n                Distributed under the MIT License. See LICENSE file.\n                https://github.com/ashima/webgl-noise\n*/\n/******************************************************************************/\n\n\n#ifndef RAY_MARCHING_CLASSIC_NOISE_2D\n#define RAY_MARCHING_CLASSIC_NOISE_2D\n\n#include \"NoiseCommon.cginc\"\n\n// classic Perlin noise\n// single octave\nfloat cnoise(float2 P)\n{\n  float4 Pi = floor(P.xyxy) + float4(0.0, 0.0, 1.0, 1.0);\n  float4 Pf = frac (P.xyxy) - float4(0.0, 0.0, 1.0, 1.0);\n  Pi = mod289(Pi); // To avoid truncation effects in permutation\n  float4 ix = Pi.xzxz;\n  float4 iy = Pi.yyww;\n  float4 fx = Pf.xzxz;\n  float4 fy = Pf.yyww;\n\n  float4 i = permute(permute(ix) + iy);\n\n  float4 gx = frac(i / 41.0) * 2.0 - 1.0 ;\n  float4 gy = abs(gx) - 0.5 ;\n  float4 tx = floor(gx + 0.5);\n  gx = gx - tx;\n\n  float2 g00 = float2(gx.x,gy.x);\n  float2 g10 = float2(gx.y,gy.y);\n  float2 g01 = float2(gx.z,gy.z);\n  float2 g11 = float2(gx.w,gy.w);\n\n  float4 norm = taylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));\n  g00 *= norm.x;\n  g01 *= norm.y;\n  g10 *= norm.z;\n  g11 *= norm.w;\n\n  float n00 = dot(g00, float2(fx.x, fy.x));\n  float n10 = dot(g10, float2(fx.y, fy.y));\n  float n01 = dot(g01, float2(fx.z, fy.z));\n  float n11 = dot(g11, float2(fx.w, fy.w));\n\n  float2 fade_xy = fade(Pf.xy);\n  float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x);\n  float n_xy = lerp(n_x.x, n_x.y, fade_xy.y);\n  return 2.3 * n_xy;\n}\n\n// multiple octaves\nDEFINE_NOISE_FUNC_MULTIPLE_OCTAVES(cnoise, float, float2, 0.5);\n\n// classic Perlin noise, periodic variant\n// single octave\nfloat pnoise(float2 P, float2 rep)\n{\n  float4 Pi = floor(P.xyxy) + float4(0.0, 0.0, 1.0, 1.0);\n  float4 Pf = frac (P.xyxy) - float4(0.0, 0.0, 1.0, 1.0);\n  Pi = mod(Pi, rep.xyxy); // To create noise with explicit period\n  Pi = mod289(Pi);        // To avoid truncation effects in permutation\n  float4 ix = Pi.xzxz;\n  float4 iy = Pi.yyww;\n  float4 fx = Pf.xzxz;\n  float4 fy = Pf.yyww;\n\n  float4 i = permute(permute(ix) + iy);\n\n  float4 gx = frac(i / 41.0) * 2.0 - 1.0 ;\n  float4 gy = abs(gx) - 0.5 ;\n  float4 tx = floor(gx + 0.5);\n  gx = gx - tx;\n\n  float2 g00 = float2(gx.x,gy.x);\n  float2 g10 = float2(gx.y,gy.y);\n  float2 g01 = float2(gx.z,gy.z);\n  float2 g11 = float2(gx.w,gy.w);\n\n  float4 norm = taylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));\n  g00 *= norm.x;\n  g01 *= norm.y;\n  g10 *= norm.z;\n  g11 *= norm.w;\n\n  float n00 = dot(g00, float2(fx.x, fy.x));\n  float n10 = dot(g10, float2(fx.y, fy.y));\n  float n01 = dot(g01, float2(fx.z, fy.z));\n  float n11 = dot(g11, float2(fx.w, fy.w));\n\n  float2 fade_xy = fade(Pf.xy);\n  float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x);\n  float n_xy = lerp(n_x.x, n_x.y, fade_xy.y);\n  return 2.3 * n_xy;\n}\n\n// multiple octave\nDEFINE_PERIODIC_NOISE_FUNC_MULTIPLE_OCTAVES(pnoise, float, float2);\n\n#endif\n"
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    "path": "unity-ray-marching/Assets/Shader/Noise/ClassicNoise3D.cginc",
    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n\n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n\n  Based on project \"webgl-noise\" by Ashima Arts.\n  Description : Array and textureless GLSL 2D simplex noise function.\n      Author  : Ian McEwan, Ashima Arts.\n  Maintainer  : ijm\n      Lastmod : 20110822 (ijm)\n      License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n                Distributed under the MIT License. See LICENSE file.\n                https://github.com/ashima/webgl-noise\n*/\n/******************************************************************************/\n\n#ifndef RAY_MARCHING_CLASSIC_NOISE_3D\n#define RAY_MARCHING_CLASSIC_NOISE_3D\n\n#include \"NoiseCommon.cginc\"\n\n// classic Perlin noise\n// single octave\nfloat cnoise(float3 P)\n{\n  float3 Pi0 = floor(P); // Integer part for indexing\n  float3 Pi1 = Pi0 + (float3)1.0; // Integer part + 1\n  Pi0 = mod289(Pi0);\n  Pi1 = mod289(Pi1);\n  float3 Pf0 = frac(P); // Fractional part for interpolation\n  float3 Pf1 = Pf0 - (float3)1.0; // Fractional part - 1.0\n  float4 ix = float4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);\n  float4 iy = float4(Pi0.y, Pi0.y, Pi1.y, Pi1.y);\n  float4 iz0 = (float4)Pi0.z;\n  float4 iz1 = (float4)Pi1.z;\n\n  float4 ixy = permute(permute(ix) + iy);\n  float4 ixy0 = permute(ixy + iz0);\n  float4 ixy1 = permute(ixy + iz1);\n\n  float4 gx0 = ixy0 / 7.0;\n  float4 gy0 = frac(floor(gx0) / 7.0) - 0.5;\n  gx0 = frac(gx0);\n  float4 gz0 = (float4)0.5 - abs(gx0) - abs(gy0);\n  float4 sz0 = step(gz0, (float4)0.0);\n  gx0 -= sz0 * (step((float4)0.0, gx0) - 0.5);\n  gy0 -= sz0 * (step((float4)0.0, gy0) - 0.5);\n\n  float4 gx1 = ixy1 / 7.0;\n  float4 gy1 = frac(floor(gx1) / 7.0) - 0.5;\n  gx1 = frac(gx1);\n  float4 gz1 = (float4)0.5 - abs(gx1) - abs(gy1);\n  float4 sz1 = step(gz1, (float4)0.0);\n  gx1 -= sz1 * (step((float4)0.0, gx1) - 0.5);\n  gy1 -= sz1 * (step((float4)0.0, gy1) - 0.5);\n\n  float3 g000 = float3(gx0.x,gy0.x,gz0.x);\n  float3 g100 = float3(gx0.y,gy0.y,gz0.y);\n  float3 g010 = float3(gx0.z,gy0.z,gz0.z);\n  float3 g110 = float3(gx0.w,gy0.w,gz0.w);\n  float3 g001 = float3(gx1.x,gy1.x,gz1.x);\n  float3 g101 = float3(gx1.y,gy1.y,gz1.y);\n  float3 g011 = float3(gx1.z,gy1.z,gz1.z);\n  float3 g111 = float3(gx1.w,gy1.w,gz1.w);\n\n  float4 norm0 = taylorInvSqrt(float4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));\n  g000 *= norm0.x;\n  g010 *= norm0.y;\n  g100 *= norm0.z;\n  g110 *= norm0.w;\n\n  float4 norm1 = taylorInvSqrt(float4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));\n  g001 *= norm1.x;\n  g011 *= norm1.y;\n  g101 *= norm1.z;\n  g111 *= norm1.w;\n\n  float n000 = dot(g000, Pf0);\n  float n100 = dot(g100, float3(Pf1.x, Pf0.y, Pf0.z));\n  float n010 = dot(g010, float3(Pf0.x, Pf1.y, Pf0.z));\n  float n110 = dot(g110, float3(Pf1.x, Pf1.y, Pf0.z));\n  float n001 = dot(g001, float3(Pf0.x, Pf0.y, Pf1.z));\n  float n101 = dot(g101, float3(Pf1.x, Pf0.y, Pf1.z));\n  float n011 = dot(g011, float3(Pf0.x, Pf1.y, Pf1.z));\n  float n111 = dot(g111, Pf1);\n\n  float3 fade_xyz = fade(Pf0);\n  float4 n_z = lerp(float4(n000, n100, n010, n110), float4(n001, n101, n011, n111), fade_xyz.z);\n  float2 n_yz = lerp(n_z.xy, n_z.zw, fade_xyz.y);\n  float n_xyz = lerp(n_yz.x, n_yz.y, fade_xyz.x);\n  return 2.2 * n_xyz;\n}\n\n// multiple octave\nDEFINE_NOISE_FUNC_MULTIPLE_OCTAVES(cnoise, float, float3, 0.5);\n\n// classic Perlin noise, periodic variant\n// single octave\nfloat pnoise(float3 P, float3 rep)\n{\n  float3 Pi0 = mod(floor(P), rep); // Integer part, modulo period\n  float3 Pi1 = mod(Pi0 + (float3)1.0, rep); // Integer part + 1, mod period\n  Pi0 = mod289(Pi0);\n  Pi1 = mod289(Pi1);\n  float3 Pf0 = frac(P); // Fractional part for interpolation\n  float3 Pf1 = Pf0 - (float3)1.0; // Fractional part - 1.0\n  float4 ix = float4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);\n  float4 iy = float4(Pi0.y, Pi0.y, Pi1.y, Pi1.y);\n  float4 iz0 = (float4)Pi0.z;\n  float4 iz1 = (float4)Pi1.z;\n\n  float4 ixy = permute(permute(ix) + iy);\n  float4 ixy0 = permute(ixy + iz0);\n  float4 ixy1 = permute(ixy + iz1);\n\n  float4 gx0 = ixy0 / 7.0;\n  float4 gy0 = frac(floor(gx0) / 7.0) - 0.5;\n  gx0 = frac(gx0);\n  float4 gz0 = (float4)0.5 - abs(gx0) - abs(gy0);\n  float4 sz0 = step(gz0, (float4)0.0);\n  gx0 -= sz0 * (step((float4)0.0, gx0) - 0.5);\n  gy0 -= sz0 * (step((float4)0.0, gy0) - 0.5);\n\n  float4 gx1 = ixy1 / 7.0;\n  float4 gy1 = frac(floor(gx1) / 7.0) - 0.5;\n  gx1 = frac(gx1);\n  float4 gz1 = (float4)0.5 - abs(gx1) - abs(gy1);\n  float4 sz1 = step(gz1, (float4)0.0);\n  gx1 -= sz1 * (step((float4)0.0, gx1) - 0.5);\n  gy1 -= sz1 * (step((float4)0.0, gy1) - 0.5);\n\n  float3 g000 = float3(gx0.x,gy0.x,gz0.x);\n  float3 g100 = float3(gx0.y,gy0.y,gz0.y);\n  float3 g010 = float3(gx0.z,gy0.z,gz0.z);\n  float3 g110 = float3(gx0.w,gy0.w,gz0.w);\n  float3 g001 = float3(gx1.x,gy1.x,gz1.x);\n  float3 g101 = float3(gx1.y,gy1.y,gz1.y);\n  float3 g011 = float3(gx1.z,gy1.z,gz1.z);\n  float3 g111 = float3(gx1.w,gy1.w,gz1.w);\n\n  float4 norm0 = taylorInvSqrt(float4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));\n  g000 *= norm0.x;\n  g010 *= norm0.y;\n  g100 *= norm0.z;\n  g110 *= norm0.w;\n  float4 norm1 = taylorInvSqrt(float4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));\n  g001 *= norm1.x;\n  g011 *= norm1.y;\n  g101 *= norm1.z;\n  g111 *= norm1.w;\n\n  float n000 = dot(g000, Pf0);\n  float n100 = dot(g100, float3(Pf1.x, Pf0.y, Pf0.z));\n  float n010 = dot(g010, float3(Pf0.x, Pf1.y, Pf0.z));\n  float n110 = dot(g110, float3(Pf1.x, Pf1.y, Pf0.z));\n  float n001 = dot(g001, float3(Pf0.x, Pf0.y, Pf1.z));\n  float n101 = dot(g101, float3(Pf1.x, Pf0.y, Pf1.z));\n  float n011 = dot(g011, float3(Pf0.x, Pf1.y, Pf1.z));\n  float n111 = dot(g111, Pf1);\n\n  float3 fade_xyz = fade(Pf0);\n  float4 n_z = lerp(float4(n000, n100, n010, n110), float4(n001, n101, n011, n111), fade_xyz.z);\n  float2 n_yz = lerp(n_z.xy, n_z.zw, fade_xyz.y);\n  float n_xyz = lerp(n_yz.x, n_yz.y, fade_xyz.x);\n  return 2.2 * n_xyz;\n}\n\n// multiple octaves\nDEFINE_PERIODIC_NOISE_FUNC_MULTIPLE_OCTAVES(pnoise, float, float3);\n\n#endif\n"
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    "path": "unity-ray-marching/Assets/Shader/Noise/Noise.cginc",
    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n\n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n\n*/\n/******************************************************************************/\n\n#ifndef NOISE\n#define NOISE\n\n#include \"ClassicNoise2D.cginc\"\n#include \"ClassicNoise3D.cginc\"\n#include \"SimplexNoise2D.cginc\"\n#include \"SimplexNoise3D.cginc\"\n\n#include \"RandomNoise.cginc\"\n\n#endif\n"
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    "content": "fileFormatVersion: 2\nguid: 5428bc95309813640956652494e668d1\nShaderImporter:\n  externalObjects: {}\n  defaultTextures: []\n  nonModifiableTextures: []\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "unity-ray-marching/Assets/Shader/Noise/NoiseCommon.cginc",
    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n\n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n*/\n/******************************************************************************/\n\n\n#ifndef RAY_MARCHING_NOISE_COMMON\n#define RAY_MARCHING_NOISE_COMMON\n\nfloat mod(float x, float y)\n{\n  return x - y * floor(x / y);\n}\n\nfloat2 mod(float2 x, float2 y)\n{\n  return x - y * floor(x / y);\n}\n\nfloat3 mod(float3 x, float3 y)\n{\n  return x - y * floor(x / y);\n}\n\nfloat4 mod(float4 x, float4 y)\n{\n  return x - y * floor(x / y);\n}\n\nfloat2 mod289(float2 x)\n{\n  return x - floor(x / 289.0) * 289.0;\n}\n\nfloat3 mod289(float3 x)\n{\n  return x - floor(x / 289.0) * 289.0;\n}\n\nfloat4 mod289(float4 x)\n{\n  return x - floor(x / 289.0) * 289.0;\n}\n\nfloat3 permute(float3 x)\n{\n  return mod289((x * 34.0 + 1.0) * x);\n}\n\nfloat4 permute(float4 x)\n{\n  return mod289((x * 34.0 + 1.0) * x);\n}\n\nfloat3 taylorInvSqrt(float3 r)\n{\n  return 1.79284291400159 - 0.85373472095314 * r;\n}\n\nfloat4 taylorInvSqrt(float4 r)\n{\n  return 1.79284291400159 - 0.85373472095314 * r;\n}\n\nfloat2 fade(float2 t)\n{\n  return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);\n}\n\nfloat3 fade(float3 t)\n{\n  return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);\n}\n\nint index(int3 id, int3 dimension)\n{\n  return ((id.z * dimension.z + id.y) * dimension.y) + id.x;\n}\n\n\n#define DEFINE_NOISE_FUNC_MULTIPLE_OCTAVES(NOISE_FUNC, RET_TYPE, PARAM_TYPE, CENTER)    \\\n  RET_TYPE NOISE_FUNC                                                                   \\\n  (                                                                                     \\\n    PARAM_TYPE s,                                                                       \\\n    PARAM_TYPE offset,                                                                  \\\n    int numOctaves,                                                                     \\\n    float octaveOffsetFactor                                                            \\\n  )                                                                                     \\\n  {                                                                                     \\\n    RET_TYPE o = 0.0;                                                                   \\\n    float w = 0.5;                                                                      \\\n    float wTotal = 0.0;                                                                 \\\n    int i = 0;                                                                          \\\n    do                                                                                  \\\n    {                                                                                   \\\n      o += w * NOISE_FUNC(s - offset);                                                  \\\n      wTotal += w;                                                                      \\\n      offset *= 2.0 * octaveOffsetFactor;                                               \\\n      s *= 2.0;                                                                         \\\n      w *= 0.5;                                                                         \\\n    } while (++i < numOctaves);                                                         \\\n    o *= 0.5 / wTotal;                                                                  \\\n    o += CENTER;                                                                        \\\n    return o;                                                                           \\\n}\n\n#define DEFINE_PERIODIC_NOISE_FUNC_MULTIPLE_OCTAVES(NOISE_FUNC, RET_TYPE, PARAM_TYPE)   \\\n  RET_TYPE NOISE_FUNC                                                                   \\\n  (                                                                                     \\\n    PARAM_TYPE s,                                                                       \\\n    PARAM_TYPE offset,                                                                  \\\n    PARAM_TYPE period,                                                                  \\\n    int numOctaves,                                                                     \\\n    float octaveOffsetFactor                                                            \\\n  )                                                                                     \\\n  {                                                                                     \\\n    RET_TYPE o = 0.0;                                                                   \\\n    float w = 0.5;                                                                      \\\n    float wTotal = 0.0;                                                                 \\\n    int i = 0;                                                                          \\\n    do                                                                                  \\\n    {                                                                                   \\\n      o += w * NOISE_FUNC(s - offset, period);                                          \\\n      wTotal += w;                                                                      \\\n      offset *= 2.0 * octaveOffsetFactor;                                               \\\n      period *= 2.0;                                                                    \\\n      s *= 2.0;                                                                         \\\n      w *= 0.5;                                                                         \\\n    } while (++i < numOctaves);                                                         \\\n    o *= 0.5 / wTotal;                                                                  \\\n    o += 0.5;                                                                           \\\n    return o;                                                                           \\\n}\n\n\n#endif\n"
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    "path": "unity-ray-marching/Assets/Shader/Noise/RandomNoise.cginc",
    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n\n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n\n    Based on an Andy Gryc's version of the common one-line shader random noise\n    http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand/\n\n*/\n/******************************************************************************/\n\n\n#ifndef RAY_MARCHING_RANDOM_NOISE\n#define RAY_MARCHING_RANDOM_NOISE\n\n#include \"NoiseCommon.cginc\"\n\nfloat rand(float s)\n{\n  return frac(sin(mod(s, 6.2831853)) * 43758.5453123);\n}\n\n\nfloat rand(float2 s)\n{\n  float d = dot(s + 0.1234567, float2(1111112.9819837, 78.237173));\n  float m = mod(d, 6.2831853);\n  return frac(sin(m) * 43758.5453123);\n}\n\nfloat rand(float3 s)\n{\n  float d = dot(s + 0.1234567, float3(11112.9819837, 378.237173, 3971977.9173179));\n  float m = mod(d, 6.2831853);\n  return frac(sin(m) * 43758.5453123);\n}\n\nfloat rand_range(float s, float a, float b)\n{\n  return a + (b - a) * rand(s);\n}\n\nfloat2 rand_range(float2 s, float2 a, float2 b)\n{\n  return a + (b - a) * rand(s);\n}\n\nfloat3 rand_range(float3 s, float3 a, float3 b)\n{\n  return a + (b - a) * rand(s);\n}\n\nfloat2 rand_uvec(float2 s)\n{\n  return normalize(float2(rand(s), rand(s * 1.23456789)) - 0.5);\n}\n\nfloat3 rand_uvec(float3 s)\n{\n  return normalize(float3(rand(s), rand(s * 1.23456789), rand(s * 9876.54321)) - 0.5);\n}\n\nfloat2 rand_vec(float2 s)\n{\n  return rand_uvec(s) * rand(s * 9876.54321);\n}\n\nfloat3 rand_vec(float3 s)\n{\n  return rand_uvec(s) * rand(s * 1357975.31313);\n}\n\n#endif\n"
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    "path": "unity-ray-marching/Assets/Shader/Noise/RandomNoise.cginc.meta",
    "content": "fileFormatVersion: 2\nguid: d6d41152c5085d749b5d5d890fa0dc81\nShaderImporter:\n  externalObjects: {}\n  defaultTextures: []\n  nonModifiableTextures: []\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "unity-ray-marching/Assets/Shader/Noise/Resources/ClassicNoiseCs.compute",
    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n  \n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n*/\n/******************************************************************************/\n\n#pragma kernel ClassicGrid2\n#pragma kernel ClassicGrid3\n#pragma kernel ClassicCustom2\n#pragma kernel ClassicCustom3\n\n#include \"../ClassicNoise2D.cginc\"\n#include \"../ClassicNoise3D.cginc\"\n#include \"../RandomNoise.cginc\"\n\nRWStructuredBuffer<float2> input2;\nRWStructuredBuffer<float3> input3;\nRWStructuredBuffer<float> output;\n\nint3 dimension;\nfloat3 scale;\nfloat3 offset;\nint numOctaves;\nfloat octaveOffsetFactor;\n\n[numthreads(1, 1, 1)]\nvoid ClassicGrid2(uint3 id : SV_DispatchThreadID)\n{\n  float2 s = id.xy / scale.xy;\n  output[index(id, dimension)] =\n    cnoise(s, offset.xy, numOctaves, octaveOffsetFactor);\n}\n\n[numthreads(1, 1, 1)]\nvoid ClassicGrid3(uint3 id : SV_DispatchThreadID)\n{\n  float3 s = id / scale;\n  output[index(id, dimension)] =\n    cnoise(s, offset, numOctaves, octaveOffsetFactor);\n}\n\n[numthreads(1, 1, 1)]\nvoid ClassicCustom2(uint3 id : SV_DispatchThreadID)\n{\n  float2 s = input2[id.x] / scale.xy;\n  output[id.x] =\n    cnoise(s, offset.xy, numOctaves, octaveOffsetFactor);\n}\n\n[numthreads(1, 1, 1)]\nvoid ClassicCustom3(uint3 id : SV_DispatchThreadID)\n{\n  float3 s = input3[id.x] / scale;\n  output[id.x] =\n    cnoise(s, offset, numOctaves, octaveOffsetFactor);\n}\n"
  },
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    "path": "unity-ray-marching/Assets/Shader/Noise/Resources/ClassicNoiseCs.compute.meta",
    "content": "fileFormatVersion: 2\nguid: 2d47a6b2a48ecf647875c4bedbc8d0c2\nComputeShaderImporter:\n  externalObjects: {}\n  currentAPIMask: 4\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "unity-ray-marching/Assets/Shader/Noise/Resources/ClassicNoisePeriodicCs.compute",
    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n  \n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n*/\n/******************************************************************************/\n\n#pragma kernel ClassicPeriodicGrid2\n#pragma kernel ClassicPeriodicGrid3\n#pragma kernel ClassicPeriodicCustom2\n#pragma kernel ClassicPeriodicCustom3\n\n#include \"../ClassicNoise2D.cginc\"\n#include \"../ClassicNoise3D.cginc\"\n\nRWStructuredBuffer<float2> input2;\nRWStructuredBuffer<float3> input3;\nRWStructuredBuffer<float> output;\n\nint3 dimension;\nfloat3 scale;\nfloat3 offset;\nfloat3 period;\nint numOctaves;\nfloat octaveOffsetFactor;\n\n[numthreads(1, 1, 1)]\nvoid ClassicPeriodicGrid2(uint3 id : SV_DispatchThreadID)\n{\n  float2 s = id.xy / scale.xy;\n  output[index(id, dimension)] =\n    pnoise(s, offset.xy, period.xy, numOctaves, octaveOffsetFactor);\n}\n\n[numthreads(1, 1, 1)]\nvoid ClassicPeriodicGrid3(uint3 id : SV_DispatchThreadID)\n{\n  float3 s = id / scale;\n  output[index(id, dimension)] =\n    pnoise(s, offset, period, numOctaves, octaveOffsetFactor);\n}\n\n[numthreads(1, 1, 1)]\nvoid ClassicPeriodicCustom2(uint3 id : SV_DispatchThreadID)\n{\n  float2 s = input2[id.x] / scale.xy;\n  output[id.x] =\n    pnoise(s, offset.xy, period.xy, numOctaves, octaveOffsetFactor);\n}\n\n[numthreads(1, 1, 1)]\nvoid ClassicPeriodicCustom3(uint3 id : SV_DispatchThreadID)\n{\n  float3 s = input3[id.x] / scale;\n  output[id.x] =\n    pnoise(s, offset, period, numOctaves, octaveOffsetFactor);\n}\n"
  },
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    "path": "unity-ray-marching/Assets/Shader/Noise/Resources/ClassicNoisePeriodicCs.compute.meta",
    "content": "fileFormatVersion: 2\nguid: afe6add88b0b89d448b26e6e3dc5f59b\nComputeShaderImporter:\n  externalObjects: {}\n  currentAPIMask: 4\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "unity-ray-marching/Assets/Shader/Noise/Resources/RandomNoiseCs.compute",
    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n  \n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n*/\n/******************************************************************************/\n\n#pragma kernel RandomGrid1\n#pragma kernel RandomGrid2\n#pragma kernel RandomGrid3\n\n#include \"../RandomNoise.cginc\"\n\nRWStructuredBuffer<float> output;\n\nfloat seed;\nint3 dimension;\n\n[numthreads(1, 1, 1)]\nvoid RandomGrid1(uint3 id : SV_DispatchThreadID)\n{\n  output[index(id, dimension)] = rand(seed + id.x);\n}\n\n[numthreads(1, 1, 1)]\nvoid RandomGrid2(uint3 id : SV_DispatchThreadID)\n{\n  output[index(id, dimension)] = rand(seed + id.xy);\n}\n\n[numthreads(1, 1, 1)]\nvoid RandomGrid3(uint3 id : SV_DispatchThreadID)\n{\n  output[index(id, dimension)] = rand(seed + id.xyz);\n}\n"
  },
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    "path": "unity-ray-marching/Assets/Shader/Noise/Resources/RandomNoiseCs.compute.meta",
    "content": "fileFormatVersion: 2\nguid: 17f67342dcf81694fbd8e72def0acced\nComputeShaderImporter:\n  externalObjects: {}\n  currentAPIMask: 4\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
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    "path": "unity-ray-marching/Assets/Shader/Noise/Resources/RandomNoiseVectorCs.compute",
    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n  \n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n*/\n/******************************************************************************/\n\n#pragma kernel RandomVec2\n#pragma kernel RandomVec3\n\n#include \"../RandomNoise.cginc\"\n\nRWStructuredBuffer<float2> output2;\nRWStructuredBuffer<float3> output3;\n\nfloat seed;\nint3 dimension;\n\n[numthreads(1, 1, 1)]\nvoid RandomVec2(uint3 id : SV_DispatchThreadID)\n{\n  output2[index(id, dimension)] = rand_vec(seed + id.xy);\n}\n\n[numthreads(1, 1, 1)]\nvoid RandomVec3(uint3 id : SV_DispatchThreadID)\n{\n  output3[index(id, dimension)] = rand_vec(seed + id.xyz);\n}"
  },
  {
    "path": "unity-ray-marching/Assets/Shader/Noise/Resources/RandomNoiseVectorCs.compute.meta",
    "content": "fileFormatVersion: 2\nguid: db6578c993355594ba41b3c1335a9adf\nComputeShaderImporter:\n  externalObjects: {}\n  currentAPIMask: 4\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "unity-ray-marching/Assets/Shader/Noise/Resources/SimplexNoiseCs.compute",
    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n  \n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n*/\n/******************************************************************************/\n\n#pragma kernel SimplexGrid2\n#pragma kernel SimplexGrid3\n#pragma kernel SimplexCustom2\n#pragma kernel SimplexCustom3\n\n#include \"../SimplexNoise2D.cginc\"\n#include \"../SimplexNoise3D.cginc\"\n#include \"../RandomNoise.cginc\"\n\nRWStructuredBuffer<float2> input2;\nRWStructuredBuffer<float3> input3;\nRWStructuredBuffer<float> output;\n\nint3 dimension;\nfloat3 scale;\nfloat3 offset;\nint numOctaves;\nfloat octaveOffsetFactor;\n\n[numthreads(1, 1, 1)]\nvoid SimplexGrid2(uint3 id : SV_DispatchThreadID)\n{\n  float2 s = id.xy / scale.xy;\n  output[index(id, dimension)] =\n    snoise(s, offset.xy, numOctaves, octaveOffsetFactor);\n}\n\n[numthreads(1, 1, 1)]\nvoid SimplexGrid3(uint3 id : SV_DispatchThreadID)\n{\n  float3 s = id / scale;\n  output[index(id, dimension)] =\n    snoise(s, offset, numOctaves, octaveOffsetFactor);\n}\n\n[numthreads(1, 1, 1)]\nvoid SimplexCustom2(uint3 id : SV_DispatchThreadID)\n{\n  float2 s = input2[id.x] / scale.xy;\n  output[id.x] =\n    snoise(s, offset.xy, numOctaves, octaveOffsetFactor);\n}\n\n[numthreads(1, 1, 1)]\nvoid SimplexCustom3(uint3 id : SV_DispatchThreadID)\n{\n  float3 s = input3[id.x] / scale;\n  output[id.x] =\n    snoise(s, offset, numOctaves, octaveOffsetFactor);\n}\n"
  },
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    "path": "unity-ray-marching/Assets/Shader/Noise/Resources/SimplexNoiseCs.compute.meta",
    "content": "fileFormatVersion: 2\nguid: 4eb8152e697df05409038674dbc8bb4b\nComputeShaderImporter:\n  externalObjects: {}\n  currentAPIMask: 4\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "unity-ray-marching/Assets/Shader/Noise/Resources/SimplexNoiseGradientCs.compute",
    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n  \n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n*/\n/******************************************************************************/\n\n\n#pragma kernel SimplexGradientGrid2\n#pragma kernel SimplexGradientGrid3\n#pragma kernel SimplexGradientCustom2\n#pragma kernel SimplexGradientCustom3\n\n#include \"../SimplexNoise2D.cginc\"\n#include \"../SimplexNoise3D.cginc\"\n\nRWStructuredBuffer<float2> input2;\nRWStructuredBuffer<float3> input3;\nRWStructuredBuffer<float2> output2;\nRWStructuredBuffer<float3> output3;\n\nint3 dimension;\nfloat3 scale;\nfloat3 offset;\nint numOctaves;\nfloat octaveOffsetFactor;\n\n// grid sample points\n[numthreads(1, 1, 1)]\nvoid SimplexGradientGrid2(uint3 id : SV_DispatchThreadID)\n{\n  float2 s = id.xy / scale.xy;\n  output2[index(id, dimension)] = \n    snoise_grad(s, offset.xy, numOctaves, octaveOffsetFactor).xy;\n}\n\n// grid sample points\n[numthreads(1, 1, 1)]\nvoid SimplexGradientGrid3(uint3 id : SV_DispatchThreadID)\n{\n  float3 s = id / scale;\n  output3[index(id, dimension)] = \n    snoise_grad(s, offset, numOctaves, octaveOffsetFactor).xyz;\n}\n\n// custom sample points\n[numthreads(1, 1, 1)]\nvoid SimplexGradientCustom2(uint3 id : SV_DispatchThreadID)\n{\n  float2 s = input2[id.x] / scale.xy;\n  output2[id.x] =\n    snoise_grad(s, offset.xy, numOctaves, octaveOffsetFactor).xy;\n}\n\n// custom sample points\n[numthreads(1, 1, 1)]\nvoid SimplexGradientCustom3(uint3 id : SV_DispatchThreadID)\n{\n  float3 s = input3[id.x] / scale;\n  output3[id.x] =\n    snoise_grad(s, offset, numOctaves, octaveOffsetFactor).xyz;\n}\n"
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    "path": "unity-ray-marching/Assets/Shader/Noise/SimplexNoise2D.cginc",
    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n\n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n\n  Based on project \"webgl-noise\" by Ashima Arts.\n  Description : Array and textureless GLSL 2D simplex noise function.\n      Author  : Ian McEwan, Ashima Arts.\n  Maintainer  : ijm\n      Lastmod : 20110822 (ijm)\n      License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n                Distributed under the MIT License. See LICENSE file.\n                https://github.com/ashima/webgl-noise\n*/\n/******************************************************************************/\n\n#ifndef RAY_MARCHING_SIMPLEX_NOISE_2D\n#define RAY_MARCHING_SIMPLEX_NOISE_2D\n\n#include \"NoiseCommon.cginc\"\n\n// single octave\nfloat snoise(float2 v)\n{\n  const float4 C = float4( 0.211324865405187,  // (3.0-sqrt(3.0))/6.0\n                           0.366025403784439,  // 0.5*(sqrt(3.0)-1.0)\n                          -0.577350269189626,  // -1.0 + 2.0 * C.x\n                           0.024390243902439); // 1.0 / 41.0\n  // First corner\n  float2 i  = floor(v + dot(v, C.yy));\n  float2 x0 = v -   i + dot(i, C.xx);\n\n  // Other corners\n  float2 i1;\n  i1.x = step(x0.y, x0.x);\n  i1.y = 1.0 - i1.x;\n\n  // x1 = x0 - i1  + 1.0 * C.xx;\n  // x2 = x0 - 1.0 + 2.0 * C.xx;\n  float2 x1 = x0 + C.xx - i1;\n  float2 x2 = x0 + C.zz;\n\n  // Permutations\n  i = mod289(i); // Avoid truncation effects in permutation\n  float3 p =\n    permute(permute(i.y + float3(0.0, i1.y, 1.0))\n                  + i.x + float3(0.0, i1.x, 1.0));\n\n  float3 m = max(0.5 - float3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), 0.0);\n  m = m * m;\n  m = m * m;\n\n  // Gradients: 41 points uniformly over a line, mapped onto a diamond.\n  // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)\n  float3 x = 2.0 * frac(p * C.www) - 1.0;\n  float3 h = abs(x) - 0.5;\n  float3 ox = floor(x + 0.5);\n  float3 a0 = x - ox;\n\n  // Normalise gradients implicitly by scaling m\n  m *= taylorInvSqrt(a0 * a0 + h * h);\n\n  // Compute final noise value at P\n  float3 g;\n  g.x = a0.x * x0.x + h.x * x0.y;\n  g.y = a0.y * x1.x + h.y * x1.y;\n  g.z = a0.z * x2.x + h.z * x2.y;\n  return 130.0 * dot(m, g);\n}\n\n// multiple octaves\nDEFINE_NOISE_FUNC_MULTIPLE_OCTAVES(snoise, float, float2, 0.5);\n\n// single octave\nfloat3 snoise_grad(float2 v)\n{\n  const float4 C = float4( 0.211324865405187,  // (3.0-sqrt(3.0))/6.0\n                           0.366025403784439,  // 0.5*(sqrt(3.0)-1.0)\n                          -0.577350269189626,  // -1.0 + 2.0 * C.x\n                           0.024390243902439); // 1.0 / 41.0\n  // First corner\n  float2 i  = floor(v + dot(v, C.yy));\n  float2 x0 = v -   i + dot(i, C.xx);\n\n  // Other corners\n  float2 i1;\n  i1.x = step(x0.y, x0.x);\n  i1.y = 1.0 - i1.x;\n\n  // x1 = x0 - i1  + 1.0 * C.xx;\n  // x2 = x0 - 1.0 + 2.0 * C.xx;\n  float2 x1 = x0 + C.xx - i1;\n  float2 x2 = x0 + C.zz;\n\n  // Permutations\n  i = mod289(i); // Avoid truncation effects in permutation\n  float3 p =\n    permute(permute(i.y + float3(0.0, i1.y, 1.0))\n                  + i.x + float3(0.0, i1.x, 1.0));\n\n  float3 m = max(0.5 - float3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), 0.0);\n  float3 m2 = m * m;\n  float3 m3 = m2 * m;\n  float3 m4 = m2 * m2;\n\n  // Gradients: 41 points uniformly over a line, mapped onto a diamond.\n  // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)\n  float3 x = 2.0 * frac(p * C.www) - 1.0;\n  float3 h = abs(x) - 0.5;\n  float3 ox = floor(x + 0.5);\n  float3 a0 = x - ox;\n\n  // Normalise gradients\n  float3 norm = taylorInvSqrt(a0 * a0 + h * h);\n  float2 g0 = float2(a0.x, h.x) * norm.x;\n  float2 g1 = float2(a0.y, h.y) * norm.y;\n  float2 g2 = float2(a0.z, h.z) * norm.z;\n\n  // Compute noise and gradient at P\n  float2 grad =\n    -6.0 * m3.x * x0 * dot(x0, g0) + m4.x * g0 +\n    -6.0 * m3.y * x1 * dot(x1, g1) + m4.y * g1 +\n    -6.0 * m3.z * x2 * dot(x2, g2) + m4.z * g2;\n  float3 px = float3(dot(x0, g0), dot(x1, g1), dot(x2, g2));\n  return 130.0 * float3(grad, dot(m4, px));\n}\n\n// multiple octaves\nDEFINE_NOISE_FUNC_MULTIPLE_OCTAVES(snoise_grad, float3, float2, 0.0);\n\n#endif\n"
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    "path": "unity-ray-marching/Assets/Shader/Noise/SimplexNoise3D.cginc",
    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n\n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n\n  Based on project \"webgl-noise\" by Ashima Arts.\n  Description : Array and textureless GLSL 2D simplex noise function.\n      Author  : Ian McEwan, Ashima Arts.\n  Maintainer  : ijm\n      Lastmod : 20110822 (ijm)\n      License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n                Distributed under the MIT License. See LICENSE file.\n                https://github.com/ashima/webgl-noise\n*/\n/******************************************************************************/\n\n#ifndef RAY_MARCHING_SIMPLEX_NOISE_3D\n#define RAY_MARCHING_SIMPLEX_NOISE_3D\n\n#include \"NoiseCommon.cginc\"\n\n// single octave\nfloat snoise(float3 v)\n{\n  const float2 C = float2(1.0 / 6.0, 1.0 / 3.0);\n\n  // First corner\n  float3 i  = floor(v + dot(v, C.yyy));\n  float3 x0 = v   - i + dot(i, C.xxx);\n\n  // Other corners\n  float3 g = step(x0.yzx, x0.xyz);\n  float3 l = 1.0 - g;\n  float3 i1 = min(g.xyz, l.zxy);\n  float3 i2 = max(g.xyz, l.zxy);\n\n  // x1 = x0 - i1  + 1.0 * C.xxx;\n  // x2 = x0 - i2  + 2.0 * C.xxx;\n  // x3 = x0 - 1.0 + 3.0 * C.xxx;\n  float3 x1 = x0 - i1 + C.xxx;\n  float3 x2 = x0 - i2 + C.yyy;\n  float3 x3 = x0 - 0.5;\n\n  // Permutations\n  i = mod289(i); // Avoid truncation effects in permutation\n  float4 p =\n    permute(permute(permute(i.z + float4(0.0, i1.z, i2.z, 1.0))\n                          + i.y + float4(0.0, i1.y, i2.y, 1.0))\n                          + i.x + float4(0.0, i1.x, i2.x, 1.0));\n\n  // Gradients: 7x7 points over a square, mapped onto an octahedron.\n  // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n  float4 j = p - 49.0 * floor(p / 49.0);  // mod(p,7*7)\n\n  float4 x_ = floor(j / 7.0);\n  float4 y_ = floor(j - 7.0 * x_);  // mod(j,N)\n\n  float4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0;\n  float4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0;\n\n  float4 h = 1.0 - abs(x) - abs(y);\n\n  float4 b0 = float4(x.xy, y.xy);\n  float4 b1 = float4(x.zw, y.zw);\n\n  //float4 s0 = float4(lessThan(b0, 0.0)) * 2.0 - 1.0;\n  //float4 s1 = float4(lessThan(b1, 0.0)) * 2.0 - 1.0;\n  float4 s0 = floor(b0) * 2.0 + 1.0;\n  float4 s1 = floor(b1) * 2.0 + 1.0;\n  float4 sh = -step(h, 0.0);\n\n  float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;\n  float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;\n\n  float3 g0 = float3(a0.xy, h.x);\n  float3 g1 = float3(a0.zw, h.y);\n  float3 g2 = float3(a1.xy, h.z);\n  float3 g3 = float3(a1.zw, h.w);\n\n  // Normalise gradients\n  float4 norm = taylorInvSqrt(float4(dot(g0, g0), dot(g1, g1), dot(g2, g2), dot(g3, g3)));\n  g0 *= norm.x;\n  g1 *= norm.y;\n  g2 *= norm.z;\n  g3 *= norm.w;\n\n  // Mix final noise value\n  float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);\n  m = m * m;\n  m = m * m;\n\n  float4 px = float4(dot(x0, g0), dot(x1, g1), dot(x2, g2), dot(x3, g3));\n  return 42.0 * dot(m, px);\n}\n\n// multiple octaves\nDEFINE_NOISE_FUNC_MULTIPLE_OCTAVES(snoise, float, float3, 0.5);\n\n// single octave\nfloat4 snoise_grad(float3 v)\n{\n  const float2 C = float2(1.0 / 6.0, 1.0 / 3.0);\n\n  // First corner\n  float3 i  = floor(v + dot(v, C.yyy));\n  float3 x0 = v   - i + dot(i, C.xxx);\n\n  // Other corners\n  float3 g = step(x0.yzx, x0.xyz);\n  float3 l = 1.0 - g;\n  float3 i1 = min(g.xyz, l.zxy);\n  float3 i2 = max(g.xyz, l.zxy);\n\n  // x1 = x0 - i1  + 1.0 * C.xxx;\n  // x2 = x0 - i2  + 2.0 * C.xxx;\n  // x3 = x0 - 1.0 + 3.0 * C.xxx;\n  float3 x1 = x0 - i1 + C.xxx;\n  float3 x2 = x0 - i2 + C.yyy;\n  float3 x3 = x0 - 0.5;\n\n  // Permutations\n  i = mod289(i); // Avoid truncation effects in permutation\n  float4 p =\n    permute(permute(permute(i.z + float4(0.0, i1.z, i2.z, 1.0))\n                          + i.y + float4(0.0, i1.y, i2.y, 1.0))\n                          + i.x + float4(0.0, i1.x, i2.x, 1.0));\n\n  // Gradients: 7x7 points over a square, mapped onto an octahedron.\n  // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n  float4 j = p - 49.0 * floor(p / 49.0);  // mod(p,7*7)\n\n  float4 x_ = floor(j / 7.0);\n  float4 y_ = floor(j - 7.0 * x_);  // mod(j,N)\n\n  float4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0;\n  float4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0;\n\n  float4 h = 1.0 - abs(x) - abs(y);\n\n  float4 b0 = float4(x.xy, y.xy);\n  float4 b1 = float4(x.zw, y.zw);\n\n  //float4 s0 = float4(lessThan(b0, 0.0)) * 2.0 - 1.0;\n  //float4 s1 = float4(lessThan(b1, 0.0)) * 2.0 - 1.0;\n  float4 s0 = floor(b0) * 2.0 + 1.0;\n  float4 s1 = floor(b1) * 2.0 + 1.0;\n  float4 sh = -step(h, 0.0);\n\n  float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;\n  float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;\n\n  float3 g0 = float3(a0.xy, h.x);\n  float3 g1 = float3(a0.zw, h.y);\n  float3 g2 = float3(a1.xy, h.z);\n  float3 g3 = float3(a1.zw, h.w);\n\n  // Normalise gradients\n  float4 norm = taylorInvSqrt(float4(dot(g0, g0), dot(g1, g1), dot(g2, g2), dot(g3, g3)));\n  g0 *= norm.x;\n  g1 *= norm.y;\n  g2 *= norm.z;\n  g3 *= norm.w;\n\n  // Compute noise and gradient at P\n  float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);\n  float4 m2 = m * m;\n  float4 m3 = m2 * m;\n  float4 m4 = m2 * m2;\n  float3 grad =\n      -6.0 * m3.x * x0 * dot(x0, g0) + m4.x * g0 +\n      -6.0 * m3.y * x1 * dot(x1, g1) + m4.y * g1 +\n      -6.0 * m3.z * x2 * dot(x2, g2) + m4.z * g2 +\n      -6.0 * m3.w * x3 * dot(x3, g3) + m4.w * g3;\n  float4 px = float4(dot(x0, g0), dot(x1, g1), dot(x2, g2), dot(x3, g3));\n  return 42.0 * float4(grad, dot(m4, px));\n}\n\n// multiple octaves\nDEFINE_NOISE_FUNC_MULTIPLE_OCTAVES(snoise_grad, float4, float3, 0.0);\n\n#endif\n"
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    "path": "unity-ray-marching/Assets/Shader/Ray Marching/Resources/AabbTree.cginc",
    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n\n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n\n*/\n/******************************************************************************/\n\n#ifndef RAY_MARCHING_AABB_TREE\n#define RAY_MARCHING_AABB_TREE\n\nstruct Aabb\n{\n  float4 boundsMin;\n  float4 boundsMax;\n};\n\nstruct AabbNode\n{\n  Aabb aabb;\n  int parent;\n  int childA;\n  int childB;\n  int shapeIndex;\n};\n\ninline float3 aabb_center(Aabb aabb)\n{\n  return 0.5f * (aabb.boundsMin.xyz + aabb.boundsMax.xyz);\n}\n\ninline float3 aabb_extents(Aabb aabb)\n{\n  return aabb.boundsMax.xyz - aabb.boundsMin.xyz;\n}\n\ninline float3 aabb_half_extents(Aabb aabb)\n{\n  return 0.5f * (aabb.boundsMax.xyz - aabb.boundsMin.xyz);\n}\n\ninline bool aabb_intersects(Aabb a, Aabb b)\n{\n  return all(a.boundsMin <= b.boundsMax && a.boundsMax >= b.boundsMin);\n}\n\nfloat aabb_ray_cast(Aabb aabb, float3 from, float3 to)\n{\n  float tMin = -kFltMax;\n  float tMax = +kFltMax;\n\n  float3 d = to - from;\n  float3 absD = abs(d);\n\n  if (any(absD < kEpsilon))\n  {\n    // parallel?\n    if (any(from < aabb.boundsMin.xyz) || any(aabb.boundsMax.xyz < from))\n      return -kFltMax;\n  }\n  else\n  {\n    float3 invD = 1.0f / d;\n    float3 t1 = (aabb.boundsMin.xyz - from) * invD;\n    float3 t2 = (aabb.boundsMax.xyz - from) * invD;\n    float3 minComps = min(t1, t2);\n    float3 maxComps = max(t1, t2);\n\n    tMin = max(minComps.x, max(minComps.y, minComps.z));\n    tMax = min(maxComps.x, min(maxComps.y, maxComps.z));\n  }\n\n  if (tMin > tMax)\n    return -kFltMax;\n\n  if (tMin < 0.0f)\n    return -kFltMax;\n\n  return tMin;\n}\n\n// stmt = statements processing shapeIndex of hit leaf AABB nodes\n#define aabb_tree_ray_cast(tree, root, rayFrom, rayTo, stackSize, stmt)       \\\n{                                                                             \\\n  float3 rayDir = normalize(rayTo - rayFrom);                                 \\\n  float3 rayDirOrtho = normalize(find_ortho(rayDir));                         \\\n  float3 rayDirOrthoAbs = abs(rayDirOrtho);                                   \\\n                                                                              \\\n  Aabb rayBounds;                                                             \\\n  rayBounds.boundsMin = float4(min(rayFrom, rayTo), 0.0f);                    \\\n  rayBounds.boundsMax = float4(max(rayFrom, rayTo), 0.0f);                    \\\n                                                                              \\\n  int stackTop = 0;                                                           \\\n  int stack[stackSize];                                                       \\\n  stack[stackTop] = root;                                                     \\\n                                                                              \\\n  while (stackTop >= 0)                                                       \\\n  {                                                                           \\\n    int index = stack[stackTop--];                                            \\\n    if (index < 0)                                                            \\\n      continue;                                                               \\\n                                                                              \\\n    if (!aabb_intersects(tree[index].aabb, rayBounds))                        \\\n      continue;                                                               \\\n                                                                              \\\n    float3 aabbCenter = aabb_center(tree[index].aabb);                        \\\n    float3 aabbHalfExtents = aabb_half_extents(tree[index].aabb);             \\\n    float separation =                                                        \\\n      abs(dot(rayDirOrtho, rayFrom - aabbCenter))                             \\\n      - dot(rayDirOrthoAbs, aabbHalfExtents);                                 \\\n    if (separation > 0.0f)                                                    \\\n      continue;                                                               \\\n                                                                              \\\n    if (tree[index].childA < 0)                                               \\\n    {                                                                         \\\n      float t = aabb_ray_cast(tree[index].aabb, rayFrom, rayTo);              \\\n      if (t < 0.0f)                                                           \\\n        continue;                                                             \\\n                                                                              \\\n      const int shapeIndex = tree[index].shapeIndex;                          \\\n                                                                              \\\n      stmt                                                                    \\\n    }                                                                         \\\n    else                                                                      \\\n    {                                                                         \\\n      stackTop = min(stackTop + 1, stackSize - 1);                            \\\n      stack[stackTop] = tree[index].childA;                                   \\\n      stackTop = min(stackTop + 1, stackSize - 1);                            \\\n      stack[stackTop] = tree[index].childB;                                   \\\n    }                                                                         \\\n  }                                                                           \\\n}\n\n#endif\n\n"
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    "path": "unity-ray-marching/Assets/Shader/Ray Marching/Resources/AabbTree.cginc.meta",
    "content": "fileFormatVersion: 2\nguid: 7868d5de0115c5047b9adc8da3d8f19b\nShaderImporter:\n  externalObjects: {}\n  defaultTextures: []\n  nonModifiableTextures: []\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "unity-ray-marching/Assets/Shader/Ray Marching/Resources/RayMarcherCs.compute",
    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n\n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n\n*/\n/******************************************************************************/\n\n#include \"../SDF/SDF.cginc\"\n#include \"AabbTree.cginc\"\n\n\n// constants & buffers\n//-----------------------------------------------------------------------------\n\n#define kTileSize (8)\n#define kMaxShapesPerRay   (64)\n#define kAabbTreeStackSize (128)\n\nTexture2D<float4> src;\nRWTexture2D<float4> dst;\nRWTexture2D<float> heatMap;\n\nfloat4x4 cameraInvProj;\nfloat4x4 cameraToWorld;\nfloat4 cameraPos;\nint2 screenSize; // width / height\n\nStructuredBuffer<SdfShape> aSdfShape;\nint numSdfShapes;\nRWTexture2D<float4> tempBuffer; // scratch memory\n\nfloat4 rayMarchParams; // maxSteps, hitDist, maxDist, time\nfloat blendDist;\n\nfloat4 backgroundColor;\nfloat4 missColor;\n\nfloat4 heatColorCool;\nfloat4 heatColorMedium;\nfloat4 heatColorHot;\nfloat heatAlpha;\n\nint maxCountBudget;\n\nbool useAabbTree;\nStructuredBuffer<AabbNode> aabbTree;\nint aabbTreeRoot;\n\n//-----------------------------------------------------------------------------\n// end: constants & buffers\n\n\n// ray marching\n//-----------------------------------------------------------------------------\n\n// no keyword variant support for compute shaders yet, sigh -_-\n#define kModeMain       (0)\n#define kModeStepCount  (1)\n#define kModeShapeCount (2)\n\nfloat ground_truth_sdf(float3 p)\n{\n  if (numSdfShapes <= 0)\n    return kInfinity;\n\n  float3 opRes = kInfinity;\n\n  for (int i = 0; i < numSdfShapes; ++i)\n  {\n    // why doesn't a switch statement work here?\n    int op = aSdfShape[i].data0.y;\n    if (op == kSdfUnion)\n    {\n      opRes.x = sdf_uni_smooth(opRes.x, sdf_shape(p, aSdfShape[i]), blendDist);\n    }\n    else if (op == kSdfSubtraction)\n    {\n      opRes.y = sdf_uni_smooth(opRes.y, sdf_shape(p, aSdfShape[i]), blendDist);\n    }\n    else if (op == kSdfIntersection)\n    {\n      opRes.z = sdf_uni_smooth(opRes.z, sdf_shape(p, aSdfShape[i]), blendDist);\n    }\n  }\n\n  float res = sdf_sub_smooth(opRes.x, opRes.y, blendDist);\n  if (opRes.z < kInfinity)\n    res = sdf_int_smooth(res, opRes.z, blendDist);\n\n  return res;\n}\n\nfloat3 heat_color(float t)\n{\n  return\n    t < 0.5f \n      ? lerp(heatColorCool.rgb, heatColorMedium.rgb, t / 0.5f) \n      : lerp(heatColorMedium.rgb, heatColorHot.rgb, (t - 0.5f) / 0.5f);\n}\n\n#define SDF_NEAR_SHAPES(res, p, aiNearShape, numNearShapes)                              \\\n  {                                                                                      \\\n    float3 opRes = kInfinity;                                                            \\\n    for (int i = 0; i < numNearShapes; ++i)                                              \\\n    {                                                                                    \\\n      const int iShape = aiNearShape[i];                                                 \\\n      const int op = aSdfShape[iShape].data0.y;                                          \\\n      if (op == kSdfUnion)                                                               \\\n      {                                                                                  \\\n        opRes.x = sdf_uni_smooth(opRes.x, sdf_shape(p, aSdfShape[iShape]), blendDist);   \\\n      }                                                                                  \\\n      else if (op == kSdfSubtraction)                                                    \\\n      {                                                                                  \\\n        opRes.y = sdf_uni_smooth(opRes.y, sdf_shape(p, aSdfShape[iShape]), blendDist);   \\\n      }                                                                                  \\\n      else if (op == kSdfIntersection)                                                   \\\n      {                                                                                  \\\n        opRes.z = sdf_uni_smooth(opRes.z, sdf_shape(p, aSdfShape[iShape]), blendDist);   \\\n      }                                                                                  \\\n    }                                                                                    \\\n    res = sdf_sub_smooth(opRes.x, opRes.y, blendDist);                                   \\\n    if (opRes.z < kInfinity)                                                             \\\n      res = sdf_int_smooth(res, opRes.z, blendDist);                                     \\\n  }\n\nfloat4 march(int3 id, int mode)\n{\n  // TODO: move hard-coded material out of here\n  const float3 kDiffuse = float3(1.0f, 0.65f, 0.05f);\n  const float3 kAmbient = 0.1f * kDiffuse;\n\n  // set up ray\n  const float2 uv = float2(id.xy) / screenSize;\n  const float4 view = mul(cameraInvProj, float4(uv * 2.0f - 1.0f, 0.0f, 1.0f));\n  const float3 ro = cameraPos.xyz;\n  const float3 rd = normalize(mul(cameraToWorld, float4(view.xyz, 0.0f)).xyz);\n\n  // params\n  const int maxSteps = int(rayMarchParams.x);\n  const float hitDist = rayMarchParams.y;\n  const float maxDist = rayMarchParams.z;\n\n  // gather shapes around ray by casting it against AABB tree\n  int aiNearShape[kMaxShapesPerRay];\n  int numNearShapes = 0;\n  aabb_tree_ray_cast(aabbTree, aabbTreeRoot, ro, ro + maxDist * rd, kAabbTreeStackSize, \n    numNearShapes = min(numNearShapes + 1, kMaxShapesPerRay);\n    aiNearShape[numNearShapes - 1] = shapeIndex;\n  );\n\n  // march ray\n  float dist = 0.0f;\n  for (int iStep = 0; iStep < maxSteps; ++iStep)\n  {\n    const float3 p = ro + dist * rd;\n\n    // sample SDf\n    float d = kInfinity;\n    if (useAabbTree)\n    {\n      SDF_NEAR_SHAPES(d, p, aiNearShape, numNearShapes);\n    }\n    else\n    {\n      d = ground_truth_sdf(p);\n    }\n\n    // hit shape?\n    if (d < hitDist)\n    {\n      // TODO: why doesn't a switch statement work here?\n      if (mode == kModeMain)\n      {\n        // TODO: choose h to be proportional to pixel footprint\n        // http://www.iquilezles.org/www/articles/normalsSDF/normalsSDF.htm\n        const float h = 0.01f;\n\n        // compute differential normal\n        float3 n = 0.0f;\n        if (useAabbTree)\n        {\n          float n0, n1, n2, n3;\n          SDF_NEAR_SHAPES(n0, p + float3( (h), -(h), -(h)), aiNearShape, numNearShapes);\n          SDF_NEAR_SHAPES(n1, p + float3(-(h), -(h),  (h)), aiNearShape, numNearShapes);\n          SDF_NEAR_SHAPES(n2, p + float3(-(h),  (h), -(h)), aiNearShape, numNearShapes);\n          SDF_NEAR_SHAPES(n3, p + float3( (h),  (h),  (h)), aiNearShape, numNearShapes);\n          n = \n            normalize\n            (\n                float3( 1.0f, -1.0f, -1.0f) * n0 \n              + float3(-1.0f, -1.0f,  1.0f) * n1 \n              + float3(-1.0f,  1.0f, -1.0f) * n2 \n              + float3( 1.0f,  1.0f,  1.0f) * n3\n            );\n        }\n        else\n        {\n          n = sdf_normal(p, ground_truth_sdf, h);\n        }\n         \n        const float3 lightPos = ro + float3(0.0f, 1.0f, 0.0f);\n        const float3 lightDir = normalize(p - lightPos);\n        const float3 shaded = max(pow(dot(n, -lightDir), 1.0f), kAmbient) * kDiffuse;\n        const float3 fresnel = 0.3f * pow(saturate(1.0f - dot(n, -rd)), 2.0f);\n        const float3 specular = 0.2f * pow(saturate(dot(n, -normalize(rd + lightDir))), 100.0f);\n\n        return float4(shaded + fresnel + specular, d);\n      }\n      else if (mode == kModeStepCount)\n      {\n        return iStep;\n      }\n      else if (mode == kModeShapeCount)\n      {\n        return useAabbTree ? numNearShapes : numSdfShapes;\n      }\n    }\n\n    // hit background?\n    if (dist > maxDist)\n    {\n      if (mode == kModeMain)\n      {\n        return float4(backgroundColor.rgb, kInfinity);\n      }\n      else if (mode == kModeStepCount)\n      {\n        return iStep;\n      }\n      else if (mode == kModeShapeCount)\n      {\n        return useAabbTree ? numNearShapes : numSdfShapes;\n      }\n    }\n\n    dist += d;\n  }\n\n  if (mode != kModeMain)\n    return kInfinity;\n\n  return float4(missColor.rgb, kInfinity);\n}\n\n//-----------------------------------------------------------------------------\n// end: ray marching\n\n\n// kernels\n//-----------------------------------------------------------------------------\n\n#pragma kernel Main\n#pragma kernel StepCountPerThread\n#pragma kernel StepCountPerTile\n#pragma kernel ShapeCountPerThread\n#pragma kernel ShapeCountPerTile\n\n[numthreads(kTileSize, kTileSize, 1)]\nvoid Main(int3 id : SV_DispatchThreadID)\n{\n  if (any(id.xy > screenSize))\n    return;\n\n  float4 res = march(id, kModeMain);\n  float3 col = res.rgb;\n\n  dst[id.xy] = float4(col, 1.0f);\n}\n\n[numthreads(kTileSize, kTileSize, 1)]\nvoid StepCountPerThread(int3 id : SV_DispatchThreadID)\n{\n  if (any(id.xy >= screenSize))\n    return;\n  \n  float4 res = march(id, kModeStepCount);\n  float heat = res.x / maxCountBudget;\n  float3 col = heat_color(heat);\n\n  dst[id.xy] = lerp(dst[id.xy], float4(col, 1.0f), heatAlpha);\n}\n\n[numthreads(kTileSize, kTileSize, 1)]\nvoid StepCountPerTile(int3 id : SV_DispatchThreadID)\n{\n  float4 res = march(id, kModeStepCount);\n  float heat = res.x / maxCountBudget;\n  heatMap[id.xy] = heat;\n\n  AllMemoryBarrierWithGroupSync();\n\n  if (any(id.xy >= screenSize))\n    return;\n\n  int2 tileBaseId = kTileSize * (uint2(id.xy) / kTileSize);\n  float maxHeat = 0.0f;\n  for (int i = 0; i < kTileSize; ++i)\n    for (int j = 0; j < kTileSize; ++j)\n      maxHeat = max(maxHeat, heatMap[tileBaseId + int2(i, j)]);\n\n  float3 col = heat_color(maxHeat);\n\n  dst[id.xy] = lerp(dst[id.xy], float4(col, 1.0f), heatAlpha);\n}\n\n[numthreads(kTileSize, kTileSize, 1)]\nvoid ShapeCountPerThread(int3 id : SV_DispatchThreadID)\n{\n  if (any(id.xy >= screenSize))\n    return;\n\n  float4 res = march(id, kModeShapeCount);\n  float heat = res.x / maxCountBudget;\n  float3 col = heat_color(heat);\n\n  dst[id.xy] = lerp(dst[id.xy], float4(col, 1.0f), heatAlpha);\n}\n\n[numthreads(kTileSize, kTileSize, 1)]\nvoid ShapeCountPerTile(int3 id : SV_DispatchThreadID)\n{\n  float4 res = march(id, kModeShapeCount);\n  float heat = res.x / maxCountBudget;\n  heatMap[id.xy] = heat;\n\n  AllMemoryBarrierWithGroupSync();\n\n  if (any(id.xy >= screenSize))\n    return;\n\n  int2 tileBaseId = kTileSize * (uint2(id.xy) / kTileSize);\n  float maxHeat = 0.0f;\n  for (int i = 0; i < kTileSize; ++i)\n    for (int j = 0; j < kTileSize; ++j)\n      maxHeat = max(maxHeat, heatMap[tileBaseId + int2(i, j)]);\n\n  float3 col = heat_color(maxHeat);\n\n  dst[id.xy] = lerp(dst[id.xy], float4(col, 1.0f), heatAlpha);\n}\n\n//-----------------------------------------------------------------------------\n// end: kernels\n\n"
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    "path": "unity-ray-marching/Assets/Shader/Ray Marching/SDF/Normal.cginc",
    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n\n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n\n*/\n/******************************************************************************/\n\n#ifndef RAY_MARCHING_SDF_NORMAL\n#define RAY_MARCHING_SDF_NORMAL\n\n// http://iquilezles.org/www/articles/normalsSDF/normalsSDF.htm\n\n// central differences\n#define sdf_normal_diff(p, sdf, h)                                                      \\\n  normalize                                                                             \\\n  (                                                                                     \\\n    float3                                                                              \\\n    (                                                                                   \\\n      sdf((p) + float3(   (h), 0.0f, 0.0f))) - sdf((p) - float3(   (h), 0.0f, 0.0f))),  \\\n      sdf((p) + float3(0.0f,    (h), 0.0f))) - sdf((p) - float3(0.0f,    (h), 0.0f))),  \\\n      sdf((p) + float3(0.0f, 0.0f,    (h)))) - sdf((p) - float3(0.0f, 0.0f,    (h))))   \\\n    )                                                                                   \\\n  )\n\n// tetrahedron technique\n#define sdf_normal_tetra(p, sdf, h)                                                     \\\n  normalize                                                                             \\\n  (                                                                                     \\\n      float3( 1.0f, -1.0f, -1.0f) * sdf((p) + float3( (h), -(h), -(h)))                 \\\n    + float3(-1.0f, -1.0f,  1.0f) * sdf((p) + float3(-(h), -(h),  (h)))                 \\\n    + float3(-1.0f,  1.0f, -1.0f) * sdf((p) + float3(-(h),  (h), -(h)))                 \\\n    + float3( 1.0f,  1.0f,  1.0f) * sdf((p) + float3( (h),  (h),  (h)))                 \\\n  )\n\n// use tetrahedron technique as default\n#define sdf_normal(p, sdf, h) sdf_normal_tetra(p, sdf, h)\n\n#endif\n"
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    "path": "unity-ray-marching/Assets/Shader/Ray Marching/SDF/Operators.cginc",
    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n\n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n\n*/\n/******************************************************************************/\n\n#ifndef RAY_MARCHING_SDF_OPERATORS\n#define RAY_MARCHING_SDF_OPERATORS\n\n// http://www.iquilezles.org/www/articles/smin/smin.htm\n// http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm\n\n\n// union\n//-----------------------------------------------------------------------------\n\n// raw union\nfloat sdf_uni(float a, float b)\n{\n  return min(a, b);\n}\n\n// smooth quadratic polynomial union (C1 continuity, order-dependent concatenation)\n// k = 0.1f is a good default\nfloat sdf_uni_quad(float a, float b, float k)\n{\n  float h = max(k - abs(a - b), 0.0f) / k;\n  return min(a, b) - h * h * k * (1.0f / 4.0f);\n}\n\n// smooth cubic polynomial union (C2 continuity, order-dependent concatenation)\n// k = 0.1f is a good default\nfloat sdf_uni_cubic(float a, float b, float k)\n{\n  float h = max(k - abs(a - b), 0.0f) / k;\n  return min(a, b) - h * h * h * k * (1.0f / 6.0f);\n}\n\n// smooth exponential union (infinite continuity, order-independent concatenation)\n// k = 30.0f is a good default\n#define sdf_uni_exp_concat_term(x, k) (exp2(-(k) * (x)))\n#define sdf_uni_exp_concat_res(sum, k) (-log2(sum) / (k))\nfloat sdf_uni_exp(float a, float b, float k) // 2-term concatenation\n{\n  float sum = sdf_uni_exp_concat_term(a, k) + sdf_uni_exp_concat_term(b, k);\n  return sdf_uni_exp_concat_res(sum, k);\n}\n\n// smooth power union (infinite continuity, order-independent concatenation)\n// k = 8.0f is a good default\n#define sdf_uni_pow_concat_term(x, k) (pow((x), (k)))\n#define sdf_uni_pow_concat_res(sum, prod, k) pow((prod) / (sum), 1.0f / (k))\nfloat sdf_uni_pow(float a, float b, float k) // 2-term concatenation\n{\n  a = sdf_uni_pow_concat_term(a, k);\n  b = sdf_uni_pow_concat_term(b, k);\n  return sdf_uni_pow_concat_res(a + b, a * b, k);\n}\n\n// use cubic polynomial union as default\ninline float sdf_uni_smooth(float a, float b, float h)\n{\n  return sdf_uni_cubic(a, b, h);\n}\n\n//-----------------------------------------------------------------------------\n// end: union\n\n\n// subtraction\n//-----------------------------------------------------------------------------\n\n// raw subtraction\nfloat sdf_sub(float a, float b)\n{\n  return max(a, -b);\n}\n\n// smooth quadratic polynomial subtraction (C1 continuity, order-dependent concatenation)\n// k = 0.1f is a good default\nfloat sdf_sub_quad(float a, float b, float k)\n{\n  float h = max(k - abs(a + b), 0.0f) / k;\n  return max(a, -b) + h * h * k * (1.0f / 4.0f);\n}\n\n// smooth cubic polynomial subtraction (C2 continuity, order-dependent concatenation)\n// k = 0.1f is a good default\nfloat sdf_sub_cubic(float a, float b, float k)\n{\n  float h = max(k - abs(a + b), 0.0f) / k;\n  return max(a, -b) + h * h * h * k * (1.0f / 6.0f);\n}\n\n// use cubic polynomial subtraction as default\ninline float sdf_sub_smooth(float a, float b, float h)\n{\n  return sdf_sub_cubic(a, b, h);\n}\n\n//-----------------------------------------------------------------------------\n// end: subtraction\n\n\n// intersection\n//-----------------------------------------------------------------------------\n\n// raw intersection\nfloat sdf_int(float a, float b)\n{\n  return max(a, b);\n}\n\n// smooth quadratic polynomial intersection (C1 continuity, order-dependent concatenation)\n// k = 0.1f is a good default\nfloat sdf_int_quad(float a, float b, float k)\n{\n  float h = max(k - abs(a - b), 0.0f) / k;\n  return max(a, b) + h * h * k * (1.0f / 4.0f);\n}\n\n// smooth cubic polynomial intersection (C2 continuity, order-dependent concatenation)\n// k = 0.1f is a good default\nfloat sdf_int_cubic(float a, float b, float k)\n{\n  float h = max(k - abs(a - b), 0.0f) / k;\n  return max(a, b) + h * h * h * k * (1.0f / 6.0f);\n}\n\n// use cubic polynomial intersection as default\ninline float sdf_int_smooth(float a, float b, float h)\n{\n  return sdf_int_cubic(a, b, h);\n}\n\n//-----------------------------------------------------------------------------\n// end: intersection\n\n\n#endif\n"
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    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n\n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n\n*/\n/******************************************************************************/\n\n#ifndef RAY_MARCHING_SDF_PRIMITIVES\n#define RAY_MARCHING_SDF_PRIMITIVES\n\n#include \"../../Math/Quaternion.cginc\"\n#include \"Util.cginc\"\n\n// c: center\n// r: radius\nfloat sdf_sphere(float3 p, float3 c, float r)\n{\n  p -= c;\n  return length(p) - r;\n}\n\n// c: center\n// h: half extents\n// r: radius\n// q: rotation\nfloat sdf_box(float3 p, float3 c, float3 h, float4 q = kQuatIdentity, float r = 0.0f)\n{\n  p = quat_rot(quat_inv(q), p - c);\n  float3 d = abs(p) - h;\n  return length(max(d, 0.0f)) + min(max_comp(d), 0.0f) - r;\n}\n\n// a: point A\n// b: point B\n// r: radius\nfloat sdf_capsule(float3 p, float3 a, float3 b, float r)\n{\n  float3 ab = b - a;\n  float3 ap = p - a;\n  p -= a + saturate(dot(ap, ab) / dot(ab, ab)) * ab;\n  return length(p) - r;\n}\n\n// a: point A\n// b: point B\n// r: radius\nfloat sdf_cylinder(float3 p, float3 a, float3 b, float r)\n{\n  float3 ab = b - a;\n  float3 ap = p - a;\n  float t = dot(ap, ab) / dot(ab, ab);\n  float3 q =  a + saturate(t) * ab;\n\n  if (t >= 0.0f && t <= 1.0f)\n    return length(p - q) - r;\n\n  float3 c = q + limit_length(project_plane(p - q, ab), r);\n  return length(p - c);\n}\n\n#endif\n"
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    "path": "unity-ray-marching/Assets/Shader/Ray Marching/SDF/SDF.cginc",
    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n\n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n\n*/\n/******************************************************************************/\n\n#ifndef RAY_MARCHING_SDF\n#define RAY_MARCHING_SDF\n\n#include \"Primitives.cginc\"\n#include \"Operators.cginc\"\n#include \"Normal.cginc\"\n#include \"Shapes.cginc\"\n\n#endif\n"
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    "path": "unity-ray-marching/Assets/Shader/Ray Marching/SDF/Shapes.cginc",
    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n\n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n\n*/\n/******************************************************************************/\n\n#ifndef RAY_MARCHING_SDF_SHAPES\n#define RAY_MARCHING_SDF_SHAPES\n\n#include \"Primitives.cginc\"\n\n#define kSdfSphere       (0)\n#define kSdfBox          (1)\n#define kSdfCapsule      (2)\n#define kSdfCylinder     (3)\n\n#define kSdfUnion        (0)\n#define kSdfSubtraction  (1)\n#define kSdfIntersection (2)\n\n#define kFltMax   (1e32f)\n#define kInfinity kFltMax\n\nstruct SdfShape\n{\n  int4   data0; // type, operator\n                // sphere     box        capsule    cylinder\n  float4 data1; // c.xyz, r   c.xyz, r   a.xyz, r   a.xyz, r\n  float4 data2; // h.xyz      b.xyz      b.xyz\n  float4 data3; // q\n};\n\nfloat sdf_shape(float3 p, SdfShape s)\n{\n  // give ma a break DX11 warnings >:(\n  // y u no like a switch statement here?\n  if (s.data0.x == kSdfSphere)\n    return sdf_sphere(p, s.data1.xyz, s.data1.w);\n  else if (s.data0.x == kSdfBox)\n    return sdf_box(p, s.data1.xyz, s.data2.xyz, s.data3, s.data1.w);\n  else if (s.data0.x == kSdfCapsule)\n    return sdf_capsule(p, s.data1.xyz, s.data2.xyz, s.data1.w);\n  else if (s.data0.x == kSdfCylinder)\n    return sdf_cylinder(p, s.data1.xyz, s.data2.xyz, s.data1.w);\n\n  return kInfinity;\n}\n\n#endif\n"
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    "path": "unity-ray-marching/Assets/Shader/Ray Marching/SDF/Util.cginc",
    "content": "﻿/******************************************************************************/\n/*\n  Project - Unity Ray Marching\n            https://github.com/TheAllenChou/unity-ray-marching\n\n  Author  - Ming-Lun \"Allen\" Chou\n  Web     - http://AllenChou.net\n  Twitter - @TheAllenChou\n\n*/\n/******************************************************************************/\n\n#ifndef RAY_MARCHING_SDF_UTIL\n#define RAY_MARCHING_SDF_UTIL\n\ninline float min_comp(float3 v)\n{\n  return min(v.x, min(v.y, v.z));\n}\n\ninline float max_comp(float3 v)\n{\n  return max(v.x, max(v.y, v.z));\n}\n\n#endif\n"
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